859 research outputs found

    Cross-Modal Search and Exploration of Greek Painted Pottery

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    This paper focuses on digitally-supported research methods for an important group of cultural heritage objects, the Greek pottery, especially with figured decoration. The design, development and application of new digital methods for searching, comparing, and visually exploring these vases needs an interdisciplinary approach to effectively analyse the various features of the vases, like shape, decoration, and manufacturing techniques, and relationships between the vases. We motivate the need and opportunities by a multimodal representation of the objects, including 3D shape, material, and painting. We then illustrate a range of innovative methods for these representations, including quantified surface and capacity comparison, material analysis, image flattening from 3D objects, retrieval and comparison of shapes and paintings, and multidimensional data visualization. We also discuss challenges and future work in this area.Comment: 14 pages, 10 figures, preprint for a book chapter, supplementary video available at https://youtu.be/x_Xg0vy3nJ

    Temporal multimodal video and lifelog retrieval

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    The past decades have seen exponential growth of both consumption and production of data, with multimedia such as images and videos contributing significantly to said growth. The widespread proliferation of smartphones has provided everyday users with the ability to consume and produce such content easily. As the complexity and diversity of multimedia data has grown, so has the need for more complex retrieval models which address the information needs of users. Finding relevant multimedia content is central in many scenarios, from internet search engines and medical retrieval to querying one's personal multimedia archive, also called lifelog. Traditional retrieval models have often focused on queries targeting small units of retrieval, yet users usually remember temporal context and expect results to include this. However, there is little research into enabling these information needs in interactive multimedia retrieval. In this thesis, we aim to close this research gap by making several contributions to multimedia retrieval with a focus on two scenarios, namely video and lifelog retrieval. We provide a retrieval model for complex information needs with temporal components, including a data model for multimedia retrieval, a query model for complex information needs, and a modular and adaptable query execution model which includes novel algorithms for result fusion. The concepts and models are implemented in vitrivr, an open-source multimodal multimedia retrieval system, which covers all aspects from extraction to query formulation and browsing. vitrivr has proven its usefulness in evaluation campaigns and is now used in two large-scale interdisciplinary research projects. We show the feasibility and effectiveness of our contributions in two ways: firstly, through results from user-centric evaluations which pit different user-system combinations against one another. Secondly, we perform a system-centric evaluation by creating a new dataset for temporal information needs in video and lifelog retrieval with which we quantitatively evaluate our models. The results show significant benefits for systems that enable users to specify more complex information needs with temporal components. Participation in interactive retrieval evaluation campaigns over multiple years provides insight into possible future developments and challenges of such campaigns

    Sketch-based interaction and modeling: where do we stand?

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    Sketching is a natural and intuitive communication tool used for expressing concepts or ideas which are difficult to communicate through text or speech alone. Sketching is therefore used for a variety of purposes, from the expression of ideas on two-dimensional (2D) physical media, to object creation, manipulation, or deformation in three-dimensional (3D) immersive environments. This variety in sketching activities brings about a range of technologies which, while having similar scope, namely that of recording and interpreting the sketch gesture to effect some interaction, adopt different interpretation approaches according to the environment in which the sketch is drawn. In fields such as product design, sketches are drawn at various stages of the design process, and therefore, designers would benefit from sketch interpretation technologies which support these differing interactions. However, research typically focuses on one aspect of sketch interpretation and modeling such that literature on available technologies is fragmented and dispersed. In this paper, we bring together the relevant literature describing technologies which can support the product design industry, namely technologies which support the interpretation of sketches drawn on 2D media, sketch-based search interactions, as well as sketch gestures drawn in 3D media. This paper, therefore, gives a holistic view of the algorithmic support that can be provided in the design process. In so doing, we highlight the research gaps and future research directions required to provide full sketch-based interaction support

    Multi-modal Machine Learning in Engineering Design: A Review and Future Directions

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    In the rapidly advancing field of multi-modal machine learning (MMML), the convergence of multiple data modalities has the potential to reshape various applications. This paper presents a comprehensive overview of the current state, advancements, and challenges of MMML within the sphere of engineering design. The review begins with a deep dive into five fundamental concepts of MMML:multi-modal information representation, fusion, alignment, translation, and co-learning. Following this, we explore the cutting-edge applications of MMML, placing a particular emphasis on tasks pertinent to engineering design, such as cross-modal synthesis, multi-modal prediction, and cross-modal information retrieval. Through this comprehensive overview, we highlight the inherent challenges in adopting MMML in engineering design, and proffer potential directions for future research. To spur on the continued evolution of MMML in engineering design, we advocate for concentrated efforts to construct extensive multi-modal design datasets, develop effective data-driven MMML techniques tailored to design applications, and enhance the scalability and interpretability of MMML models. MMML models, as the next generation of intelligent design tools, hold a promising future to impact how products are designed

    3-D Content-Based Retrieval and Classification with Applications to Museum Data

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    There is an increasing number of multimedia collections arising in areas once only the domain of text and 2-D images. Richer types of multimedia such as audio, video and 3-D objects are becoming more and more common place. However, current retrieval techniques in these areas are not as sophisticated as textual and 2-D image techniques and in many cases rely upon textual searching through associated keywords. This thesis is concerned with the retrieval of 3-D objects and with the application of these techniques to the problem of 3-D object annotation. The majority of the work in this thesis has been driven by the European project, SCULPTEUR. This thesis provides an in-depth analysis of a range of 3-D shape descriptors for their suitability for general purpose and specific retrieval tasks using a publicly available data set, the Princeton Shape Benchmark, and using real world museum objects evaluated using a variety of performance metrics. This thesis also investigates the use of 3-D shape descriptors as inputs to popular classification algorithms and a novel classifier agent for use with the SCULPTEUR system is designed and developed and its performance analysed. Several techniques are investigated to improve individual classifier performance. One set of techniques combines several classifiers whereas the other set of techniques aim to find the optimal training parameters for a classifier. The final chapter of this thesis explores a possible application of these techniques to the problem of 3-D object annotation

    Text–to–Video: Image Semantics and NLP

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    When aiming at automatically translating an arbitrary text into a visual story, the main challenge consists in finding a semantically close visual representation whereby the displayed meaning should remain the same as in the given text. Besides, the appearance of an image itself largely influences how its meaningful information is transported towards an observer. This thesis now demonstrates that investigating in both, image semantics as well as the semantic relatedness between visual and textual sources enables us to tackle the challenging semantic gap and to find a semantically close translation from natural language to a corresponding visual representation. Within the last years, social networking became of high interest leading to an enormous and still increasing amount of online available data. Photo sharing sites like Flickr allow users to associate textual information with their uploaded imagery. Thus, this thesis exploits this huge knowledge source of user generated data providing initial links between images and words, and other meaningful data. In order to approach visual semantics, this work presents various methods to analyze the visual structure as well as the appearance of images in terms of meaningful similarities, aesthetic appeal, and emotional effect towards an observer. In detail, our GPU-based approach efficiently finds visual similarities between images in large datasets across visual domains and identifies various meanings for ambiguous words exploring similarity in online search results. Further, we investigate in the highly subjective aesthetic appeal of images and make use of deep learning to directly learn aesthetic rankings from a broad diversity of user reactions in social online behavior. To gain even deeper insights into the influence of visual appearance towards an observer, we explore how simple image processing is capable of actually changing the emotional perception and derive a simple but effective image filter. To identify meaningful connections between written text and visual representations, we employ methods from Natural Language Processing (NLP). Extensive textual processing allows us to create semantically relevant illustrations for simple text elements as well as complete storylines. More precisely, we present an approach that resolves dependencies in textual descriptions to arrange 3D models correctly. Further, we develop a method that finds semantically relevant illustrations to texts of different types based on a novel hierarchical querying algorithm. Finally, we present an optimization based framework that is capable of not only generating semantically relevant but also visually coherent picture stories in different styles.Bei der automatischen Umwandlung eines beliebigen Textes in eine visuelle Geschichte, besteht die größte Herausforderung darin eine semantisch passende visuelle Darstellung zu finden. Dabei sollte die Bedeutung der Darstellung dem vorgegebenen Text entsprechen. Darüber hinaus hat die Erscheinung eines Bildes einen großen Einfluß darauf, wie seine bedeutungsvollen Inhalte auf einen Betrachter übertragen werden. Diese Dissertation zeigt, dass die Erforschung sowohl der Bildsemantik als auch der semantischen Verbindung zwischen visuellen und textuellen Quellen es ermöglicht, die anspruchsvolle semantische Lücke zu schließen und eine semantisch nahe Übersetzung von natürlicher Sprache in eine entsprechend sinngemäße visuelle Darstellung zu finden. Des Weiteren gewann die soziale Vernetzung in den letzten Jahren zunehmend an Bedeutung, was zu einer enormen und immer noch wachsenden Menge an online verfügbaren Daten geführt hat. Foto-Sharing-Websites wie Flickr ermöglichen es Benutzern, Textinformationen mit ihren hochgeladenen Bildern zu verknüpfen. Die vorliegende Arbeit nutzt die enorme Wissensquelle von benutzergenerierten Daten welche erste Verbindungen zwischen Bildern und Wörtern sowie anderen aussagekräftigen Daten zur Verfügung stellt. Zur Erforschung der visuellen Semantik stellt diese Arbeit unterschiedliche Methoden vor, um die visuelle Struktur sowie die Wirkung von Bildern in Bezug auf bedeutungsvolle Ähnlichkeiten, ästhetische Erscheinung und emotionalem Einfluss auf einen Beobachter zu analysieren. Genauer gesagt, findet unser GPU-basierter Ansatz effizient visuelle Ähnlichkeiten zwischen Bildern in großen Datenmengen quer über visuelle Domänen hinweg und identifiziert verschiedene Bedeutungen für mehrdeutige Wörter durch die Erforschung von Ähnlichkeiten in Online-Suchergebnissen. Des Weiteren wird die höchst subjektive ästhetische Anziehungskraft von Bildern untersucht und "deep learning" genutzt, um direkt ästhetische Einordnungen aus einer breiten Vielfalt von Benutzerreaktionen im sozialen Online-Verhalten zu lernen. Um noch tiefere Erkenntnisse über den Einfluss des visuellen Erscheinungsbildes auf einen Betrachter zu gewinnen, wird erforscht, wie alleinig einfache Bildverarbeitung in der Lage ist, tatsächlich die emotionale Wahrnehmung zu verändern und ein einfacher aber wirkungsvoller Bildfilter davon abgeleitet werden kann. Um bedeutungserhaltende Verbindungen zwischen geschriebenem Text und visueller Darstellung zu ermitteln, werden Methoden des "Natural Language Processing (NLP)" verwendet, die der Verarbeitung natürlicher Sprache dienen. Der Einsatz umfangreicher Textverarbeitung ermöglicht es, semantisch relevante Illustrationen für einfache Textteile sowie für komplette Handlungsstränge zu erzeugen. Im Detail wird ein Ansatz vorgestellt, der Abhängigkeiten in Textbeschreibungen auflöst, um 3D-Modelle korrekt anzuordnen. Des Weiteren wird eine Methode entwickelt die, basierend auf einem neuen hierarchischen Such-Anfrage Algorithmus, semantisch relevante Illustrationen zu Texten verschiedener Art findet. Schließlich wird ein optimierungsbasiertes Framework vorgestellt, das nicht nur semantisch relevante, sondern auch visuell kohärente Bildgeschichten in verschiedenen Bildstilen erzeugen kann

    A Survey of Geometric Analysis in Cultural Heritage

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    We present a review of recent techniques for performing geometric analysis in cultural heritage (CH) applications. The survey is aimed at researchers in the areas of computer graphics, computer vision and CH computing, as well as to scholars and practitioners in the CH field. The problems considered include shape perception enhancement, restoration and preservation support, monitoring over time, object interpretation and collection analysis. All of these problems typically rely on an understanding of the structure of the shapes in question at both a local and global level. In this survey, we discuss the different problem forms and review the main solution methods, aided by classification criteria based on the geometric scale at which the analysis is performed and the cardinality of the relationships among object parts exploited during the analysis. We finalize the report by discussing open problems and future perspectives

    Data and methods for a visual understanding of sign languages

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    Signed languages are complete and natural languages used as the first or preferred mode of communication by millions of people worldwide. However, they, unfortunately, continue to be marginalized languages. Designing, building, and evaluating models that work on sign languages presents compelling research challenges and requires interdisciplinary and collaborative efforts. The recent advances in Machine Learning (ML) and Artificial Intelligence (AI) has the power to enable better accessibility to sign language users and narrow down the existing communication barrier between the Deaf community and non-sign language users. However, recent AI-powered technologies still do not account for sign language in their pipelines. This is mainly because sign languages are visual languages, that use manual and non-manual features to convey information, and do not have a standard written form. Thus, the goal of this thesis is to contribute to the development of new technologies that account for sign language by creating large-scale multimodal resources suitable for training modern data-hungry machine learning models and developing automatic systems that focus on computer vision tasks related to sign language that aims at learning better visual understanding of sign languages. Thus, in Part I, we introduce the How2Sign dataset, which is a large-scale collection of multimodal and multiview sign language videos in American Sign Language. In Part II, we contribute to the development of technologies that account for sign languages by presenting in Chapter 4 a framework called Spot-Align, based on sign spotting methods, to automatically annotate sign instances in continuous sign language. We further present the benefits of this framework and establish a baseline for the sign language recognition task on the How2Sign dataset. In addition to that, in Chapter 5 we benefit from the different annotations and modalities of the How2Sign to explore sign language video retrieval by learning cross-modal embeddings. Later in Chapter 6, we explore sign language video generation by applying Generative Adversarial Networks to the sign language domain and assess if and how well sign language users can understand automatically generated sign language videos by proposing an evaluation protocol based on How2Sign topics and English translationLes llengües de signes són llengües completes i naturals que utilitzen milions de persones de tot el món com mode de comunicació primer o preferit. Tanmateix, malauradament, continuen essent llengües marginades. Dissenyar, construir i avaluar tecnologies que funcionin amb les llengües de signes presenta reptes de recerca que requereixen d’esforços interdisciplinaris i col·laboratius. Els avenços recents en l’aprenentatge automàtic i la intel·ligència artificial (IA) poden millorar l’accessibilitat tecnològica dels signants, i alhora reduir la barrera de comunicació existent entre la comunitat sorda i les persones no-signants. Tanmateix, les tecnologies més modernes en IA encara no consideren les llengües de signes en les seves interfícies amb l’usuari. Això es deu principalment a que les llengües de signes són llenguatges visuals, que utilitzen característiques manuals i no manuals per transmetre informació, i no tenen una forma escrita estàndard. Els objectius principals d’aquesta tesi són la creació de recursos multimodals a gran escala adequats per entrenar models d’aprenentatge automàtic per a llengües de signes, i desenvolupar sistemes de visió per computador adreçats a una millor comprensió automàtica de les llengües de signes. Així, a la Part I presentem la base de dades How2Sign, una gran col·lecció multimodal i multivista de vídeos de la llengua de signes nord-americana. A la Part II, contribuïm al desenvolupament de tecnologia per a llengües de signes, presentant al capítol 4 una solució per anotar signes automàticament anomenada Spot-Align, basada en mètodes de localització de signes en seqüències contínues de signes. Després, presentem els avantatges d’aquesta solució i proporcionem uns primers resultats per la tasca de reconeixement de la llengua de signes a la base de dades How2Sign. A continuació, al capítol 5 aprofitem de les anotacions i diverses modalitats de How2Sign per explorar la cerca de vídeos en llengua de signes a partir de l’entrenament d’incrustacions multimodals. Finalment, al capítol 6, explorem la generació de vídeos en llengua de signes aplicant xarxes adversàries generatives al domini de la llengua de signes. Avaluem fins a quin punt els signants poden entendre els vídeos generats automàticament, proposant un nou protocol d’avaluació basat en les categories dins de How2Sign i la traducció dels vídeos a l’anglès escritLas lenguas de signos son lenguas completas y naturales que utilizan millones de personas de todo el mundo como modo de comunicación primero o preferido. Sin embargo, desgraciadamente, siguen siendo lenguas marginadas. Diseñar, construir y evaluar tecnologías que funcionen con las lenguas de signos presenta retos de investigación que requieren esfuerzos interdisciplinares y colaborativos. Los avances recientes en el aprendizaje automático y la inteligencia artificial (IA) pueden mejorar la accesibilidad tecnológica de los signantes, al tiempo que reducir la barrera de comunicación existente entre la comunidad sorda y las personas no signantes. Sin embargo, las tecnologías más modernas en IA todavía no consideran las lenguas de signos en sus interfaces con el usuario. Esto se debe principalmente a que las lenguas de signos son lenguajes visuales, que utilizan características manuales y no manuales para transmitir información, y carecen de una forma escrita estándar. Los principales objetivos de esta tesis son la creación de recursos multimodales a gran escala adecuados para entrenar modelos de aprendizaje automático para lenguas de signos, y desarrollar sistemas de visión por computador dirigidos a una mejor comprensión automática de las lenguas de signos. Así, en la Parte I presentamos la base de datos How2Sign, una gran colección multimodal y multivista de vídeos de lenguaje la lengua de signos estadounidense. En la Part II, contribuimos al desarrollo de tecnología para lenguas de signos, presentando en el capítulo 4 una solución para anotar signos automáticamente llamada Spot-Align, basada en métodos de localización de signos en secuencias continuas de signos. Después, presentamos las ventajas de esta solución y proporcionamos unos primeros resultados por la tarea de reconocimiento de la lengua de signos en la base de datos How2Sign. A continuación, en el capítulo 5 aprovechamos de las anotaciones y diversas modalidades de How2Sign para explorar la búsqueda de vídeos en lengua de signos a partir del entrenamiento de incrustaciones multimodales. Finalmente, en el capítulo 6, exploramos la generación de vídeos en lengua de signos aplicando redes adversarias generativas al dominio de la lengua de signos. Evaluamos hasta qué punto los signantes pueden entender los vídeos generados automáticamente, proponiendo un nuevo protocolo de evaluación basado en las categorías dentro de How2Sign y la traducción de los vídeos al inglés escrito.Postprint (published version

    Data and methods for a visual understanding of sign languages

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    Signed languages are complete and natural languages used as the first or preferred mode of communication by millions of people worldwide. However, they, unfortunately, continue to be marginalized languages. Designing, building, and evaluating models that work on sign languages presents compelling research challenges and requires interdisciplinary and collaborative efforts. The recent advances in Machine Learning (ML) and Artificial Intelligence (AI) has the power to enable better accessibility to sign language users and narrow down the existing communication barrier between the Deaf community and non-sign language users. However, recent AI-powered technologies still do not account for sign language in their pipelines. This is mainly because sign languages are visual languages, that use manual and non-manual features to convey information, and do not have a standard written form. Thus, the goal of this thesis is to contribute to the development of new technologies that account for sign language by creating large-scale multimodal resources suitable for training modern data-hungry machine learning models and developing automatic systems that focus on computer vision tasks related to sign language that aims at learning better visual understanding of sign languages. Thus, in Part I, we introduce the How2Sign dataset, which is a large-scale collection of multimodal and multiview sign language videos in American Sign Language. In Part II, we contribute to the development of technologies that account for sign languages by presenting in Chapter 4 a framework called Spot-Align, based on sign spotting methods, to automatically annotate sign instances in continuous sign language. We further present the benefits of this framework and establish a baseline for the sign language recognition task on the How2Sign dataset. In addition to that, in Chapter 5 we benefit from the different annotations and modalities of the How2Sign to explore sign language video retrieval by learning cross-modal embeddings. Later in Chapter 6, we explore sign language video generation by applying Generative Adversarial Networks to the sign language domain and assess if and how well sign language users can understand automatically generated sign language videos by proposing an evaluation protocol based on How2Sign topics and English translationLes llengües de signes són llengües completes i naturals que utilitzen milions de persones de tot el món com mode de comunicació primer o preferit. Tanmateix, malauradament, continuen essent llengües marginades. Dissenyar, construir i avaluar tecnologies que funcionin amb les llengües de signes presenta reptes de recerca que requereixen d’esforços interdisciplinaris i col·laboratius. Els avenços recents en l’aprenentatge automàtic i la intel·ligència artificial (IA) poden millorar l’accessibilitat tecnològica dels signants, i alhora reduir la barrera de comunicació existent entre la comunitat sorda i les persones no-signants. Tanmateix, les tecnologies més modernes en IA encara no consideren les llengües de signes en les seves interfícies amb l’usuari. Això es deu principalment a que les llengües de signes són llenguatges visuals, que utilitzen característiques manuals i no manuals per transmetre informació, i no tenen una forma escrita estàndard. Els objectius principals d’aquesta tesi són la creació de recursos multimodals a gran escala adequats per entrenar models d’aprenentatge automàtic per a llengües de signes, i desenvolupar sistemes de visió per computador adreçats a una millor comprensió automàtica de les llengües de signes. Així, a la Part I presentem la base de dades How2Sign, una gran col·lecció multimodal i multivista de vídeos de la llengua de signes nord-americana. A la Part II, contribuïm al desenvolupament de tecnologia per a llengües de signes, presentant al capítol 4 una solució per anotar signes automàticament anomenada Spot-Align, basada en mètodes de localització de signes en seqüències contínues de signes. Després, presentem els avantatges d’aquesta solució i proporcionem uns primers resultats per la tasca de reconeixement de la llengua de signes a la base de dades How2Sign. A continuació, al capítol 5 aprofitem de les anotacions i diverses modalitats de How2Sign per explorar la cerca de vídeos en llengua de signes a partir de l’entrenament d’incrustacions multimodals. Finalment, al capítol 6, explorem la generació de vídeos en llengua de signes aplicant xarxes adversàries generatives al domini de la llengua de signes. Avaluem fins a quin punt els signants poden entendre els vídeos generats automàticament, proposant un nou protocol d’avaluació basat en les categories dins de How2Sign i la traducció dels vídeos a l’anglès escritLas lenguas de signos son lenguas completas y naturales que utilizan millones de personas de todo el mundo como modo de comunicación primero o preferido. Sin embargo, desgraciadamente, siguen siendo lenguas marginadas. Diseñar, construir y evaluar tecnologías que funcionen con las lenguas de signos presenta retos de investigación que requieren esfuerzos interdisciplinares y colaborativos. Los avances recientes en el aprendizaje automático y la inteligencia artificial (IA) pueden mejorar la accesibilidad tecnológica de los signantes, al tiempo que reducir la barrera de comunicación existente entre la comunidad sorda y las personas no signantes. Sin embargo, las tecnologías más modernas en IA todavía no consideran las lenguas de signos en sus interfaces con el usuario. Esto se debe principalmente a que las lenguas de signos son lenguajes visuales, que utilizan características manuales y no manuales para transmitir información, y carecen de una forma escrita estándar. Los principales objetivos de esta tesis son la creación de recursos multimodales a gran escala adecuados para entrenar modelos de aprendizaje automático para lenguas de signos, y desarrollar sistemas de visión por computador dirigidos a una mejor comprensión automática de las lenguas de signos. Así, en la Parte I presentamos la base de datos How2Sign, una gran colección multimodal y multivista de vídeos de lenguaje la lengua de signos estadounidense. En la Part II, contribuimos al desarrollo de tecnología para lenguas de signos, presentando en el capítulo 4 una solución para anotar signos automáticamente llamada Spot-Align, basada en métodos de localización de signos en secuencias continuas de signos. Después, presentamos las ventajas de esta solución y proporcionamos unos primeros resultados por la tarea de reconocimiento de la lengua de signos en la base de datos How2Sign. A continuación, en el capítulo 5 aprovechamos de las anotaciones y diversas modalidades de How2Sign para explorar la búsqueda de vídeos en lengua de signos a partir del entrenamiento de incrustaciones multimodales. Finalmente, en el capítulo 6, exploramos la generación de vídeos en lengua de signos aplicando redes adversarias generativas al dominio de la lengua de signos. Evaluamos hasta qué punto los signantes pueden entender los vídeos generados automáticamente, proponiendo un nuevo protocolo de evaluación basado en las categorías dentro de How2Sign y la traducción de los vídeos al inglés escrito.Teoria del Senyal i Comunicacion
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