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Amir A.Amini, Yasheng Chen, Mohamed Elayyadi, & Petia Radeva. (2001). Tag Surface Reconstruction and Tracking of Myocardial Beads from SPAMM-MRI with Parametric B-Spline Surfaces. TMI - IEEE Transactions on Medical Imaging, 94–103.
Abstract: Magnetic resonance imaging (MRI) is unique in its ability to noninvasively and selectively alter tissue magnetization, and create tag planes intersecting image slices. The resulting grid of signal voids allows for tracking deformations of tissues in otherwise homogeneous-signal myocardial regions. In this paper, we propose a specific spatial modulation of magnetization (SPAMM) imaging protocol together with efficient techniques for measurement of three-dimensional (3-D) motion of material points of the human heart (referred to as myocardial beads) from images collected with the SPAMM method. The techniques make use of tagged images in orthogonal views by explicitly reconstructing 3-D B-spline surface representation of tag planes (tag planes in two orthogonal orientations intersecting the short-axis (SA) image slices and tag planes in an orientation orthogonal to the short-axis tag planes intersecting long-axis (LA) image slices). The developed methods allow for viewing deformations of 3-D tag surfaces, spatial correspondence of long-axis and short-axis image slice and tag positions, as well as nonrigid movement of myocardial beads as a function of time.
Keywords: B-spline surfaces, cardiac motion, myocardial beads, myocardial infarction, tagged MRI.
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Gloria Fernandez Esparrach, Jorge Bernal, Cristina Rodriguez de Miguel, Debora Gil, Fernando Vilariño, Henry Cordova, et al. (2016). Utilidad de la visión por computador para la localización de pólipos pequeños y planos. In XIX Reunión Nacional de la Asociación Española de Gastroenterología, Gastroenterology Hepatology (Vol. 39, 94).
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Enric Marti, Debora Gil, & Carme Julia. (2005). A PBL experience in the teaching of Computer Graphics. In EUROGRAPHICS Proceedings (Vol. 5, pp. 95–103).
Abstract: 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.
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
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Enric Marti, Carme Julia, & Debora Gil. (2007). A PBL Experience in the Teaching of Computer Graphics. In XVII Congreso Español de Informàtica Gráfica (Vol. 25, pp. 95–103).
Abstract: 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.
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Enric Marti, Carme Julia, & Debora Gil. (2006). A PBL Experience in the Teaching of Computer Graphics. CGF - Computer Graphics Forum, 25(1), 95–103.
Abstract: 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.
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Lasse Martensson, Ekta Vats, Anders Hast, & Alicia Fornes. (2019). In Search of the Scribe: Letter Spotting as a Tool for Identifying Scribes in Large Handwritten Text Corpora. HUMAN IT - Journal for Information Technology Studies as a Human Science, 95–120.
Abstract: In this article, a form of the so-called word spotting-method is used on a large set of handwritten documents in order to identify those that contain script of similar execution. The point of departure for the investigation is the mediaeval Swedish manuscript Cod. Holm. D 3. The main scribe of this manuscript has yet not been identified in other documents. The current attempt aims at localising other documents that display a large degree of similarity in the characteristics of the script, these being possible candidates for being executed by the same hand. For this purpose, the method of word spotting has been employed, focusing on individual letters, and therefore the process is referred to as letter spotting in the article. In this process, a set of ‘g’:s, ‘h’:s and ‘k’:s have been selected as templates, and then a search has been made for close matches among the mediaeval Swedish charters. The search resulted in a number of charters that displayed great similarities with the manuscript D 3. The used letter spotting method thus proofed to be a very efficient sorting tool localising similar script samples.
Keywords: Scribal attribution/ writer identification; digital palaeography; word spotting; mediaeval charters; mediaeval manuscripts
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C. Alejandro Parraga, Olivier Penacchio, & Maria Vanrell. (2011). Retinal Filtering Matches Natural Image Statistics at Low Luminance Levels. PER - Perception, 40, 96.
Abstract: The assumption that the retina’s main objective is to provide a minimum entropy representation to higher visual areas (ie efficient coding principle) allows to predict retinal filtering in space–time and colour (Atick, 1992 Network 3 213–251). This is achieved by considering the power spectra of natural images (which is proportional to 1/f2) and the suppression of retinal and image noise. However, most studies consider images within a limited range of lighting conditions (eg near noon) whereas the visual system’s spatial filtering depends on light intensity and the spatiochromatic properties of natural scenes depend of the time of the day. Here, we explore whether the dependence of visual spatial filtering on luminance match the changes in power spectrum of natural scenes at different times of the day. Using human cone-activation based naturalistic stimuli (from the Barcelona Calibrated Images Database), we show that for a range of luminance levels, the shape of the retinal CSF reflects the slope of the power spectrum at low spatial frequencies. Accordingly, the retina implements the filtering which best decorrelates the input signal at every luminance level. This result is in line with the body of work that places efficient coding as a guiding neural principle.
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Sounak Dey, Palaiahnakote Shivakumara, K.S. Raghunanda, Umapada Pal, Tong Lu, G. Hemantha Kumar, et al. (2017). Script independent approach for multi-oriented text detection in scene image. NEUCOM - Neurocomputing, 242, 96–112.
Abstract: Developing a text detection method which is invariant to scripts in natural scene images is a challeng- ing task due to different geometrical structures of various scripts. Besides, multi-oriented of text lines in natural scene images make the problem more challenging. This paper proposes to explore ring radius transform (RRT) for text detection in multi-oriented and multi-script environments. The method finds component regions based on convex hull to generate radius matrices using RRT. It is a fact that RRT pro- vides low radius values for the pixels that are near to edges, constant radius values for the pixels that represent stroke width, and high radius values that represent holes created in background and convex hull because of the regular structures of text components. We apply k -means clustering on the radius matrices to group such spatially coherent regions into individual clusters. Then the proposed method studies the radius values of such cluster components that are close to the centroid and far from the cen- troid to detect text components. Furthermore, we have developed a Bangla dataset (named as ISI-UM dataset) and propose a semi-automatic system for generating its ground truth for text detection of arbi- trary orientations, which can be used by the researchers for text detection and recognition in the future. The ground truth will be released to public. Experimental results on our ISI-UM data and other standard datasets, namely, ICDAR 2013 scene, SVT and MSRA data, show that the proposed method outperforms the existing methods in terms of multi-lingual and multi-oriented text detection ability.
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Sergio Escalera, R. M. Martinez, Jordi Vitria, Petia Radeva, & Maria Teresa Anguera. (2009). Dominance Detection in Face-to-face Conversations. In 2nd IEEE Workshop on CVPR for Human communicative Behavior analysis (97–102).
Abstract: Dominance is referred to the level of influence a person has in a conversation. Dominance is an important research area in social psychology, but the problem of its automatic estimation is a very recent topic in the contexts of social and wearable computing. In this paper, we focus on dominance detection from visual cues. We estimate the correlation among observers by categorizing the dominant people in a set of face-to-face conversations. Different dominance indicators from gestural communication are defined, manually annotated, and compared to the observers opinion. Moreover, the considered indicators are automatically extracted from video sequences and learnt by using binary classifiers. Results from the three analysis shows a high correlation and allows the categorization of dominant people in public discussion video sequences.
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Miguel Oliveira, Angel Sappa, & V. Santos. (2012). Color Correction using 3D Gaussian Mixture Models. In 9th International Conference on Image Analysis and Recognition (Vol. 7324, pp. 97–106). LNCS. Springer Berlin Heidelberg.
Abstract: The current paper proposes a novel color correction approach based on a probabilistic segmentation framework by using 3D Gaussian Mixture Models. Regions are used to compute local color correction functions, which are then combined to obtain the final corrected image. The proposed approach is evaluated using both a recently published metric and two large data sets composed of seventy images. The evaluation is performed by comparing our algorithm with eight well known color correction algorithms. Results show that the proposed approach is the highest scoring color correction method. Also, the proposed single step 3D color space probabilistic segmentation reduces processing time over similar approaches.
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Miguel Reyes, Albert Clapes, Luis Felipe Mejia, Jose Ramirez, Juan R Revilla, & Sergio Escalera. (2012). Posture Analysis and Range of Movement Estimation using Depth Maps. In 21st International Conference on Pattern Recognition International Workshop on Depth Image Analysis (Vol. 7854, pp. 97–105). Springer Berlin Heidelberg.
Abstract: World Health Organization estimates that 80% of the world population is affected of back pain during his life. Current practices to analyze back problems are expensive, subjective, and invasive. In this work, we propose a novel tool for posture and range of movement estimation based on the analysis of 3D information from depth maps. Given a set of keypoints defined by the user, RGB and depth data are aligned, depth surface is reconstructed, keypoints are matching using a novel point-to-point fitting procedure, and accurate measurements about posture, spinal curvature, and range of movement are computed. The system shows high precision and reliable measurements, being useful for posture reeducation purposes to prevent musculoskeletal disorders, such as back pain, as well as tracking the posture evolution of patients in rehabilitation treatments.
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Carles Sanchez, Oriol Ramos Terrades, Patricia Marquez, Enric Marti, J.Roncaries, & Debora Gil. (2015). Automatic evaluation of practices in Moodle for Self Learning in Engineering. JOTSE - Journal of Technology and Science Education, 97–106.
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Lluis Gomez, Marçal Rusiñol, & Dimosthenis Karatzas. (2018). Cutting Sayre's Knot: Reading Scene Text without Segmentation. Application to Utility Meters. In 13th IAPR International Workshop on Document Analysis Systems (pp. 97–102).
Abstract: In this paper we present a segmentation-free system for reading text in natural scenes. A CNN architecture is trained in an end-to-end manner, and is able to directly output readings without any explicit text localization step. In order to validate our proposal, we focus on the specific case of reading utility meters. We present our results in a large dataset of images acquired by different users and devices, so text appears in any location, with different sizes, fonts and lengths, and the images present several distortions such as
dirt, illumination highlights or blur.
Keywords: Robust Reading; End-to-end Systems; CNN; Utility Meters
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Ricard Borras, Agata Lapedriza, & Laura Igual. (2012). Depth Information in Human Gait Analysis: An Experimental Study on Gender Recognition. In 9th International Conference on Image Analysis and Recognition (Vol. 7325, pp. 98–105). Springer Berlin Heidelberg.
Abstract: This work presents DGait, a new gait database acquired with a depth camera. This database contains videos from 53 subjects walking in different directions. The intent of this database is to provide a public set to explore whether the depth can be used as an additional information source for gait classification purposes. Each video is labelled according to subject, gender and age. Furthermore, for each subject and view point, we provide initial and final frames of an entire walk cycle. On the other hand, we perform gait-based gender classification experiments with DGait database, in order to illustrate the usefulness of depth information for this purpose. In our experiments, we extract 2D and 3D gait features based on shape descriptors, and compare the performance of these features for gender identification, using a Kernel SVM. The obtained results show that depth can be an information source of great relevance for gait classification problems.
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Katerine Diaz, Aura Hernandez-Sabate, & Antonio Lopez. (2016). A reduced feature set for driver head pose estimation. ASOC - Applied Soft Computing, 45, 98–107.
Abstract: Evaluation of driving performance is of utmost importance in order to reduce road accident rate. Since driving ability includes visual-spatial and operational attention, among others, head pose estimation of the driver is a crucial indicator of driving performance. This paper proposes a new automatic method for coarse and fine head's yaw angle estimation of the driver. We rely on a set of geometric features computed from just three representative facial keypoints, namely the center of the eyes and the nose tip. With these geometric features, our method combines two manifold embedding methods and a linear regression one. In addition, the method has a confidence mechanism to decide if the classification of a sample is not reliable. The approach has been tested using the CMU-PIE dataset and our own driver dataset. Despite the very few facial keypoints required, the results are comparable to the state-of-the-art techniques. The low computational cost of the method and its robustness makes feasible to integrate it in massive consume devices as a real time application.
Keywords: Head pose estimation; driving performance evaluation; subspace based methods; linear regression
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