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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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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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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Muhammad Muzzamil Luqman, Josep Llados, Jean-Yves Ramel, & Thierry Brouard. (2010). A Fuzzy-Interval Based Approach For Explicit Graph Embedding, Recognizing Patterns in Signals, Speech, Images and Video. In 20th International Conference on Pattern Recognition (Vol. 6388, 93–98). LNCS. Springer, Heidelberg.
Abstract: We present a new method for explicit graph embedding. Our algorithm extracts a feature vector for an undirected attributed graph. The proposed feature vector encodes details about the number of nodes, number of edges, node degrees, the attributes of nodes and the attributes of edges in the graph. The first two features are for the number of nodes and the number of edges. These are followed by w features for node degrees, m features for k node attributes and n features for l edge attributes — which represent the distribution of node degrees, node attribute values and edge attribute values, and are obtained by defining (in an unsupervised fashion), fuzzy-intervals over the list of node degrees, node attributes and edge attributes. Experimental results are provided for sample data of ICPR2010 contest GEPR.
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L. Calvet, A. Ferrer, M. Gomes, A. Juan, & David Masip. (2016). Combining Statistical Learning with Metaheuristics for the Multi-Depot Vehicle Routing Problem with Market Segmentation. CIE - Computers & Industrial Engineering, 94, 93–104.
Abstract: In real-life logistics and distribution activities it is usual to face situations in which the distribution of goods has to be made from multiple warehouses or depots to the nal customers. This problem is known as the Multi-Depot Vehicle Routing Problem (MDVRP), and it typically includes two sequential and correlated stages: (a) the assignment map of customers to depots, and (b) the corresponding design of the distribution routes. Most of the existing work in the literature has focused on minimizing distance-based distribution costs while satisfying a number of capacity constraints. However, no attention has been given so far to potential variations in demands due to the tness of the customerdepot mapping in the case of heterogeneous depots. In this paper, we consider this realistic version of the problem in which the depots are heterogeneous in terms of their commercial oer and customers show dierent willingness to consume depending on how well the assigned depot ts their preferences. Thus, we assume that dierent customer-depot assignment maps will lead to dierent customer-expenditure levels. As a consequence, market-segmentation strategiesneed to be considered in order to increase sales and total income while accounting for the distribution costs. To solve this extension of the MDVRP, we propose a hybrid approach that combines statistical learning techniques with a metaheuristic framework. First, a set of predictive models is generated from historical data. These statistical models allow estimating the demand of any customer depending on the assigned depot. Then, the estimated expenditure of each customer is included as part of an enriched objective function as a way to better guide the stochastic local search inside the metaheuristic framework. A set of computational experiments contribute to illustrate our approach and how the extended MDVRP considered here diers in terms of the proposed solutions from the traditional one.
Keywords: Multi-Depot Vehicle Routing Problem; market segmentation applications; hybrid algorithms; statistical learning
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Artur Xarles, Sergio Escalera, Thomas B. Moeslund, & Albert Clapes. (2023). ASTRA: An Action Spotting TRAnsformer for Soccer Videos. In Proceedings of the 6th International Workshop on Multimedia Content Analysis in Sports (93–102).
Abstract: In this paper, we introduce ASTRA, a Transformer-based model designed for the task of Action Spotting in soccer matches. ASTRA addresses several challenges inherent in the task and dataset, including the requirement for precise action localization, the presence of a long-tail data distribution, non-visibility in certain actions, and inherent label noise. To do so, ASTRA incorporates (a) a Transformer encoder-decoder architecture to achieve the desired output temporal resolution and to produce precise predictions, (b) a balanced mixup strategy to handle the long-tail distribution of the data, (c) an uncertainty-aware displacement head to capture the label variability, and (d) input audio signal to enhance detection of non-visible actions. Results demonstrate the effectiveness of ASTRA, achieving a tight Average-mAP of 66.82 on the test set. Moreover, in the SoccerNet 2023 Action Spotting challenge, we secure the 3rd position with an Average-mAP of 70.21 on the challenge set.
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Robert Benavente, C. Alejandro Parraga, & Maria Vanrell. (2010). La influencia del contexto en la definicion de las fronteras entre las categorias cromaticas. In 9th Congreso Nacional del Color (92–95).
Abstract: En este artículo presentamos los resultados de un experimento de categorización de color en el que las muestras se presentaron sobre un fondo multicolor (Mondrian) para simular los efectos del contexto. Los resultados se comparan con los de un experimento previo que, utilizando un paradigma diferente, determinó las fronteras sin tener en cuenta el contexto. El análisis de los resultados muestra que las fronteras obtenidas con el experimento en contexto presentan menos confusión que las obtenidas en el experimento sin contexto.
Keywords: Categorización del color; Apariencia del color; Influencia del contexto; Patrones de Mondrian; Modelos paramétricos
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Frederic Sampedro, Sergio Escalera, Anna Domenech, & Ignasi Carrio. (2014). A computational framework for cancer response assessment based on oncological PET-CT scans. CBM - Computers in Biology and Medicine, 55, 92–99.
Abstract: In this work we present a comprehensive computational framework to help in the clinical assessment of cancer response from a pair of time consecutive oncological PET-CT scans. In this scenario, the design and implementation of a supervised machine learning system to predict and quantify cancer progression or response conditions by introducing a novel feature set that models the underlying clinical context is described. Performance results in 100 clinical cases (corresponding to 200 whole body PET-CT scans) in comparing expert-based visual analysis and classifier decision making show up to 70% accuracy within a completely automatic pipeline and 90% accuracy when providing the system with expert-guided PET tumor segmentation masks.
Keywords: Computer aided diagnosis; Nuclear medicine; Machine learning; Image processing; Quantitative analysis
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Josep M. Gonfaus, Marco Pedersoli, Jordi Gonzalez, Andrea Vedaldi, & Xavier Roca. (2015). Factorized appearances for object detection. CVIU - Computer Vision and Image Understanding, 138, 92–101.
Abstract: Deformable object models capture variations in an object’s appearance that can be represented as image deformations. Other effects such as out-of-plane rotations, three-dimensional articulations, and self-occlusions are often captured by considering mixture of deformable models, one per object aspect. A more scalable approach is representing instead the variations at the level of the object parts, applying the concept of a mixture locally. Combining a few part variations can in fact cheaply generate a large number of global appearances.
A limited version of this idea was proposed by Yang and Ramanan [1], for human pose dectection. In this paper we apply it to the task of generic object category detection and extend it in several ways. First, we propose a model for the relationship between part appearances more general than the tree of Yang and Ramanan [1], which is more suitable for generic categories. Second, we treat part locations as well as their appearance as latent variables so that training does not need part annotations but only the object bounding boxes. Third, we modify the weakly-supervised learning of Felzenszwalb et al. and Girshick et al. [2], [3] to handle a significantly more complex latent structure.
Our model is evaluated on standard object detection benchmarks and is found to improve over existing approaches, yielding state-of-the-art results for several object categories.
Keywords: Object recognition; Deformable part models; Learning and sharing parts; Discovering discriminative parts
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Josep Llados, Gemma Sanchez, & Enric Marti. (1998). A string based method to recognize symbols and structural textures in architectural plans. In Graphics Recognition Algorithms and Systems Second International Workshop, GREC' 97 Nancy, France, August 22–23, 1997 Selected Papers (Vol. 1389, pp. 91–103). LNCS. Springer Link.
Abstract: This paper deals with the recognition of symbols and structural textures in architectural plans using string matching techniques. A plan is represented by an attributed graph whose nodes represent characteristic points and whose edges represent segments. Symbols and textures can be seen as a set of regions, i.e. closed loops in the graph, with a particular arrangement. The search for a symbol involves a graph matching between the regions of a model graph and the regions of the graph representing the document. Discriminating a texture means a clustering of neighbouring regions of this graph. Both procedures involve a similarity measure between graph regions. A string codification is used to represent the sequence of outlining edges of a region. Thus, the similarity between two regions is defined in terms of the string edit distance between their boundary strings. The use of string matching allows the recognition method to work also under presence of distortion.
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