Rodrigo Montúfar-Chaveznava

Publications

2 Partial 3D Reconstruction using Evolutionary Algorithms

Authors: Mónica Pérez-Meza, Rodrigo Montúfar-Chaveznava

Abstract:

When reconstructing a scenario, it is necessary to know the structure of the elements present on the scene to have an interpretation. In this work we link 3D scenes reconstruction to evolutionary algorithms through the vision stereo theory. We consider vision stereo as a method that provides the reconstruction of a scene using only a couple of images of the scene and performing some computation. Through several images of a scene, captured from different positions, vision stereo can give us an idea about the threedimensional characteristics of the world. Vision stereo usually requires of two cameras, making an analogy to the mammalian vision system. In this work we employ only a camera, which is translated along a path, capturing images every certain distance. As we can not perform all computations required for an exhaustive reconstruction, we employ an evolutionary algorithm to partially reconstruct the scene in real time. The algorithm employed is the fly algorithm, which employ “flies" to reconstruct the principal characteristics of the world following certain evolutionary rules.

Keywords: Computer Vision, EvolutionaryAlgorithms, Vision Stereo

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1 Face Tracking using a Polling Strategy

Authors: Rodrigo Montúfar-Chaveznava

Abstract:

The colors of the human skin represent a special category of colors, because they are distinctive from the colors of other natural objects. This category is found as a cluster in color spaces, and the skin color variations between people are mostly due to differences in the intensity. Besides, the face detection based on skin color detection is a faster method as compared to other techniques. In this work, we present a system to track faces by carrying out skin color detection in four different color spaces: HSI, YCbCr, YES and RGB. Once some skin color regions have been detected for each color space, we label each and get some characteristics such as size and position. We are supposing that a face is located in one the detected regions. Next, we compare and employ a polling strategy between labeled regions to determine the final region where the face effectively has been detected and located.

Keywords: Image Processing, Tracking, Face Detection, colorspaces

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Abstracts

4 Denoising of Magnetotelluric Signals by Filtering

Authors: Rodrigo Montúfar-Chaveznava, Ivette Caldelas, Fernando Brambila-Paz

Abstract:

In this paper, we present the advances corresponding to the denoising processing of magnetotelluric signals using several filters. In particular, we use the most common spatial domain filters such as median and mean, but we are also using the Fourier and wavelet transform for frequency domain filtering. We employ three datasets obtained at the different sampling rate (128, 4096 and 8192 bps) and evaluate the mean square error, signal-to-noise relation, and peak signal-to-noise relation to compare the kernels and determine the most suitable for each case. The magnetotelluric signals correspond to earth exploration when water is searched. The object is to find a denoising strategy different to the one included in the commercial equipment that is employed in this task.

Keywords: Filtering, Wavelet Transform, denoising, magnetotelluric signals

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3 Geographical Data Visualization Using Video Games Technologies

Authors: Rodrigo Montúfar-Chaveznava, Ivette Caldelas, Fernando Brambila-Paz, Nizar Karim Uribe-Orihuela

Abstract:

In this paper, we present the advances corresponding to the implementation of a strategy to visualize geographical data using a Software Development Kit (SDK) for video games. We use multispectral images from Landsat 7 platform and Laser Imaging Detection and Ranging (LIDAR) data from The National Institute of Geography and Statistics of Mexican (INEGI). We select a place of interest to visualize from Landsat platform and make some processing to the image (rotations, atmospheric correction and enhancement). The resulting image will be our gray scale color-map to fusion with the LIDAR data, which was selected using the same coordinates than in Landsat. The LIDAR data is translated to 8-bit raw data. Both images are fused in a software developed using Unity (an SDK employed for video games). The resulting image is then displayed and can be explored moving around. The idea is the software could be used for students of geology and geophysics at the Engineering School of the National University of Mexico. They will download the software and images corresponding to a geological place of interest to a smartphone and could virtually visit and explore the site with a virtual reality visor such as Google cardboard.

Keywords: Virtual Reality, Interactive Technologies, geographical data visualization, video games technologies, educational material

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2 Virtual Reality Application for Neurorehabilitation

Authors: Rodrigo Montúfar-Chaveznava, Daniel Vargas-Herrera, Ivette Caldelas, Fernando Brambila-Paz

Abstract:

In this paper, we present a virtual reality application for neurorehabilitation. This application was developed using the Unity SDK integrating the Oculus Rift and Leap Motion devices. Essentially, it consists of three stages according to the kind of rehabilitation to carry on: ocular rehabilitation, head/neck rehabilitation, and eye-hand coordination. We build three scenes for each task; for ocular and head/neck rehabilitation, there are different objects moving in the field of view and extended field of view of the user according to some patterns relative to the therapy. In the third stage the user must try to touch with the hand some objects guided by its view. We report the primer results of the use of the application with healthy people.

Keywords: Virtual Reality, Neurorehabilitation, Video Games, Interactive Technologies

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1 Video Games Technologies Approach for Their Use in the Classroom

Authors: Rodrigo Montúfar-Chaveznava, Daniel Vargas-Herrera, Ivette Caldelas, Fernando Brambila-Paz

Abstract:

In this paper, we present the advances corresponding to the implementation of a set of educational materials based on video games technologies. Essentially these materials correspond to projects developed and under development as bachelor thesis of some Computer Engineering students of the Engineering School. All materials are based on the Unity SDK; integrating some devices such as kinect, leap motion, oculus rift, data gloves and Google cardboard. In detail, we present a virtual reality application for neurosciences students (suitable for neural rehabilitation), and virtual scenes for the Google cardboard, which will be used by the psychology students for phobias treatment. The objective is these materials will be located at a server to be available for all students, in the classroom or in the cloud, considering the use of smartphones has been widely extended between students.

Keywords: Virtual Reality, Video Games, Interactive Technologies, educational materials

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