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Iban Berganzo-Besga; Hector A. Orengo; Felipe Lumbreras; Paloma Aliende; Monica N. Ramsey |
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Automated detection and classification of multi-cell Phytoliths using Deep Learning-Based Algorithms |
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Journal Article |
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2022 |
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Journal of Archaeological Science |
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JArchSci |
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148 |
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105654 |
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This paper presents an algorithm for automated detection and classification of multi-cell phytoliths, one of the major components of many archaeological and paleoenvironmental deposits. This identification, based on phytolith wave pattern, is made using a pretrained VGG19 deep learning model. This approach has been tested in three key phytolith genera for the study of agricultural origins in Near East archaeology: Avena, Hordeum and Triticum. Also, this classification has been validated at species-level using Triticum boeoticum and dicoccoides images. Due to the diversity of microscopes, cameras and chemical treatments that can influence images of phytolith slides, three types of data augmentation techniques have been implemented: rotation of the images at 45-degree angles, random colour and brightness jittering, and random blur/sharpen. The implemented workflow has resulted in an overall accuracy of 93.68% for phytolith genera, improving previous attempts. The algorithm has also demonstrated its potential to automatize the classification of phytoliths species with an overall accuracy of 100%. The open code and platforms employed to develop the algorithm assure the method's accessibility, reproducibility and reusability. |
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December 2022 |
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MSIAU; MACO; 600.167;ADAS |
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Admin @ si @ BOL2022 |
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3753 |
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M. Altillawi; S. Li; S.M. Prakhya; Z. Liu; Joan Serrat |
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Title |
Implicit Learning of Scene Geometry From Poses for Global Localization |
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2024 |
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IEEE Robotics and Automation Letters |
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ROBOTAUTOMLET |
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9 |
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2 |
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955-962 |
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Localization; Localization and mapping; Deep learning for visual perception; Visual learning |
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Global visual localization estimates the absolute pose of a camera using a single image, in a previously mapped area. Obtaining the pose from a single image enables many robotics and augmented/virtual reality applications. Inspired by latest advances in deep learning, many existing approaches directly learn and regress 6 DoF pose from an input image. However, these methods do not fully utilize the underlying scene geometry for pose regression. The challenge in monocular relocalization is the minimal availability of supervised training data, which is just the corresponding 6 DoF poses of the images. In this letter, we propose to utilize these minimal available labels (i.e., poses) to learn the underlying 3D geometry of the scene and use the geometry to estimate the 6 DoF camera pose. We present a learning method that uses these pose labels and rigid alignment to learn two 3D geometric representations ( X, Y, Z coordinates ) of the scene, one in camera coordinate frame and the other in global coordinate frame. Given a single image, it estimates these two 3D scene representations, which are then aligned to estimate a pose that matches the pose label. This formulation allows for the active inclusion of additional learning constraints to minimize 3D alignment errors between the two 3D scene representations, and 2D re-projection errors between the 3D global scene representation and 2D image pixels, resulting in improved localization accuracy. During inference, our model estimates the 3D scene geometry in camera and global frames and aligns them rigidly to obtain pose in real-time. We evaluate our work on three common visual localization datasets, conduct ablation studies, and show that our method exceeds state-of-the-art regression methods' pose accuracy on all datasets. |
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2377-3766 |
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ADAS |
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Admin @ si @ |
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3857 |
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Iban Berganzo-Besga; Hector A. Orengo; Felipe Lumbreras; Aftab Alam; Rosie Campbell; Petrus J Gerrits; Jonas Gregorio de Souza; Afifa Khan; Maria Suarez Moreno; Jack Tomaney; Rebecca C Roberts; Cameron A Petrie |
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Curriculum learning-based strategy for low-density archaeological mound detection from historical maps in India and Pakistan |
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2023 |
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Scientific Reports |
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ScR |
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13 |
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11257 |
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This paper presents two algorithms for the large-scale automatic detection and instance segmentation of potential archaeological mounds on historical maps. Historical maps present a unique source of information for the reconstruction of ancient landscapes. The last 100 years have seen unprecedented landscape modifications with the introduction and large-scale implementation of mechanised agriculture, channel-based irrigation schemes, and urban expansion to name but a few. Historical maps offer a window onto disappearing landscapes where many historical and archaeological elements that no longer exist today are depicted. The algorithms focus on the detection and shape extraction of mound features with high probability of being archaeological settlements, mounds being one of the most commonly documented archaeological features to be found in the Survey of India historical map series, although not necessarily recognised as such at the time of surveying. Mound features with high archaeological potential are most commonly depicted through hachures or contour-equivalent form-lines, therefore, an algorithm has been designed to detect each of those features. Our proposed approach addresses two of the most common issues in archaeological automated survey, the low-density of archaeological features to be detected, and the small amount of training data available. It has been applied to all types of maps available of the historic 1″ to 1-mile series, thus increasing the complexity of the detection. Moreover, the inclusion of synthetic data, along with a Curriculum Learning strategy, has allowed the algorithm to better understand what the mound features look like. Likewise, a series of filters based on topographic setting, form, and size have been applied to improve the accuracy of the models. The resulting algorithms have a recall value of 52.61% and a precision of 82.31% for the hachure mounds, and a recall value of 70.80% and a precision of 70.29% for the form-line mounds, which allowed the detection of nearly 6000 mound features over an area of 470,500 km2, the largest such approach to have ever been applied. If we restrict our focus to the maps most similar to those used in the algorithm training, we reach recall values greater than 60% and precision values greater than 90%. This approach has shown the potential to implement an adaptive algorithm that allows, after a small amount of retraining with data detected from a new map, a better general mound feature detection in the same map. |
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MSIAU;ADAS |
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Admin @ si @ BOL2023 |
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3976 |
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Henry Velesaca; Gisel Bastidas-Guacho; Mohammad Rouhani; Angel Sappa |
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Multimodal image registration techniques: a comprehensive survey |
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2024 |
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Multimedia Tools and Applications |
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MTAP |
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This manuscript presents a review of state-of-the-art techniques proposed in the literature for multimodal image registration, addressing instances where images from different modalities need to be precisely aligned in the same reference system. This scenario arises when the images to be registered come from different modalities, among the visible and thermal spectral bands, 3D-RGB, or flash-no flash, or NIR-visible. The review spans different techniques from classical approaches to more modern ones based on deep learning, aiming to highlight the particularities required at each step in the registration pipeline when dealing with multimodal images. It is noteworthy that medical images are excluded from this review due to their specific characteristics, including the use of both active and passive sensors or the non-rigid nature of the body contained in the image. |
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MSIAU;ADAS |
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Admin @ si @ VBR2024 |
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3997 |
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Enric Marti; Carme Julia; Debora Gil |
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A PBL Experience in the Teaching of Computer Graphics |
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Journal Article |
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2006 |
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Computer Graphics Forum |
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CGF |
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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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Computer Graphics Forum |
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Computer Vision CenterComputer Science Department Escola Tcnica Superior d’Enginyeria (UAB), Edifi |
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IAM;ADAS; |
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IAM @ iam @ MJG2006a |
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1607 |
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