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Author |
Enric Marti; Debora Gil; Carme Julia |
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Title |
A PBL experience in the teaching of Computer Graphics |
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Conference Article |
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Year |
2005 |
Publication |
EUROGRAPHICS Proceedings |
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Volume |
5 |
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1 |
Pages |
95-103 |
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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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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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Dublin; Ireland; September 2005 |
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EUROGRAPHICS |
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IAM;ADAS; |
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IAM @ iam @ MGJ2005 |
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1593 |
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Author |
Enric Marti; Carme Julia; Debora Gil |
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Title |
A PBL Experience in the Teaching of Computer Graphics |
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Conference Article |
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Year |
2007 |
Publication |
XVII Congreso Español de Informàtica Gráfica |
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25 |
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1 |
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95-103 |
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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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Zaragoza; September 2007 |
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CEDI |
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IAM;ADAS; |
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IAM @ iam @ MJG2007a |
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1603 |
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Author |
Petia Radeva; Enric Marti |
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Title |
An improved model of snakes for model-based segmentation |
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Conference Article |
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Year |
1995 |
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Proceedings of Computer Analysis of Images and Patterns |
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515-520 |
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The main advantage of segmentation by snakes consists in its ability to incorporate smoothness constraints on the detected shapes that can occur. Likewise, we propose to model snakes with other properties that reflect the information provided about the object of interest in a different extent. We consider different kinds of snakes, those searching for contours with a certain direction, those preserving an object’s model, those seeking for symmetry, those expanding open, etc. The availability of such a collection of snakes allows not only the more complete use of the knowledge about the segmented object, but also to solve some problems of the existing snakes. Our experiments on segmentation of facial features justify the usefulness of snakes with different properties. |
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CAIP |
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MILAB;IAM |
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IAM @ iam @ RaM1995b |
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1632 |
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Author |
Gemma Sanchez; Josep Llados; Enric Marti |
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Title |
Segmentation and analysis of linial texture in plans |
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Conference Article |
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1997 |
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Intelligence Artificielle et Complexité. |
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Structural Texture, Voronoi, Hierarchical Clustering, String Matching. |
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The problem of texture segmentation and interpretation is one of the main concerns in the field of document analysis. Graphical documents often contain areas characterized by a structural texture whose recognition allows both the document understanding, and its storage in a more compact way. In this work, we focus on structural linial textures of regular repetition contained in plan documents. Starting from an atributed graph which represents the vectorized input image, we develop a method to segment textured areas and recognize their placement rules. We wish to emphasize that the searched textures do not follow a predefined pattern. Minimal closed loops of the input graph are computed, and then hierarchically clustered. In this hierarchical clustering, a distance function between two closed loops is defined in terms of their areas difference and boundary resemblance computed by a string matching procedure. Finally it is noted that, when the texture consists of isolated primitive elements, the same method can be used after computing a Voronoi Tesselation of the input graph. |
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Paris, France |
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Paris |
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AERFAI |
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DAG;IAM; |
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IAM @ iam @ SLM1997 |
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1649 |
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Author |
Gemma Sanchez; Josep Llados; Enric Marti |
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Title |
A string-based method to recognize symbols and structural textures in architectural plans |
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Conference Article |
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1997 |
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2nd IAPR Workshop on Graphics Recognition |
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This paper deals with the recognition of symbols and struc- tural 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 clus- tering 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 simila- rity 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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Nancy, France |
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DAG; IAM |
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IAM @ iam @ SLE1997 |
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1498 |
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Josep Llados; Jaime Lopez-Krahe; Enric Marti |
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Hand drawn document understanding using the straight line Hough transform and graph matching |
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1996 |
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Proceedings of the 13th International Pattern Recognition Conference (ICPR’96) |
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2 |
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497-501 |
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This paper presents a system to understand hand drawn architectural drawings in a CAD environment. The procedure is to identify in a floor plan the building elements, stored in a library of patterns, and their spatial relationships. The vectorized input document and the patterns to recognize are represented by attributed graphs. To recognize the patterns as such, we apply a structural approach based on subgraph isomorphism techniques. In spite of their value, graph matching techniques do not recognize adequately those building elements characterized by hatching patterns, i.e. walls. Here we focus on the recognition of hatching patterns and develop a straight line Hough transform based method in order to detect the regions filled in with parallel straight fines. This allows not only to recognize filling patterns, but it actually reduces the computational load associated with the subgraph isomorphism computation. The result is that the document can be redrawn by editing all the patterns recognized |
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Vienna , Austria |
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DAG;IAM; |
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IAM @ iam @ LLM1996 |
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1579 |
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Petia Radeva; A.Amini; J.Huang; Enric Marti |
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Title |
Deformable B-Solids and Implicit Snakes for Localization and Tracking of SPAMM MRI-Data |
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Conference Article |
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1996 |
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Workshop on Mathematical Methods in Biomedical Image Analysis |
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192-201 |
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To date, MRI-SPAMM data from different image slices have been analyzed independently. In this paper, we propose an approach for 3D tag localization and tracking of SPAMM data by a novel deformable B-solid. The solid is defined in terms of a 3D tensor product B-spline. The isoparametric curves of the B-spline solid have special importance. These are termed implicit snakes as they deform under image forces from tag lines in different image slices. The localization and tracking of tag lines is performed under constraints of continuity and smoothness of the B-solid. The framework unifies the problems of localization, and displacement fitting and interpolation into the same procedure utilizing B-spline bases for interpolation. To track motion from boundaries and restrict image forces to the myocardium, a volumetric model is employed as a pair of coupled endocardial and epicardial B-spline surfaces. To recover deformations in the LV an energy-minimization problem is posed where both tag and ... |
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San Francisco CA |
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IEEE Computer Society |
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0-8186-7368-0 |
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MMBIA ’96 |
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MILAB;IAM; |
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IAM @ iam @ RAH1996 |
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1630 |
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Ernest Valveny; Enric Marti |
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Application of deformable template matching to symbol recognition in hand-written architectural draw |
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1999 |
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Proceedings of the Fifth International Conference on |
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We propose to use deformable template matching as a new approach to recognize characters and lineal symbols in hand-written line drawings, instead of traditional methods based on vectorization and feature extraction. Bayesian formulation of the deformable template matching allows combining fidelity to the ideal shape of the symbol with maximum flexibility to get the best fit to the input image. Lineal nature of symbols can be exploited to define a suitable representation of models and the set of deformations to be applied to them. Matching, however, is done over the original binary image to avoid losing relevant features during vectorization. We have applied this method to hand-written architectural drawings and experimental results demonstrate that symbols with high distortions from ideal shape can be accurately identified. |
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Bangalore (India) |
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IAM @ iam @ VAM1999a |
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1657 |
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