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Even as medical data sets become more publicly accessible, most are restricted to specific medical conditions. Thus, data collection for machine learning approaches remains challenging, and synthetic data augmentation, such as generative adversarial networks (GAN), may overcome this hurdle. In the present quality control study, deep convolutional GAN (DCGAN)-based human brain magnetic resonance (MR) images were validated by blinded radiologists. In total, 96 T1-weighted brain images from 30 healthy individuals and 33 patients with cerebrovascular accident were included. A training data set was generated from the T1-weighted images and DCGAN was applied to generate additional artificial brain images. The likelihood that images were DCGAN-created versus acquired was evaluated by 5 radiologists (2 neuroradiologists [NRs], vs 3 non-neuroradiologists [NNRs]) in a binary fashion to identify real vs created images. Images were selected randomly from the data set (variation of created images, 40%-60%). None of the investigated images was rated as unknown. Of the created images, the NRs rated 45% and 71% as real magnetic resonance imaging images (NNRs, 24%, 40%, and 44%). In contradistinction, 44% and 70% of the real images were rated as generated images by NRs (NNRs, 10%, 17%, and 27%). The accuracy for the NRs was 0.55 and 0.30 (NNRs, 0.83, 0.72, and 0.64). DCGAN-created brain MR images are similar enough to acquired MR images so as to be indistinguishable in some cases. Such an artificial intelligence algorithm may contribute to synthetic data augmentation for "data-hungry" technologies, such as supervised machine learning approaches, in various clinical applications.
Background: Natural language processing (NLP) is a powerful tool supporting the generation of Real-World Evidence (RWE). There is no NLP system that enables the extensive querying of parameters specific to multiple myeloma (MM) out of unstructured medical reports. We therefore created a MM-specific ontology to accelerate the information extraction (IE) out of unstructured text. Methods: Our MM ontology consists of extensive MM-specific and hierarchically structured attributes and values. We implemented “A Rule-based Information Extraction System” (ARIES) that uses this ontology. We evaluated ARIES on 200 randomly selected medical reports of patients diagnosed with MM. Results: Our system achieved a high F1-Score of 0.92 on the evaluation dataset with a precision of 0.87 and recall of 0.98. Conclusions: Our rule-based IE system enables the comprehensive querying of medical reports. The IE accelerates the extraction of data and enables clinicians to faster generate RWE on hematological issues. RWE helps clinicians to make decisions in an evidence-based manner. Our tool easily accelerates the integration of research evidence into everyday clinical practice.
The rating of perceived exertion (RPE) is a subjective load marker and may assist in individualizing training prescription, particularly by adjusting running intensity. Unfortunately, RPE has shortcomings (e.g., underreporting) and cannot be monitored continuously and automatically throughout a training sessions. In this pilot study, we aimed to predict two classes of RPE (≤15 “Somewhat hard to hard” on Borg’s 6–20 scale vs. RPE >15 in runners by analyzing data recorded by a commercially-available smartwatch with machine learning algorithms. Twelve trained and untrained runners performed long-continuous runs at a constant self-selected pace to volitional exhaustion. Untrained runners reported their RPE each kilometer, whereas trained runners reported every five kilometers. The kinetics of heart rate, step cadence, and running velocity were recorded continuously ( 1 Hz ) with a commercially-available smartwatch (Polar V800). We trained different machine learning algorithms to estimate the two classes of RPE based on the time series sensor data derived from the smartwatch. Predictions were analyzed in different settings: accuracy overall and per runner type; i.e., accuracy for trained and untrained runners independently. We achieved top accuracies of 84.8 % for the whole dataset, 81.8 % for the trained runners, and 86.1 % for the untrained runners. We predict two classes of RPE with high accuracy using machine learning and smartwatch data. This approach might aid in individualizing training prescriptions.
Hintergrund
Die Fotodokumentation von offenen Frakturen, Wunden, Dekubitalulzera, Tumoren oder Infektionen ist ein wichtiger Bestandteil der digitalen Patientenakte. Bisher ist unklar, welchen Stellenwert diese Fotodokumentation bei der Abrechnungsprüfung durch den Medizinischen Dienst der Krankenkassen (MDK) hat.
Fragestellung
Kann eine Smartphone-basierte Fotodokumentation die Verteidigung von erlösrelevanten Diagnosen und Prozeduren sowie der Verweildauer verbessern?
Material und Methoden
Ausstattung der Mitarbeiter mit digitalen Endgeräten (Smartphone/Tablet) in den Bereichen Notaufnahme, Schockraum, OP, Sprechstunden sowie auf den Stationen. Retrospektive Auswertung der Abrechnungsprüfung im Jahr 2019 und Identifikation aller Fallbesprechungen, in denen die Fotodokumentation eine Erlösveränderung bewirkt hat.
Ergebnisse
Von insgesamt 372 Fallbesprechungen half die Fotodokumentation in 27 Fällen (7,2 %) zur Bestätigung eines Operationen- und Prozedurenschlüssels (OPS) (n = 5; 1,3 %), einer Hauptdiagnose (n = 10; 2,7 %), einer Nebendiagnose (n = 3; 0,8 %) oder der Krankenhausverweildauer (n = 9; 2,4 %). Pro oben genanntem Fall mit Fotodokumentation ergab sich eine durchschnittliche Erlössteigerung von 2119 €. Inklusive Aufwandpauschale für die Verhandlungen wurde somit ein Gesamtbetrag von 65.328 € verteidigt.
Diskussion
Der Einsatz einer Smartphone-basierten Fotodokumentation kann die Qualität der Dokumentation verbessern und Erlöseinbußen bei der Abrechnungsprüfung verhindern. Die Implementierung digitaler Endgeräte mit entsprechender Software ist ein wichtiger Teil des digitalen Strukturwandels in Kliniken.
In Earth observation (EO), large-scale land-surface dynamics are traditionally analyzed by investigating aggregated classes. The increase in data with a very high spatial resolution enables investigations on a fine-grained feature level which can help us to better understand the dynamics of land surfaces by taking object dynamics into account. To extract fine-grained features and objects, the most popular deep-learning model for image analysis is commonly used: the convolutional neural network (CNN). In this review, we provide a comprehensive overview of the impact of deep learning on EO applications by reviewing 429 studies on image segmentation and object detection with CNNs. We extensively examine the spatial distribution of study sites, employed sensors, used datasets and CNN architectures, and give a thorough overview of applications in EO which used CNNs. Our main finding is that CNNs are in an advanced transition phase from computer vision to EO. Upon this, we argue that in the near future, investigations which analyze object dynamics with CNNs will have a significant impact on EO research. With a focus on EO applications in this Part II, we complete the methodological review provided in Part I.
Deep learning (DL) has great influence on large parts of science and increasingly established itself as an adaptive method for new challenges in the field of Earth observation (EO). Nevertheless, the entry barriers for EO researchers are high due to the dense and rapidly developing field mainly driven by advances in computer vision (CV). To lower the barriers for researchers in EO, this review gives an overview of the evolution of DL with a focus on image segmentation and object detection in convolutional neural networks (CNN). The survey starts in 2012, when a CNN set new standards in image recognition, and lasts until late 2019. Thereby, we highlight the connections between the most important CNN architectures and cornerstones coming from CV in order to alleviate the evaluation of modern DL models. Furthermore, we briefly outline the evolution of the most popular DL frameworks and provide a summary of datasets in EO. By discussing well performing DL architectures on these datasets as well as reflecting on advances made in CV and their impact on future research in EO, we narrow the gap between the reviewed, theoretical concepts from CV and practical application in EO.
As part of the Clash of Realities International Conference on the Technology and Theory of Digital Games, the Game Technology Summit is a premium venue to bring together experts from academia and industry to disseminate state-of-the-art research on trending technology topics in digital games. In this first iteration of the Game Technology Summit, we specifically paid attention on how the successes in AI in Natural User Interfaces have been impacting the games industry (industry track) and which scientific, state-of-the-art ideas and approaches are currently pursued (scientific track).
Immersive virtual environments provide users with the opportunity to escape from the real world, but scripted dialogues can disrupt the presence within the world the user is trying to escape within. Both Non-Playable Character (NPC) to Player and NPC to NPC dialogue can be non-natural and the reliance on responding with pre-defined dialogue does not always meet the players emotional expectations or provide responses appropriate to the given context or world states. This paper investigates the application of Artificial Intelligence (AI) and Natural Language Processing to generate dynamic human-like responses within a themed virtual world. Each thematic has been analysed against humangenerated responses for the same seed and demonstrates invariance of rating across a range of model sizes, but shows an effect of theme and the size of the corpus used for fine-tuning the context for the game world.
Modern immersive multimodal technologies enable the learners to completely get immersed in various learning situations in a way that feels like experiencing an authentic learning environment. These environments also allow the collection of multimodal data, which can be used with artificial intelligence to further improve the immersion and learning outcomes. The use of artificial intelligence has been widely explored for the interpretation of multimodal data collected from multiple sensors, thus giving insights to support learners’ performance by providing personalised feedback. In this paper, we present a conceptual approach for creating immersive learning environments, integrated with multi-sensor setup to help learners improve their psychomotor skills in a remote setting.
Today, intelligent systems that offer artificial intelligence capabilities often rely on machine learning. Machine learning describes the capacity of systems to learn from problem-specific training data to automate the process of analytical model building and solve associated tasks. Deep learning is a machine learning concept based on artificial neural networks. For many applications, deep learning models outperform shallow machine learning models and traditional data analysis approaches. In this article, we summarize the fundamentals of machine learning and deep learning to generate a broader understanding of the methodical underpinning of current intelligent systems. In particular, we provide a conceptual distinction between relevant terms and concepts, explain the process of automated analytical model building through machine learning and deep learning, and discuss the challenges that arise when implementing such intelligent systems in the field of electronic markets and networked business. These naturally go beyond technological aspects and highlight issues in human-machine interaction and artificial intelligence servitization.