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Angel Sappa, & M.A. Garcia. (2007). Aprendiendo a recrear la realidad en 3D. UAB Divulga, Revista de Divulgacion Cientifica.
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Carme Julia, Angel Sappa, & Felipe Lumbreras. (2008). Aprendiendo a recrear la realidad en 3D. UAB Divulga, Revista de divulgacion cientifica.
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Enric Marti, Ferran Poveda, Antoni Gurgui, & Debora Gil. (2011). Aprendizaje Basado en Proyectos en Ingeniería Informática. Resultados y reflexiones de seis años de experiencia.
Abstract: In this workshop a 6 years experience in Project Based Learning (PBL) in Computer Graphics, Computer Engineering course at the Autonomous University of Barcelona (UAB) is presented. We use a Moodle environment suited to manage the documentation generated in PBL. The course is organized by means of two alternative routes: a classic itinerary of lectures and test-based evaluation and another with PBL. In the PBL itinerary we explain the organization in teamgroups, homework tutoring and monitoring and evaluation guidelines for students. We provide some of the work done by students, and the results of assessment surveys carried out to students during these years. We report the evolution of our PBL itinerary in terms of, both, organization and student surveys.
The workshop aims at discussing about on the advantages and disadvantages of using these active methodologies in technical degrees such as computer engineering, in order to debate about the most suitable way of organizing PBL and assessing students learning rate.
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Enric Marti, Debora Gil, Marc Vivet, & Carme Julia. (2009). Aprendizaje Basado en Proyectos en la asignatura de Gráficos por Computador en Ingeniería Informática. Balance de cuatro años de experiencia. Barcelona, Spain.
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Miquel Ferrer, Robert Benavente, Ernest Valveny, J. Garcia, Agata Lapedriza, & Gemma Sanchez. (2008). Aprendizaje Cooperativo Aplicado a la Docencia de las Asignaturas de Programacion en Ingenieria Informatica.
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Damian Sojka, Sebastian Cygert, Bartlomiej Twardowski, & Tomasz Trzcinski. (2023). AR-TTA: A Simple Method for Real-World Continual Test-Time Adaptation. In Proceedings of the IEEE/CVF International Conference on Computer Vision (ICCV) Workshops (pp. 3491–3495).
Abstract: Test-time adaptation is a promising research direction that allows the source model to adapt itself to changes in data distribution without any supervision. Yet, current methods are usually evaluated on benchmarks that are only a simplification of real-world scenarios. Hence, we propose to validate test-time adaptation methods using the recently introduced datasets for autonomous driving, namely CLAD-C and SHIFT. We observe that current test-time adaptation methods struggle to effectively handle varying degrees of domain shift, often resulting in degraded performance that falls below that of the source model. We noticed that the root of the problem lies in the inability to preserve the knowledge of the source model and adapt to dynamically changing, temporally correlated data streams. Therefore, we enhance well-established self-training framework by incorporating a small memory buffer to increase model stability and at the same time perform dynamic adaptation based on the intensity of domain shift. The proposed method, named AR-TTA, outperforms existing approaches on both synthetic and more real-world benchmarks and shows robustness across a variety of TTA scenarios.
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Jaime Lopez-Krahe, Josep Llados, & Enric Marti. (2000). Architectural Floor Plan Analysis (Robert B. Fisher, Ed.). University of Edinburgh.
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Agata Lapedriza, David Masip, & Jordi Vitria. (2005). Are external face features useful for automatic face classification?.
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Hamdi Dibeklioglu, Theo Gevers, & Albert Ali Salah. (2012). Are You Really Smiling at Me? Spontaneous versus Posed Enjoyment Smiles. In 12th European Conference on Computer Vision (Vol. 7574, pp. 525–538). LNCS. Springer Berlin Heidelberg.
Abstract: Smiling is an indispensable element of nonverbal social interaction. Besides, automatic distinction between spontaneous and posed expressions is important for visual analysis of social signals. Therefore, in this paper, we propose a method to distinguish between spontaneous and posed enjoyment smiles by using the dynamics of eyelid, cheek, and lip corner movements. The discriminative power of these movements, and the effect of different fusion levels are investigated on multiple databases. Our results improve the state-of-the-art. We also introduce the largest spontaneous/posed enjoyment smile database collected to date, and report new empirical and conceptual findings on smile dynamics. The collected database consists of 1240 samples of 400 subjects. Moreover, it has the unique property of having an age range from 8 to 76 years. Large scale experiments on the new database indicate that eyelid dynamics are highly relevant for smile classification, and there are age-related differences in smile dynamics.
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Bojana Gajic, Ariel Amato, Ramon Baldrich, Joost Van de Weijer, & Carlo Gatta. (2022). Area Under the ROC Curve Maximization for Metric Learning. In CVPR 2022 Workshop on Efficien Deep Learning for Computer Vision (ECV 2022, 5th Edition).
Abstract: Most popular metric learning losses have no direct relation with the evaluation metrics that are subsequently applied to evaluate their performance. We hypothesize that training a metric learning model by maximizing the area under the ROC curve (which is a typical performance measure of recognition systems) can induce an implicit ranking suitable for retrieval problems. This hypothesis is supported by previous work that proved that a curve dominates in ROC space if and only if it dominates in Precision-Recall space. To test this hypothesis, we design and maximize an approximated, derivable relaxation of the area under the ROC curve. The proposed AUC loss achieves state-of-the-art results on two large scale retrieval benchmark datasets (Stanford Online Products and DeepFashion In-Shop). Moreover, the AUC loss achieves comparable performance to more complex, domain specific, state-of-the-art methods for vehicle re-identification.
Keywords: Training; Computer vision; Conferences; Area measurement; Benchmark testing; Pattern recognition
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Ignasi Rius. (2005). Articulated 3D Human Motion Moldeling for Tracking and Reconstruction.
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Jun Wan, Sergio Escalera, Francisco Perales, & Josef Kittler. (2018). Articulated Motion and Deformable Objects. PR - Pattern Recognition, 79, 55–64.
Abstract: This guest editorial introduces the twenty two papers accepted for this Special Issue on Articulated Motion and Deformable Objects (AMDO). They are grouped into four main categories within the field of AMDO: human motion analysis (action/gesture), human pose estimation, deformable shape segmentation, and face analysis. For each of the four topics, a survey of the recent developments in the field is presented. The accepted papers are briefly introduced in the context of this survey. They contribute novel methods, algorithms with improved performance as measured on benchmarking datasets, as well as two new datasets for hand action detection and human posture analysis. The special issue should be of high relevance to the reader interested in AMDO recognition and promote future research directions in the field.
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S. Garcia, Dani Rowe, Jordi Gonzalez, & Juan J. Villanueva. (2005). Articulated Object Modelling Using Neural Gas Networks.
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German Ros, Jesus Martinez del Rincon, & Gines Garcia-Mateos. (2012). Articulated Particle Filter for Hand Tracking. In 21st International Conference on Pattern Recognition (pp. 3581–3585).
Abstract: This paper proposes a new version of Particle Filter, called Articulated Particle Filter – ArPF -, which has been specifically designed for an efficient sampling of hierarchical spaces, generated by articulated objects. Our approach decomposes the articulated motion into layers for efficiency purposes, making use of a careful modeling of the diffusion noise along with its propagation through the articulations. This produces an increase of accuracy and prevent for divergences. The algorithm is tested on hand tracking due to its complex hierarchical articulated nature. With this purpose, a new dataset generation tool for quantitative evaluation is also presented in this paper.
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Joan Marc Llargues Asensio, Juan Peralta, Raul Arrabales, Manuel Gonzalez Bedia, Paulo Cortez, & Antonio Lopez. (2014). Artificial Intelligence Approaches for the Generation and Assessment of Believable Human-Like Behaviour in Virtual Characters. EXSY - Expert Systems With Applications, 41(16), 7281–7290.
Abstract: Having artificial agents to autonomously produce human-like behaviour is one of the most ambitious original goals of Artificial Intelligence (AI) and remains an open problem nowadays. The imitation game originally proposed by Turing constitute a very effective method to prove the indistinguishability of an artificial agent. The behaviour of an agent is said to be indistinguishable from that of a human when observers (the so-called judges in the Turing test) cannot tell apart humans and non-human agents. Different environments, testing protocols, scopes and problem domains can be established to develop limited versions or variants of the original Turing test. In this paper we use a specific version of the Turing test, based on the international BotPrize competition, built in a First-Person Shooter video game, where both human players and non-player characters interact in complex virtual environments. Based on our past experience both in the BotPrize competition and other robotics and computer game AI applications we have developed three new more advanced controllers for believable agents: two based on a combination of the CERA–CRANIUM and SOAR cognitive architectures and other based on ADANN, a system for the automatic evolution and adaptation of artificial neural networks. These two new agents have been put to the test jointly with CCBot3, the winner of BotPrize 2010 competition (Arrabales et al., 2012), and have showed a significant improvement in the humanness ratio. Additionally, we have confronted all these bots to both First-person believability assessment (BotPrize original judging protocol) and Third-person believability assessment, demonstrating that the active involvement of the judge has a great impact in the recognition of human-like behaviour.
Keywords: Turing test; Human-like behaviour; Believability; Non-player characters; Cognitive architectures; Genetic algorithm; Artificial neural networks
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