6 resultados para Visual Object Recognition

em CiencIPCA - Instituto Politécnico do Cávado e do Ave, Portugal


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Cognitive impaired population face with innumerable problems in their daily life. Surprisingly, they are not provided with any help to perform those tasks for which they have difficulties. As a consequence, it is necessary to develop systems that allow those people to live independently and autonomously. Living in a technological era, people could take advantage of the available technology, being provided with some solutions to their needs. This paper presents a platform that assists users with remembering where their possessions are. Mainly, an object recognition process together with an intelligent scheduling applications are integrated in an Ambient Assisted Living (AAL) environment.

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In this paper we present a method for real-time detection and tracking of people in video captured by a depth camera. For each object to be assessed, an ordered sequence of values that represents the distances between its center of mass to the boundary points is calculated. The recognition is based on the analysis of the total distance value between the above sequence and some pre-defined human poses, after apply the Dynamic Time Warping. This similarity approach showed robust results in people detection.

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Rapid prototyping (RP) is an approach for automatically building a physical object through solid freeform fabrication. Nowadays, RP has become a vital aspect of most product development processes, due to the significant competitive advantages it offers compared to traditional manual model making. Even in academic environments, it is important to be able to quickly create accurate physical representations of concept solutions. Some of these can be used for simple visual validation, while others can be employed for ergonomic assessment by potential users or even for physical testing. However, the cost of traditional RP methods prevents their use in most academic environments on a regular basis, and even for very preliminary prototypes in many small companies. That results in delaying the first physical prototypes to later stages, or creating very rough mock-ups which are not as useful as they could be. In this paper we propose an approach for rapid and inexpensive model-making, which was developed in an academic context, and which can be employed for a variety of objects.

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O uso da imagem, no livro ilustrado, está associado às idades em que a criança ainda não tem domínio da escrita sendo a descodificação e a exploração das imagens as primeiras competências a serem adquiridas. À medida que a criança se familiariza com a leitura verbal e com o desenvolvimento desta competência, a imagem é gradualmente retirada do livro. No âmbito do projeto prático integrado no Mestrado em Ilustração e Animação foi criado um livro para a infância com atividades onde o leitor intervenha tornando-se também autor, concluindo-o e produzindo um objeto único. Propusemo-nos, ainda, apresentar o livro ilustrado e as atividades/ experiências visuais como instrumentos que ajudam a criança a crescer sem frustrações, onde descobrem e desenvolvem capacidades estéticas, emocionais e intelectuais. Dentro do livro ilustrado pretendemos estudar os livros interativos que exploram as duas linguagens, criando uma narrativa plástica e que permitem explorar a tridimensionalidade e o brincar ao faz de conta. Estes são produtos de experiências visuais e tácteis, repletos de estímulos para que a criança seja capaz de explorar e comunicar verbalmente e visualmente, articulando muitas vezes entre o bidimensional com o tridimensional, a regra com o acaso e a forma com a “não forma”, permitindo uma apreciação máxima do objeto.

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A presente investigação visa a passagem da metáfora literária para a metáfora visual, através do resultado de um trabalho de ilustração, tendo como ponto de partida, as Greguerías de Ramón Gómez de la Serna (1888 - 1963). Reflectindo sobre a interpretação da metáfora, o objectivo passa por criar uma nova selecção de Greguerías ilustradas que também estabeleçam novas metáforas visuais, a partir da sua interacção com a palavra. Mas uma vez independentes, cada ilustração ou cada conjunto de ilustrações, resultem num trabalho de conjunto, enquanto série, como processo criativo e inserido no panorama artístico da ilustração de autor.

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Dental implant recognition in patients without available records is a time-consuming and not straightforward task. The traditional method is a complete user-dependent process, where the expert compares a 2D X-ray image of the dental implant with a generic database. Due to the high number of implants available and the similarity between them, automatic/semi-automatic frameworks to aide implant model detection are essential. In this study, a novel computer-aided framework for dental implant recognition is suggested. The proposed method relies on image processing concepts, namely: (i) a segmentation strategy for semi-automatic implant delineation; and (ii) a machine learning approach for implant model recognition. Although the segmentation technique is the main focus of the current study, preliminary details of the machine learning approach are also reported. Two different scenarios are used to validate the framework: (1) comparison of the semi-automatic contours against implant’s manual contours of 125 X-ray images; and (2) classification of 11 known implants using a large reference database of 601 implants. Regarding experiment 1, 0.97±0.01, 2.24±0.85 pixels and 11.12±6 pixels of dice metric, mean absolute distance and Hausdorff distance were obtained, respectively. In experiment 2, 91% of the implants were successfully recognized while reducing the reference database to 5% of its original size. Overall, the segmentation technique achieved accurate implant contours. Although the preliminary classification results prove the concept of the current work, more features and an extended database should be used in a future work.