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. Under consideration for publication in Theory and Practice of Logic Programming (TPLP).
翻译:我们提出并讨论一个运行时间结构,将感官数据和分类器与基于逻辑的决策系统结合到一个用于神经运动紊乱儿童康复的电子卫生系统中,使感官数据和分类器与基于逻辑的决策系统相结合。在这个应用中,儿童以游戏形式执行康复任务。该系统的主要目的是从现有的传感器和分类器(例如眼睛追踪器、运动感应器、感知器、感知识别技术)得出一套儿童当前认知和行为表现水平(例如接触、注意力、任务准确性)的参数,并据此作出决定。这些决定通常旨在改善儿童的性能,办法是在他们注意度低时触发适当的重新参与刺激,改变游戏形式,或者在儿童对任务的兴趣过于容易时使其更加困难。除了现有感知和行为表现的状态技术外,我们还使用一种运行时间变异的预测和感知逻辑编程方程式(称为“预知性能”传感器、感知觉感知力感识技术)来提高儿童的性能。在这种模拟性能性能分析中,通过模拟性能学模型和图理学结构中,可以进行某种模拟性能学和图理学结构结构。