72 research outputs found

    Predviđanje natjecateljske uspješnosti tenisača korištenjem metoda strojnog učenja

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    The aim of the study was to examine the predictability of the competitive performance of Slovene tennis players by using the most promising morphological measures and motor tests selected by automatic computer methods and by experienced tennis coaches by means of machine learning methods. The analysis included altogether 1,002 male and female tennis players who had undergone regular testing by the National Tennis Association and were positioned on the ranking list of the Slovene Tennis Association between the years 1993 and 2008. Selections of the most promising variables by means of the two automatic methods yielded similar results, whereas the selection performed on the basis of estimates made by coaches differed considerably. With regard to the analysis by means of classification methods, an accurate predictability of competitive performance for the age category younger than 16 years was observed, while the results of predictions for the age category older than 16 were poor. Among the regression methods, as opposed to the linear regression, which has yielded satisfactory results, regression trees served no useful purpose in practice. Automatic methods for identifying the most promising variables proved to be more successful than those of the coaches, which was most clearly noticeable with regard to the female tennis players and when linear regression was used.Cilj istraživanja bio je testiranje mogućnosti predikcije natjecateljske uspješnosti slovenskih tenisača temeljem najvažnijih morfoloških mjera i testova motoričkih sposobnosti koji su bili odabrani na osnovu automatskih kompjutorskih metoda i od strane iskusnih teniskih trenera, uz upotrebu metoda strojnog učenja. U analizu je bilo uključeno 1002 muškaraca i žena koji su prošli redovita testiranja slovenskog nacionalnog teniskog saveza te su bili pozicionirani na njihovoj rang listi u sezonama od 1993 do 2008. Odabir najvažnijih varijabli uz pomoć dvije automatske metode dao je slične rezultate, dok su se varijable odabrane od strane trenera bitno razlikovale. Dokazano je kako je uz pomoć klasifikacijskih metoda moguća dobra predikcija natjecateljske uspješnosti u uzrastima ispod 16 godina, dok je kod uzrasta starijih od 16 godina ta predikcija loša. Među regresijskim metodama, za razliku od linearne regresije koja je dala zadovoljavajuće rezultate, regresijsko drvo pokazalo se praktično neupotrebljivim. Automatske metode odabira najvažnijih varijabla morfoloških karakteristika i motoričkih sposobnosti pokazale su se superiornima u odnosu na metode odabira koje koriste teniski treneri. Ta je činjenica bila najviše istaknuta kod ženskih tenisačica i kod upotrebe metode linearne regresije

    Automatic classification of human facial features based on their appearance

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    [EN] Classification or typology systems used to categorize different human body parts have existed for many years. Nevertheless, there are very few taxonomies of facial features. Ergonomics, forensic anthropology, crime prevention or new human-machine interaction systems and online activities, like e-commerce, e-learning, games, dating or social networks, are fields in which classifications of facial features are useful, for example, to create digital interlocutors that optimize the interactions between human and machines. However, classifying isolated facial features is difficult for human observers. Previous works reported low inter-observer and intra-observer agreement in the evaluation of facial features. This work presents a computer-based procedure to automatically classify facial features based on their global appearance. This procedure deals with the difficulties associated with classifying features using judgements from human observers, and facilitates the development of taxonomies of facial features. Taxonomies obtained through this procedure are presented for eyes, mouths and noses.Fuentes-Hurtado, F.; Diego-Mas, JA.; Naranjo Ornedo, V.; Alcañiz Raya, ML. (2019). Automatic classification of human facial features based on their appearance. PLoS ONE. 14(1):1-20. https://doi.org/10.1371/journal.pone.0211314S120141Damasio, A. R. (1985). Prosopagnosia. Trends in Neurosciences, 8, 132-135. doi:10.1016/0166-2236(85)90051-7Bruce, V., & Young, A. (1986). Understanding face recognition. British Journal of Psychology, 77(3), 305-327. doi:10.1111/j.2044-8295.1986.tb02199.xTodorov, A. (2011). Evaluating Faces on Social Dimensions. Social Neuroscience, 54-76. doi:10.1093/acprof:oso/9780195316872.003.0004Little, A. C., Burriss, R. P., Jones, B. C., & Roberts, S. C. (2007). 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    Estimating Somatotype from a Single-camera 3D Body Scanning System

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    Somatotype is an approach to quantify body physique (shape and body composition). Somatotyping by manual measurement (the anthropometric method) or visual rating (the photoscopic method) needs technical expertise to minimize intra- and inter-observer errors. This study aims to develop machine learning models which enable automatic estimation of Heath-Carter somatotypes using a single-camera 3D scanning system. Single-camera 3D scanning was used to obtain 3D imaging data and computer vision techniques to extract features of body shape. Machine learning models were developed to predict participants' somatotypes from the extracted shape features. These predicted somatotypes were compared against manual measurement procedures. Data were collected from 46 participants and used as the training/validation set for model developing, whilst data collected from 17 participants were used as the test set for model evaluation. Evaluation tests showed that the 3D scanning methods enable accurate (mean error 0.8) and precise (test-retest root mean square error 0.8) somatotype predictions. This study shows that the 3D scanning methods could be used as an alternative to traditional somatotyping approaches after the current models improve with the large datasets

    body2vec: 3D Point Cloud Reconstruction for Precise Anthropometry with Handheld Devices

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    Current point cloud extraction methods based on photogrammetry generate large amounts of spurious detections that hamper useful 3D mesh reconstructions or, even worse, the possibility of adequate measurements. Moreover, noise removal methods for point clouds are complex, slow and incapable to cope with semantic noise. In this work, we present body2vec, a model-based body segmentation tool that uses a specifically trained Neural Network architecture. Body2vec is capable to perform human body point cloud reconstruction from videos taken on hand-held devices (smartphones or tablets), achieving high quality anthropometric measurements. The main contribution of the proposed workflow is to perform a background removal step, thus avoiding the spurious points generation that is usual in photogrammetric reconstruction. A group of 60 persons were taped with a smartphone, and the corresponding point clouds were obtained automatically with standard photogrammetric methods. We used as a 3D silver standard the clean meshes obtained at the same time with LiDAR sensors post-processed and noise-filtered by expert anthropological biologists. Finally, we used as gold standard anthropometric measurements of the waist and hip of the same people, taken by expert anthropometrists. Applying our method to the raw videos significantly enhanced the quality of the results of the point cloud as compared with the LiDAR-based mesh, and of the anthropometric measurements as compared with the actual hip and waist perimeter measured by the anthropometrists. In both contexts, the resulting quality of body2vec is equivalent to the LiDAR reconstruction.Fil: Trujillo Jiménez, Magda Alexandra. Universidad Nacional del Sur. Departamento de Ingeniería Eléctrica y de Computadoras; Argentina. Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - Centro Nacional Patagónico. Instituto Patagónico de Ciencias Sociales y Humanas; ArgentinaFil: Navarro, Pablo Eugenio. Universidad Nacional del Sur. Departamento de Ingeniería Eléctrica y de Computadoras; Argentina. Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - Centro Nacional Patagónico. Instituto Patagónico de Ciencias Sociales y Humanas; Argentina. Universidad Nacional de la Patagonia "San Juan Bosco"; ArgentinaFil: Pazos, Bruno Alfredo. Universidad Nacional del Sur. Departamento de Ingeniería Eléctrica y de Computadoras; Argentina. Universidad Nacional de la Patagonia "San Juan Bosco"; Argentina. Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - Centro Nacional Patagónico. Instituto Patagónico de Ciencias Sociales y Humanas; ArgentinaFil: Morales, Arturo Leonardo. Universidad Nacional de la Patagonia "San Juan Bosco"; Argentina. Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - Centro Nacional Patagónico. Instituto Patagónico de Ciencias Sociales y Humanas; Argentina. Universidad Nacional del Sur. Departamento de Ingeniería Eléctrica y de Computadoras; ArgentinaFil: Ramallo, Virginia. Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - Centro Nacional Patagónico. Instituto Patagónico de Ciencias Sociales y Humanas; ArgentinaFil: Paschetta, Carolina Andrea. Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - Centro Nacional Patagónico. Instituto Patagónico de Ciencias Sociales y Humanas; ArgentinaFil: de Azevedo, Soledad. Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - Centro Nacional Patagónico. Instituto Patagónico de Ciencias Sociales y Humanas; ArgentinaFil: Ruderman, Anahí. Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - Centro Nacional Patagónico. Instituto Patagónico de Ciencias Sociales y Humanas; ArgentinaFil: Perez, Luis Orlando. Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - Centro Nacional Patagónico. Instituto Patagónico de Ciencias Sociales y Humanas; ArgentinaFil: Delrieux, Claudio Augusto. Universidad Nacional del Sur. Departamento de Ingeniería Eléctrica y de Computadoras; ArgentinaFil: Gonzalez-Jose, Rolando. Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - Centro Nacional Patagónico. Instituto Patagónico de Ciencias Sociales y Humanas; Argentin

    A system for modeling social traits in realistic faces with artificial intelligence

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    Los seres humanos han desarrollado especialmente su capacidad perceptiva para procesar caras y extraer información de las características faciales. Usando nuestra capacidad conductual para percibir rostros, hacemos atribuciones tales como personalidad, inteligencia o confiabilidad basadas en la apariencia facial que a menudo tienen un fuerte impacto en el comportamiento social en diferentes dominios. Por lo tanto, las caras desempeñan un papel fundamental en nuestras relaciones con otras personas y en nuestras decisiones cotidianas. Con la popularización de Internet, las personas participan en muchos tipos de interacciones virtuales, desde experiencias sociales, como juegos, citas o comunidades, hasta actividades profesionales, como e-commerce, e-learning, e-therapy o e-health. Estas interacciones virtuales manifiestan la necesidad de caras que representen a las personas reales que interactúan en el mundo digital: así surgió el concepto de avatar. Los avatares se utilizan para representar a los usuarios en diferentes escenarios y ámbitos, desde la vida personal hasta situaciones profesionales. En todos estos casos, la aparición del avatar puede tener un efecto no solo en la opinión y percepción de otra persona, sino en la autopercepción, que influye en la actitud y el comportamiento del sujeto. De hecho, los avatares a menudo se emplean para obtener impresiones o emociones a través de expresiones no verbales, y pueden mejorar las interacciones en línea o incluso son útiles para fines educativos o terapéuticos. Por lo tanto, la posibilidad de generar avatares de aspecto realista que provoquen un determinado conjunto de impresiones sociales supone una herramienta muy interesante y novedosa, útil en un amplio abanico de campos. Esta tesis propone un método novedoso para generar caras de aspecto realistas con un perfil social asociado que comprende 15 impresiones diferentes. Para este propósito, se completaron varios objetivos parciales. En primer lugar, las características faciales se extrajeron de una base de datos de caras reales y se agruparon por aspecto de una manera automática y objetiva empleando técnicas de reducción de dimensionalidad y agrupamiento. Esto produjo una taxonomía que permite codificar de manera sistemática y objetiva las caras de acuerdo con los grupos obtenidos previamente. Además, el uso del método propuesto no se limita a las características faciales, y se podría extender su uso para agrupar automáticamente cualquier otro tipo de imágenes por apariencia. En segundo lugar, se encontraron las relaciones existentes entre las diferentes características faciales y las impresiones sociales. Esto ayuda a saber en qué medida una determinada característica facial influye en la percepción de una determinada impresión social, lo que permite centrarse en la característica o características más importantes al diseñar rostros con una percepción social deseada. En tercer lugar, se implementó un método de edición de imágenes para generar una cara totalmente nueva y realista a partir de una definición de rostro utilizando la taxonomía de rasgos faciales antes mencionada. Finalmente, se desarrolló un sistema para generar caras realistas con un perfil de rasgo social asociado, lo cual cumple el objetivo principal de la presente tesis. La principal novedad de este trabajo reside en la capacidad de trabajar con varias dimensiones de rasgos a la vez en caras realistas. Por lo tanto, en contraste con los trabajos anteriores que usan imágenes con ruido, o caras de dibujos animados o sintéticas, el sistema desarrollado en esta tesis permite generar caras de aspecto realista eligiendo los niveles deseados de quince impresiones: Miedo, Enfado, Atractivo, Cara de niño, Disgustado, Dominante, Femenino, Feliz, Masculino, Prototípico, Triste, Sorprendido, Amenazante, Confiable e Inusual. Los prometedores resultados obtenidos permitirán investigar más a fondo cómo modelar lHumans have specially developed their perceptual capacity to process faces and to extract information from facial features. Using our behavioral capacity to perceive faces, we make attributions such as personality, intelligence or trustworthiness based on facial appearance that often have a strong impact on social behavior in different domains. Therefore, faces play a central role in our relationships with other people and in our everyday decisions. With the popularization of the Internet, people participate in many kinds of virtual interactions, from social experiences, such as games, dating or communities, to professional activities, such as e-commerce, e-learning, e-therapy or e-health. These virtual interactions manifest the need for faces that represent the actual people interacting in the digital world: thus the concept of avatar emerged. Avatars are used to represent users in different scenarios and scopes, from personal life to professional situations. In all these cases, the appearance of the avatar may have an effect not only on other person's opinion and perception but on self-perception, influencing the subject's own attitude and behavior. In fact, avatars are often employed to elicit impressions or emotions through non-verbal expressions, and are able to improve online interactions or even useful for education purposes or therapy. Then, being able to generate realistic looking avatars which elicit a certain set of desired social impressions poses a very interesting and novel tool, useful in a wide range of fields. This thesis proposes a novel method for generating realistic looking faces with an associated social profile comprising 15 different impressions. For this purpose, several partial objectives were accomplished. First, facial features were extracted from a database of real faces and grouped by appearance in an automatic and objective manner employing dimensionality reduction and clustering techniques. This yielded a taxonomy which allows to systematically and objectively codify faces according to the previously obtained clusters. Furthermore, the use of the proposed method is not restricted to facial features, and it should be possible to extend its use to automatically group any other kind of images by appearance. Second, the existing relationships among the different facial features and the social impressions were found. This helps to know how much a certain facial feature influences the perception of a given social impression, allowing to focus on the most important feature or features when designing faces with a sought social perception. Third, an image editing method was implemented to generate a completely new, realistic face from just a face definition using the aforementioned facial feature taxonomy. Finally, a system to generate realistic faces with an associated social trait profile was developed, which fulfills the main objective of the present thesis. The main novelty of this work resides in the ability to work with several trait dimensions at a time on realistic faces. Thus, in contrast with the previous works that use noisy images, or cartoon-like or synthetic faces, the system developed in this thesis allows to generate realistic looking faces choosing the desired levels of fifteen impressions, namely Afraid, Angry, Attractive, Babyface, Disgusted, Dominant, Feminine, Happy, Masculine, Prototypical, Sad, Surprised, Threatening, Trustworthy and Unusual. The promising results obtained in this thesis will allow to further investigate how to model social perception in faces using a completely new approach.Els sers humans han desenvolupat especialment la seua capacitat perceptiva per a processar cares i extraure informació de les característiques facials. Usant la nostra capacitat conductual per a percebre rostres, fem atribucions com ara personalitat, intel·ligència o confiabilitat basades en l'aparença facial que sovint tenen un fort impacte en el comportament social en diferents dominis. Per tant, les cares exercixen un paper fonamental en les nostres relacions amb altres persones i en les nostres decisions quotidianes. Amb la popularització d'Internet, les persones participen en molts tipus d'inter- accions virtuals, des d'experiències socials, com a jocs, cites o comunitats, fins a activitats professionals, com e-commerce, e-learning, e-therapy o e-health. Estes interaccions virtuals manifesten la necessitat de cares que representen a les persones reals que interactuen en el món digital: així va sorgir el concepte d'avatar. Els avatars s'utilitzen per a representar als usuaris en diferents escenaris i àmbits, des de la vida personal fins a situacions professionals. En tots estos casos, l'aparició de l'avatar pot tindre un efecte no sols en l'opinió i percepció d'una altra persona, sinó en l'autopercepció, que influïx en l'actitud i el comportament del subjecte. De fet, els avatars sovint s'empren per a obtindre impressions o emocions a través d'expressions no verbals, i poden millorar les interaccions en línia o inclús són útils per a fins educatius o terapèutics. Per tant, la possibilitat de generar avatars d'aspecte realista que provoquen un determinat conjunt d'impressions socials planteja una ferramenta molt interessant i nova, útil en un ampla varietat de camps. Esta tesi proposa un mètode nou per a generar cares d'aspecte realistes amb un perfil social associat que comprén 15 impressions diferents. Per a este propòsit, es van completar diversos objectius parcials. En primer lloc, les característiques facials es van extraure d'una base de dades de cares reals i es van agrupar per aspecte d'una manera automàtica i objectiva emprant tècniques de reducció de dimensionalidad i agrupament. Açò va produir una taxonomia que permet codificar de manera sistemàtica i objectiva les cares d'acord amb els grups obtinguts prèviament. A més, l'ús del mètode proposat no es limita a les característiques facials, i es podria estendre el seu ús per a agrupar automàticament qualsevol altre tipus d'imatges per aparença. En segon lloc, es van trobar les relacions existents entre les diferents característiques facials i les impressions socials. Açò ajuda a saber en quina mesura una determinada característica facial influïx en la percepció d'una determinada impressió social, la qual cosa permet centrar-se en la característica o característiques més importants al dissenyar rostres amb una percepció social desitjada. En tercer lloc, es va implementar un mètode d'edició d'imatges per a generar una cara totalment nova i realista a partir d'una definició de rostre utilitzant la taxonomia de trets facials abans mencionada. Finalment, es va desenrotllar un sistema per a generar cares realistes amb un perfil de tret social associat, la qual cosa complix l'objectiu principal de la present tesi. La principal novetat d'este treball residix en la capacitat de treballar amb diverses dimensions de trets al mateix temps en cares realistes. Per tant, en contrast amb els treballs anteriors que usen imatges amb soroll, o cares de dibuixos animats o sintètiques, el sistema desenrotllat en esta tesi permet generar cares d'aspecte realista triant els nivells desitjats de quinze impressions: Por, Enuig, Atractiu, Cara de xiquet, Disgustat, Dominant, Femení, Feliç, Masculí, Prototípic, Trist, Sorprés, Amenaçador, Confiable i Inusual. Els prometedors resultats obtinguts en esta tesi permetran investigar més a fons com modelar la percepció social en les cares utilitzant un enfocament completFuentes Hurtado, FJ. (2018). A system for modeling social traits in realistic faces with artificial intelligence [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/101943TESI

    Distorção de lentes: captura de imagem, racismo e subversão da fotografia colonial à “iborder”

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    This intervention emerged from the increase of use of facial recognition technologies on population management, specifically on European migration management. Inspired by these circumstances I reflect over the use of optical lens from the early use of the camera by Europeans in colonial times in connection to contemporary image capture devices as a tracking tool to detecting and encamp people on the move. I believe that this archaeological methodology with an aesthetic sensibility allows to reveal how contemporary disciplinary techniques of image capture are produced by a complex relation of power and knowledge framed within the same biometric logic of truth-seeking that marked the European colonial domination. I conclude my intervention by featuring a powerful artwork of a contemporary artist that with her artwork disrupts the illusory claim of scientific truth and impartiality that still nowadays colonizes the system of visual verification, by upsetting its cluster of relations of power, by evoking forgotten African roots of modernity.Esta intervención surgió del aumento del uso de tecnologías de reconocimiento facial en la gestión de la población, más concretamente en el control de la migración europea. Inspirado por estas circunstancias, reflexiono sobre el uso de lentes ópticos desde el uso de la cámara por parte de los primeros europeos como un arma colonial hasta los dispositivos de captura de imágenes actuales como una herramienta de seguimiento para detectar y acampar a las personas en movimiento. Creo que esta metodología arqueológica con sensibilidad estética nos permite revelar cómo las técnicas disciplinarias contemporáneas de captura de imágenes son producidas por una compleja relación de poder y conocimiento enmarcada en la misma lógica biométrica de búsqueda de la verdad que marcó la dominación colonial europea. Concluyo mi intervención presentando una poderosa obra de arte de un artista contemporáneo que rompe la pretensión ilusoria de verdad científica e imparcialidad que todavía coloniza el sistema de verificación visual y evoca las raíces africanas olvidadas de la modernidad, rompiendo finalmente su conjunto de relaciones de poder.Esta intervenção surgiu do aumento da utilização de tecnologias de reconhecimento facial na gestão da população, mais especificamente no controle da migração europeia. Inspirado por essas circunstâncias, reflito sobre o uso de lentes ópticas desde o início do uso da câmera pelos europeus como arma colonial até os dispositivos de captura de imagens atuais como uma ferramenta de rastreamento para detectar e acampar pessoas em movimento. Creio que esta metodologia arqueológica com sensibilidade estética permite revelar como as técnicas disciplinares contemporâneas de captação de imagens são produzidas por uma relação complexa de poder e saber enquadrada na mesma lógica biométrica de procura da verdade que marcou a dominação colonial europeia. Concluo minha intervenção apresentando uma poderosa obra de arte de uma artista contemporânea que rompe a reivindicação ilusória de verdade científica e imparcialidade que ainda coloniza o sistema de verificação visual e evocando raízes africanas esquecidas da modernidade, em última instância perturbando seu conjunto de relações de poder

    When Moneyball Meets the Beautiful Game: A Predictive Analytics Approach to Exploring Key Drivers for Soccer Player Valuation

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    To measure the market value of a professional soccer (i.e., association football) player is of great interest to soccer clubs. Several gaps emerge from the existing soccer transfer market research. Economics literature only tests the underlying hypotheses between a player’s market value or wage and a few economic factors. Finance literature provides very theoretical pricing frameworks. Sports science literature uncovers numerous pertinent attributes and skills but gives limited insights into valuation practice. The overarching research question of this work is: what are the key drivers of player valuation in the soccer transfer market? To lay the theoretical foundations of player valuation, this work synthesizes the literature in market efficiency and equilibrium conditions, pricing theories and risk premium, and sports science. Predictive analytics is the primary methodology in conjunction with open-source data and exploratory analysis. Several machine learning algorithms are evaluated based on the trade-offs between predictive accuracy and model interpretability. XGBoost, the best model for player valuation, yields the lowest RMSE and the highest adjusted R2. SHAP values identify the most important features in the best model both at a collective level and at an individual level. This work shows a handful of fundamental economic and risk factors have more substantial effect on player valuation than a large number of sports science factors. Within sports science factors, general physiological and psychological attributes appear to be more important than soccer-specific skills. Theoretically, this work proposes a conceptual framework for soccer player valuation that unifies sports business research and sports science research. Empirically, the predictive analytics methodology deepens our understanding of the value drivers of soccer players. Practically, this work enhances transparency and interpretability in the valuation process and could be extended into a player recommender framework for talent scouting. In summary, this work has demonstrated that the application of analytics can improve decision-making efficiency in player acquisition and profitability of soccer clubs
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