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Fernando Vilariño. (2017). Citizen experience as a powerful communication tool: Open Innovation and the role of Living Labs in EU. In European Conference of Science Journalists.
Abstract: The Open Innovation 2.0 model spearheaded by the European Commission introduces conceptual changes in how innovation processes should be developed. The notion of an innovation ecosystem, and the active participation of the citizens (and all the different actors of the quadruple helix) in innovation processes, opens up new channels for scientific communication, where the citizens (and all actors) can be naturally reached and facilitate the spread of the scientific message in their communities. Unleashing the power of such mechanisms, while maintaining control over the scientific communication done through such channels presents an opportunity and a challenge at the same time.
This workshop will look into key concepts that the Open Innovation 2.0 EU model introduces, and what new opportunities for communication they bring about. Specifically, we will focus on Living Labs, as a key instrument for implementing this innovation model at the regional level, and their potential in creating scientific dissemination spaces.
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Petia Radeva, & Jordi Vitria. (2003). “Inteligencia artificial” Centre de Visio per Computador.
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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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Angel Sappa, Rosa Herrero, Fadi Dornaika, David Geronimo, & Antonio Lopez. (2007). Road Approximation in Euclidean and v-Disparity Space: A Comparative Study. In EUROCAST2007, Workshop on Cybercars and Intelligent Vehicles (368–369).
Abstract: This paper presents a comparative study between two road approximation techniques—planar surfaces—from stereo vision data. The first approach is carried out in the v-disparity space and is based on a voting scheme, the Hough transform. The second one consists in computing the best fitting plane for the whole 3D road data points, directly in the Euclidean space, by using least squares fitting. The comparative study is initially performed over a set of different synthetic surfaces
(e.g., plane, quadratic surface, cubic surface) digitized by a virtual stereo head; then real data obtained with a commercial stereo head are used. The comparative study is intended to be used as a criterion for fining the best technique according to the road geometry. Additionally, it highlights common problems driven from a wrong assumption about the scene’s prior knowledge.
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F.Guirado, Ana Ripoll, C.Roig, Aura Hernandez-Sabate, & Emilio Luque. (2006). Exploiting Throughput for Pipeline Execution in Streaming Image Processing Applications. In UAB, E. N. W, & et al. (Eds.), Euro-Par 2006 Parallel Processing (Vol. 4128, pp. 1095–1105). Lecture Notes In Computer Science. Dresden, Germany (European Union): Springer-Verlag Berlin Heidelberg.
Abstract: There is a large range of image processing applications that act on an input sequence of image frames that are continuously received. Throughput is a key performance measure to be optimized when execu- ting them. In this paper we propose a new task replication methodology for optimizing throughput for an image processing application in the field of medicine. The results show that by applying the proposed methodo- logy we are able to achieve the desired throughput in all cases, in such a way that the input frames can be processed at any given rate.
Keywords: 12th International Euro–Par Conference
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C. Gratin, Jordi Vitria, F. Moreso, & D. Seron. (1994). Texture Classification using Neural Networks and Local Granulometries. In EURASIP Workshop, Mathematical Morphology and Its Applications to image Processing, J.Serra and P.Soille, editors (pp. 309–316).
Keywords: Neural Networks; Granulometry; Kidney; Texture; Classication
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Rozenn Dhayot, Fernando Vilariño, & Gerard Lacey. (2008). Improving the Quality of Color Colonoscopy Videos. EURASIP JIVP - EURASIP Journal on Image and Video Processing, 139429(1), 1–9.
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Mirko Arnold, Anarta Ghosh, Stephen Ameling, & G Lacey. (2010). Automatic segmentation and inpainting of specular highlights for endoscopic imaging. EURASIP JIVP - EURASIP Journal on Image and Video Processing, 2010(9).
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David Masip, M. Bressan, & Jordi Vitria. (2005). Feature extraction methods for real-time face detection and classification. Eurasip Journal on Applied Signal Processing, 13: 2061–2071.
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Sergio Escalera, Oriol Pujol, & Petia Radeva. (2008). Detection of Complex Salient Regions. EURASIP Journal on Advances in Signal Processing, vol. 2008, article ID451389, 11 pages.
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Matthias S. Keil, & Jordi Vitria. (2007). Pushing it to the Limit: Adaptation with Dynamically Switching Gain Control. EURASIP Journal on Advances in Signal Processing, Vol 2007, Article ID 51684, 10 pages, doi: 10.1155/2007/51684.
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Mikhail Mozerov, Ignasi Rius, Xavier Roca, & Jordi Gonzalez. (2010). Nonlinear synchronization for automatic learning of 3D pose variability in human motion sequences. EURASIPJ - EURASIP Journal on Advances in Signal Processing, .
Abstract: Article ID 507247
A dense matching algorithm that solves the problem of synchronizing prerecorded human motion sequences, which show different speeds and accelerations, is proposed. The approach is based on minimization of MRF energy and solves the problem by using Dynamic Programming. Additionally, an optimal sequence is automatically selected from the input dataset to be a time-scale pattern for all other sequences. The paper utilizes an action specific model which automatically learns the variability of 3D human postures observed in a set of training sequences. The model is trained using the public CMU motion capture dataset for the walking action, and a mean walking performance is automatically learnt. Additionally, statistics about the observed variability of the postures and motion direction are also computed at each time step. The synchronized motion sequences are used to learn a model of human motion for action recognition and full-body tracking purposes.
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Sergio Escalera, Oriol Pujol, Petia Radeva, Jordi Vitria, & Maria Teresa Anguera. (2010). Automatic Detection of Dominance and Expected Interest. EURASIPJ - EURASIP Journal on Advances in Signal Processing, , 12.
Abstract: Article ID 491819
Social Signal Processing is an emergent area of research that focuses on the analysis of social constructs. Dominance and interest are two of these social constructs. Dominance refers to the level of influence a person has in a conversation. Interest, when referred in terms of group interactions, can be defined as the degree of engagement that the members of a group collectively display during their interaction. In this paper, we argue that only using behavioral motion information, we are able to predict the interest of observers when looking at face-to-face interactions as well as the dominant people. First, we propose a simple set of movement-based features from body, face, and mouth activity in order to define a higher set of interaction indicators. The considered indicators are manually annotated by observers. Based on the opinions obtained, we define an automatic binary dominance detection problem and a multiclass interest quantification problem. Error-Correcting Output Codes framework is used to learn to rank the perceived observer's interest in face-to-face interactions meanwhile Adaboost is used to solve the dominant detection problem. The automatic system shows good correlation between the automatic categorization results and the manual ranking made by the observers in both dominance and interest detection problems.
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Ariel Amato, Mikhail Mozerov, Xavier Roca, & Jordi Gonzalez. (2010). Robust Real-Time Background Subtraction Based on Local Neighborhood Patterns. EURASIPJ - EURASIP Journal on Advances in Signal Processing, , 7.
Abstract: Article ID 901205
This paper describes an efficient background subtraction technique for detecting moving objects. The proposed approach is able to overcome difficulties like illumination changes and moving shadows. Our method introduces two discriminative features based on angular and modular patterns, which are formed by similarity measurement between two sets of RGB color vectors: one belonging to the background image and the other to the current image. We show how these patterns are used to improve foreground detection in the presence of moving shadows and in the case when there are strong similarities in color between background and foreground pixels. Experimental results over a collection of public and own datasets of real image sequences demonstrate that the proposed technique achieves a superior performance compared with state-of-the-art methods. Furthermore, both the low computational and space complexities make the presented algorithm feasible for real-time applications.
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Wenjuan Gong, Jordi Gonzalez, & Xavier Roca. (2012). Human Action Recognition based on Estimated Weak Poses. EURASIPJ - EURASIP Journal on Advances in Signal Processing, .
Abstract: We present a novel method for human action recognition (HAR) based on estimated poses from image sequences. We use 3D human pose data as additional information and propose a compact human pose representation, called a weak pose, in a low-dimensional space while still keeping the most discriminative information for a given pose. With predicted poses from image features, we map the problem from image feature space to pose space, where a Bag of Poses (BOP) model is learned for the final goal of HAR. The BOP model is a modified version of the classical bag of words pipeline by building the vocabulary based on the most representative weak poses for a given action. Compared with the standard k-means clustering, our vocabulary selection criteria is proven to be more efficient and robust against the inherent challenges of action recognition. Moreover, since for action recognition the ordering of the poses is discriminative, the BOP model incorporates temporal information: in essence, groups of consecutive poses are considered together when computing the vocabulary and assignment. We tested our method on two well-known datasets: HumanEva and IXMAS, to demonstrate that weak poses aid to improve action recognition accuracies. The proposed method is scene-independent and is comparable with the state-of-art method.
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