Cassava is a vital crop in Africa, However, its production is threatened by leaf diseases such
as mosaic disease, brown streak disease, and bacterial blight. Detecting these early and
accurately, can help to reduce crop losses and ensure food security. This project presents a
mobile application that integrates a deep learning model with the EfficientNetB3 architecture
to classify cassava leaf diseases from images. The model was trained and validated on a dataset
of annotated cassava leaf images, achieving a classification accuracy of 96.52%. The trained
model was deployed into a Flutter-based mobile application designed to operate offline,
making it accessible for farmers in low-connectivity areas. The application provides farmers
with instant disease detection and simple recommendations, thereby supporting timely
decision-making in crop management. The results demonstrate that AI-powered mobile
solutions can serve as affordable, scalable tools to enhance disease management and improve
agricultural productivity.
Research Area
Machine Learning: Machine Learning (ML) research in Computer Science and Information Technology focuses on the development of algorithms and models that enable computers to learn from data and improve their performance over time without being explicitly programmed. It is a subset of Artificial Intelligence that uses statistical techniques to give machines the ability to learn patterns, make decisions, and predict outcomes based on data.
Supervised learning, a key area of ML research, involves training models on labeled data, where the input-output relationships are predefined. This method is widely used for tasks such as classification (e.g., spam detection) and regression (e.g., predicting house prices). Unsupervised learning, on the other hand, involves finding hidden patterns in data without predefined labels, with clustering and association being typical applications in areas such as customer segmentation and anomaly detection.
Reinforcement learning is another area of ML that focuses on teaching agents to make decisions by interacting with their environment and receiving feedback in the form of rewards or penalties. It is often applied in robotics, game playing, and autonomous systems, where continuous learning and adaptation are required.
Project Main Objective
To facilitate the achievement of accessible, efficient, and accurate mobile-based solution that early detects and classifies the prevalent diseases that affect the cassava plant leaves and thus enable better management of the crop and livelihood of the farmers.