CA II NOTES
CA II NOTES
Definition
GIS is a computer-based information system that enables capture, modeling,
Manipulation, retrieval, analysis and presentation of geographically referenced data
Very expensive
Requires enourmous amount of date: makes it prone for error
Geographical error increases with larger scale
Relative loss of resolution
Violation of privacy
Components of GIS
Hardware,
Software,
Data,
People, (humanware)
Procedure,
Network (Internet
Hardware
Hardware is the computer on which a GIS operates. Today, GIS software runs on a wide range of
hardware types, from centralized computer servers to desktop computers used in stand-alone or
networked configurations.
Software
GIS software provides the functions and tools needed to store, analyze, and display geographic
information.. A review of the key GIS software subsystems is provided above software components
are:
Data
Possibly the most important component of a GIS is the data. Geographic data and related tabular data
can be collected in-house or purchased from a commercial data provide
A GIS will integrate spatial data with other data resources and can even use a DBMS, used by most
organizations to organize and maintain their data, to manage spatial data.
People
GIS technology is of limited value without the people who manage the system and develop plans
for applying it to real world problems. GIS users range from technical specialists who design and
maintain the system to those who use it to help them perform their everyday work. The
identification of GIS specialists versus end users is often critical to the proper implementation of
GIS technology.
Methods
A successful GIS operates according to a well-designed implementation plan and business rules,
which are the models and operating practices unique to each organization.
The basic data type in a GIS reflects traditional data found on a map. Accordingly, GIS
technology utilizes two basic types of data. These are:
NB: The coordinate location of a forestry stand would be spatial data, while the characteristics of that
forestry stand, e.g. cover group, dominant species, crown closure, height, etc., would be attribute data.
DATA SOURCES
A wide variety of data sources exist for both spatial and attribute data. The most common
general sources for spatial data are:
There are at least four basic procedures for inputting spatial data into a GIS. These are:
Manual digitizing;
Automatic scanning;
Entry of coordinates using coordinate geometry; and the
Conversion of existing digital data.
MANUAL DIGITIZING
Digitizing can be done in a point mode,where single points are recorded one at a time, or in a stream
mode, where a point is collected on regular intervals of time or distance, measured by an X and Y
movement, e.g. every 3 metres. Digitizing can also be done blindly or with a graphics terminal. Blind
digitizing infers that the graphic result is not immediately viewable to the person digitizing.
Automatic Scanning
A variety of scanning devices exist for the automatic capture of spatial data.
All have the advantage of being able to capture spatial features from a map at a rapid rate of speed.
Given these basic constraints some other practical limitations of scanners should be identified.
These include :
hard copy maps are often unable to be removed to where a scanning device is available, e.g.
most companies or agencies cannot afford their own scanning device and therefore must
send their maps to a private firm for scanning;
hard copy data may not be in a form that is viable for effective scanning, e.g. maps are of
poor quality, or are in poor condition;
geographic features may be too few on a single map to make it practical, cost-justifiable, to
scan;
often on busy maps a scanner may be unable to distinguish the features to be captured from
the surrounding graphic information, e.g. dense contours with labels;
with raster scanning there it is difficult to read unique labels (text) for a geographic feature
effectively; and
Scanning is much more expensive than manual digitizing, considering all the
cost/performance issues.
Coordinate Geometry
A third technique for the input of spatial data involves the calculation and entry of
coordinates using coordinate geometry (COGO) procedures. This involves entering, from
survey data, the explicit measurement of features from some known monument. This input
technique is obviously very costly and labour intensive
A fourth technique that is becoming increasingly popular for data input is the conversion of
existing digital data. A variety of spatial data, including digital maps, are openly available
from a wide range of government and private sources. The most common digital data to be
used in a GIS is data from CAD systems. A number of data conversion programs exist,
mostly from GIS software vendors, to transform data from CAD formats to a raster or
topological GIS data format. Several ad hoc standards for data exchange have been
established in the market place.
Three basic types of spatial data models have evolved for storing geographic data digitally.
These are referred to as:
Vector;
Raster;
Image.
Raster data models incorporate the use of a grid-cell data structure where the geographic area
is divided into cells identified by row and column. This data structure is commonly called
raster. While the term raster implies a regularly spaced grid other tessellated data structures
do exist in grid based GIS systems
All spatial data models are approaches for storing the spatial location of geographic features
in a database. Vector storage implies the use of vectors (directional lines) to represent a
geographic feature. Vector data is characterized by the use of sequential points or vertices to
define a linear segment. Each vertex consists of an X coordinate and a Y coordinate.
Vector lines are often referred to as arcs and consist of a string of vertices terminated by a
node. A node is defined as a vertex that starts or ends an arc segment
IMAGE DATA
Image data is most often used to represent graphic or pictorial data. The term image
inherently reflects a graphic representation, and in the GIS world, differs significantly from
raster data. Most often, image data is used to store remotely sensed imagery, e.g. satellite
scenes or orthophotos, or ancillary graphics such as photographs, scanned plan documents,
etc. Image data is typically used in GIS systems as background display data (if the image has
been rectified and georeferenced); or as a graphic attribute. Remote sensing software makes
use of image data for image classification and processing. Typically, this data must be
converted into a raster format (and perhaps vector) to be used analytically with the GIS.
A variety of different data models exist for the storage and management of attribute data.
The most common are:
Tabular
Hierarchial
Network
Relational
Object Oriented
Tabular Model
The simple tabular model stores attribute data as sequential data files with fixed formats (or
comma delimited for ASCII data), for the location of attribute values in a predefined record
structure. This type of data model is outdated in the GIS arena
Hierarchical Model
The hierarchical database organizes data in a tree structure. Data is structured downward in a
tables. Any level in the hierarchy can have unlimited children, but any child can have only one
parent.Hierarchial DBMS have not gained any noticeable acceptance for use within GIS.
Network Model
The network database organizes data in a network or plex structure. Any column in a plex
structure can be linked to any other. Like a tree structure, a plex structure can be described in
terms of parents and children. This model allows for children to have more than one parent.
Relational Model
The relational database organizes data in tables. Each table, is identified by a unique table
name, and is organized by rows and columns. Each column within a table also has a unique
name. Columns store the values for a specific attribute, e.g. cover group, tree height. Rows
represent one record in the table. In a GIS each row is usually linked to a separate spatial
feature, e.g. a forestry stand.
Data editing and verification is in response to the errors that arise during the encoding of
spatial and non-spatial data.
Data editing and verification is in response to the errors that arise during the encoding of
spatial and non-spatial data. The editing of spatial data is a time consuming, interactive
process that can take as long, if not longer, than the data input process itself.
Several kinds of errors can occur during data input. They can be classified as:
Incompleteness of the spatial data. This includes missing points, line segments,
and/or polygons.
Locational placement errors of spatial data. These types of errors usually are the
result of careless digitizing or poor quality of the original data source.
Distortion of the spatial data. This kind of error is usually caused by base maps that
are not scale-correct over the whole image, e.g. aerial photographs, or from material
stretch, e.g. paper documents.
Incorrect linkages between spatial and attribute data. This type of error is commonly
the result of incorrect unique identifiers (labels) being assigned during manual key in
or digitizing. This may involve the assigning of an entirely wrong label to a feature, or
more than one label being assigned to a feature.
Attribute data is wrong or incomplete. Often the attribute data does not match
exactly with the spatial data. This is because they are frequently from independent
sources and often different time periods. Missing data records or too many data
records are the most common problems.
The most common problems that occur in converting data into a topological structure
include:
Data Verification
Six clear steps stand out in the data editing and verification process for spatial data. These
are:
ARTIFICIAL INTELLIGENCE
Goals of AI
To Create Expert Systems − The systems which exhibit intelligent behavior, learn,
demonstrate, explain, and advice its users.
To Implement Human Intelligence in Machines − Creating systems that understand,
think, learn, and behave like humans.
Major areas of AI
This is quite different to another site that says that major areas of artificial intelligence research
can be split into seven categories.
EXPERT SYSTEM
A piece of software programmed using artificial intelligence techniques. Such systems use databases of
expert knowledge to offer advice or make decisions in such areas as medical diagnosis and trading on
the stock exchange
Advising
Instructing and assisting human in decision making
Demonstrating
Deriving a solution
Diagnosing
Explaining
Interpreting input
Predicting results
Justifying the conclusion
Suggesting alternative options to a problem
Knowledge Base
Inference Engine
User Interface
What is Knowledge?
The data is collection of facts. The information is organized as data and facts about the task
domain. Data, information, and past experience combined together are termed as knowledge.
Knowledge representation
It is the method used to organize and formalize the knowledge in the knowledge base. It is in the
form of IF-THEN-ELSE rules.
Knowledge Acquisition
The success of any expert system majorly depends on the quality, completeness, and accuracy of
the information stored in the knowledge base.
The knowledge base is formed by readings from various experts, scholars, and the Knowledge
Engineers. The knowledge engineer is a person with the qualities of empathy, quick learning,
and case analyzing skills.
He acquires information from subject expert by recording, interviewing, and observing him at
work, etc. He then categorizes and organizes the information in a meaningful way, in the form of
IF-THEN-ELSE rules, to be used by interference machine. The knowledge engineer also
monitors the development of the ES.
Inference Engine
Use of efficient procedures and rules by the Inference Engine is essential in deducting a correct,
flawless solution.
In case of knowledge-based ES, the Inference Engine acquires and manipulates the knowledge
from the knowledge base to arrive at a particular solution.
Applies rules repeatedly to the facts, which are obtained from earlier rule application.
Adds new knowledge into the knowledge base if required.
Resolves rules conflict when multiple rules are applicable to a particular case.
Forward Chaining
Backward Chaining
Forward Chaining
It is a strategy of an expert system to answer the question, “What can happen next?”
Here, the Inference Engine follows the chain of conditions and derivations and finally deduces
the outcome. It considers all the facts and rules, and sorts them before concluding to a solution.
This strategy is followed for working on conclusion, result, or effect. For example, prediction of
share market status as an effect of changes in interest rates.
User Interface
User interface provides interaction between user of the ES and the ES itself. It is generally
Natural Language Processing so as to be used by the user who is well-versed in the task domain.
The user of the ES need not be necessarily an expert in Artificial Intelligence.
It explains how the ES has arrived at a particular recommendation. The explanation may appear
in the following forms −
The user interface makes it easy to trace the credibility of the deductions.
What is Robotics?
Aspects of Robotics
Robot Locomotion
Locomotion is the mechanism that makes a robot capable of moving in its environment. There
are various types of locomotions −
Legged
Wheeled
Combination of Legged and Wheeled Locomotion
Tracked slip/skid
Components of a Robot
Power Supply − The robots are powered by batteries, solar power, hydraulic, or
pneumatic power sources.
Actuators − They convert energy into movement.
Electric motors (AC/DC) − They are required for rotational movement.
Pneumatic Air Muscles − They contract almost 40% when air is sucked in them.
Muscle Wires − They contract by 5% when electric current is passed through them.
Piezo Motors and Ultrasonic Motors − Best for industrial robots.
Sensors − They provide knowledge of real time information on the task environment.
Robots are equipped with vision sensors to be to compute the depth in the environment.
A tactile sensor imitates the mechanical properties of touch receptors of human
fingertips.
Computer Vision
This is a technology of AI with which the robots can see. The computer vision plays vital role in
the domains of safety, security, health, access, and entertainment.
Computer vision automatically extracts, analyzes, and comprehends useful information from a
single image or an array of images. This process involves development of algorithms to
accomplish automatic visual comprehension.
This involves −
ARTIFICIAL INTELLIGENCE
Can take on stressful and complex work that humans may struggle/can not do.
Can complete task faster than a human can most likely
To discover unexplored things. i.e. outer space
Less errors and defects
Function is infinite
Goals of AI
To Create Expert Systems − The systems which exhibit intelligent behavior, learn,
demonstrate, explain, and advice its users.
To Implement Human Intelligence in Machines − Creating systems that understand,
think, learn, and behave like humans.
Major areas of AI
This is quite different to another site that says that major areas of artificial intelligence research
can be split into seven categories.
EXPERT SYSTEM
A piece of software programmed using artificial intelligence techniques. Such systems use databases of
expert knowledge to offer advice or make decisions in such areas as medical diagnosis and trading on
the stock exchange
High performance
Understandable
Reliable
Highly responsive
Advising
Instructing and assisting human in decision making
Demonstrating
Deriving a solution
Diagnosing
Explaining
Interpreting input
Predicting results
Justifying the conclusion
Suggesting alternative options to a problem
Knowledge Base
Inference Engine
User Interface
Knowledge Base
It contains domain-specific and high-quality knowledge. Knowledge is required to exhibit
intelligence. The success of any ES majorly depends upon the collection of highly accurate and
precise knowledge.
What is Knowledge?
The data is collection of facts. The information is organized as data and facts about the task
domain. Data, information, and past experience combined together are termed as knowledge.
Knowledge representation
It is the method used to organize and formalize the knowledge in the knowledge base. It is in the
form of IF-THEN-ELSE rules.
Knowledge Acquisition
The success of any expert system majorly depends on the quality, completeness, and accuracy of
the information stored in the knowledge base.
The knowledge base is formed by readings from various experts, scholars, and the Knowledge
Engineers. The knowledge engineer is a person with the qualities of empathy, quick learning,
and case analyzing skills.
He acquires information from subject expert by recording, interviewing, and observing him at
work, etc. He then categorizes and organizes the information in a meaningful way, in the form of
IF-THEN-ELSE rules, to be used by interference machine. The knowledge engineer also
monitors the development of the ES.
Inference Engine
Use of efficient procedures and rules by the Inference Engine is essential in deducting a correct,
flawless solution.
In case of knowledge-based ES, the Inference Engine acquires and manipulates the knowledge
from the knowledge base to arrive at a particular solution.
Applies rules repeatedly to the facts, which are obtained from earlier rule application.
Adds new knowledge into the knowledge base if required.
Resolves rules conflict when multiple rules are applicable to a particular case.
Forward Chaining
It is a strategy of an expert system to answer the question, “What can happen next?”
Here, the Inference Engine follows the chain of conditions and derivations and finally deduces
the outcome. It considers all the facts and rules, and sorts them before concluding to a solution.
This strategy is followed for working on conclusion, result, or effect. For example, prediction of
share market status as an effect of changes in interest rates.
User Interface
User interface provides interaction between user of the ES and the ES itself. It is generally
Natural Language Processing so as to be used by the user who is well-versed in the task domain.
The user of the ES need not be necessarily an expert in Artificial Intelligence.
It explains how the ES has arrived at a particular recommendation. The explanation may appear
in the following forms −
The user interface makes it easy to trace the credibility of the deductions.
What is Robotics?
Aspects of Robotics
Robot Locomotion
Locomotion is the mechanism that makes a robot capable of moving in its environment. There
are various types of locomotions −
Legged
Wheeled
Combination of Legged and Wheeled Locomotion
Tracked slip/skid
Components of a Robot
Power Supply − The robots are powered by batteries, solar power, hydraulic, or
pneumatic power sources.
Actuators − They convert energy into movement.
Electric motors (AC/DC) − They are required for rotational movement.
Pneumatic Air Muscles − They contract almost 40% when air is sucked in them.
Muscle Wires − They contract by 5% when electric current is passed through them.
Piezo Motors and Ultrasonic Motors − Best for industrial robots.
Sensors − They provide knowledge of real time information on the task environment.
Robots are equipped with vision sensors to be to compute the depth in the environment.
A tactile sensor imitates the mechanical properties of touch receptors of human
fingertips.
Computer Vision
This is a technology of AI with which the robots can see. The computer vision plays vital role in
the domains of safety, security, health, access, and entertainment.
Computer vision automatically extracts, analyzes, and comprehends useful information from a
single image or an array of images. This process involves development of algorithms to
accomplish automatic visual comprehension.
This involves −
Agriculture
Autonomous vehicles
Biometrics
Character recognition
Forensics, security, and surveillance
Industrial quality inspection
Face recognition
Gesture analysis
Geoscience
Medical imagery
Pollution monitoring
Process control
Remote sensing
Robotics
Transport
Applications of Robotics
The robotics has been instrumental in the various domains such as −
Industries − Robots are used for handling material, cutting, welding, color coating,
drilling, polishing, etc.
Military − Autonomous robots can reach inaccessible and hazardous zones during war.
A robot named Daksh, developed by Defense Research and Development Organization
(DRDO), is in function to destroy life-threatening objects safely.
Medicine − The robots are capable of carrying out hundreds of clinical tests
simultaneously, rehabilitating permanently disabled people, and performing complex
surgeries such as brain tumors.
Exploration − The robot rock climbers used for space exploration, underwater drones
used for ocean exploration are to name a few.
Entertainment − Disney’s engineers have created hundreds of robots for movie making.
AI NATURAL LANGUAGE
Natural Language Processing (NLP) refers to AI method of communicating with an intelligent systems
using a natural language such as English
Components of NLP
There are two components of NLP as given −
It is the process of producing meaningful phrases and sentences in the form of natural language
from some internal representation.
It involves −
Text planning − It includes retrieving the relevant content from knowledge base.
Sentence planning − It includes choosing required words, forming meaningful phrases,
setting tone of the sentence.
Text Realization − It is mapping sentence plan into sentence structure.
NLP Terminology
VIRTUAL REALITY
the computer-generated simulation of a three-dimensional image or environment that can be interacted
with in a seemingly real or physical way by a person using special electronic equipment, such as a
helmet with a screen inside or gloves fitted with sensors
Virtual reality (VR) typically refers to computer technologies that use software to generate the realistic
images, sounds and other sensations that replicate a real WORLD
Types of VR
For example, when you play video games such as World of WarCraft, you can control characters
within the game that have their own animations and attributes. Technically, you are dealing with
a virtual world but, you are not the center of attention in the game. All actions or features are
rather interacting with the characters within.
2. FULLY IMMERSIVE VIRTUAL REALITY
On contrary to non-immersive virtual reality, a fully immersive virtual technology ensures that
you have a realistic experience within the virtual world. It will be as if you are within the
physically present in that virtual world and everything is happening to you for real.
This is an expensive form of virtual reality that involves helmets, gloves and body connectors
with sense detectors. These are connected to a powerful computer. Your movements, reactions
and even a blink of an eye are detected and projected within the virtual world. You will feel like
you are within the virtual world physically.
One example could be a Virtual Shooter gaming zone where you will be equipped with the gears
in a small room and you will be viewing a virtual world through the helmet where you are facing
other shooters trying to kill you. You will move your arms and body to run, jump, crouch, shoot,
throw and many more within the game.
4. AUGMENTED REALITY
Augmented Reality is when a certain entity or device seems to be present in reality but is
actually not. Rather than putting you into a virtual world, a virtual entity is placed in the real
world through any device.
For example, through your mobile screen, you can view your room, and probably place a cartoon
character at the corner. You will be able to see the character through your mobile screen and not
in reality.
It is mostly used by businesses such as furniture suppliers or decorators. For example, a person
willing to buy a table will be able to place the table in his room through his phone display. This
will let him understand if this table is suitable and looks good in his room, or he has to choose
another design.
5. COLLABORATIVE VR
This is a form of a virtual world where different people from various locations can come into
contact within a virtual environment, usually in the form of 3D or projected characters.
For example, there is a video game called PUBG (Players Unknown Battle-Ground), where tons
of players come to existences as individual virtual characters which they can control. Here they
can interact with each other through microphones, headsets, and chatting.
Architecture of VR System
visual,
auditory
Position & , haptic,
Orientation touch…
Input Renderin
Process g
or Processo
Simulation r
Processor
World Database