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An Application of a Runtime Epistemic Probabilistic Event Calculus to Decision-making in e-Health Systems

Published online by Cambridge University Press:  20 October 2022

FABIO AURELIO D’ASARO
Affiliation:
Department of Human Sciences, Ethos Group, University of Verona, Verona, Italy (e-mail: fabioaurelio.dasaro@univr.it)
LUCA RAGGIOLI
Affiliation:
Department of Electrical Engineering and Information Technologies, University of Naples Federico II, Naples, Italy (e-mails: luca.raggioli@manchester.ac.uk, smalek@fbk.eu, marco.grazioso@unina.it, silrossi@unina.it)
SALIM MALEK
Affiliation:
Department of Electrical Engineering and Information Technologies, University of Naples Federico II, Naples, Italy (e-mails: luca.raggioli@manchester.ac.uk, smalek@fbk.eu, marco.grazioso@unina.it, silrossi@unina.it)
MARCO GRAZIOSO
Affiliation:
Department of Electrical Engineering and Information Technologies, University of Naples Federico II, Naples, Italy (e-mails: luca.raggioli@manchester.ac.uk, smalek@fbk.eu, marco.grazioso@unina.it, silrossi@unina.it)
SILVIA ROSSI
Affiliation:
Department of Electrical Engineering and Information Technologies, University of Naples Federico II, Naples, Italy (e-mails: luca.raggioli@manchester.ac.uk, smalek@fbk.eu, marco.grazioso@unina.it, silrossi@unina.it)
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Abstract

We present and discuss a runtime architecture that integrates sensorial data and classifiers with a logic-based decision-making system in the context of an e-Health system for the rehabilitation of children with neuromotor disorders. In this application, children perform a rehabilitation task in the form of games. The main aim of the system is to derive a set of parameters the child’s current level of cognitive and behavioral performance (e.g., engagement, attention, task accuracy) from the available sensors and classifiers (e.g., eye trackers, motion sensors, emotion recognition techniques) and take decisions accordingly. These decisions are typically aimed at improving the child’s performance by triggering appropriate re-engagement stimuli when their attention is low, by changing the game or making it more difficult when the child is losing interest in the task as it is too easy. Alongside state-of-the-art techniques for emotion recognition and head pose estimation, we use a runtime variant of a probabilistic and epistemic logic programming dialect of the Event Calculus, known as the Epistemic Probabilistic Event Calculus. In particular, the probabilistic component of this symbolic framework allows for a natural interface with the machine learning techniques. We overview the architecture and its components, and show some of its characteristics through a discussion of a running example and experiments.

Information

Type
Original Article
Creative Commons
Creative Common License - CCCreative Common License - BY
This is an Open Access article, distributed under the terms of the Creative Commons Attribution licence (http://creativecommons.org/licenses/by/4.0), which permits unrestricted re-use, distribution and reproduction, provided the original article is properly cited.
Copyright
© The Author(s), 2022. Published by Cambridge University Press
Figure 0

Fig. 1. The architecture of the AVATEA system. Several classifiers are applied to a stream of data from different sensors. Note that a single sensor may produce data that is then fed into two or more classifiers (e.g., in the case of the webcam). Timestamped output from the classifiers is fed into PEC-RUNTIME, the logical core of the architecture. PEC-RUNTIME processes this information together with some domain independent axioms and outputs its decision to the environment (the game, in this case).

Figure 1

Algorithm 1: PEC-RUNTIME(Domain Description , Classifiers C)

Figure 2

Fig. 2. Facial landmarks detected by the Head Pose Recognition module.

Figure 3

Fig. 3. Probability of F as a function of time for the example discussed in Section 5.1, Experiment (a).

Figure 4

Table 1. Time (in seconds) to execute the query ${[\neg F]@I}$ in the example discussed in Section 5.1. The numbers in bracket in the case of PEC-ANGLICAN refer to the number of sampled well-behaved worlds used to approximate the result of the query. For every implementation, reported times include grounding and processing of the domain description

Figure 5

Fig. 4. Time (in seconds) to query the domain in Section 5.1, Experiments (b) and (c), expressed as a function of the number of actions and fluents. The results show averages over 15 runs – however, standard error was not plotted as it it significantly small ($<0.05$ at all data points).

Figure 6

Fig. 5. Contour plot showing time (in seconds) to query the domain in Section 5.1, Experiment (d), expressed as a function of the number of actions and fluents.

Figure 7

Fig. 6. Time (in seconds) to query the domain in Section 5.1, Experiment (e), expressed as a function of the number of initial conditions.

Figure 8

Fig. 7. Time (in seconds) to query the example discussed in Section 5.1, Experiment (f). The results show averages over 30 runs.

Figure 9

Fig. 8. Engagement and TaskCorrect as a function of time in the example from Section 5.3.

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