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Author |
Ernest Valveny; Enric Marti |
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Title |
Hand-drawn symbol recognition in graphic documents using deformable template matching and a Bayesian framework |
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Conference Article |
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Year |
2000 |
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Proc. 15th Int Pattern Recognition Conf |
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2 |
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239-242 |
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Hand-drawn symbols can take many different and distorted shapes from their ideal representation. Then, very flexible methods are needed to be able to handle unconstrained drawings. We propose here to extend our previous work in hand-drawn symbol recognition based on a Bayesian framework and deformable template matching. This approach gets flexibility enough to fit distorted shapes in the drawing while keeping fidelity to the ideal shape of the symbol. In this work, we define the similarity measure between an image and a symbol based on the distance from every pixel in the image to the lines in the symbol. Matching is carried out using an implementation of the EM algorithm. Thus, we can improve recognition rates and computation time with respect to our previous formulation based on a simulated annealing algorithm. |
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0-7695-0750-6 |
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DAG;IAM; |
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IAM @ iam @ VAM2000 |
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1656 |
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Author |
Josep Llados; Jaime Lopez-Krahe; Gemma Sanchez; Enric Marti |
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Title |
Interprétation de cartes et plans par mise en correspondance de graphes de attributs |
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Conference Article |
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Year |
2000 |
Publication |
12 Congrès Francophone AFRIF–AFIA |
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3 |
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225-234 |
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RFIA |
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DAG;IAM |
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IAM @ iam @ LLS2000 |
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1567 |
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Author |
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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Year |
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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Author |
Josep Llados;Horst Bunke; Enric Marti |
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Title |
Using Cyclic String Matching to Find Rotational and Reflectional Symmetries in Shapes |
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Conference Article |
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Year |
1997 |
Publication |
Intelligent Robots: Sensing, Modeling and Planning |
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164-179 |
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Dagstuhl Workshop |
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World Scientific Press |
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9810231857 |
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DAG;IAM; |
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IAM @ iam @ LBM1997b |
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1563 |
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Author |
Antoni Gurgui; Debora Gil; Enric Marti; Vicente Grau |
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Title |
Left-Ventricle Basal Region Constrained Parametric Mapping to Unitary Domain |
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Conference Article |
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2016 |
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7th International Workshop on Statistical Atlases & Computational Modelling of the Heart |
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10124 |
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163-171 |
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Laplacian; Constrained maps; Parameterization; Basal ring |
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Due to its complex geometry, the basal ring is often omitted when putting different heart geometries into correspondence. In this paper, we present the first results on a new mapping of the left ventricle basal rings onto a normalized coordinate system using a fold-over free approach to the solution to the Laplacian. To guarantee correspondences between different basal rings, we imposed some internal constrained positions at anatomical landmarks in the normalized coordinate system. To prevent internal fold-overs, constraints are handled by cutting the volume into regions defined by anatomical features and mapping each piece of the volume separately. Initial results presented in this paper indicate that our method is able to handle internal constrains without introducing fold-overs and thus guarantees one-to-one mappings between different basal ring geometries. |
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Athens; October 2016 |
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STACOM |
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IAM; |
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Admin @ si @ GGM2016 |
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2884 |
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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 |
Type |
Conference Article |
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Year |
2005 |
Publication |
EUROGRAPHICS Proceedings |
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5 |
Issue |
1 |
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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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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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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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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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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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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 |
Ernest Valveny; Enric Marti |
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Title |
Dimensions analysis in hand-drawn architectural drawings |
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Conference Article |
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1997 |
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VII National Simposium of Pattern Recognition and image Analysis, SNRFAI´97 |
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90-91 |
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DAG;IAM; |
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IAM @ iam @ VAM1997 |
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1659 |
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Author |
Gemma Sanchez; Ernest Valveny; Josep Llados; Enric Marti; Oriol Ramos Terrades; N.Lozano; Joan Mas |
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Title |
A system for virtual prototyping of architectural projects |
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Conference Article |
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Year |
2003 |
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Proceedings of Fifth IAPR International Workshop on Pattern Recognition |
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65-74 |
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DAG;IAM |
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IAM @ iam @ SVL2003 |
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1650 |
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Author |
J.A.Perez; Enric Marti; Juan J.Villanueva |
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Title |
Interfase de Usuario de Entrada de Datos 3D en un CAD de Cartografía Urbana a partir de Pares Estereoscópicos |
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1992 |
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II Congreso Español de Informática Gráfica |
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47-60 |
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CEIG |
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IAM;ISE |
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IAM @ iam @ PVM1992 |
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1624 |
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