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Enric Marti, Debora Gil and Carme Julia. 2005. A PBL experience in the teaching of Computer Graphics. EUROGRAPHICS Proceedings.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 and Debora Gil. 2007. A PBL Experience in the Teaching of Computer Graphics. XVII Congreso Español de Informàtica Gráfica.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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J. Mauri and 14 others. 2000. Moviment del vas en l anàlisi d imatges d ecografia intracoronària: un model matemàtic. Congrés de la Societat Catalana de Cardiologia..
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J. Mauri and 14 others. 2000. Avaluació del Conjunt Stent/Artèria mitjançant ecografia intracoronària: lentorn informàtic. Congrés de la Societat Catalana de Cardiologia..
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Petia Radeva, Joan Serrat and Enric Marti. 1995. A snake for model-based segmentation. Proc. Conf. Fifth Int Computer Vision.816–821.
Abstract: 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.
Keywords: snakes; elastic matching; model-based segmenta tion
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Oriol Rodriguez-Leor and 10 others. 2002. Ecografia Intracoronària: Segmentació Automàtica de area de la llum. XXXVIII Congreso Nacional de la Sociedad Española de Cardiología..
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Joan Serrat and Enric Marti. 1991. Elastic matching using interpolation splines. IV Spanish Symposium of Pattern Recognition and image Analysis.
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Ernest Valveny, Ricardo Toledo, Ramon Baldrich and Enric Marti. 2002. Combining recognition-based in segmentation-based approaches for graphic symol recognition using deformable template matching. Proceeding of the Second IASTED International Conference Visualization, Imaging and Image Proceesing VIIP 2002.502–507.
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Andrew Nolan, Daniel Serrano, Aura Hernandez-Sabate, Daniel Ponsa and Antonio Lopez. 2013. Obstacle mapping module for quadrotors on outdoor Search and Rescue operations. International Micro Air Vehicle Conference and Flight Competition.
Abstract: Obstacle avoidance remains a challenging task for Micro Aerial Vehicles (MAV), due to their limited payload capacity to carry advanced sensors. Unlike larger vehicles, MAV can only carry light weight sensors, for instance a camera, which is our main assumption in this work. We explore passive monocular depth estimation and propose a novel method Position Aided Depth Estimation
(PADE). We analyse PADE performance and compare it against the extensively used Time To Collision (TTC). We evaluate the accuracy, robustness to noise and speed of three Optical Flow (OF) techniques, combined with both depth estimation methods. Our results show PADE is more accurate than TTC at depths between 0-12 meters and is less sensitive to noise. Our findings highlight the potential application of PADE for MAV to perform safe autonomous navigation in
unknown and unstructured environments.
Keywords: UAV
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David Vazquez, Antonio Lopez, Daniel Ponsa and Javier Marin. 2011. Cool world: domain adaptation of virtual and real worlds for human detection using active learning. NIPS Domain Adaptation Workshop: Theory and Application. Granada, Spain.
Abstract: Image based human detection is of paramount interest for different applications. The most promising human detectors rely on discriminatively learnt classifiers, i.e., trained with labelled samples. However, labelling is a manual intensive task, 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, in Marin et al. we 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 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 and the same type of scenario. Accordingly, in Vazquez et al. we cast the problem as one of supervised 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 use an active learning technique. Thus, ultimately our human model is learnt by the combination of virtual- and real-world labelled samples which, to the best of our knowledge, was not done before. Here, we term such combined space cool world. In this extended abstract we summarize our proposal, and include quantitative results from Vazquez et al. showing its validity.
Keywords: Pedestrian Detection; Virtual; Domain Adaptation; Active Learning
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