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Alicia Fornes, & Josep Llados. (2010). A Symbol-dependent Writer Identifcation Approach in Old Handwritten Music Scores. In 12th International Conference on Frontiers in Handwriting Recognition (pp. 634–639).
Abstract: Writer identification consists in determining the writer of a piece of handwriting from a set of writers. In this paper we introduce a symbol-dependent approach for identifying the writer of old music scores, which is based on two symbol recognition methods. The main idea is to use the Blurred Shape Model descriptor and a DTW-based method for detecting, recognizing and describing the music clefs and notes. The proposed approach has been evaluated in a database of old music scores, achieving very high writer identification rates.
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Alicia Fornes, Josep Llados, Gemma Sanchez, & Horst Bunke. (2009). On the use of textural features for writer identification in old handwritten music scores. In 10th International Conference on Document Analysis and Recognition (pp. 996–1000).
Abstract: Writer identification consists in determining the writer of a piece of handwriting from a set of writers. In this paper we present a system for writer identification in old handwritten music scores which uses only music notation to determine the author. The steps of the proposed system are the following. First of all, the music sheet is preprocessed for obtaining a music score without the staff lines. Afterwards, four different methods for generating texture images from music symbols are applied. Every approach uses a different spatial variation when combining the music symbols to generate the textures. Finally, Gabor filters and Grey-scale Co-ocurrence matrices are used to obtain the features. The classification is performed using a k-NN classifier based on Euclidean distance. The proposed method has been tested on a database of old music scores from the 17th to 19th centuries, achieving encouraging identification rates.
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Albert Gordo, Alicia Fornes, & Ernest Valveny. (2013). Writer identification in handwritten musical scores with bags of notes. PR - Pattern Recognition, 46(5), 1337–1345.
Abstract: Writer Identification is an important task for the automatic processing of documents. However, the identification of the writer in graphical documents is still challenging. In this work, we adapt the Bag of Visual Words framework to the task of writer identification in handwritten musical scores. A vanilla implementation of this method already performs comparably to the state-of-the-art. Furthermore, we analyze the effect of two improvements of the representation: a Bhattacharyya embedding, which improves the results at virtually no extra cost, and a Fisher Vector representation that very significantly improves the results at the cost of a more complex and costly representation. Experimental evaluation shows results more than 20 points above the state-of-the-art in a new, challenging dataset.
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Jon Almazan. (2014). Learning to Represent Handwritten Shapes and Words for Matching and Recognition (Ernest Valveny, & Alicia Fornes, Eds.). Ph.D. thesis, Ediciones Graficas Rey, .
Abstract: Writing is one of the most important forms of communication and for centuries, handwriting had been the most reliable way to preserve knowledge. However, despite the recent development of printing houses and electronic devices, handwriting is still broadly used for taking notes, doing annotations, or sketching ideas.
Transferring the ability of understanding handwritten text or recognizing handwritten shapes to computers has been the goal of many researches due to its huge importance for many different fields. However, designing good representations to deal with handwritten shapes, e.g. symbols or words, is a very challenging problem due to the large variability of these kinds of shapes. One of the consequences of working with handwritten shapes is that we need representations to be robust, i.e., able to adapt to large intra-class variability. We need representations to be discriminative, i.e., able to learn what are the differences between classes. And, we need representations to be efficient, i.e., able to be rapidly computed and compared. Unfortunately, current techniques of handwritten shape representation for matching and recognition do not fulfill some or all of these requirements.
Through this thesis we focus on the problem of learning to represent handwritten shapes aimed at retrieval and recognition tasks. Concretely, on the first part of the thesis, we focus on the general problem of representing any kind of handwritten shape. We first present a novel shape descriptor based on a deformable grid that deals with large deformations by adapting to the shape and where the cells of the grid can be used to extract different features. Then, we propose to use this descriptor to learn statistical models, based on the Active Appearance Model, that jointly learns the variability in structure and texture of a given class. Then, on the second part, we focus on a concrete application, the problem of representing handwritten words, for the tasks of word spotting, where the goal is to find all instances of a query word in a dataset of images, and recognition. First, we address the segmentation-free problem and propose an unsupervised, sliding-window-based approach that achieves state-of- the-art results in two public datasets. Second, we address the more challenging multi-writer problem, where the variability in words exponentially increases. We describe an approach in which both word images and text strings are embedded in a common vectorial subspace, and where those that represent the same word are close together. This is achieved by a combination of label embedding and attributes learning, and a common subspace regression. This leads to a low-dimensional, unified representation of word images and strings, resulting in a method that allows one to perform either image and text searches, as well as image transcription, in a unified framework. We evaluate our methods on different public datasets of both handwritten documents and natural images showing results comparable or better than the state-of-the-art on spotting and recognition tasks.
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Simeon Petkov, Xavier Carrillo, Petia Radeva, & Carlo Gatta. (2014). Diaphragm border detection in coronary X-ray angiographies: New method and applications. CMIG - Computerized Medical Imaging and Graphics, 38(4), 296–305.
Abstract: X-ray angiography is widely used in cardiac disease diagnosis during or prior to intravascular interventions. The diaphragm motion and the heart beating induce gray-level changes, which are one of the main obstacles in quantitative analysis of myocardial perfusion. In this paper we focus on detecting the diaphragm border in both single images or whole X-ray angiography sequences. We show that the proposed method outperforms state of the art approaches. We extend a previous publicly available data set, adding new ground truth data. We also compose another set of more challenging images, thus having two separate data sets of increasing difficulty. Finally, we show three applications of our method: (1) a strategy to reduce false positives in vessel enhanced images; (2) a digital diaphragm removal algorithm; (3) an improvement in Myocardial Blush Grade semi-automatic estimation.
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Sergio Alloza, Flavio Escribano, Sergi Delgado, Ciprian Corneanu, & Sergio Escalera. (2017). XBadges. Identifying and training soft skills with commercial video games Improving persistence, risk taking & spatial reasoning with commercial video games and facial and emotional recognition system. In 4th Congreso de la Sociedad Española para las Ciencias del Videojuego (Vol. 1957, pp. 13–28).
Abstract: XBadges is a research project based on the hypothesis that commercial video games (nonserious games) can train soft skills. We measure persistence, patial reasoning and risk taking before and after subjects paticipate in controlled game playing sessions.
In addition, we have developed an automatic facial expression recognition system capable of inferring their emotions while playing, allowing us to study the role of emotions in soft skills acquisition. We have used Flappy Bird, Pacman and Tetris for assessing changes in persistence, risk taking and spatial reasoning respectively.
Results show how playing Tetris significantly improves spatial reasoning and how playing Pacman significantly improves prudence in certain areas of behavior. As for emotions, they reveal that being concentrated helps to improve performance and skills acquisition. Frustration is also shown as a key element. With the results obtained we are able to glimpse multiple applications in areas which need soft skills development.
Keywords: Video Games; Soft Skills; Training; Skilling Development; Emotions; Cognitive Abilities; Flappy Bird; Pacman; Tetris
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Shiqi Yang, Kai Wang, Luis Herranz, & Joost Van de Weijer. (2021). On Implicit Attribute Localization for Generalized Zero-Shot Learning. IEEE Signal Processing Letters, 28, 872–876.
Abstract: Zero-shot learning (ZSL) aims to discriminate images from unseen classes by exploiting relations to seen classes via their attribute-based descriptions. Since attributes are often related to specific parts of objects, many recent works focus on discovering discriminative regions. However, these methods usually require additional complex part detection modules or attention mechanisms. In this paper, 1) we show that common ZSL backbones (without explicit attention nor part detection) can implicitly localize attributes, yet this property is not exploited. 2) Exploiting it, we then propose SELAR, a simple method that further encourages attribute localization, surprisingly achieving very competitive generalized ZSL (GZSL) performance when compared with more complex state-of-the-art methods. Our findings provide useful insight for designing future GZSL methods, and SELAR provides an easy to implement yet strong baseline.
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Anjan Dutta, & Zeynep Akata. (2019). Semantically Tied Paired Cycle Consistency for Zero-Shot Sketch-based Image Retrieval. In 32nd IEEE Conference on Computer Vision and Pattern Recognition (pp. 5089–5098).
Abstract: Zero-shot sketch-based image retrieval (SBIR) is an emerging task in computer vision, allowing to retrieve natural images relevant to sketch queries that might not been seen in the training phase. Existing works either require aligned sketch-image pairs or inefficient memory fusion layer for mapping the visual information to a semantic space. In this work, we propose a semantically aligned paired cycle-consistent generative (SEM-PCYC) model for zero-shot SBIR, where each branch maps the visual information to a common semantic space via an adversarial training. Each of these branches maintains a cycle consistency that only requires supervision at category levels, and avoids the need of highly-priced aligned sketch-image pairs. A classification criteria on the generators' outputs ensures the visual to semantic space mapping to be discriminating. Furthermore, we propose to combine textual and hierarchical side information via a feature selection auto-encoder that selects discriminating side information within a same end-to-end model. Our results demonstrate a significant boost in zero-shot SBIR performance over the state-of-the-art on the challenging Sketchy and TU-Berlin datasets.
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