2,225 research outputs found

    A Comparative Evaluation of Heart Rate Estimation Methods using Face Videos

    Full text link
    This paper presents a comparative evaluation of methods for remote heart rate estimation using face videos, i.e., given a video sequence of the face as input, methods to process it to obtain a robust estimation of the subjects heart rate at each moment. Four alternatives from the literature are tested, three based in hand crafted approaches and one based on deep learning. The methods are compared using RGB videos from the COHFACE database. Experiments show that the learning-based method achieves much better accuracy than the hand crafted ones. The low error rate achieved by the learning based model makes possible its application in real scenarios, e.g. in medical or sports environments.Comment: Accepted in "IEEE International Workshop on Medical Computing (MediComp) 2020

    FaceQnet: Quality Assessment for Face Recognition based on Deep Learning

    Full text link
    In this paper we develop a Quality Assessment approach for face recognition based on deep learning. The method consists of a Convolutional Neural Network, FaceQnet, that is used to predict the suitability of a specific input image for face recognition purposes. The training of FaceQnet is done using the VGGFace2 database. We employ the BioLab-ICAO framework for labeling the VGGFace2 images with quality information related to their ICAO compliance level. The groundtruth quality labels are obtained using FaceNet to generate comparison scores. We employ the groundtruth data to fine-tune a ResNet-based CNN, making it capable of returning a numerical quality measure for each input image. Finally, we verify if the FaceQnet scores are suitable to predict the expected performance when employing a specific image for face recognition with a COTS face recognition system. Several conclusions can be drawn from this work, most notably: 1) we managed to employ an existing ICAO compliance framework and a pretrained CNN to automatically label data with quality information, 2) we trained FaceQnet for quality estimation by fine-tuning a pre-trained face recognition network (ResNet-50), and 3) we have shown that the predictions from FaceQnet are highly correlated with the face recognition accuracy of a state-of-the-art commercial system not used during development. FaceQnet is publicly available in GitHub.Comment: Preprint version of a paper accepted at ICB 201

    A computational model for generating visually pleasing video game maps

    Get PDF
    In this work we introduce a computational model based on theories of graphical design to generate visually pleasing video game maps. We cast the problem of map generation as an optimization problem and prove it to be computationally hard. Then, we propose a heuristic search approach to solve the map generation problem and use it to generate levels of a clone of Super Mario Bros (SMB) called Infinite Mario Bros (IMB). Before evaluating the levels of IMB generated by our system, we perform a detailed study of the approaches commonly used to evaluate the content generated by computer programs. The evaluation used in previous works often relies on computational metrics. While these metrics are important for an initial exploratory evaluation of the content generated, it is not clear whether they are able to capture the player’s perception of the content generated. In this work we compare the insights gained from a user study with IMB levels generated by different systems with the insights gained from analyzing computational metric values. Our results suggest that current computational metrics should not be used in lieu of user studies for evaluating content generated by computer programs. Using the insights gained in our previous experiment, we performed another user study to evaluate the IMB levels generated by our method. The results show the advantage of our method over other approaches in terms of visual aesthetics and enjoyment. Finally, we performed one last user study that showed that our method is able to generate IMB levels with striking similarity to SMB levels created by professional designers.Neste trabalho apresentamos um modelo computacional baseado em teorias de design para gerar mapas de jogos de plataforma visualmente agradáveis. Nós estudamos o problema de geração de mapas como um problema de otimização e provamos que uma versão simplificada do problema é computacionalmente difícil. Em seguida, propomos uma abordagem de busca heurística para resolver o problema de geração de mapas e utilizamos ela para gerar níveis de um clone do Super Mario Bros (SMB), chamado Infinite Mario Bros (IMB). Antes de avaliar os níveis de IMB gerados pelo nosso sistema, realizamos um estudo detalhado das abordagens comumente utilizadas para avaliar o conteúdo gerado por programas de computador. A avaliação utilizada em trabalhos anteriores utiliza apenas métricas computacionais. Embora esses indicadores são importantes para uma avaliação inicial e exploratória do conteúdo gerado, não é claro se são capazes de capturar a percepção do jogador sobre o conteúdo gerado. Neste trabalho, comparamos os conhecimentos adquiridos a partir de um estudo com seres humanos usando níveis de IMB gerados por diferentes sistemas, com os conhecimentos adquiridos a partir de análise dos valores de métricas computacionais. Os nossos resultados sugerem que as m ́etricas computacionais atuais não devem substituir estudos com seres humanos para avaliar o conteúdo gerado por programas de computador. Usando os conhecimentos adquiridos em nosso experimento anterior, foi realizado outro estudo com seres humanos para avaliar os níveis de IMB gerados pelo nosso método. Os resultados mostram a vantagem do nosso método em relação a outras abordagens em termos de estética visual e diversão. Finalmente, foi realizado outro estudo com seres humanos, mostrando que o nosso método é capaz de gerar níveis de IMB semelhantes aos níveis de SMB criados por designers profissionais.Coordenação de Aperfeiçoamento de Pessoal de Nível Superio

    Searching for Uncollected Litter with Computer Vision

    Full text link
    This study combines photo metadata and computer vision to quantify where uncollected litter is present. Images from the Trash Annotations in Context (TACO) dataset were used to teach an algorithm to detect 10 categories of garbage. Although it worked well with smartphone photos, it struggled when trying to process images from vehicle mounted cameras. However, increasing the variety of perspectives and backgrounds in the dataset will help it improve in unfamiliar situations. These data are plotted onto a map which, as accuracy improves, could be used for measuring waste management strategies and quantifying trends.Comment: 17 pages, 6 figure

    Spectrum sharing in cognitive radio networks

    Get PDF
    Cognitive radio networks are the next step to tackle scarcity in wireless networks given the increasing demand of radioelectric spectrum where the proposed solution is to share said resource to improve this situation. In the present article, a review of the current state of spectrum sharing in cognitive radio networks. To achieve this purpose, the articles published over the last 4 years on the matter were reviewed including topics such as mobile networks and TV. Some studies and simulations proposed to share the spectrum is shown. The current state of the studies reveals that there has been significant progress in this research area yet it is necessary to continue similar studies and set in motion different schemes

    Adoption and diffusion of double entry book-keeping in Mexico and Spain: A related but under-investigated development

    Get PDF
    There is a consensus within Mexican accounting historiography regarding widespread use of double entry bookkeeping by the end of the 19th Century in the realm of both private and public enterprise. However, there is conflicting and even contradictory claims as to when exactly this technique arrived to the viceroyalty of New Spain (present day Mexico) as well as its diffusion during the colonial era. In this article we address this conflict while putting forward the idea that the history of ‘modern’ accounting practice in Latin America should be framed by developments in its former colonial power. We offer the analysis of primary and secondary source material to support the view that there was continuity in the use of double entry in Spain and therefore, the so called ‘period of silence and apparent oblivion’ seems limited to the production of indigenous accounting thought (as expressed in the production of bibliographic material such as manuals and textbooks). We conclude that the history of Latin America accounting should be wary of extrapolating everyday practice by interpreting bibliographic material and proceed by examining surviving company documents as well as informal educational practices amongst organisations based in the metropolis and its then colonies.double entry, diffusion of accounting systems, knowledge transfer, Mexico (New Spain), Spain
    corecore