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Author Aleksandr Setkov; Fabio Martinez Carillo; Michele Gouiffes; Christian Jacquemin; Maria Vanrell; Ramon Baldrich
Title DAcImPro: A Novel Database of Acquired Image Projections and Its Application to Object Recognition Type Conference Article
Year 2015 Publication Advances in Visual Computing. Proceedings of 11th International Symposium, ISVC 2015 Part II Abbreviated Journal
Volume 9475 Issue Pages 463-473
Keywords Projector-camera systems; Feature descriptors; Object recognition
Abstract (down) Projector-camera systems are designed to improve the projection quality by comparing original images with their captured projections, which is usually complicated due to high photometric and geometric variations. Many research works address this problem using their own test data which makes it extremely difficult to compare different proposals. This paper has two main contributions. Firstly, we introduce a new database of acquired image projections (DAcImPro) that, covering photometric and geometric conditions and providing data for ground-truth computation, can serve to evaluate different algorithms in projector-camera systems. Secondly, a new object recognition scenario from acquired projections is presented, which could be of a great interest in such domains, as home video projections and public presentations. We show that the task is more challenging than the classical recognition problem and thus requires additional pre-processing, such as color compensation or projection area selection.
Address
Corporate Author Thesis
Publisher Springer International Publishing Place of Publication Editor
Language Summary Language Original Title
Series Editor Series Title Abbreviated Series Title LNCS
Series Volume Series Issue Edition
ISSN 0302-9743 ISBN 978-3-319-27862-9 Medium
Area Expedition Conference ISVC
Notes CIC Approved no
Call Number Admin @ si @ SMG2015 Serial 2736
Permanent link to this record
 

 
Author Enric Marti; Debora Gil; Carme Julia
Title A PBL experience in the teaching of Computer Graphics Type Conference Article
Year 2005 Publication EUROGRAPHICS Proceedings Abbreviated Journal
Volume 5 Issue 1 Pages 95-103
Keywords project-based learning; computer graphics education; Open GL; rendering techniques; computer animation techniques; Graphics packages; Hierarchy and geometric transformations; Animation; Color; shading; shadowing and texture; fractals; hidden line/surface removal; Problem Based Learning
Abstract (down) Project-Based Learning (PBL) is an educational strategy to improve student’s learning capability that, in recent years, has had a progressive acceptance in undergraduate studies. This methodology is based on solving a problem or project in a student working group. In this way, PBL focuses on learning the necessary tools to correctly find a solution to given problems. Since the learning initiative is transferred to the student, the PBL method promotes students own abilities. This allows a better assessment of the true workload that carries out the student in the subject. It follows that the methodology conforms to the guidelines of the Bologna document, which quantifies the student workload in a subject by means of the European credit transfer system (ECTS). PBL is currently applied in undergraduate studies needing strong practical training such as medicine, nursing or law sciences. Although this is also the case in engineering studies, amazingly, few experiences have been reported. In this paper we propose to use PBL in the educational organization of the Computer Graphics subjects in the Computer Science degree. Our PBL project focuses in the development of a C++ graphical environment based on the OpenGL libraries for visualization and handling of different graphical objects. The starting point is a basic skeleton that already includes lighting functions, perspective projection with mouse interaction to change the point of view and three predefined objects. Students have to complete this skeleton by adding their own functions to solve the project. A total number of 10 projects have been proposed and successfully solved. The exercises range from human face rendering to articulated objects, such as robot arms or puppets. In the present paper we extensively report the statement and educational objectives for two of the projects: solar system visualization and a chess game. We report our earlier educational experience based on the standard classroom theoretical, problem and practice sessions and the reasons that motivated searching for other learning methods. We have mainly chosen PBL because it improves the student learning initiative. We have applied the PBL educational model since the beginning of the second semester. The student’s feedback increases in his interest for the subject. We present a comparative study of the teachers’ and students’ workload between PBL and the classic teaching approach, which suggests that the workload increase in PBL is not as high as it seems.
Address Dublin; Ireland; September 2005
Corporate Author Thesis
Publisher Place of Publication Editor
Language Summary Language Original Title
Series Editor Series Title Abbreviated Series Title
Series Volume Series Issue Edition
ISSN ISBN Medium
Area Expedition Conference EUROGRAPHICS
Notes IAM;ADAS; Approved no
Call Number IAM @ iam @ MGJ2005 Serial 1593
Permanent link to this record
 

 
Author Enric Marti; Carme Julia; Debora Gil
Title A PBL Experience in the Teaching of Computer Graphics Type Conference Article
Year 2007 Publication XVII Congreso Español de Informàtica Gráfica Abbreviated Journal
Volume 25 Issue 1 Pages 95-103
Keywords
Abstract (down) Project-Based Learning (PBL) is an educational strategy to improve student’s learning capability that, in recent years, has had a progressive acceptance in undergraduate studies. This methodology is based on solving a problem or project in a student working group. In this way, PBL focuses on learning the necessary tools to correctly find a solution to given problems. Since the learning initiative is transferred to the student, the PBL method promotes students own abilities. This allows a better assessment of the true workload that carries out the student in the subject. It follows that the methodology conforms to the guidelines of the Bologna document, which quantifies the student workload in a subject by means of the European credit transfer system (ECTS). PBL is currently applied in undergraduate studies needing strong practical training such as medicine, nursing or law sciences. Although this is also the case in engineering studies, amazingly, few experiences have been reported. In this paper we propose to use PBL in the educational organization of the Computer Graphics subjects in the Computer Science degree. Our PBL project focuses in the development of a C++ graphical environment based on the OpenGL libraries for visualization and handling of different graphical objects. The starting point is a basic skeleton that already includes lighting functions, perspective projection with mouse interaction to change the point of view and three predefined objects. Students have to complete this skeleton by adding their own functions to solve the project. A total number of 10 projects have been proposed and successfully solved. The exercises range from human face rendering to articulated objects, such as robot arms or puppets. In the present paper we extensively report the statement and educational objectives for two of the projects: solar system visualization and a chess game. We report our earlier educational experience based on the standard classroom theoretical, problem and practice sessions and the reasons that motivated searching for other learning methods. We have mainly chosen PBL because it improves the student learning initiative. We have applied the PBL educational model since the beginning of the second semester. The student’s feedback increases in his interest for the subject. We present a comparative study of the teachers’ and students’ workload between PBL and the classic teaching approach, which suggests that the workload increase in PBL is not as high as it seems.
Address Zaragoza; September 2007
Corporate Author Thesis
Publisher Place of Publication Editor
Language Summary Language Original Title
Series Editor Series Title Abbreviated Series Title
Series Volume Series Issue Edition
ISSN ISBN Medium
Area Expedition Conference CEDI
Notes IAM;ADAS; Approved no
Call Number IAM @ iam @ MJG2007a Serial 1603
Permanent link to this record
 

 
Author Enric Marti; Carme Julia; Debora Gil
Title A PBL Experience in the Teaching of Computer Graphics Type Journal Article
Year 2006 Publication Computer Graphics Forum Abbreviated Journal CGF
Volume 25 Issue 1 Pages 95-103
Keywords
Abstract (down) Project-Based Learning (PBL) is an educational strategy to improve student’s learning capability that, in recent years, has had a progressive acceptance in undergraduate studies. This methodology is based on solving a problem or project in a student working group. In this way, PBL focuses on learning the necessary tools to correctly find a solution to given problems. Since the learning initiative is transferred to the student, the PBL method promotes students own abilities. This allows a better assessment of the true workload that carries out the student in the subject. It follows that the methodology conforms to the guidelines of the Bologna document, which quantifies the student workload in a subject by means of the European credit transfer system (ECTS). PBL is currently applied in undergraduate studies needing strong practical training such as medicine, nursing or law sciences. Although this is also the case in engineering studies, amazingly, few experiences have been reported. In this paper we propose to use PBL in the educational organization of the Computer Graphics subjects in the Computer Science degree. Our PBL project focuses in the development of a C++ graphical environment based on the OpenGL libraries for visualization and handling of different graphical objects. The starting point is a basic skeleton that already includes lighting functions, perspective projection with mouse interaction to change the point of view and three predefined objects. Students have to complete this skeleton by adding their own functions to solve the project. A total number of 10 projects have been proposed and successfully solved. The exercises range from human face rendering to articulated objects, such as robot arms or puppets. In the present paper we extensively report the statement and educational objectives for two of the projects: solar system visualization and a chess game. We report our earlier educational experience based on the standard classroom theoretical, problem and practice sessions and the reasons that motivated searching for other learning methods. We have mainly chosen PBL because it improves the student learning initiative. We have applied the PBL educational model since the beginning of the second semester. The student’s feedback increases in his interest for the subject. We present a comparative study of the teachers’ and students’ workload between PBL and the classic teaching approach, which suggests that the workload increase in PBL is not as high as it seems.
Address
Corporate Author Thesis
Publisher Computer Graphics Forum Place of Publication Computer Vision CenterComputer Science Department Escola Tcnica Superior d’Enginyeria (UAB), Edifi Editor
Language Summary Language Original Title
Series Editor Series Title Abbreviated Series Title
Series Volume Series Issue Edition
ISSN ISBN Medium
Area Expedition Conference
Notes IAM;ADAS; Approved no
Call Number IAM @ iam @ MJG2006a Serial 1607
Permanent link to this record
 

 
Author Anjan Dutta; Josep Llados; Horst Bunke; Umapada Pal
Title A Product graph based method for dual subgraph matching applied to symbol spotting Type Conference Article
Year 2013 Publication 10th IAPR International Workshop on Graphics Recognition Abbreviated Journal
Volume Issue Pages
Keywords
Abstract (down) Product graph has been shown to be an efficient way for matching subgraphs. This paper reports the extension of the product graph methodology for subgraph matching applied to symbol spotting in graphical documents. This paper focuses on the two major limitations of the previous version of product graph: (1) Spurious nodes and edges in the graph representation and (2) Inefficient node and edge attributes. To deal with noisy information of vectorized graphical documents, we consider a dual graph representation on the original graph representing the graphical information and the product graph is computed between the dual graphs of the query graphs and the input graph.
The dual graph with redundant edges is helpful for efficient and tolerating encoding of the structural information of the graphical documents. The adjacency matrix of the product graph locates similar path information of two graphs and exponentiating the adjacency matrix finds similar paths of greater lengths. Nodes joining similar paths between two graphs are found by combining different exponentials of adjacency matrices. An experimental investigation reveals that the recall obtained by this approach is quite encouraging.
Address Bethlehem; PA; USA; August 2013
Corporate Author Thesis
Publisher Place of Publication Editor
Language Summary Language Original Title
Series Editor Series Title Abbreviated Series Title
Series Volume Series Issue Edition
ISSN ISBN Medium
Area Expedition Conference GREC
Notes DAG Approved no
Call Number Admin @ si @ DLB2013b Serial 2359
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Author Anjan Dutta; Josep Llados; Horst Bunke; Umapada Pal
Title A Product Graph Based Method for Dual Subgraph Matching Applied to Symbol Spotting Type Book Chapter
Year 2014 Publication Graphics Recognition. Current Trends and Challenges Abbreviated Journal
Volume 8746 Issue Pages 7-11
Keywords Product graph; Dual edge graph; Subgraph matching; Random walks; Graph kernel
Abstract (down) Product graph has been shown as a way for matching subgraphs. This paper reports the extension of the product graph methodology for subgraph matching applied to symbol spotting in graphical documents. Here we focus on the two major limitations of the previous version of the algorithm: (1) spurious nodes and edges in the graph representation and (2) inefficient node and edge attributes. To deal with noisy information of vectorized graphical documents, we consider a dual edge graph representation on the original graph representing the graphical information and the product graph is computed between the dual edge graphs of the pattern graph and the target graph. The dual edge graph with redundant edges is helpful for efficient and tolerating encoding of the structural information of the graphical documents. The adjacency matrix of the product graph locates the pair of similar edges of two operand graphs and exponentiating the adjacency matrix finds similar random walks of greater lengths. Nodes joining similar random walks between two graphs are found by combining different weighted exponentials of adjacency matrices. An experimental investigation reveals that the recall obtained by this approach is quite encouraging.
Address
Corporate Author Thesis
Publisher Springer Berlin Heidelberg Place of Publication Editor Bart Lamiroy; Jean-Marc Ogier
Language Summary Language Original Title
Series Editor Series Title Abbreviated Series Title LNCS
Series Volume Series Issue Edition
ISSN 0302-9743 ISBN 978-3-662-44853-3 Medium
Area Expedition Conference
Notes DAG; 600.077 Approved no
Call Number Admin @ si @ DLB2014 Serial 2698
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Author Xavier Perez Sala; Fernando De la Torre; Laura Igual; Sergio Escalera; Cecilio Angulo
Title Subspace Procrustes Analysis Type Conference Article
Year 2014 Publication ECCV Workshop on ChaLearn Looking at People Abbreviated Journal
Volume 8925 Issue Pages 654-668
Keywords
Abstract (down) Procrustes Analysis (PA) has been a popular technique to align and build 2-D statistical models of shapes. Given a set of 2-D shapes PA is applied to remove rigid transformations. Then, a non-rigid 2-D model is computed by modeling (e.g., PCA) the residual. Although PA has been widely used, it has several limitations for modeling 2-D shapes: occluded landmarks and missing data can result in local minima solutions, and there is no guarantee that the 2-D shapes provide a uniform sampling of the 3-D space of rotations for the object. To address previous issues, this paper proposes Subspace PA (SPA). Given several instances of a 3-D object, SPA computes the mean and a 2-D subspace that can simultaneously model all rigid and non-rigid deformations of the 3-D object. We propose a discrete (DSPA) and continuous (CSPA) formulation for SPA, assuming that 3-D samples of an object are provided. DSPA extends the traditional PA, and produces unbiased 2-D models by uniformly sampling di erent views of the 3-D object. CSPA provides a continuous approach to uniformly sample the space of 3-D rotations, being more ecient in space and time. Experiments using SPA to learn 2-D models of bodies from motion capture data illustrate the bene ts of our approach.
Address
Corporate Author Thesis
Publisher Place of Publication Editor
Language Summary Language Original Title
Series Editor Series Title Abbreviated Series Title LNCS
Series Volume Series Issue Edition
ISSN ISBN Medium
Area Expedition Conference ECCVW
Notes OR; HuPBA;MILAB Approved no
Call Number Admin @ si @ PTI2014 Serial 2539
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Author Xavier Perez Sala; Fernando De la Torre; Laura Igual; Sergio Escalera; Cecilio Angulo
Title Subspace Procrustes Analysis Type Journal Article
Year 2017 Publication International Journal of Computer Vision Abbreviated Journal IJCV
Volume 121 Issue 3 Pages 327–343
Keywords
Abstract (down) Procrustes Analysis (PA) has been a popular technique to align and build 2-D statistical models of shapes. Given a set of 2-D shapes PA is applied to remove rigid transformations. Then, a non-rigid 2-D model is computed by modeling (e.g., PCA) the residual. Although PA has been widely used, it has several limitations for modeling 2-D shapes: occluded landmarks and missing data can result in local minima solutions, and there is no guarantee that the 2-D shapes provide a uniform sampling of the 3-D space of rotations for the object. To address previous issues, this paper proposes Subspace PA (SPA). Given several
instances of a 3-D object, SPA computes the mean and a 2-D subspace that can simultaneously model all rigid and non-rigid deformations of the 3-D object. We propose a discrete (DSPA) and continuous (CSPA) formulation for SPA, assuming that 3-D samples of an object are provided. DSPA extends the traditional PA, and produces unbiased 2-D models by uniformly sampling different views of the 3-D object. CSPA provides a continuous approach to uniformly sample the space of 3-D rotations, being more efficient in space and time. Experiments using SPA to learn 2-D models of bodies from motion capture data illustrate the benefits of our approach.
Address
Corporate Author Thesis
Publisher Place of Publication Editor
Language Summary Language Original Title
Series Editor Series Title Abbreviated Series Title
Series Volume Series Issue Edition
ISSN ISBN Medium
Area Expedition Conference
Notes MILAB; HuPBA; no proj Approved no
Call Number Admin @ si @ PTI2017 Serial 2841
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Author Carlos David Martinez Hinarejos; Josep Llados; Alicia Fornes; Francisco Casacuberta; Lluis de Las Heras; Joan Mas; Moises Pastor; Oriol Ramos Terrades; Joan Andreu Sanchez; Enrique Vidal; Fernando Vilariño
Title Context, multimodality, and user collaboration in handwritten text processing: the CoMUN-HaT project Type Conference Article
Year 2016 Publication 3rd IberSPEECH Abbreviated Journal
Volume Issue Pages
Keywords
Abstract (down) Processing of handwritten documents is a task that is of wide interest for many
purposes, such as those related to preserve cultural heritage. Handwritten text recognition techniques have been successfully applied during the last decade to obtain transcriptions of handwritten documents, and keyword spotting techniques have been applied for searching specific terms in image collections of handwritten documents. However, results on transcription and indexing are far from perfect. In this framework, the use of new data sources arises as a new paradigm that will allow for a better transcription and indexing of handwritten documents. Three main different data sources could be considered: context of the document (style, writer, historical time, topics,. . . ), multimodal data (representations of the document in a different modality, such as the speech signal of the dictation of the text), and user feedback (corrections, amendments,. . . ). The CoMUN-HaT project aims at the integration of these different data sources into the transcription and indexing task for handwritten documents: the use of context derived from the analysis of the documents, how multimodality can aid the recognition process to obtain more accurate transcriptions (including transcription in a modern version of the language), and integration into a userin-the-loop assisted text transcription framework. This will be reflected in the construction of a transcription and indexing platform that can be used by both professional and nonprofessional users, contributing to crowd-sourcing activities to preserve cultural heritage and to obtain an accessible version of the involved corpus.
Address Lisboa; Portugal; November 2016
Corporate Author Thesis
Publisher Place of Publication Editor
Language Summary Language Original Title
Series Editor Series Title Abbreviated Series Title
Series Volume Series Issue Edition
ISSN ISBN Medium
Area Expedition Conference IberSPEECH
Notes DAG; MV; 600.097;SIAI Approved no
Call Number Admin @ si @MLF2016 Serial 2813
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Author Chenshen Wu; Luis Herranz; Xialei Liu; Joost Van de Weijer; Bogdan Raducanu
Title Memory Replay GANs: Learning to Generate New Categories without Forgetting Type Conference Article
Year 2018 Publication 32nd Annual Conference on Neural Information Processing Systems Abbreviated Journal
Volume Issue Pages 5966-5976
Keywords
Abstract (down) Previous works on sequential learning address the problem of forgetting in discriminative models. In this paper we consider the case of generative models. In particular, we investigate generative adversarial networks (GANs) in the task of learning new categories in a sequential fashion. We first show that sequential fine tuning renders the network unable to properly generate images from previous categories (ie forgetting). Addressing this problem, we propose Memory Replay GANs (MeRGANs), a conditional GAN framework that integrates a memory replay generator. We study two methods to prevent forgetting by leveraging these replays, namely joint training with replay and replay alignment. Qualitative and quantitative experimental results in MNIST, SVHN and LSUN datasets show that our memory replay approach can generate competitive images while significantly mitigating the forgetting of previous categories.
Address Montreal; Canada; December 2018
Corporate Author Thesis
Publisher Place of Publication Editor
Language Summary Language Original Title
Series Editor Series Title Abbreviated Series Title
Series Volume Series Issue Edition
ISSN ISBN Medium
Area Expedition Conference NIPS
Notes LAMP; 600.106; 600.109; 602.200; 600.120 Approved no
Call Number Admin @ si @ WHL2018 Serial 3249
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Author David Berga; C. Wloka; JK. Tsotsos
Title Modeling task influences for saccade sequence and visual relevance prediction Type Journal Article
Year 2019 Publication Journal of Vision Abbreviated Journal JV
Volume 19 Issue 10 Pages 106c-106c
Keywords
Abstract (down) Previous work from Wloka et al. (2017) presented the Selective Tuning Attentive Reference model Fixation Controller (STAR-FC), an active vision model for saccade prediction. Although the model is able to efficiently predict saccades during free-viewing, it is well known that stimulus and task instructions can strongly affect eye movement patterns (Yarbus, 1967). These factors are considered in previous Selective Tuning architectures (Tsotsos and Kruijne, 2014)(Tsotsos, Kotseruba and Wloka, 2016)(Rosenfeld, Biparva & Tsotsos 2017), proposing a way to combine bottom-up and top-down contributions to fixation and saccade programming. In particular, task priming has been shown to be crucial to the deployment of eye movements, involving interactions between brain areas related to goal-directed behavior, working and long-term memory in combination with stimulus-driven eye movement neuronal correlates. Initial theories and models of these influences include (Rao, Zelinsky, Hayhoe and Ballard, 2002)(Navalpakkam and Itti, 2005)(Huang and Pashler, 2007) and show distinct ways to process the task requirements in combination with bottom-up attention. In this study we extend the STAR-FC with novel computational definitions of Long-Term Memory, Visual Task Executive and a Task Relevance Map. With these modules we are able to use textual instructions in order to guide the model to attend to specific categories of objects and/or places in the scene. We have designed our memory model by processing a hierarchy of visual features learned from salient object detection datasets. The relationship between the executive task instructions and the memory representations has been specified using a tree of semantic similarities between the learned features and the object category labels. Results reveal that by using this model, the resulting relevance maps and predicted saccades have a higher probability to fall inside the salient regions depending on the distinct task instructions.
Address
Corporate Author Thesis
Publisher Place of Publication Editor
Language Summary Language Original Title
Series Editor Series Title Abbreviated Series Title
Series Volume Series Issue Edition
ISSN ISBN Medium
Area Expedition Conference
Notes NEUROBIT; 600.128; 600.120 Approved no
Call Number Admin @ si @ BWT2019 Serial 3308
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Author David Berga; Xavier Otazu
Title Modeling Bottom-Up and Top-Down Attention with a Neurodynamic Model of V1 Type Journal Article
Year 2020 Publication Neurocomputing Abbreviated Journal NEUCOM
Volume 417 Issue Pages 270-289
Keywords
Abstract (down) Previous studies suggested that lateral interactions of V1 cells are responsible, among other visual effects, of bottom-up visual attention (alternatively named visual salience or saliency). Our objective is to mimic these connections with a neurodynamic network of firing-rate neurons in order to predict visual attention. Early visual subcortical processes (i.e. retinal and thalamic) are functionally simulated. An implementation of the cortical magnification function is included to define the retinotopical projections towards V1, processing neuronal activity for each distinct view during scene observation. Novel computational definitions of top-down inhibition (in terms of inhibition of return, oculomotor and selection mechanisms), are also proposed to predict attention in Free-Viewing and Visual Search tasks. Results show that our model outpeforms other biologically inspired models of saliency prediction while predicting visual saccade sequences with the same model. We also show how temporal and spatial characteristics of saccade amplitude and inhibition of return can improve prediction of saccades, as well as how distinct search strategies (in terms of feature-selective or category-specific inhibition) can predict attention at distinct image contexts.
Address
Corporate Author Thesis
Publisher Place of Publication Editor
Language Summary Language Original Title
Series Editor Series Title Abbreviated Series Title
Series Volume Series Issue Edition
ISSN ISBN Medium
Area Expedition Conference
Notes NEUROBIT Approved no
Call Number Admin @ si @ BeO2020c Serial 3444
Permanent link to this record
 

 
Author Ali Furkan Biten; Ruben Tito; Lluis Gomez; Ernest Valveny; Dimosthenis Karatzas
Title OCR-IDL: OCR Annotations for Industry Document Library Dataset Type Conference Article
Year 2022 Publication ECCV Workshop on Text in Everything Abbreviated Journal
Volume Issue Pages
Keywords
Abstract (down) Pretraining has proven successful in Document Intelligence tasks where deluge of documents are used to pretrain the models only later to be finetuned on downstream tasks. One of the problems of the pretraining approaches is the inconsistent usage of pretraining data with different OCR engines leading to incomparable results between models. In other words, it is not obvious whether the performance gain is coming from diverse usage of amount of data and distinct OCR engines or from the proposed models. To remedy the problem, we make public the OCR annotations for IDL documents using commercial OCR engine given their superior performance over open source OCR models. The contributed dataset (OCR-IDL) has an estimated monetary value over 20K US$. It is our hope that OCR-IDL can be a starting point for future works on Document Intelligence. All of our data and its collection process with the annotations can be found in this https URL.
Address
Corporate Author Thesis
Publisher Place of Publication Editor
Language Summary Language Original Title
Series Editor Series Title Abbreviated Series Title
Series Volume Series Issue Edition
ISSN ISBN Medium
Area Expedition Conference ECCV
Notes DAG; no proj Approved no
Call Number Admin @ si @ BTG2022 Serial 3817
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Author Josep Llados; Jaime Lopez-Krahe; Enric Marti
Title A system to understand hand-drawn floor plans using subgraph isomorphism and Hough transform Type Book Chapter
Year 1997 Publication Machine Vision and Applications Abbreviated Journal
Volume 10 Issue 3 Pages 150-158
Keywords Line drawings – Hough transform – Graph matching – CAD systems – Graphics recognition
Abstract (down) Presently, man-machine interface development is a widespread research activity. A system to understand hand drawn architectural drawings in a CAD environment is presented in this paper. To understand a document, we have to identify its building elements and their structural properties. An attributed graph structure is chosen as a symbolic representation of the input document and the patterns to recognize in it. An inexact subgraph isomorphism procedure using relaxation labeling techniques is performed. In this paper we focus on how to speed up the matching. There is a building element, the walls, characterized by a hatching pattern. Using a straight line Hough transform (SLHT)-based method, we recognize this pattern, characterized by parallel straight lines, and remove from the input graph the edges belonging to this pattern. The isomorphism is then applied to the remainder of the input graph. When all the building elements have been recognized, the document is redrawn, correcting the inaccurate strokes obtained from a hand-drawn input.
Address
Corporate Author Thesis
Publisher Place of Publication Editor
Language Summary Language Original Title
Series Editor Series Title Abbreviated Series Title
Series Volume Series Issue Edition
ISSN ISBN Medium
Area Expedition Conference
Notes DAG;IAM Approved no
Call Number IAM @ iam @ LLM1997a Serial 1566
Permanent link to this record
 

 
Author Enric Marti; Jaume Rocarias; Debora Gil; Aura Hernandez-Sabate; Jaume Garcia; Carme Julia; Marc Vivet
Title Uso de recursos virtuales en Aprendizaje Basado en Proyectos. Una experiencia en la asignatura de Gráficos por Computador Type Miscellaneous
Year 2009 Publication I Congreso de Docencia Universitaria Abbreviated Journal
Volume Issue Pages
Keywords Aprendizaje Basado en Proyectos; Project Based Learning; Aprendizaje Cooperativo; Recursos Virtuales para el Aprendizaje Cooperativo; Moodle
Abstract (down) Presentamos una experiencia en Aprendizaje Basado en Proyectos (ABP) realizada los últimos cuatro años en Gráficos por Computador 2, asignatura de Ingeniería Informática, de la Escuela Técnica Superior de Ingeniería (ETSE) de la Universidad Autónoma de Barcelona (UAB). Utilizamos un entorno Moodle adaptado por nosotros llamado Caronte para poder gestionar la documentación generada en ABP. Primero se presenta la asignatura, basada en dos itinerarios para cursarla: ABP y TPPE (Teoría, Problemas, Prácticas, Examen). El alumno debe escoger uno de ellos. Ambos itinerarios generan una cantidad importante de documentación (entregas de trabajos y prácticas, correcciones, ejercicios, etc.) a gestionar. En la comunicación presentamos los espacios electrónicos Moodle de ambos itinerarios. Finalmente, mostramos los resultados de encuestas realizadas a los alumnos para finalmente exponer las conclusiones de la experiencia en ABP y el uso de Moodle, así como plantear mejoras y temas de discusión.
Address
Corporate Author Thesis
Publisher Place of Publication Vigo (Spain) Editor
Language Summary Language Original Title
Series Editor Series Title Abbreviated Series Title
Series Volume Series Issue Edition
ISSN ISBN Medium
Area Expedition Conference
Notes IAM;ADAS; Approved no
Call Number IAM @ iam @ MRG2009a Serial 1602
Permanent link to this record