11 resultados para COMPUTER VISION

em SAPIENTIA - Universidade do Algarve - Portugal


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Tese de dout., Engenharia Electrónica e de Computadores, Faculdade de Ciência e Tecnologia, Universidade do Algarve, 2007

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Soccer is a sport where everyone that is involved with it make all the efforts aiming for excellence. Not only the players need to show their skills on the pitch but also the coach, and the remaining staff, need to have their own tools so that they can perform at higher levels. Footdata is a project to build a new web application product for soccer (football), which integrates two fundamental components of this sport's world: the social and the professional. While the former is an enhanced social platform for soccer professionals and fans, the later can be considered as a Soccer Resource Planning, featuring a system for acquisition and processing information to meet all the soccer management needs. In this paper we focus only in a specific module of the professional component. We will describe the section of the web application that allows to analyse movements and tactics of the players using images directly taken from the pitch or from videos, we will show that it is possible to draw players and ball movements in a web application and detect if those movements occur during a game. © 2014 Springer International Publishing.

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Soccer is a sport where everyone that is involved with it make all the efforts aiming for excellence. Not only the players need to show their skills on the pitch but also the coach, and the remaining staff, need to have their own tools so that they can perform at higher levels. Footdata is a project to build a new web application product for soccer (football), which integrates two fundamental components of this sport’s world: the social and the professional. While the former is an enhanced social platform for soccer professionals and fans, the later can be considered as a Soccer Resource Planning, featuring a system for acquisition and processing information to meet all the soccer management needs. In this paper we focus only in a specific module of the professional component. We will describe the section of the web application that allows to analyse movements and tactics of the players using images directly taken from the pitch or from videos, we will show that it is possible to draw players and ball movements in a web application and detect if those movements occur during a game.

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Painterly rendering has been linked to computer vision, but we propose to link it to human vision because perception and painting are two processes that are interwoven. Recent progress in developing computational models allows to establish this link. We show that completely automatic rendering can be obtained by applying four image representations in the visual system: (1) colour constancy can be used to correct colours, (2) coarse background brightness in combination with colour coding in cytochrome-oxidase blobs can be used to create a background with a big brush, (3) the multi-scale line and edge representation provides a very natural way to render fi ner brush strokes, and (4) the multi-scale keypoint representation serves to create saliency maps for Focus-of-Attention, and FoA can be used to render important structures. Basic processes are described, renderings are shown, and important ideas for future research are discussed.

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Ultrasonic, infrared, laser and other sensors are being applied in robotics. Although combinations of these have allowed robots to navigate, they are only suited for specific scenarios, depending on their limitations. Recent advances in computer vision are turning cameras into useful low-cost sensors that can operate in most types of environments. Cameras enable robots to detect obstacles, recognize objects, obtain visual odometry, detect and recognize people and gestures, among other possibilities. In this paper we present a completely biologically inspired vision system for robot navigation. It comprises stereo vision for obstacle detection, and object recognition for landmark-based navigation. We employ a novel keypoint descriptor which codes responses of cortical complex cells. We also present a biologically inspired saliency component, based on disparity and colour.

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In this paper we present an improved scheme for line and edge detection in cortical area V1, based on responses of simple and complex cells, truly multi-scale with no free parameters. We illustrate the multi-scale representation for visual reconstruction, and show how object segregation can be achieved with coarse-to-finescale groupings. A two-level object categorization scenario is tested in which pre-categorization is based on coarse scales only, and final categorization on coarse plus fine scales. Processing schemes are discussed in the framework of a complete cortical architecture.

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In this paper we present a brief overview of the processing in the primary visual cortex, the multi-scale line/edge and keypoint representations, and a model of brightness perception. This model, which is being extended from 1D to 2D, is based on a symbolic line and edge interpretation: lines are represented by scaled Gaussians and edges by scaled, Gaussian-windowed error functions. We show that this model, in combination with standard techniques from graphics, provides a very fertile basis for non-photorealistic image rendering.

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Computer vision for realtime applications requires tremendous computational power because all images must be processed from the first to the last pixel. Ac tive vision by probing specific objects on the basis of already acquired context may lead to a significant reduction of processing. This idea is based on a few concepts from our visual cortex (Rensink, Visual Cogn. 7, 17-42, 2000): (1) our physical surround can be seen as memory, i.e. there is no need to construct detailed and complete maps, (2) the bandwidth of the what and where systems is limited, i.e. only one object can be probed at any time, and (3) bottom-up, low-level feature extraction is complemented by top-down hypothesis testing, i.e. there is a rapid convergence of activities in dendritic/axonal connections.

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Object recognition requires that templates with canonical views are stored in memory. Such templates must somehow be normalised. In this paper we present a novel method for obtaining 2D translation, rotation and size invariance. Cortical simple, complex and end-stopped cells provide multi-scale maps of lines, edges and keypoints. These maps are combined such that objects are characterised. Dynamic routing in neighbouring neural layers allows feature maps of input objects and stored templates to converge. We illustrate the construction of group templates and the invariance method for object categorisation and recognition in the context of a cortical architecture, which can be applied in computer vision.

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The goal of the project "SmartVision: active vision for the blind" is to develop a small and portable but intelligent and reliable system for assisting the blind and visually impaired while navigating autonomously, both outdoor and indoor. In this paper we present an overview of the prototype, design issues, and its different modules which integrate a GIS with GPS, Wi-Fi, RFID tags and computer vision. The prototype addresses global navigation by following known landmarks, local navigation with path tracking and obstacle avoidance, and object recognition. The system does not replace the white cane, but extends it beyond its reach. The user-friendly interface consists of a 4-button hand-held box, a vibration actuator in the handle of the cane, and speech synthesis. A future version may also employ active RFID tags for marking navigation landmarks, and speech recognition may complement speech synthesis.

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Increasingly more applications in computer vision employ interest points. Algorithms like SIFT and SURF are all based on partial derivatives of images smoothed with Gaussian filter kemels. These algorithrns are fast and therefore very popular.