CVApr 11, 2022
Comparison Analysis of Traditional Machine Learning and Deep Learning Techniques for Data and Image ClassificationEfstathios Karypidis, Stylianos G. Mouslech, Kassiani Skoulariki et al.
The purpose of the study is to analyse and compare the most common machine learning and deep learning techniques used for computer vision 2D object classification tasks. Firstly, we will present the theoretical background of the Bag of Visual words model and Deep Convolutional Neural Networks (DCNN). Secondly, we will implement a Bag of Visual Words model, the VGG16 CNN Architecture. Thirdly, we will present our custom and novice DCNN in which we test the aforementioned implementations on a modified version of the Belgium Traffic Sign dataset. Our results showcase the effects of hyperparameters on traditional machine learning and the advantage in terms of accuracy of DCNNs compared to classical machine learning methods. As our tests indicate, our proposed solution can achieve similar - and in some cases better - results than existing DCNNs architectures. Finally, the technical merit of this article lies in the presented computationally simpler DCNN architecture, which we believe can pave the way towards using more efficient architectures for basic tasks.
MAFeb 26, 2025
Knowledge representation and scalable abstract reasoning for simulated democracy in UnityEleftheria Katsiri, Alexandros Gazis, Angelos Protopapas
We present a novel form of scalable knowledge representation about agents in a simulated democracy, e-polis, where real users respond to social challenges associated with democratic institutions, structured as Smart Spatial Types, a new type of Smart Building that changes architectural form according to the philosophical doctrine of a visitor. At the end of the game players vote on the Smart City that results from their collective choices. Our approach uses deductive systems in an unusual way: by integrating a model of democracy with a model of a Smart City we are able to prove quality aspects of the simulated democracy in different urban and social settings, while adding ease and flexibility to the development. Second, we can infer and reason with abstract knowledge, which is a limitation of the Unity platform; third, our system enables real-time decision-making and adaptation of the game flow based on the player's abstract state, paving the road to explainability. Scalability is achieved by maintaining a dual-layer knowledge representation mechanism for reasoning about the simulated democracy that functions in a similar way to a two-level cache. The lower layer knows about the current state of the game by continually processing a high rate of events produced by the in-built physics engine of the Unity platform, e.g., it knows of the position of a player in space, in terms of his coordinates x,y,z as well as their choices for each challenge. The higher layer knows of easily-retrievable, user-defined abstract knowledge about current and historical states, e.g., it knows of the political doctrine of a Smart Spatial Type, a player's philosophical doctrine, and the collective philosophical doctrine of a community players with respect to current social issues.
SEFeb 3, 2022
A Method for Counting, Tracking and Monitoring of Visitors with RFID sensorsAlexandros Gazis, Konstantinos Stamatis, Eleftheria Katsiri
This publication presents a method responsible for counting tracking and monitoring visitors inside a building. The site examined is Manos Hatzidakis' House, situated in Xanthi. Specifically, we have conducted a study, which provides recommendations, regarding the installation of sensors in the building. We also present the communication protocols of the computer network used in order to ensure the efficient communication between the space examined and the sensor network. Finally, we describe the process of creating a website, which is designed to store and view the data.