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Hana Jarraya, Oriol Ramos Terrades, & Josep Llados. (2017). Learning structural loss parameters on graph embedding applied on symbolic graphs. In 12th IAPR International Workshop on Graphics Recognition.
Abstract: We propose an amelioration of proposed Graph Embedding (GEM) method in previous work that takes advantages of structural pattern representation and the structured distortion. it models an Attributed Graph (AG) as a Probabilistic Graphical Model (PGM). Then, it learns the parameters of this PGM presented by a vector, as new signature of AG in a lower dimensional vectorial space. We focus to adapt the structured learning algorithm via 1_slack formulation with a suitable risk function, called Graph Edit Distance (GED). It defines the dissimilarity of the ground truth and predicted graph labels. It determines by the error tolerant graph matching using bipartite graph matching algorithm. We apply Structured Support Vector Machines (SSVM) to process classification task. During our experiments, we got our results on the GREC dataset.
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Sounak Dey, Anjan Dutta, Josep Llados, Alicia Fornes, & Umapada Pal. (2017). Shallow Neural Network Model for Hand-drawn Symbol Recognition in Multi-Writer Scenario. In 12th IAPR International Workshop on Graphics Recognition (pp. 31–32).
Abstract: One of the main challenges in hand drawn symbol recognition is the variability among symbols because of the different writer styles. In this paper, we present and discuss some results recognizing hand-drawn symbols with a shallow neural network. A neural network model inspired from the LeNet architecture has been used to achieve state-of-the-art results with
very less training data, which is very unlikely to the data hungry deep neural network. From the results, it has become evident that the neural network architectures can efficiently describe and recognize hand drawn symbols from different writers and can model the inter author aberration
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Pau Riba, Anjan Dutta, Josep Llados, & Alicia Fornes. (2017). Graph-based deep learning for graphics classification. In 12th IAPR International Workshop on Graphics Recognition (pp. 29–30).
Abstract: Graph-based representations are a common way to deal with graphics recognition problems. However, previous works were mainly focused on developing learning-free techniques. The success of deep learning frameworks have proved that learning is a powerful tool to solve many problems, however it is not straightforward to extend these methodologies to non euclidean data such as graphs. On the other hand, graphs are a good representational structure for graphical entities. In this work, we present some deep learning techniques that have been proposed in the literature for graph-based representations and
we show how they can be used in graphics recognition problems
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Adria Rico, & Alicia Fornes. (2017). Camera-based Optical Music Recognition using a Convolutional Neural Network. In 12th IAPR International Workshop on Graphics Recognition (pp. 27–28).
Abstract: Optical Music Recognition (OMR) consists in recognizing images of music scores. Contrary to expectation, the current OMR systems usually fail when recognizing images of scores captured by digital cameras and smartphones. In this work, we propose a camera-based OMR system based on Convolutional Neural Networks, showing promising preliminary results
Keywords: optical music recognition; document analysis; convolutional neural network; deep learning
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Arnau Baro, Pau Riba, Jorge Calvo-Zaragoza, & Alicia Fornes. (2018). Optical Music Recognition by Long Short-Term Memory Networks. In B. L. A. Fornes (Ed.), Graphics Recognition. Current Trends and Evolutions (Vol. 11009, pp. 81–95). LNCS. Springer.
Abstract: Optical Music Recognition refers to the task of transcribing the image of a music score into a machine-readable format. Many music scores are written in a single staff, and therefore, they could be treated as a sequence. Therefore, this work explores the use of Long Short-Term Memory (LSTM) Recurrent Neural Networks for reading the music score sequentially, where the LSTM helps in keeping the context. For training, we have used a synthetic dataset of more than 40000 images, labeled at primitive level. The experimental results are promising, showing the benefits of our approach.
Keywords: Optical Music Recognition; Recurrent Neural Network; Long ShortTerm Memory
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Asma Bensalah, Pau Riba, Alicia Fornes, & Josep Llados. (2019). Shoot less and Sketch more: An Efficient Sketch Classification via Joining Graph Neural Networks and Few-shot Learning. In 13th IAPR International Workshop on Graphics Recognition (pp. 80–85).
Abstract: With the emergence of the touchpad devices and drawing tablets, a new era of sketching started afresh. However, the recognition of sketches is still a tough task due to the variability of the drawing styles. Moreover, in some application scenarios there is few labelled data available for training,
which imposes a limitation for deep learning architectures. In addition, in many cases there is a need to generate models able to adapt to new classes. In order to cope with these limitations, we propose a method based on few-shot learning and graph neural networks for classifying sketches aiming for an efficient neural model. We test our approach with several databases of
sketches, showing promising results.
Keywords: Sketch classification; Convolutional Neural Network; Graph Neural Network; Few-shot learning
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Pau Torras, Mohamed Ali Souibgui, Jialuo Chen, & Alicia Fornes. (2021). A Transcription Is All You Need: Learning to Align through Attention. In 14th IAPR International Workshop on Graphics Recognition (Vol. 12916, 141–146). LNCS.
Abstract: Historical ciphered manuscripts are a type of document where graphical symbols are used to encrypt their content instead of regular text. Nowadays, expert transcriptions can be found in libraries alongside the corresponding manuscript images. However, those transcriptions are not aligned, so these are barely usable for training deep learning-based recognition methods. To solve this issue, we propose a method to align each symbol in the transcript of an image with its visual representation by using an attention-based Sequence to Sequence (Seq2Seq) model. The core idea is that, by learning to recognise symbols sequence within a cipher line image, the model also identifies their position implicitly through an attention mechanism. Thus, the resulting symbol segmentation can be later used for training algorithms. The experimental evaluation shows that this method is promising, especially taking into account the small size of the cipher dataset.
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Victor Campmany, Sergio Silva, Juan Carlos Moure, Toni Espinosa, David Vazquez, & Antonio Lopez. (2016). GPU-based pedestrian detection for autonomous driving. In GPU Technology Conference.
Abstract: Pedestrian detection for autonomous driving is one of the hardest tasks within computer vision, and involves huge computational costs. Obtaining acceptable real-time performance, measured in frames per second (fps), for the most advanced algorithms is nowadays a hard challenge. Taking the work in [1] as our baseline, we propose a CUDA implementation of a pedestrian detection system that includes LBP and HOG as feature descriptors and SVM and Random forest as classifiers. We introduce significant algorithmic adjustments and optimizations to adapt the problem to the NVIDIA GPU architecture. The aim is to deploy a real-time system providing reliable results.
Keywords: Pedestrian Detection; GPU
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Daniel Hernandez, Juan Carlos Moure, Toni Espinosa, Alejandro Chacon, David Vazquez, & Antonio Lopez. (2016). Real-time 3D Reconstruction for Autonomous Driving via Semi-Global Matching. In GPU Technology Conference.
Abstract: Robust and dense computation of depth information from stereo-camera systems is a computationally demanding requirement for real-time autonomous driving. Semi-Global Matching (SGM) [1] approximates heavy-computation global algorithms results but with lower computational complexity, therefore it is a good candidate for a real-time implementation. SGM minimizes energy along several 1D paths across the image. The aim of this work is to provide a real-time system producing reliable results on energy-efficient hardware. Our design runs on a NVIDIA Titan X GPU at 104.62 FPS and on a NVIDIA Drive PX at 6.7 FPS, promising for real-time platforms
Keywords: Stereo; Autonomous Driving; GPU; 3d reconstruction
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Daniel Hernandez, Antonio Espinosa, David Vazquez, Antonio Lopez, & Juan Carlos Moure. (2017). Embedded Real-time Stixel Computation. In GPU Technology Conference.
Keywords: GPU; CUDA; Stixels; Autonomous Driving
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Fadi Dornaika, Alireza Bosaghzadeh, & Bogdan Raducanu. (2013). Efficient Graph Construction for Label Propagation based Multi-observation Face Recognition. In Human Behavior Understanding 4th International Workshop (Vol. 8212, pp. 124–135). Springer International Publishing.
Abstract: Workshop on Human Behavior Understanding
Human-machine interaction is a hot topic nowadays in the communities of multimedia and computer vision. In this context, face recognition algorithms (used as primary cue for a person’s identity assessment) work well under controlled conditions but degrade significantly when tested in real-world environments. Recently, graph-based label propagation for multi-observation face recognition was proposed. However, the associated graphs were constructed in an ad-hoc manner (e.g., using the KNN graph) that cannot adapt optimally to the data. In this paper, we propose a novel approach for efficient and adaptive graph construction that can be used for multi-observation face recognition as well as for other recognition problems. Experimental results performed on Honda video face database, show a distinct advantage of the proposed method over the standard graph construction methods.
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Oriol Vicente, Alicia Fornes, & Ramon Valdes. (2017). La Xarxa d Humanitats Digitals de la UABCie: una estructura inteligente para la investigación y la transferencia en Humanidades. In 3rd Congreso Internacional de Humanidades Digitales Hispánicas. Sociedad Internacional (pp. 281–383).
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F. Javier Sanchez, & Jorge Bernal. (2018). Use of Software Tools for Real-time Monitoring of Learning Processes: Application to Compilers subject. In 4th International Conference of Higher Education Advances (pp. 1359–1366).
Abstract: The effective implementation of the Higher European Education Area has meant a change regarding the focus of the learning process, being now the student at its very center. This shift of focus requires a strong involvement and fluent communication between teachers and students to succeed. Considering the difficulties associated to motivate students to take a more active role in the learning process, we explore how the use of a software tool can help both actors to improve the learning experience. We present a tool that can help students to obtain instantaneous feedback with respect to their progress in the subject as well as providing teachers with useful information about the evolution of knowledge acquisition with respect to each of the subject areas. We compare the performance achieved by students in two academic years: results show an improvement in overall performance which, after observing graphs provided by our tool, can be associated to an increase in students interest in the subject.
Keywords: Monitoring; Evaluation tool; Gamification; Student motivation
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Ana Maria Ares, Jorge Bernal, Maria Jesus Nozal, F. Javier Sanchez, & Jose Bernal. (2018). Results of the use of Kahoot! gamification tool in a course of Chemistry. In 4th International Conference on Higher Education Advances (pp. 1215–1222).
Abstract: The present study examines the use of Kahoot! as a gamification tool to explore mixed learning strategies. We analyze its use in two different groups of a theoretical subject of the third course of the Degree in Chemistry. An empirical-analytical methodology was used using Kahoot! in two different groups of students, with different frequencies. The academic results of these two group of students were compared between them and with those obtained in the previous course, in which Kahoot! was not employed, with the aim of measuring the evolution in the students´ knowledge. The results showed, in all cases, that the use of Kahoot! has led to a significant increase in the overall marks, and in the number of students who passed the subject. Moreover, some differences were also observed in students´ academic performance according to the group. Finally, it can be concluded that the use of a gamification tool (Kahoot!) in a university classroom had generally improved students´ learning and marks, and that this improvement is more prevalent in those students who have achieved a better Kahoot! performance.
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Antonio Hernandez, Carlos Primo, & Sergio Escalera. (2011). Automatic user interaction correction via Multi-label Graph cuts. In In ICCV 2011 1st IEEE International Workshop on Human Interaction in Computer Vision HICV (pp. 1276–1281).
Abstract: Most applications in image segmentation requires from user interaction in order to achieve accurate results. However, user wants to achieve the desired segmentation accuracy reducing effort of manual labelling. In this work, we extend standard multi-label α-expansion Graph Cut algorithm so that it analyzes the interaction of the user in order to modify the object model and improve final segmentation of objects. The approach is inspired in the fact that fast user interactions may introduce some pixel errors confusing object and background. Our results with different degrees of user interaction and input errors show high performance of the proposed approach on a multi-label human limb segmentation problem compared with classical α-expansion algorithm.
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