Human Activities Recognition Based on Neuro-Fuzzy Finite State Machine
Abstract
:1. Introduction
2. Literature Review
3. Methodology
3.1. Fuzzy Finite State Machine
- Fuzzy state ) is a vector representing the system’s states at time t. Each individual state at time t is a numerical value that is in fact the membership grade (between 0 and 1) given to each linguistic variable within the set of FFSM’s states (S).
- Input vector represents the values associated with the linguistic variables that are generally obtained after a fuzzification process of sensors’ data, a combination of different signals, or any other calculation of numerical data. The fuzzification process, which is designed based on experts’ view, translates the numerical input values into a set of membership grades given to each linguistic label, which defines all the acceptable values. The labels that are associated with the input are represented as , where is the number of associated linguistic labels [6].
- Output vector is the output vector consisting of crisp values associated with each output, which are calculated based on the current state of the system and the input vector .
- Output function is the output function that is used to calculate the value of output vector , at each time instant t.
- Transition function is the state transition function that is used to calculate the next state vector , at each time instant. The transition function f controls the allowed transitions between the defined relevant states in the system. f is defined as a set of fuzzy rules. There are different ways to define the rules; e.g., using human experts’ knowledge [5] or learning from the numerical input-output data by applying machine learning algorithms [32,33,34]. A combination of these approaches can also be implemented to have one framework that contains the rules that were generated by learning from the numerical data and those assigned by the human experts’ knowledge [34].
3.2. Neuro-Fuzzy Finite State Machine
4. Case Study
4.1. Human Activity Recognition
- Recognising concurrent or simultaneous activities: By nature, several activities can be undertaken by a single user at the same time [38]. For example, people can read a book while they are watching TV or eating. In this case, it is not necessary to know which activity started first; that means the existence of concurrent activities when an activity (e.g., eating) starts while the other activity is already started (e.g., reading a book). A specialised approach is required to recognise these non-sequential behaviours.
- Recognising interleaved activities: In real life, a certain activity can be interrupted by another activity [8]. For example, while the current activity of an office worker is recorded as “computer activity”, a visitor comes to the office. In this case, the first activity is paused for the period of the second activity’s duration before the previous activity is resumed.
- Recognising multiple residents: In many situations, more than one user is present in the environment at the same time. It is even harder than the previous scenarios to recognise parallel activities for multiple people living/working together in the same place. Different statistical measurements are provided in this research area, but it is still considered as a challenge [16].
4.2. Data Collection System
4.3. System States’ Definition
- : The sleeping state represents sleeping activity either during the night or while taking a nap during the daytime. Intuitively, the collected starting time and the duration of this activity could vary depending on the day of the week, even for the same user. Furthermore, the state can be interrupted by other activities such as going to the toilet, etc.
- : The bedroom state is used to represent the other duties in the bedroom except for the sleeping activity.
- : The toilet state represents the times when the user is using the toilet.
- : The kitchen state is where the user spends time in the kitchen to prepare food or to clean.
- : The dining room state usually comes after the kitchen state, when the user stays in the dining room to eat the prepared meal.
- : The living room state corresponds to the time spent in the living room to watch TV or other social activities.
- : The garden state is used when the user uses the back door to go to the garden.
- : The leaving home state becomes active when the individual leaves the home from the front door. This can be for any duties away from the home such as shopping. This state might occur regularly at a certain time (in the case of the individual having a daily job) or irregularly (in the case of shopping and social visiting).
4.4. Input Variables’ Definition
- For input variable , five linguistic labels are used, which represent five activity start times during a day, as: . is Early Morning; M is Morning; is Afternoon; is Evening; and is Night. Therefore, , where .
- For input variable , this input variable has five linguistic labels, as well, which represent five different periods of time for the activity duration as: . is Very Short; is Short; is Medium; is Long; and is Very Long. Therefore, , where .
- For input variable , only three linguistic labels are used, which represent three different usage levels, as: . is Heavy Usage; is Medium usage; and is Rare Usage. Therefore, , where .
4.5. Transition Function Definition
4.6. Output Definition
4.7. Results
- The rows and columns represent the output activities and target activities, respectively. The activities are identified as .
- The diagonal cells from the upper left to the lower right indicate activities that are correctly recognised.
- The off-diagonal cells represent the incorrectly-recognised activities.
- The right-most column shows the accuracy of each activity.
- The last row at the bottom shows the precision for each activity.
- The bottom right cell represents the accuracy over the whole model.
- -
- True positive : the case when activity is correctly recognised as being the activity.
- -
- True negative : the case when all the other activities are correctly recognised as being not the activity.
- -
- False positive : the case when all the other activities are incorrectly recognised as being the activity.
- -
- False negative : the case when the activity is incorrectly recognised as being not the activity.
4.8. Comparison with Existing Modelling Techniques
5. Discussion
- Accuracy: The results illustrated in Table 2 show that the N-FFSM model exhibited a high accuracy, recall, and precision when its performance was tested for each activity separately. The results presented in Table 5 show the overall activity recognition performance when it was compared with the existing FFSM and NNs in terms of accuracy, recall, and precision. According to the achieved results, the N-FFSM model was considerably better at ADL recognition based on data gathered from low-level ambient sensors. Furthermore, it can be seen how the N-FFSM model was able to follow the proper sequence of states with the correct state activation degree.
- Interpretability discussion: From the interpretability point of view, the most commonly-used approaches in human activity recognition research works have been NNs and HMMs. These models are considered as black-box approaches because of the complexity of understanding their underlying concepts. This complexity increases when a large number of input and output variables are used. Nevertheless, the proposed N-FFSM model is described linguistically using eight linguistic states representing eight different activities, as well as fuzzy rules associated with the linguistic inputs.
- The importance of using human experts’ knowledge: In order to achieve a robust model for representing human activities, the advantages of using experts’ knowledge with the learning capabilities in NNs can be integrated with the N-FFSM model. Designing an FFSM only based on the linguistic information assigned by human experts is not enough for a successful human activity recognition model. On the other hand, information derived from the gathered sensor data is not usually enough to achieve a high-performance model. Experts’ knowledge was used to define the fuzzy rules, as well as distinguishing the system’s current state(s). This allowed obtaining a linguistic description of the ADL, i.e., the final set of fuzzy rules that control the transition between states.
6. Conclusions
Author Contributions
Funding
Conflicts of Interest
Abbreviations
ADL | Activities of Daily Living |
ADW | Activities of Daily Working |
FSM | Finite State Machine |
FFSM | Fuzzy Finite State Machine |
MF | Membership Function |
NNs | Neural Network |
N-FFSM | Neuro-Fuzzy Finite State Machine |
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Sensors | Sensors’ Quantity | Used for |
---|---|---|
Passive Infrared Red (PIR) | 6 | Detecting the movement and occupancy |
On/off door switches | 2 | Detecting when doors are open |
Mat pressure sensor | 1 | Measuring bed occupancy |
Electricity usage sensors | 2 | Plugs measuring electricity consumption |
usage, e.g., microwave and kettle. | ||
* Indoor temperature sensors | 5 | Measuring ambient temperature |
* Humidity sensors | 5 | Measuring ambient humidity |
* Outdoor temperature sensors | 1 | Measuring outside temperature |
* Light intensity sensors | 6 | Measuring ambient light intensity |
Activities | Accuracy | Recall | Precision |
---|---|---|---|
(1) Sleeping | 85.7 | 84.1 | 81.8 |
(2) Bedroom | 93.9 | 93.3 | 96.8 |
(3) Toilet | 87.5 | 86.4 | 100 |
(4) Kitchen | 100 | 99.1 | 90.5 |
(5) Dining room | 100 | 97.8 | 100 |
(6) Living room | 100 | 98.3 | 100 |
(7) Garden | 100 | 90.9 | 100 |
(8) Leaving home | 100 | 95.2 | 100 |
Activities | Accuracy | Recall | Precision |
---|---|---|---|
(1) Sleeping | 38.4 | 37.8 | 100 |
(2) Bedroom | 24.2 | 24.0 | 66.6 |
(3) Toilet | 75 | 74.0 | 31.5 |
(4) Kitchen | 40.7 | 40.4 | 27.5 |
(5) Dining room | 100 | 98.9 | 81.8 |
(6) Living room | 0 | 0 | NaN |
(7) Garden | 100 | 83.3 | 100 |
(8) Leaving home | 0 | 0 | NaN |
Activities | Accuracy | Recall | Precision |
---|---|---|---|
(1) Sleeping | 100 | 98.4 | 76.4 |
(2) Bedroom | 89.1 | 88.7 | 100 |
(3) Toilet | 93.7 | 92.5 | 93.7 |
(4) Kitchen | 85.7 | 85.1 | 88.8 |
(5) Dining room | 70 | 69.3 | 77.7 |
(6) Living room | 100 | 95.2 | 66.6 |
(7) Garden | NaN | 0 | 0 |
(8) Leaving home | 100 | 95.2 | 100 |
Activities | Accuracy | Recall | Precision |
---|---|---|---|
N-FFSM (proposed) | 95.2% | 93.18% | 96.16% |
NNs model | 78.72% | 78.81% | 75.44% |
FFSM model | 46.61% | 44.84% | NaN |
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Mohmed, G.; Lotfi, A.; Pourabdollah, A. Human Activities Recognition Based on Neuro-Fuzzy Finite State Machine. Technologies 2018, 6, 110. https://doi.org/10.3390/technologies6040110
Mohmed G, Lotfi A, Pourabdollah A. Human Activities Recognition Based on Neuro-Fuzzy Finite State Machine. Technologies. 2018; 6(4):110. https://doi.org/10.3390/technologies6040110
Chicago/Turabian StyleMohmed, Gadelhag, Ahmad Lotfi, and Amir Pourabdollah. 2018. "Human Activities Recognition Based on Neuro-Fuzzy Finite State Machine" Technologies 6, no. 4: 110. https://doi.org/10.3390/technologies6040110
APA StyleMohmed, G., Lotfi, A., & Pourabdollah, A. (2018). Human Activities Recognition Based on Neuro-Fuzzy Finite State Machine. Technologies, 6(4), 110. https://doi.org/10.3390/technologies6040110