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Chairi Kiourt

Publications and source records attributed to Chairi Kiourt.

16 recordsLinked to original sources

AmalthAI: An Open-Source Computer Vision Platform for Cultural Heritage

Computer vision (CV) and machine learning (ML) offer new tools for cultural heritage (CH) artifact analysis, but the CV/ML pipeline remains largely inaccessible to CH domain experts, who lack the background to configure, train, or assess models. We present AmalthAI, an open-source CV platform that bridges this gap, enabling non-ML CH experts to independently produce and validate archaeologically meaningful findings. The interface covers dataset management, training, and inference for classification, segmentation, and object detection, with Kubeflow and Katib handling scalable training and hyperparameter search. Grad-CAM localizes the image region behind a prediction, and a vision-language model (VLM) adds a text description of it for expert review. Since archaeological data is often state-owned or rights-encumbered and cannot leave institutional custody, AmalthAI's self-hostable deployment ensures sensitive data is kept within premises. We test the platform on an archaeological use case built on a custom dataset of clay textile imprints, where CH experts trained and validated segmentation, and classification models for hypothesis testing. We provide the implementation code at https://github.com/TEXTaiLES/AmalthAI.

cs.CV

PGTT: Phase-Guided Terrain Traversal for Perceptive Legged Locomotion

State-of-the-art perceptive Reinforcement Learning controllers for legged robots typically either (i) impose oscillator-or IK-based gait priors that constrain the action space, bias policy optimization, and limit adaptability across robot morphologies, or (ii) operate "blind," making them unable to anticipate hind-leg terrain and brittle to observation noise. We propose Phase-Guided Terrain Traversal (PGTT), a perception-aware deep-RL approach that enforces gait structure through reward shaping, thereby reducing inductive bias compared to oscillator- or IK-conditioned action priors. PGTT encodes per-leg phase as a cubic Hermite spline, adapts swing height to local heightmap statistics, and adds a swing-phase contact penalty, while the policy acts directly in joint space for morphology-agnostic deployment. Trained in MuJoCo (MJX) on procedurally generated stair-like terrains with curriculum learning and domain randomization, PGTT achieves the highest success rate among the evaluated baselines under push disturbances (median +7.5% over the next-best baseline) and on discrete obstacles (+9%), while maintaining comparable velocity tracking. We validate PGTT on a Unitree Go2 using a real-time LiDAR elevation-to-heightmap pipeline and report preliminary results on ANYmal-C using the same hyperparameters. These results provide early evidence that terrain-adaptive, phase-guided reward shaping can transfer across platforms without platform-specific policy priors or extensive re-tuning.

cs.RO

A Cognition-Emotion-Personality Framework for Modeling Human-Like Awareness and Behavior in Emergency Evacuations

Agent-based evacuation simulations are widely used to study crowd behavior during emergencies, but many models rely on assumptions such as perfect event awareness, complete exit knowledge, and fully rational decision-making. This paper presents an extended evacuation framework that integrates cognitive, emotional, social, and personality-related mechanisms into a unified model of human behavior under uncertainty. The framework incorporates a dynamic event-awareness mechanism based on a continuous Event Certainty Level, a memory-based representation of exit knowledge subject to acquisition, forgetting, and recall, a continuous fear model in which panic emerges as a high-intensity state, and an OCEAN-based personality representation. Neuroticism is explicitly integrated into the emotional model, influencing fear generation, escalation, social contagion, and recovery. Behavioral heterogeneity is further captured through individualized decision thresholds that affect responses to perceived risk. The framework is evaluated through simulation experiments examining the effects of spatial familiarity, memory robustness, decision sensitivity, emotional dynamics, and personality variation. Results show that cognitive, emotional, and personality-driven processes substantially influence evacuation dynamics, reducing evacuation efficiency and generating realistic crowd phenomena such as delays, confusion, injuries, and socially influenced behaviors. The proposed framework provides a more realistic representation of human behavior in emergency evacuations and supports systematic investigation of the interactions between cognition, emotion, personality, and crowd dynamics.

cs.AI

Multi-Agent-Based Simulation of Archaeological Mobility in Uneven Landscapes

Understanding mobility, movement, and interaction in archaeological landscapes is essential for interpreting past human behavior, transport strategies, and spatial organization, yet such processes are difficult to reconstruct from static archaeological evidence alone. This paper presents a multi-agent-based modeling framework for simulating archaeological mobility in uneven landscapes, integrating realistic terrain reconstruction, heterogeneous agent modeling, and adaptive navigation strategies. The proposed approach combines global path planning with local dynamic adaptation, through reinforcment learning, enabling agents to respond efficiently to dynamic obstacles and interactions without costly global replanning. Real-world digital elevation data are processed into high-fidelity three-dimensional environments, preserving slope and terrain constraints that directly influence agent movement. The framework explicitly models diverse agent types, including human groups and animal-based transport systems, each parameterized by empirically grounded mobility characteristics such as load, slope tolerance, and physical dimensions. Two archaeological-inspired use cases demonstrate the applicability of the approach: a terrain-aware pursuit and evasion scenario and a comparative transport analysis involving pack animals and wheeled carts. The results highlight the impact of terrain morphology, visibility, and agent heterogeneity on movement outcomes, while the proposed hybrid navigation strategy provides a computationally efficient and interpretable solution for large-scale, dynamic archaeological simulations.

cs.RO

ART3mis: Ray-Based Textual Annotation on 3D Cultural Objects

Beyond simplistic 3D visualisations, archaeologists, as well as cultural heritage experts and practitioners, need applications with advanced functionalities. Such as the annotation and attachment of metadata onto particular regions of the 3D digital objects. Various approaches have been presented to tackle this challenge, most of which achieve excellent results in the domain of their application. However, they are often confined to that specific domain and particular problem. In this paper, we present ART3mis - a general-purpose, user-friendly, interactive textual annotation tool for 3D objects. Primarily attuned to aid cultural heritage conservators, restorers and curators with no technical skills in 3D imaging and graphics, the tool allows for the easy handling, segmenting and annotating of 3D digital replicas of artefacts. ART3mis applies a user-driven, direct-on-surface approach. It can handle detailed 3D cultural objects in real-time and store textual annotations for multiple complex regions in JSON data format.

cs.CV

Learning and Optimization with 3D Orientations

There exist numerous ways of representing 3D orientations. Each representation has both limitations and unique features. Choosing the best representation for one task is often a difficult chore, and there exist conflicting opinions on which representation is better suited for a set of family of tasks. Even worse, when dealing with scenarios where we need to learn or optimize functions with orientations as inputs and/or outputs, the set of possibilities (representations, loss functions, etc.) is even larger and it is not easy to decide what is best for each scenario. In this paper, we attempt to a) present clearly, concisely and with unified notation all available representations, and "tricks" related to 3D orientations (including Lie Group algebra), and b) benchmark them in representative scenarios. The first part feels like it is missing from the robotics literature as one has to read many different textbooks and papers in order have a concise and clear understanding of all possibilities, while the benchmark is necessary in order to come up with recommendations based on empirical evidence. More precisely, we experiment with the following settings that attempt to cover most widely used scenarios in robotics: 1) direct optimization, 2) imitation/supervised learning with a neural network controller, 3) reinforcement learning, and 4) trajectory optimization using differential dynamic programming. We finally provide guidelines depending on the scenario, and make available a reference implementation of all the orientation math described.

cs.RO

A Comparative Study of Floating-Base Space Parameterizations for Agile Whole-Body Motion Planning

Automatically generating agile whole-body motions for legged and humanoid robots remains a fundamental challenge in robotics. While numerous trajectory optimization approaches have been proposed, there is no clear guideline on how the choice of floating-base space parameterization affects performance, especially for agile behaviors involving complex contact dynamics. In this paper, we present a comparative study of different parameterizations for direct transcription-based trajectory optimization of agile motions in legged systems. We systematically evaluate several common choices under identical optimization settings to ensure a fair comparison. Furthermore, we introduce a novel formulation based on the tangent space of SE(3) for representing the robot's floating-base pose, which, to our knowledge, has not received attention from the literature. This approach enables the use of mature off-the-shelf numerical solvers without requiring specialized manifold optimization techniques. We hope that our experiments and analysis will provide meaningful insights for selecting the appropriate floating-based representation for agile whole-body motion generation.

cs.RO

Deep learning based black spot identification on Greek road networks

Black spot identification, a spatiotemporal phenomenon, involves analyzing the geographical location and time-based occurrence of road accidents. Typically, this analysis examines specific locations on road networks during set time periods to pinpoint areas with a higher concentration of accidents, known as black spots. By evaluating these problem areas, researchers can uncover the underlying causes and reasons for increased collision rates, such as road design, traffic volume, driver behavior, weather, and infrastructure. However, challenges in identifying black spots include limited data availability, data quality, and assessing contributing factors. Additionally, evolving road design, infrastructure, and vehicle safety technology can affect black spot analysis and determination. This study focused on traffic accidents in Greek road networks to recognize black spots, utilizing data from police and government-issued car crash reports. The study produced a publicly available dataset called Black Spots of North Greece (BSNG) and a highly accurate identification method.

cs.LG

Semantic Image Segmentation with Deep Learning for Vine Leaf Phenotyping

Plant phenotyping refers to a quantitative description of the plants properties, however in image-based phenotyping analysis, our focus is primarily on the plants anatomical, ontogenetical and physiological properties.This technique reinforced by the success of Deep Learning in the field of image based analysis is applicable to a wide range of research areas making high-throughput screens of plants possible, reducing the time and effort needed for phenotypic characterization.In this study, we use Deep Learning methods (supervised and unsupervised learning based approaches) to semantically segment grapevine leaves images in order to develop an automated object detection (through segmentation) system for leaf phenotyping which will yield information regarding their structure and function.In these directions we studied several deep learning approaches with promising results as well as we reported some future challenging tasks in the area of precision agriculture.Our work contributes to plant lifecycle monitoring through which dynamic traits such as growth and development can be captured and quantified, targeted intervention and selective application of agrochemicals and grapevine variety identification which are key prerequisites in sustainable agriculture.

cs.CV

Pulmonary embolism identification in computerized tomography pulmonary angiography scans with deep learning technologies in COVID-19 patients

The main objective of this work is to utilize state-of-the-art deep learning approaches for the identification of pulmonary embolism in CTPA-Scans for COVID-19 patients, provide an initial assessment of their performance and, ultimately, provide a fast-track prototype solution (system). We adopted and assessed some of the most popular convolutional neural network architectures through transfer learning approaches, to strive to combine good model accuracy with fast training. Additionally, we exploited one of the most popular one-stage object detection models for the localization (through object detection) of the pulmonary embolism regions-of-interests. The models of both approaches are trained on an original CTPA-Scan dataset, where we annotated of 673 CTPA-Scan images with 1,465 bounding boxes in total, highlighting pulmonary embolism regions-of-interests. We provide a brief assessment of some state-of-the-art image classification models by achieving validation accuracies of 91% in pulmonary embolism classification. Additionally, we achieved a precision of about 68% on average in the object detection model for the pulmonary embolism localization under 50% IoU threshold. For both approaches, we provide the entire training pipelines for future studies (step by step processes through source code). In this study, we present some of the most accurate and fast deep learning models for pulmonary embolism identification in CTPA-Scans images, through classification and localization (object detection) approaches for patients infected by COVID-19. We provide a fast-track solution (system) for the research community of the area, which combines both classification and object detection models for improving the precision of identifying pulmonary embolisms.

eess.IV

Metis: Multi-Agent Based Crisis Simulation System

With the advent of the computational technologies (Graphics Processing Units - GPUs) and Machine Learning, the research domain of crowd simulation for crisis management has flourished. Along with the new techniques and methodologies that have been proposed all those years, aiming to increase the realism of crowd simulation, several crisis simulation systems/tools have been developed, but most of them focus on special cases without providing users the ability to adapt them based on their needs. Towards these directions, in this paper, we introduce a novel multi-agent-based crisis simulation system for indoor cases. The main advantage of the system is its ease of use feature, focusing on non-expert users (users with little to no programming skills) that can exploit its capabilities a, adapt the entire environment based on their needs (Case studies) and set up building evacuation planning experiments with some of the most popular Reinforcement Learning algorithms. Simply put, the system's features focus on dynamic environment design and crisis management, interconnection with popular Reinforcement Learning libraries, agents with different characteristics (behaviors), fire propagation parameterization, realistic physics based on popular game engine, GPU-accelerated agents training and simulation end conditions. A case study exploiting a popular reinforcement learning algorithm, for training of the agents, presents the dynamics and the capabilities of the proposed systems and the paper is concluded with the highlights of the system and some future directions.

cs.MA

Crowd simulation for crisis management: the outcomes of the last decade

The last few decades, crowd simulation for crisis management is highlighted as an important topic of interest for many scientific fields. As the continues evolution of computational resources increases, along with the capabilities of Artificial Intelligence, the demand for better and more realistic simulation has become more attractive and popular to scientists. Along those years, there have been published hundreds of research articles and have been created numerous different systems that aim to simulate crowd behaviors, crisis cases and emergency evacuation scenarios. For better outcomes, recent research has focused on the separation of the problem of crisis management, to multiple research sub-fields (categories), such as the navigation of the simulated pedestrians, their psychology, the group dynamics etc. There have been extended research works suggesting new methods and techniques for those categories of problems. In this paper, we propose three main research categories, each one consist of several sub-categories, relying on crowd simulation for crisis management aspects and we present the outcomes of the last decade, focusing mostly on works exploiting multi-agent technologies. We analyze a number of technologies, methodologies, techniques, tools and systems introduced throughout the last years. A comparative review and discussion of the proposed categories is presented towards the identification of the most efficient aspects of the proposed categories. A general framework, towards the future crowd simulation for crisis management is presented based on the most efficient to yield the most realistic outcomes of the last decades. The paper is concluded with some highlights and open questions for future directions.

cs.MA

Deep learning approaches in food recognition

Automatic image-based food recognition is a particularly challenging task. Traditional image analysis approaches have achieved low classification accuracy in the past, whereas deep learning approaches enabled the identification of food types and their ingredients. The contents of food dishes are typically deformable objects, usually including complex semantics, which makes the task of defining their structure very difficult. Deep learning methods have already shown very promising results in such challenges, so this chapter focuses on the presentation of some popular approaches and techniques applied in image-based food recognition. The three main lines of solutions, namely the design from scratch, the transfer learning and the platform-based approaches, are outlined, particularly for the task at hand, and are tested and compared to reveal the inherent strengths and weaknesses. The chapter is complemented with basic background material, a section devoted to the relevant datasets that are crucial in light of the empirical approaches adopted, and some concluding remarks that underline the future directions.

cs.CV

How game complexity affects the playing behavior of synthetic agents

Agent based simulation of social organizations, via the investigation of agents' training and learning tactics and strategies, has been inspired by the ability of humans to learn from social environments which are rich in agents, interactions and partial or hidden information. Such richness is a source of complexity that an effective learner has to be able to navigate. This paper focuses on the investigation of the impact of the environmental complexity on the game playing-and-learning behavior of synthetic agents. We demonstrate our approach using two independent turn-based zero-sum games as the basis of forming social events which are characterized both by competition and cooperation. The paper's key highlight is that as the complexity of a social environment changes, an effective player has to adapt its learning and playing profile to maintain a given performance profile

cs.AI

Assessing the Impact of Virtualizing Physical Labs

Virtual laboratories are the new online educational trend for communicating to students practical skills of science. In this paper we report on a comparison of techniques for familiarizing distance learning students with a 3D virtual biology laboratory, in order to prepare them for their microscopy experiment in their physical wet lab. Initial training for these students was provided at a distance, via Skype. Their progress was assessed through Pre and Post-tests and compared to those of students who opted to only prepare for their wet lab using the conventional face-to-face educational method, which was provided for all students. Our results provide preliminary answers to questions such as whether the incorporation of a virtual lab in the educational process will improve the quality of distance learning education and whether a virtual lab can be a valuable educational supplement to students enrolled in laboratory courses on Biology.

cs.HC

A Distributed Multi Agents Based Platform for High Performance Computing Infrastructures

This work introduces a novel, modular, layered web based platform for managing machine learning experiments on grid-based High Performance Computing infrastructures. The coupling of the communication services offered by the grid, with an administration layer and conventional web server programming, via a data synchronization utility, leads to the straightforward development of a web-based user interface that allows the monitoring and managing of diverse online distributed computing applications. It also introduces an experiment generation and monitoring tool particularly suitable for investigating machine learning in game playing. The platform is demonstrated with experiments for two different games.

cs.DC