Abstract:Urban environments face significant challenges due to climate change, including extreme heat, drought, and water scarcity, which impact public health, community well-being, and local economies. Effective management of these issues is crucial, particularly in areas like Sydney Olympic Park, which relies on one of Australia's largest irrigation systems. The Smart Irrigation Management for Parks and Cool Towns (SIMPaCT) project, initiated in 2021, leverages advanced technologies and machine learning models to optimize irrigation and induce physical cooling. This paper introduces two novel methods to enhance the efficiency of the SIMPaCT system's extensive sensor network and applied machine learning models. The first method employs clustering of sensor time series data using K-shape and K-means algorithms to estimate readings from missing sensors, ensuring continuous and reliable data. This approach can detect anomalies, correct data sources, and identify and remove redundant sensors to reduce maintenance costs. The second method involves sequential data collection from different sensor locations using robotic systems, significantly reducing the need for high numbers of stationary sensors. Together, these methods aim to maintain accurate soil moisture predictions while optimizing sensor deployment and reducing maintenance costs, thereby enhancing the efficiency and effectiveness of the smart irrigation system. Our evaluations demonstrate significant improvements in the efficiency and cost-effectiveness of soil moisture monitoring networks. The cluster-based replacement of missing sensors provides up to 5.4% decrease in average error. The sequential sensor data collection as a robotic emulation shows 17.2% and 2.1% decrease in average error for circular and linear paths respectively.
Abstract:A significant limitation of current smartphone-based eye-tracking algorithms is their low accuracy when applied to video-type visual stimuli, as they are typically trained on static images. Also, the increasing demand for real-time interactive applications like games, VR, and AR on smartphones requires overcoming the limitations posed by resource constraints such as limited computational power, battery life, and network bandwidth. Therefore, we developed two new smartphone eye-tracking techniques for video-type visuals by combining Convolutional Neural Networks (CNN) with two different Recurrent Neural Networks (RNN), namely Long Short Term Memory (LSTM) and Gated Recurrent Unit (GRU). Our CNN+LSTM and CNN+GRU models achieved an average Root Mean Square Error of 0.955cm and 1.091cm, respectively. To address the computational constraints of smartphones, we developed an edge intelligence architecture to enhance the performance of smartphone-based eye tracking. We applied various optimisation methods like quantisation and pruning to deep learning models for better energy, CPU, and memory usage on edge devices, focusing on real-time processing. Using model quantisation, the model inference time in the CNN+LSTM and CNN+GRU models was reduced by 21.72% and 19.50%, respectively, on edge devices.
Abstract:This paper focuses on the physical racetrack capabilities of AWS DeepRacer. Two separate experiments were conducted. The first experiment (Experiment I) focused on evaluating the impact of hyperparameters on the physical environment. Hyperparameters such as gradient descent batch size and loss type were changed systematically as well as training time settings. The second experiment (Experiment II) focused on exploring AWS DeepRacer object avoidance in the physical environment. It was uncovered that in the simulated environment, models with a higher gradient descent batch size had better performance than models with a lower gradient descent batch size. Alternatively, in the physical environment, a gradient descent batch size of 128 appears to be preferable. It was found that models using the loss type of Huber outperformed models that used the loss type of MSE in both the simulated and physical environments. Finally, object avoidance in the simulated environment appeared to be effective; however, when bringing these models to the physical environment, there was a pronounced challenge to avoid objects. Therefore, object avoidance in the physical environment remains an open challenge.