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Dennys Paillacho, Cecilio Angulo, & Marta Díaz. (2015). An Exploratory Study of Group-Robot Social Interactions in a Cultural Center. In IEEE/RSJ International Conference on Intelligent Robots and Systems, IROS 2015, International Conference on, Hamburg, Germany, 2015.
Abstract: This article describes an exploratory study of social human-robot interaction with the experimental robotic platform MASHI. The experiences were carried out in La B`obila Cultural Center in Barcelona, Spain to study the visitor preferences, characterize the groups and their spatial relationships in this open and unstructured environment. Results showed that visitors prefers to play and dialogue with the robot. Children have the highest interest in interacting with the robot, more than young and adult visitors. Most of the groups consisted of more than 3 visitors, however the size of the groups during interactions was continuously changed. In static situations, the observed spatial relationships denotes a social cohesion in the human-robot interactions.
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Patricia L. Suarez, Angel D. Sappa, & Boris X. Vintimilla. (2017). Learning to Colorize Infrared Images. In 15th International Conference on Practical Applications of Agents and Multi-Agent Systems.
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José Reyes, Axel Godoy, & Miguel Realpe. (2019). Uso de software de código abierto para fusión de imágenes agrícolas multiespectrales adquiridas con drones. In International Multi-Conference of Engineering, Education and Technology (LACCEI 2019); Montego Bay, Jamaica (Vol. 2019-July).
Abstract: Los drones o aeronaves no tripuladas son muy útiles para la adquisición de imágenes, de forma mucho más simple que los satélites o aviones. Sin embargo, las imágenes adquiridas por drones deben ser combinadas de alguna forma para convertirse en información de valor sobre un terreno o cultivo. Existen diferentes programas que reciben imágenes y las combinan en una sola imagen, cada uno con diferentes características (rendimiento, precisión, resultados, precio, etc.). En este estudio se revisaron diferentes programas de código abierto para fusión de imágenes, con el ?n de establecer cuál de ellos es más útil, especí?camente para ser utilizado por pequeños y medianos agricultores en Ecuador. Los resultados pueden ser de interés para diseñadores de software, ya que al utilizar código abierto, es posible modi?car e integrar los programas en un ?ujo de trabajo más simpli?cado. Además, que permite disminuir costos debido a que no requiere de pagos de licencias para su uso, lo cual puede repercutir en un mayor acceso a la tecnología para los pequeños y medianos agricultores. Como parte de los resultados de este estudio se ha creado un repositorio de acceso público con algoritmos de pre-procesamiento necesarios para manipular las imágenes adquiridas por una cámara multiespectral y para luego obtener un mapa completo en formatos RGB, CIR y NDVI.
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Sebastián Fuenzalida, Keyla Toapanta, Jonathan S. Paillacho Corredores, & Dennys Paillacho. (2019). Forward and Inverse Kinematics of a Humanoid Robot Head for Social Human Robot-Interaction. In IEEE ETCM 2019 Fourth Ecuador Technical Chapters Meeting; Guayaquil, Ecuador.
Abstract: This paper presents an analysis of forward and inverse kinematics for a humanoid robotic head. The robotic head is used for the study of social human-robot interaction, such as a support tool to maintain the attention of patients with Autism Spectrum Disorder. The design of a parallel robot that emulates human head movements through a closed structure is presented. The position and orientation in this space is controlled by three servomotors. For this, the solutions made for the kinematic problem are encompassed by a geometric analysis of a mobile base. This article describes a non-systematic method,
called the geometric method, and compares some of the most popular existing methods considering reliability and computational cost. The geometric method avoids the use of changing reference systems, and instead uses geometric
relationships to directly obtain the position based on joint variables; and the other way around. Therefore, it converges in a few iterations and has a low computational cost.
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Stalin Francis Quinde. (2019). Un nuevo modelo BM3D-RNCA para mejorar la estimación de la imagen libre de ruido producida por el método BM3D. (Ph.D. Angel Sappa, Director.). M.Sc. thesis. In Ediciones FIEC-ESPOL.
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Shendry Rosero Vásquez. (2019). Reconocimiento facial: técnicas tradicionales y técnicas de aprendizaje profundo, un análisis. (Ph.D. Angel Sappa, Director & Ph.D. Boris Vintimilla, Codirector.). M.Sc. thesis. In Ediciones FIEC-ESPOL.
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Santos V., Angel D. Sappa., & Oliveira M. & de la Escalera A. (2019). Special Issue on Autonomous Driving and Driver Assistance Systems. In Robotics and Autonomous Systems, 121.
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Nayeth I. Solorzano Alcivar, R. L., Stalyn Gonzabay Yagual, & Boris X. Vintimilla. (2020). Statistical Representations of a Dashboard to Monitor Educational Videogames in Natural Language. In ETLTC – ACM Chapter: International Conference on Educational Technology, Language and Technical Communication; Fukushima, Japan, 27-31 Enero 2020 (Vol. 77).
Abstract: This paper explains how Natural Language (NL) processing by computers, through smart
programs as a way of Machine Learning (ML), can represent large sets of quantitative data as written
statements. The study recognized the need to improve the implemented web platform using a
dashboard in which we collected a set of extensive data to measure assessment factors of using
children´s educational games. In this case, applying NL is a strategy to give assessments, build, and
display more precise written statements to enhance the understanding of children´s gaming behavior.
We propose the development of a new tool to assess the use of written explanations rather than a
statistical representation of feedback information for the comprehension of parents and teachers with
a lack of primary level knowledge in statistics. Applying fuzzy logic theory, we present verbatim
explanations of children´s behavior playing educational videogames as NL interpretation instead of
statistical representations. An educational series of digital game applications for mobile devices,
identified as MIDI (Spanish acronym of “Interactive Didactic Multimedia for Children”) linked to a
dashboard in the cloud, is evaluated using the dashboard metrics. MIDI games tested in local primary
schools helps to evaluate the results of using the proposed tool. The guiding results allow analyzing
the degrees of playability and usability factors obtained from the data produced when children play a
MIDI game. The results obtained are presented in a comprehensive guiding evaluation report
applying NL for parents and teachers. These guiding evaluations are useful to enhance children's
learning understanding related to the school curricula applied to ludic digital games.
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Patricia L. Suarez. (2020). Procesamiento y representación de imágenes multiespectrales usando técnicas de aprendizaje profundo (Ph.D. Angel Sappa, Director & Ph.D. Boris Vintimilla, Codirector.). Ph.D. thesis. In Ediciones FIEC-ESPOL..
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Charco, J. L., Sappa, A.D., Vintimilla, B.X., Velesaca, H.O. (2021). Camera pose estimation in multi-view environments:from virtual scenarios to the real world. In Image and Vision Computing Journal. (Article number 104182), Vol. 110.
Abstract: This paper presents a domain adaptation strategy to efficiently train network architectures for estimating the relative camera pose in multi-view scenarios. The network architectures are fed by a pair of simultaneously acquired
images, hence in order to improve the accuracy of the solutions, and due to the lack of large datasets with pairs of
overlapped images, a domain adaptation strategy is proposed. The domain adaptation strategy consists on transferring the knowledge learned from synthetic images to real-world scenarios. For this, the networks are firstly
trained using pairs of synthetic images, which are captured at the same time by a pair of cameras in a virtual environment; and then, the learned weights of the networks are transferred to the real-world case, where the networks are retrained with a few real images. Different virtual 3D scenarios are generated to evaluate the
relationship between the accuracy on the result and the similarity between virtual and real scenarios—similarity
on both geometry of the objects contained in the scene as well as relative pose between camera and objects in the
scene. Experimental results and comparisons are provided showing that the accuracy of all the evaluated networks for estimating the camera pose improves when the proposed domain adaptation strategy is used,
highlighting the importance on the similarity between virtual-real scenarios.
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