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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 |
Abbreviated Journal |
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Volume |
5 |
Issue |
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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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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Year |
2007 |
Publication |
XVII Congreso Español de Informàtica Gráfica |
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25 |
Issue |
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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Josefina Mauri; Eduard Fernandez-Nofrerias; B. Garcia del Blanco; E. Iraculis; J.A. Gomez-Hospital; J. Comin; M.A. Sanchez Corral; F. Jara; A. Cequier; E. Esplugas; Debora Gil; J. Saludes; Petia Radeva; Ricardo Toledo; Juan J.Villanueva |
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Title |
Moviment del vas en l anàlisi d imatges d ecografia intracoronària: un model matemàtic |
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Conference Article |
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Year |
2000 |
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Congrés de la Societat Catalana de Cardiologia. |
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IAM;RV;ISE;MILAB;ADAS |
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no |
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Call Number |
IAM @ iam @ MNG2000 |
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1621 |
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Josefina Mauri; Eduard Fernandez-Nofrerias; J. Comin; B. Garcia del Blanco; E. Iraculis; J.A. Gomez-Hospital; P. Valdovinos; F. Jara; A. Cequier; E. Esplugas; Oriol Pujol; Cristina Cañero; Debora Gil; Petia Radeva; Ricardo Toledo |
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Title |
Avaluació del Conjunt Stent/Artèria mitjançant ecografia intracoronària: lentorn informàtic |
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Conference Article |
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2000 |
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Congrés de la Societat Catalana de Cardiologia. |
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IAM;RV;MILAB;ADAS;HuPBA |
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no |
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IAM @ iam @ MNC2000 |
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1622 |
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Author |
Petia Radeva; Joan Serrat; Enric Marti |
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Title |
A snake for model-based segmentation |
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Conference Article |
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Year |
1995 |
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Proc. Conf. Fifth Int Computer Vision |
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816-821 |
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Keywords |
snakes; elastic matching; model-based segmenta tion |
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Despite the promising results of numerous applications, the hitherto proposed snake techniques share some common problems: snake attraction by spurious edge points, snake degeneration (shrinking and attening), convergence and stability of the deformation process, snake initialization and local determination of the parameters of elasticity. We argue here that these problems can be solved only when all the snake aspects are considered. The snakes proposed here implement a new potential eld and external force in order to provide a deformation convergence, attraction by both near and far edges as well as snake behaviour selective according to the edge orientation. Furthermore, we conclude that in the case of model-based seg mentation, the internal force should include structural information about the expected snake shape. Experiments using this kind of snakes for segmenting bones in complex hand radiographs show a signicant improvement. |
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MILAB;ADAS;IAM |
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IAM @ iam @ RSM1995 |
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1634 |
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Oriol Rodriguez-Leor; Josefina Mauri; Eduard Fernandez-Nofrerias; M. Gomez; Antonio Tovar; L. Cano; C. Diego; Carme Julia; Vicente del Valle; Debora Gil; Petia Radeva |
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Title |
Ecografia Intracoronària: Segmentació Automàtica de area de la llum |
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Conference Article |
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2002 |
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XXXVIII Congreso Nacional de la Sociedad Española de Cardiología. |
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IAM;ADAS;MILAB |
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no |
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IAM @ iam @ RMF2002 |
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1638 |
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Joan Serrat; Enric Marti |
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Title |
Elastic matching using interpolation splines |
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1991 |
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IV Spanish Symposium of Pattern Recognition and image Analysis |
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ADAS;IAM; |
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IAM @ iam @ SMV1991 |
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1651 |
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Ernest Valveny; Ricardo Toledo; Ramon Baldrich; Enric Marti |
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Combining recognition-based in segmentation-based approaches for graphic symol recognition using deformable template matching |
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2002 |
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Proceeding of the Second IASTED International Conference Visualization, Imaging and Image Proceesing VIIP 2002 |
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502–507 |
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DAG;RV;CAT;IAM;CIC;ADAS |
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IAM @ iam @ VTB2002 |
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1660 |
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Patricia Marquez; Debora Gil; Aura Hernandez-Sabate |
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Title |
A Confidence Measure for Assessing Optical Flow Accuracy in the Absence of Ground Truth |
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Conference Article |
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2011 |
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IEEE International Conference on Computer Vision – Workshops |
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2042-2049 |
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IEEE International Conference on Computer Vision – Workshops |
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Optical flow is a valuable tool for motion analysis in autonomous navigation systems. A reliable application requires determining the accuracy of the computed optical flow. This is a main challenge given the absence of ground truth in real world sequences. This paper introduces a measure of optical flow accuracy for Lucas-Kanade based flows in terms of the numerical stability of the data-term. We call this measure optical flow condition number. A statistical analysis over ground-truth data show a good statistical correlation between the condition number and optical flow error. Experiments on driving sequences illustrate its potential for autonomous navigation systems. |
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IEEE |
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Barcelona (Spain) |
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English |
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English |
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ICCVW |
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IAM; ADAS |
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IAM @ iam @ MGH2011 |
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1682 |
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David Vazquez; Antonio Lopez; Daniel Ponsa; Javier Marin |
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Title |
Virtual Worlds and Active Learning for Human Detection |
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2011 |
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13th International Conference on Multimodal Interaction |
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393-400 |
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Pedestrian Detection; Human detection; Virtual; Domain Adaptation; Active Learning |
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Image based human detection is of paramount interest due to its potential applications in fields such as advanced driving assistance, surveillance and media analysis. However, even detecting non-occluded standing humans remains a challenge of intensive research. The most promising human detectors rely on classifiers developed in the discriminative paradigm, i.e., trained with labelled samples. However, labeling is a manual intensive step, especially in cases like human detection where it is necessary to provide at least bounding boxes framing the humans for training. To overcome such problem, some authors have proposed the use of a virtual world where the labels of the different objects are obtained automatically. This means that the human models (classifiers) are learnt using the appearance of rendered images, i.e., using realistic computer graphics. Later, these models are used for human detection in images of the real world. The results of this technique are surprisingly good. However, these are not always as good as the classical approach of training and testing with data coming from the same camera, or similar ones. Accordingly, in this paper we address the challenge of using a virtual world for gathering (while playing a videogame) a large amount of automatically labelled samples (virtual humans and background) and then training a classifier that performs equal, in real-world images, than the one obtained by equally training from manually labelled real-world samples. For doing that, we cast the problem as one of domain adaptation. In doing so, we assume that a small amount of manually labelled samples from real-world images is required. To collect these labelled samples we propose a non-standard active learning technique. Therefore, ultimately our human model is learnt by the combination of virtual and real world labelled samples (Fig. 1), which has not been done before. We present quantitative results showing that this approach is valid. |
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Alicante, Spain |
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ACM DL |
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New York, NY, USA, USA |
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English |
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English |
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Virtual Worlds and Active Learning for Human Detection |
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978-1-4503-0641-6 |
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ICMI |
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ADAS |
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yes |
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ADAS @ adas @ VLP2011a |
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1683 |
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