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78 result(s) for "Tayebi, Abdelhamid"
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Automatic 3D Building Reconstruction from OpenStreetMap and LiDAR Using Convolutional Neural Networks
This paper presents the implementation of an automatic method for the reconstruction of 3D building maps. The core innovation of the proposed method is the supplementation of OpenStreetMap data with LiDAR data to reconstruct 3D urban environments automatically. The only input of the method is the area that needs to be reconstructed, defined by the enclosing points in terms of the latitude and longitude. First, area data are requested in OpenStreetMap format. However, there are certain buildings and geometries that are not fully received in OpenStreetMap files, such as information on roof types or the heights of buildings. To complete the information that is missing in the OpenStreetMap data, LiDAR data are read directly and analyzed using a convolutional neural network. The proposed approach shows that a model can be obtained with only a few samples of roof images from an urban area in Spain, and is capable of inferring roofs in other urban areas of Spain as well as other countries that were not used to train the model. The results allow us to identify a mean of 75.57% for height data and a mean of 38.81% for roof data. The finally inferred data are added to the 3D urban model, resulting in detailed and accurate 3D building maps. This work shows that the neural network is able to detect buildings that are not present in OpenStreetMap for which in LiDAR data are available. In future work, it would be interesting to compare the results of the proposed method with other approaches for generating 3D models from OSM and LiDAR data, such as point cloud segmentation or voxel-based approaches. Another area for future research could be the use of data augmentation techniques to increase the size and robustness of the training dataset.
Optimizing Antenna Positioning for Enhanced Wireless Coverage: A Genetic Algorithm Approach
The precise placement of antennas is essential to ensure effective coverage, service quality, and network capacity in wireless communications, particularly given the exponential growth of mobile connectivity. The antenna positioning problem (APP) has evolved from theoretical approaches to practical solutions employing advanced algorithms, such as evolutionary algorithms. This study focuses on developing innovative web tools harnessing genetic algorithms to optimize antenna positioning, starting from propagation loss calculations. To achieve this, seven empirical models were reviewed and integrated into an antenna positioning web tool. Results demonstrate that, with minimal configuration and careful model selection, a detailed analysis of antenna positioning in any area is feasible. The tool was developed using Java 17 and TypeScript 5.1.6, utilizing the JMetal framework to apply genetic algorithms, and features a React-based web interface facilitating application integration. For future research, consideration is given to implementing a server capable of analyzing the environment based on specific area selection, thereby enhancing the precision and objectivity of antenna positioning analysis.
Vertex-Oriented Method for Polyhedral Reconstruction of 3D Buildings Using OpenStreetMap
This work presents the mathematical definition and programming considerations of an efficient geometric algorithm used to add roofs to polyhedral 3D building models obtained from OpenStreetMap. The algorithm covers numerous roof shapes, including some well-defined shapes that lack an explicit reconstruction theory. These shapes include gabled, hipped, pyramidal, skillion, half-hipped, gambrel, and mansard. The input data for the developed code consist of latitude and longitude coordinates defining the target area. Geospatial data necessary for the algorithm are obtained through a request to the overpass-turbo service. The findings showcase outstanding performance for buildings with straightforward footprints, but they have limitations for the ones with intricate footprints. In future work, further refinement is necessary to solve the mentioned limitation.
Educational Technology and E-Learning as Pillars for Sustainable Education
The rapid advancements in Educational Technology (EdTech) and e-learning necessitate a critical focus on the principles of sustainability to ensure compliance with and the achievement of Sustainable Development Goal 4 (SDG 4), quality and lifelong education, conceived by the United Nations (UN) [...]
Accelerated Ray Launching Method for Efficient Field Coverage Studies in Wide Urban Areas
The implementation of a fast and efficient computer tool for field coverage studies in urban mobile radio systems is presented in this work. An accelerated and tailored ray launching method takes advantage of a ray tracing programmable framework optimized for massively parallel processing on GPUs. The PlotOptiX API is used to customize the code before applying the electromagnetic equations. The proposed code is described, and results are shown to demonstrate its correct operation. A high number of diffractions and reflections can be tracked in each ray from the transmitter to the receiver. In addition to the typical point-to-point simulation, measurement planes can also be set as receivers to provide fast predictions in wide urban areas.
Influence of Gamification on the Commitment of the Students of a Programming Course: A Case Study
In the realm of programming education, enhancing student commitment is pivotal for both academic success and practical application. Traditional methodologies often fall short in catering to the evolving needs of today’s learners. Addressing this gap, this paper introduces a web-based gamified tool designed to transform the pedagogical approach in programming courses. The study’s theoretical contribution lies in its exploration of gamification as a strategy to augment student commitment, bridging the divide between conventional teaching and contemporary learning needs. From a practical standpoint, empirical data encompassing performance metrics, dropout rates, and student feedback demonstrate the tool’s significant positive impact. Notably, students exhibited improved pass rates and reduced dropout tendencies, underscoring the tool’s practical efficacy. Furthermore, feedback highlighted the tool’s usability and the enhanced satisfaction derived from its engagement. Aligned with the existing literature, the findings advocate for the broader adoption of gamification in programming education. This research substantiates the potential of gamification as both a theoretical model and a practical strategy, enriching the discourse on modern programming education.
Should We Delay the Second COVID-19 Vaccine Dose in Order to Optimize Rollout? A Mathematical Perspective
Objectives: With vaccination shortage persisting in many countries, adopting an optimal vaccination program is of crucial importance. Given the slow pace of vaccination campaigns globally, a very relevant and burning public health question is whether it is better to delay the second COVID-19 vaccine shot until all priority group people have received at least one shot. Currently, many countries are looking to administer a third dose (booster shot), which raises the question of how to distribute the available daily doses to maximize the effectively vaccinated population. Methods: We formulate a generalized optimization problem with a total of u T = ∑ i = 1 n u i vaccine doses, that have to be optimally distributed between n different sub-populations, where sub-population u i represents people receiving the i th dose of the vaccine with efficacy α i . The particular case where n = 2 is solved first, followed by the general case of n dose regimen. Results: In the case of a two dose regimen, if the efficacy of the second dose is less than (or equal to) twice the efficacy of the first dose, the optimal strategy to maximize the number of effectively vaccinated people is to delay the second vaccine as much as possible. Otherwise, the optimal strategy would consist of administering the second dose as quickly as possible. In the general case, the optimal vaccination strategy would be to administer the k − th dose corresponding to the index providing the maximum inter-dose efficacy difference ( α i − α i −1 ) for all possible values of i ∈ 1, … , n , with α 0 = 0. Conclusion: Our results suggest that although extending the interval between doses beyond 12 weeks was likely optimal earlier in the pandemic, the reduced single dose efficacy of vaccines against the delta variant make this approach no longer viable.
Unraveling the Impact of Class Imbalance on Deep-Learning Models for Medical Image Classification
The field of image analysis with artificial intelligence has grown exponentially thanks to the development of neural networks. One of its most promising areas is medical diagnosis through lung X-rays, which are crucial for diseases like pneumonia, which can be mistaken for other conditions. Despite medical expertise, precise diagnosis is challenging, and this is where well-trained algorithms can assist. However, working with medical images presents challenges, especially when datasets are limited and unbalanced. Strategies to balance these classes have been explored, but understanding their local impact and how they affect model evaluation is still lacking. This work aims to analyze how a class imbalance in a dataset can significantly influence the informativeness of metrics used to evaluate predictions. It demonstrates that class separation in a dataset impacts trained models and is a strategy deserving more attention in future research. To achieve these goals, classification models using artificial and deep neural networks implemented in the R environment are developed. These models are trained using a set of publicly available images related to lung pathologies. All results are validated using metrics obtained from the confusion matrix to verify the impact of data imbalance on the performance of medical diagnostic models. The results raise questions about the procedures used to group classes in many studies, aiming to achieve class balance in imbalanced data and open new avenues for future research to investigate the impact of class separation in datasets with clinical pathologies.
3D Reconstruction of Geometries for Urban Areas Supported by Computer Vision or Procedural Generations
This work presents a numerical mesh generation method for 3D urban scenes that could be easily converted into any 3D format, different from most implementations which are limited to specific environments in their applicability. The building models have shaped roofs and faces with static colors, combining the buildings with a ground grid. The building generation uses geographic positions and shape names, which can be extracted from OpenStreetMap. Additional steps, like a computer vision method, can be integrated into the generation optionally to improve the quality of the model, although this is highly time-consuming. Its function is to classify unknown roof shapes from satellite images with adequate resolution. The generation can also use custom geographic information. This aspect was tested using information created by procedural processes. The method was validated by results generated for many realistic scenarios with multiple building entities, comparing the results between using computer vision and not. The generated models were attempted to be rendered under Graphics Library Transmission Format and Unity Engine. In future work, a polygon-covering algorithm needs to be completed to process the building footprints more effectively, and a solution is required for the missing height values in OpenStreetMap.
Enhancing Student Motivation and Engagement through a Gamified Learning Environment
Gamification is a viable strategy used to enhance motivation and engagement in programming classes among students. However, automated evaluation capabilities, which are crucial for giving students fast and correct feedback, are frequently lacking in currently available gamification technologies. This study proposes a novel web-based application that combines automated programming assessment features with gamification concepts; the aim is to provide students taking a programming course with an engaging learning environment. A survey conducted with 215 undergraduate students assessed how the tool affected the motivation and engagement of students. The findings show that the tool had a beneficial impact on students’ willingness to participate in class, study, increase their self-confidence, engage in healthy competition with peers, and learn from their mistakes. The qualitative feedback that students offered regarding the features of the tool that they liked best is also covered in the study. This paper contributes to the field of programming education by presenting a detailed gamified tool, incorporating automated evaluation and gamification in a web-based platform.