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David Aldavert, Marçal Rusiñol, Ricardo Toledo, & Josep Llados. (2015). A Study of Bag-of-Visual-Words Representations for Handwritten Keyword Spotting. IJDAR - International Journal on Document Analysis and Recognition, 18(3), 223–234.
Abstract: The Bag-of-Visual-Words (BoVW) framework has gained popularity among the document image analysis community, specifically as a representation of handwritten words for recognition or spotting purposes. Although in the computer vision field the BoVW method has been greatly improved, most of the approaches in the document image analysis domain still rely on the basic implementation of the BoVW method disregarding such latest refinements. In this paper, we present a review of those improvements and its application to the keyword spotting task. We thoroughly evaluate their impact against a baseline system in the well-known George Washington dataset and compare the obtained results against nine state-of-the-art keyword spotting methods. In addition, we also compare both the baseline and improved systems with the methods presented at the Handwritten Keyword Spotting Competition 2014.
Keywords: Bag-of-Visual-Words; Keyword spotting; Handwritten documents; Performance evaluation
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Aura Hernandez-Sabate, Meritxell Joanpere, Nuria Gorgorio, & Lluis Albarracin. (2015). Mathematics learning opportunities when playing a Tower Defense Game. IJSG - International Journal of Serious Games, 57–71.
Abstract: A qualitative research study is presented herein with the purpose of identifying mathematics learning opportunities in students between 10 and 12 years old while playing a commercial version of a Tower Defense game. These learning opportunities are understood as mathematicisable moments of the game and involve the establishment of relationships between the game and mathematical problem solving. Based on the analysis of these mathematicisable moments, we conclude that the game can promote problem-solving processes and learning opportunities that can be associated with different mathematical contents that appears in mathematics curricula, thought it seems that teacher or new game elements might be needed to facilitate the processes.
Keywords: Tower Defense game; learning opportunities; mathematics; problem solving; game design
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Jiaolong Xu, Sebastian Ramos, David Vazquez, & Antonio Lopez. (2014). Domain Adaptation of Deformable Part-Based Models. TPAMI - IEEE Transactions on Pattern Analysis and Machine Intelligence, 36(12), 2367–2380.
Abstract: The accuracy of object classifiers can significantly drop when the training data (source domain) and the application scenario (target domain) have inherent differences. Therefore, adapting the classifiers to the scenario in which they must operate is of paramount importance. We present novel domain adaptation (DA) methods for object detection. As proof of concept, we focus on adapting the state-of-the-art deformable part-based model (DPM) for pedestrian detection. We introduce an adaptive structural SVM (A-SSVM) that adapts a pre-learned classifier between different domains. By taking into account the inherent structure in feature space (e.g., the parts in a DPM), we propose a structure-aware A-SSVM (SA-SSVM). Neither A-SSVM nor SA-SSVM needs to revisit the source-domain training data to perform the adaptation. Rather, a low number of target-domain training examples (e.g., pedestrians) are used. To address the scenario where there are no target-domain annotated samples, we propose a self-adaptive DPM based on a self-paced learning (SPL) strategy and a Gaussian Process Regression (GPR). Two types of adaptation tasks are assessed: from both synthetic pedestrians and general persons (PASCAL VOC) to pedestrians imaged from an on-board camera. Results show that our proposals avoid accuracy drops as high as 15 points when comparing adapted and non-adapted detectors.
Keywords: Domain Adaptation; Pedestrian Detection
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Lluis Pere de las Heras, Ahmed Sheraz, Marcus Liwicki, Ernest Valveny, & Gemma Sanchez. (2014). Statistical Segmentation and Structural Recognition for Floor Plan Interpretation. IJDAR - International Journal on Document Analysis and Recognition, 17(3), 221–237.
Abstract: A generic method for floor plan analysis and interpretation is presented in this article. The method, which is mainly inspired by the way engineers draw and interpret floor plans, applies two recognition steps in a bottom-up manner. First, basic building blocks, i.e., walls, doors, and windows are detected using a statistical patch-based segmentation approach. Second, a graph is generated, and structural pattern recognition techniques are applied to further locate the main entities, i.e., rooms of the building. The proposed approach is able to analyze any type of floor plan regardless of the notation used. We have evaluated our method on different publicly available datasets of real architectural floor plans with different notations. The overall detection and recognition accuracy is about 95 %, which is significantly better than any other state-of-the-art method. Our approach is generic enough such that it could be easily adopted to the recognition and interpretation of any other printed machine-generated structured documents.
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David Vazquez, Javier Marin, Antonio Lopez, Daniel Ponsa, & David Geronimo. (2014). Virtual and Real World Adaptation for Pedestrian Detection. TPAMI - IEEE Transactions on Pattern Analysis and Machine Intelligence, 36(4), 797–809.
Abstract: Pedestrian detection is of paramount interest for many applications. Most promising detectors rely on discriminatively learnt classifiers, i.e., trained with annotated samples. However, the annotation step is a human intensive and subjective task worth to be minimized. By using virtual worlds we can automatically obtain precise and rich annotations. Thus, we face the question: can a pedestrian appearance model learnt in realistic virtual worlds work successfully for pedestrian detection in realworld images?. Conducted experiments show that virtual-world based training can provide excellent testing accuracy in real world, but it can also suffer the dataset shift problem as real-world based training does. Accordingly, we have designed a domain adaptation framework, V-AYLA, in which we have tested different techniques to collect a few pedestrian samples from the target domain (real world) and combine them with the many examples of the source domain (virtual world) in order to train a domain adapted pedestrian classifier that will operate in the target domain. V-AYLA reports the same detection accuracy than when training with many human-provided pedestrian annotations and testing with real-world images of the same domain. To the best of our knowledge, this is the first work demonstrating adaptation of virtual and real worlds for developing an object detector.
Keywords: Domain Adaptation; Pedestrian Detection
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