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Katerine Diaz, Aura Hernandez-Sabate and Antonio Lopez. 2016. A reduced feature set for driver head pose estimation. ASOC, 45, 98–107.
Abstract: Evaluation of driving performance is of utmost importance in order to reduce road accident rate. Since driving ability includes visual-spatial and operational attention, among others, head pose estimation of the driver is a crucial indicator of driving performance. This paper proposes a new automatic method for coarse and fine head's yaw angle estimation of the driver. We rely on a set of geometric features computed from just three representative facial keypoints, namely the center of the eyes and the nose tip. With these geometric features, our method combines two manifold embedding methods and a linear regression one. In addition, the method has a confidence mechanism to decide if the classification of a sample is not reliable. The approach has been tested using the CMU-PIE dataset and our own driver dataset. Despite the very few facial keypoints required, the results are comparable to the state-of-the-art techniques. The low computational cost of the method and its robustness makes feasible to integrate it in massive consume devices as a real time application.
Keywords: Head pose estimation; driving performance evaluation; subspace based methods; linear regression
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Enric Marti, Carme Julia and Debora Gil. 2006. A PBL Experience in the Teaching of Computer Graphics. CGF, 25(1), 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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Katerine Diaz, Konstantia Georgouli, Anastasios Koidis and Jesus Martinez del Rincon. 2017. Incremental model learning for spectroscopy-based food analysis. CILS, 167, 123–131.
Abstract: In this paper we propose the use of incremental learning for creating and improving multivariate analysis models in the field of chemometrics of spectral data. As main advantages, our proposed incremental subspace-based learning allows creating models faster, progressively improving previously created models and sharing them between laboratories and institutions without requiring transferring or disclosing individual spectra samples. In particular, our approach allows to improve the generalization and adaptability of previously generated models with a few new spectral samples to be applicable to real-world situations. The potential of our approach is demonstrated using vegetable oil type identification based on spectroscopic data as case study. Results show how incremental models maintain the accuracy of batch learning methodologies while reducing their computational cost and handicaps.
Keywords: Incremental model learning; IGDCV technique; Subspace based learning; IdentificationVegetable oils; FT-IR spectroscopy
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Joan Serrat, Felipe Lumbreras and Antonio Lopez. 2013. Cost estimation of custom hoses from STL files and CAD drawings. COMPUTIND, 64(3), 299–309.
Abstract: We present a method for the cost estimation of custom hoses from CAD models. They can come in two formats, which are easy to generate: a STL file or the image of a CAD drawing showing several orthogonal projections. The challenges in either cases are, first, to obtain from them a high level 3D description of the shape, and second, to learn a regression function for the prediction of the manufacturing time, based on geometric features of the reconstructed shape. The chosen description is the 3D line along the medial axis of the tube and the diameter of the circular sections along it. In order to extract it from STL files, we have adapted RANSAC, a robust parametric fitting algorithm. As for CAD drawing images, we propose a new technique for 3D reconstruction from data entered on any number of orthogonal projections. The regression function is a Gaussian process, which does not constrain the function to adopt any specific form and is governed by just two parameters. We assess the accuracy of the manufacturing time estimation by k-fold cross validation on 171 STL file models for which the time is provided by an expert. The results show the feasibility of the method, whereby the relative error for 80% of the testing samples is below 15%.
Keywords: On-line quotation; STL format; Regression; Gaussian process
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David Geronimo, Angel Sappa, Daniel Ponsa and Antonio Lopez. 2010. 2D-3D based on-board pedestrian detection system. CVIU, 114(5), 583–595.
Abstract: During the next decade, on-board pedestrian detection systems will play a key role in the challenge of increasing traffic safety. The main target of these systems, to detect pedestrians in urban scenarios, implies overcoming difficulties like processing outdoor scenes from a mobile platform and searching for aspect-changing objects in cluttered environments. This makes such systems combine techniques in the state-of-the-art Computer Vision. In this paper we present a three module system based on both 2D and 3D cues. The first module uses 3D information to estimate the road plane parameters and thus select a coherent set of regions of interest (ROIs) to be further analyzed. The second module uses Real AdaBoost and a combined set of Haar wavelets and edge orientation histograms to classify the incoming ROIs as pedestrian or non-pedestrian. The final module loops again with the 3D cue in order to verify the classified ROIs and with the 2D in order to refine the final results. According to the results, the integration of the proposed techniques gives rise to a promising system.
Keywords: Pedestrian detection; Advanced Driver Assistance Systems; Horizon line; Haar wavelets; Edge orientation histograms
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Alejandro Gonzalez Alzate, David Vazquez, Antonio Lopez and Jaume Amores. 2017. On-Board Object Detection: Multicue, Multimodal, and Multiview Random Forest of Local Experts. Cyber, 47(11), 3980–3990.
Abstract: Despite recent significant advances, object detection continues to be an extremely challenging problem in real scenarios. In order to develop a detector that successfully operates under these conditions, it becomes critical to leverage upon multiple cues, multiple imaging modalities, and a strong multiview (MV) classifier that accounts for different object views and poses. In this paper, we provide an extensive evaluation that gives insight into how each of these aspects (multicue, multimodality, and strong MV classifier) affect accuracy both individually and when integrated together. In the multimodality component, we explore the fusion of RGB and depth maps obtained by high-definition light detection and ranging, a type of modality that is starting to receive increasing attention. As our analysis reveals, although all the aforementioned aspects significantly help in improving the accuracy, the fusion of visible spectrum and depth information allows to boost the accuracy by a much larger margin. The resulting detector not only ranks among the top best performers in the challenging KITTI benchmark, but it is built upon very simple blocks that are easy to implement and computationally efficient.
Keywords: Multicue; multimodal; multiview; object detection
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Angel Sappa, David Geronimo, Fadi Dornaika and Antonio Lopez. 2006. On-board camera extrinsic parameter estimation. EL, 42(13), 745–746.
Abstract: An efficient technique for real-time estimation of camera extrinsic parameters is presented. It is intended to be used on on-board vision systems for driving assistance applications. The proposed technique is based on the use of a commercial stereo vision system that does not need any visual feature extraction.
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Joan Serrat, Felipe Lumbreras, Francisco Blanco, Manuel Valiente and Montserrat Lopez-Mesas. 2017. myStone: A system for automatic kidney stone classification. ESA, 89, 41–51.
Abstract: Kidney stone formation is a common disease and the incidence rate is constantly increasing worldwide. It has been shown that the classification of kidney stones can lead to an important reduction of the recurrence rate. The classification of kidney stones by human experts on the basis of certain visual color and texture features is one of the most employed techniques. However, the knowledge of how to analyze kidney stones is not widespread, and the experts learn only after being trained on a large number of samples of the different classes. In this paper we describe a new device specifically designed for capturing images of expelled kidney stones, and a method to learn and apply the experts knowledge with regard to their classification. We show that with off the shelf components, a carefully selected set of features and a state of the art classifier it is possible to automate this difficult task to a good degree. We report results on a collection of 454 kidney stones, achieving an overall accuracy of 63% for a set of eight classes covering almost all of the kidney stones taxonomy. Moreover, for more than 80% of samples the real class is the first or the second most probable class according to the system, being then the patient recommendations for the two top classes similar. This is the first attempt towards the automatic visual classification of kidney stones, and based on the current results we foresee better accuracies with the increase of the dataset size.
Keywords: Kidney stone; Optical device; Computer vision; Image classification
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Joan Marc Llargues Asensio, Juan Peralta, Raul Arrabales, Manuel Gonzalez Bedia, Paulo Cortez and Antonio Lopez. 2014. Artificial Intelligence Approaches for the Generation and Assessment of Believable Human-Like Behaviour in Virtual Characters. EXSY, 41(16), 7281–7290.
Abstract: Having artificial agents to autonomously produce human-like behaviour is one of the most ambitious original goals of Artificial Intelligence (AI) and remains an open problem nowadays. The imitation game originally proposed by Turing constitute a very effective method to prove the indistinguishability of an artificial agent. The behaviour of an agent is said to be indistinguishable from that of a human when observers (the so-called judges in the Turing test) cannot tell apart humans and non-human agents. Different environments, testing protocols, scopes and problem domains can be established to develop limited versions or variants of the original Turing test. In this paper we use a specific version of the Turing test, based on the international BotPrize competition, built in a First-Person Shooter video game, where both human players and non-player characters interact in complex virtual environments. Based on our past experience both in the BotPrize competition and other robotics and computer game AI applications we have developed three new more advanced controllers for believable agents: two based on a combination of the CERA–CRANIUM and SOAR cognitive architectures and other based on ADANN, a system for the automatic evolution and adaptation of artificial neural networks. These two new agents have been put to the test jointly with CCBot3, the winner of BotPrize 2010 competition (Arrabales et al., 2012), and have showed a significant improvement in the humanness ratio. Additionally, we have confronted all these bots to both First-person believability assessment (BotPrize original judging protocol) and Third-person believability assessment, demonstrating that the active involvement of the judge has a great impact in the recognition of human-like behaviour.
Keywords: Turing test; Human-like behaviour; Believability; Non-player characters; Cognitive architectures; Genetic algorithm; Artificial neural networks
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J.S. Cope, P.Remagnino, S.Mannan, Katerine Diaz, Francesc J. Ferri and P.Wilkin. 2013. Reverse Engineering Expert Visual Observations: From Fixations To The Learning Of Spatial Filters With A Neural-Gas Algorithm. EXWA, 40(17), 6707–6712.
Abstract: Human beings can become experts in performing specific vision tasks, for example, doctors analysing medical images, or botanists studying leaves. With sufficient knowledge and experience, people can become very efficient at such tasks. When attempting to perform these tasks with a machine vision system, it would be highly beneficial to be able to replicate the process which the expert undergoes. Advances in eye-tracking technology can provide data to allow us to discover the manner in which an expert studies an image. This paper presents a first step towards utilizing these data for computer vision purposes. A growing-neural-gas algorithm is used to learn a set of Gabor filters which give high responses to image regions which a human expert fixated on. These filters can then be used to identify regions in other images which are likely to be useful for a given vision task. The algorithm is evaluated by learning filters for locating specific areas of plant leaves.
Keywords: Neural gas; Expert vision; Eye-tracking; Fixations
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