We propose an extension of RBF networks which includes a mechanism for optimizing the complexity of the network. The approach involves two procedures: adaptation (training) and selection. The first procedure adaptivel...
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Stereo computation is one of the vision problems where the presence of outliers cannot be neglected. Most standard algorithms make unrealistic assumptions about noise distributions, which leads to erroneous results th...
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Stereo computation is one of the vision problems where the presence of outliers cannot be neglected. Most standard algorithms make unrealistic assumptions about noise distributions, which leads to erroneous results th...
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Stereo computation is one of the vision problems where the presence of outliers cannot be neglected. Most standard algorithms make unrealistic assumptions about noise distributions, which leads to erroneous results that cannot be corrected in subsequent postprocessing stages. In this paper we present a modification of the standard area-based correlation approach so that it can tolerate a significant number of outliers. The approach exhibits a robust behavior not only in the presence of mismatches but also in the case of depth discontinuities. The confidence measure of the correlation and the number of outliers provide two complementary sources of information which, when implemented in a multiresolution framework, result in a robust and efficient method. We present the results of this approach on a number of synthetic and real images.
The basic limitations of the current appearance-based matching methods using eigenimages are non-robust estimation of coefficients and inability to cope with problems related to occlusions and segmentation. In this pa...
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The basic limitations of the current appearance-based matching methods using eigenimages are non-robust estimation of coefficients and inability to cope with problems related to occlusions and segmentation. In this paper we present a new approach which successfully solves these problems. The major novelty of our approach lies in the way how the coefficients of the eigenimages are determined. Instead of computing the coefficients by a projection of the data onto the eigenimages. we extract them by a hvpothesize-and-test paradigm using subsets of image points. Competing hypotheses arc then subject to a selection procedure based on the Minimum Description Length principle. The approach enables us not only lo reject outliers and to deal with occlusions but also to simultaneously use multiple classes of eigenimages.
The problem of egomotion recovery has been treated by using as input local image motion, with the published algorithms utilizing the geometric constraint relating 2-D local image motion (optical flow, correspondence, ...
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The problem of egomotion recovery has been treated by using as input local image motion, with the published algorithms utilizing the geometric constraint relating 2-D local image motion (optical flow, correspondence, ...
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The problem of egomotion recovery has been treated by using as input local image motion, with the published algorithms utilizing the geometric constraint relating 2-D local image motion (optical flow, correspondence, derivatives of the image flow) to 3-D motion and structure. Since it has proved very difficult to achieve accurate input (local image motion), a lot of effort has been devoted to the development of robust techniques. A new approach to the problem of egomotion estimation is taken, based on constraints of a global nature. It is proved that local normal flow measurements form global patterns in the image plane. The position of these patterns is related to the three dimensional motion parameters. By locating some of these patterns, which depend only on subsets of the motion parameters, through a simple search technique, the 3-D motion parameters can be found. The proposed algorithmic procedure is very robust, since it is not affected by small perturbations in the normal flow measurements. As a matter of fact, since only the sign of the normal flow measurement is employed, the direction of translation and the axis of rotation can be estimated with up to 100% error in the image measurements.< >
E-learning and digital entertainment techniques, tools and systems are becoming popular and can be found in many real-world educational applications in many co- tries. The driving force behind these technologies is th...
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ISBN:
(数字)9783642144844
ISBN:
(纸本)9783642144837
E-learning and digital entertainment techniques, tools and systems are becoming popular and can be found in many real-world educational applications in many co- tries. The driving force behind these technologies is the rapidly growing requirements of edutainment, especially from the perspective of the users. This has led to the increasing interest of researchers in this area. The articles in this issue give a rich overview of how edutainment technologies can be creatively used for training and education purposes. The first 12 articles of this issue represent a selection of outstanding contributions from Edutainment 2010, the 5th International Conference on E-learning and Games, held in Changchun, China, in August 2010. The main purpose of this event is to faci- tate the discussion, presentation, and information exchange on the scientific and te- nological developments in the emerging field of digital entertainment techniques and systems for education. These 12 papers concentrated on three aspects: e-learning s- tem and applications, game techniques for learning, and virtual reality techniques for entertainment. They are closely related to the topics of this journal.
With the technical advancement of digital media and the medium of communication in recent years, there is a widespread interest in digital entertainment. An emerging te- nical research area edutainment, or educational...
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ISBN:
(数字)9783642145339
ISBN:
(纸本)9783642145322
With the technical advancement of digital media and the medium of communication in recent years, there is a widespread interest in digital entertainment. An emerging te- nical research area edutainment, or educational entertainment, has been accepted as education using digital entertainment. Edutainment has been recognized as an eff- tive way of learning using modern digital media tools, like computers, games, mobile phones, televisions, or other virtual reality applications, which emphasizes the use of entertainment with application to the education domain. The Edutainment conference series was established in 2006 and subsequently - ganized as a special event for researchers working in this new interest area of e-learning and digital entertainment. The main purpose of Edutainment conferences is to facilitate the discussion, presentation, and information exchange of the scientific and technological development in the new community. The Edutainment conference series becomes a valuable opportunity for researchers, engineers, and graduate s- dents to communicate at these international annual events. The conference series - cludes plenary invited talks, workshops, tutorials, paper presentation tracks, and panel discussions. The Edutainment conference series was initiated in Hangzhou, China in 2006. Following the success of the first event, the second (Edutainment 2007 in Hong Kong, China), third (Edutainment 2008 in Nanjing, China), and fourth editions (Edutainment 2009 in Banff, Canada) were organized. Edutainment 2010 was held during August 16–18, 2010 in Changchun, China. Two workshops were jointly org- ized together with Edutainment 2010.
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