4 resultados para Convolutional neural networks (CNNs), deep learning, gaze direction, head-pose, RGB-D

em Universidad de Alicante


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We propose the design of a real-time system to recognize and interprethand gestures. The acquisition devices are low cost 3D sensors. 3D hand pose will be segmented, characterized and track using growing neural gas (GNG) structure. The capacity of the system to obtain information with a high degree of freedom allows the encoding of many gestures and a very accurate motion capture. The use of hand pose models combined with motion information provide with GNG permits to deal with the problem of the hand motion representation. A natural interface applied to a virtual mirrorwriting system and to a system to estimate hand pose will be designed to demonstrate the validity of the system.

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Automated human behaviour analysis has been, and still remains, a challenging problem. It has been dealt from different points of views: from primitive actions to human interaction recognition. This paper is focused on trajectory analysis which allows a simple high level understanding of complex human behaviour. It is proposed a novel representation method of trajectory data, called Activity Description Vector (ADV) based on the number of occurrences of a person is in a specific point of the scenario and the local movements that perform in it. The ADV is calculated for each cell of the scenario in which it is spatially sampled obtaining a cue for different clustering methods. The ADV representation has been tested as the input of several classic classifiers and compared to other approaches using CAVIAR dataset sequences obtaining great accuracy in the recognition of the behaviour of people in a Shopping Centre.

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Virtual Screening (VS) methods can considerably aid clinical research, predicting how ligands interact with drug targets. Most VS methods suppose a unique binding site for the target, but it has been demonstrated that diverse ligands interact with unrelated parts of the target and many VS methods do not take into account this relevant fact. This problem is circumvented by a novel VS methodology named BINDSURF that scans the whole protein surface to find new hotspots, where ligands might potentially interact with, and which is implemented in massively parallel Graphics Processing Units, allowing fast processing of large ligand databases. BINDSURF can thus be used in drug discovery, drug design, drug repurposing and therefore helps considerably in clinical research. However, the accuracy of most VS methods is constrained by limitations in the scoring function that describes biomolecular interactions, and even nowadays these uncertainties are not completely understood. In order to solve this problem, we propose a novel approach where neural networks are trained with databases of known active (drugs) and inactive compounds, and later used to improve VS predictions.

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Designing educational resources allow students to modify their learning process. In particular, on-line and downloadable educational resources have been successfully used in engineering education the last years [1]. Usually, these resources are free and accessible from web. In addition, they are designed and developed by lecturers and used by their students. But, they are rarely developed by students in order to be used by other students. In this work-in-progress, lecturers and students are working together to implement educational resources, which can be used by students to improve the learning process of computer networks subject in engineering studies. In particular, network topologies to model LAN (Local Area Network) and MAN (Metropolitan Area Network) are virtualized in order to simulate the behavior of the links and nodes when they are interconnected with different physical and logical design.