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Palaiahnakote Shivakumara, Anjan Dutta, Trung Quy Phan, Chew Lim Tan, & Umapada Pal. (2011). A Novel Mutual Nearest Neighbor based Symmetry for Text Frame Classification in Video. PR - Pattern Recognition, 44(8), 1671–1683.
Abstract: In the field of multimedia retrieval in video, text frame classification is essential for text detection, event detection, event boundary detection, etc. We propose a new text frame classification method that introduces a combination of wavelet and median moment with k-means clustering to select probable text blocks among 16 equally sized blocks of a video frame. The same feature combination is used with a new Max–Min clustering at the pixel level to choose probable dominant text pixels in the selected probable text blocks. For the probable text pixels, a so-called mutual nearest neighbor based symmetry is explored with a four-quadrant formation centered at the centroid of the probable dominant text pixels to know whether a block is a true text block or not. If a frame produces at least one true text block then it is considered as a text frame otherwise it is a non-text frame. Experimental results on different text and non-text datasets including two public datasets and our own created data show that the proposed method gives promising results in terms of recall and precision at the block and frame levels. Further, we also show how existing text detection methods tend to misclassify non-text frames as text frames in term of recall and precision at both the block and frame levels.
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Zhong Jin, Franck Davoine, Zhen Lou, & Jing-Yu Yang. (2006). A novel PCA-based Bayes classifier and face analysis. In International Conference on Advances in Biometrics (ICB’06), LNCS 3832: 144–150.
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Cristhian Aguilera, Fernando Barrera, Angel Sappa, & Ricardo Toledo. (2012). A Novel SIFT-Like-Based Approach for FIR-VS Images Registration. In 11th Quantitative InfraRed Thermography.
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Naveen Onkarappa, & Angel Sappa. (2013). A Novel Space Variant Image Representation. JMIV - Journal of Mathematical Imaging and Vision, 47(1-2), 48–59.
Abstract: Traditionally, in machine vision images are represented using cartesian coordinates with uniform sampling along the axes. On the contrary, biological vision systems represent images using polar coordinates with non-uniform sampling. For various advantages provided by space-variant representations many researchers are interested in space-variant computer vision. In this direction the current work proposes a novel and simple space variant representation of images. The proposed representation is compared with the classical log-polar mapping. The log-polar representation is motivated by biological vision having the characteristic of higher resolution at the fovea and reduced resolution at the periphery. On the contrary to the log-polar, the proposed new representation has higher resolution at the periphery and lower resolution at the fovea. Our proposal is proved to be a better representation in navigational scenarios such as driver assistance systems and robotics. The experimental results involve analysis of optical flow fields computed on both proposed and log-polar representations. Additionally, an egomotion estimation application is also shown as an illustrative example. The experimental analysis comprises results from synthetic as well as real sequences.
Keywords: Space-variant representation; Log-polar mapping; Onboard vision applications
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Robert Benavente. (2007). A Parametric Model for Computational Colour Naming (Maria Vanrell, Ed.). Ph.D. thesis, Ediciones Graficas Rey, .
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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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Jose Antonio Rodriguez, Gemma Sanchez, & Josep Llados. (2007). A Pen-based Interface for Real-time Document Edition. In 9th International Conference on Document Analysis and Recognition. (Vol. 2, 939–944).
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Mathieu Nicolas Delalandre, Jean-Yves Ramel, Ernest Valveny, & Muhammad Muzzamil Luqman. (2009). A Performance Characterization Algorithm for Symbol Localization. In 8th IAPR International Workshop on Graphics Recognition (pp. 3–11). Springer.
Abstract: In this paper we present an algorithm for performance characterization of symbol localization systems. This algorithm is aimed to be a more “reliable” and “open” solution to characterize the performance. To achieve that, it exploits only single points as the result of localization and offers the possibility to reconsider the localization results provided by a system. We use the information about context in groundtruth, and overall localization results, to detect the ambiguous localization results. A probability score is computed for each matching between a localization point and a groundtruth region, depending on the spatial distribution of the other regions in the groundtruth. Final characterization is given with detection rate/probability score plots, describing the sets of possible interpretations of the localization results, according to a given confidence rate. We present experimentation details along with the results for the symbol localization system of [1], exploiting a synthetic dataset of architectural floorplans and electrical diagrams (composed of 200 images and 3861 symbols).
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Mathieu Nicolas Delalandre, Jean-Yves Ramel, Ernest Valveny, & Muhammad Muzzamil Luqman. (2010). A Performance Characterization Algorithm for Symbol Localization. In Graphics Recognition. Achievements, Challenges, and Evolution. 8th International Workshop, GREC 2009. Selected Papers (Vol. 6020, 260–271). LNCS. Springer Berlin Heidelberg.
Abstract: In this paper we present an algorithm for performance characterization of symbol localization systems. This algorithm is aimed to be a more “reliable” and “open” solution to characterize the performance. To achieve that, it exploits only single points as the result of localization and offers the possibility to reconsider the localization results provided by a system. We use the information about context in groundtruth, and overall localization results, to detect the ambiguous localization results. A probability score is computed for each matching between a localization point and a groundtruth region, depending on the spatial distribution of the other regions in the groundtruth. Final characterization is given with detection rate/probability score plots, describing the sets of possible interpretations of the localization results, according to a given confidence rate. We present experimentation details along with the results for the symbol localization system of [1], exploiting a synthetic dataset of architectural floorplans and electrical diagrams (composed of 200 images and 3861 symbols).
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Marçal Rusiñol, & Josep Llados. (2009). A Performance Evaluation Protocol for Symbol Spotting Systems in Terms of Recognition and Location Indices. IJDAR - International Journal on Document Analysis and Recognition, 12(2), 83–96.
Abstract: Symbol spotting systems are intended to retrieve regions of interest from a document image database where the queried symbol is likely to be found. They shall have the ability to recognize and locate graphical symbols in a single step. In this paper, we present a set of measures to evaluate the performance of a symbol spotting system in terms of recognition abilities, location accuracy and scalability. We show that the proposed measures allow to determine the weaknesses and strengths of different methods. In particular we have tested a symbol spotting method based on a set of four different off-the-shelf shape descriptors.
Keywords: Performance evaluation; Symbol Spotting; Graphics Recognition
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Paula Fritzsche, C.Roig, Ana Ripoll, Emilio Luque, & Aura Hernandez-Sabate. (2006). A Performance Prediction Methodology for Data-dependent Parallel Applications. In Proceedings of the IEEE International Conference on Cluster Computing (pp. 1–8).
Abstract: The increase in the use of parallel distributed architectures in order to solve large-scale scientific problems has generated the need for performance prediction for both deterministic applications and non-deterministic applications. In particular, the performance prediction of data dependent programs is an extremely challenging problem because for a specific issue the input datasets may cause different execution times. Generally, a parallel application is characterized as a collection of tasks and their interrelations. If the application is time-critical it is not enough to work with only one value per task, and consequently knowledge of the distribution of task execution times is crucial. The development of a new prediction methodology to estimate the performance of data-dependent parallel applications is the primary target of this study. This approach makes it possible to evaluate the parallel performance of an application without the need of implementation. A real data-dependent arterial structure detection application model is used to apply the methodology proposed. The predicted times obtained using the new methodology for genuine datasets are compared with predicted times that arise from using only one execution value per task. Finally, the experimental study shows that the new methodology generates more precise predictions.
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Misael Rosales. (2005). A Physics-Based Image Modelling of IVUS as a Geometric and Kinematic System (Petia Radeva, Ed.). Ph.D. thesis, , .
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Petia Radeva, J. Guerrero, & C. Molina. (1998). A Physics-Based Kohonen Ring..
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