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Eric Begue

dblp:40/11214 · DBLP profile ↗
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2ranked-venue papers
0as first author
0since 2021 · last 2015
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 1Graphics, computer vision, multimedia, augmented reality and games · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Visualization and visual analytics · 100%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Medical and health informatics · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Visualization and visual analytics
biomedical visualization
0.212015
Exploration of the Brain's White Matter Structure through Visual Abstraction and Multi-Scale Local Fiber Tract Contraction · IEEE Trans. Vis. Comput. Graph. 2015
Visualization and visual analytics
image abstraction
0.212015
Exploration of the Brain's White Matter Structure through Visual Abstraction and Multi-Scale Local Fiber Tract Contraction · IEEE Trans. Vis. Comput. Graph. 2015
Medical and health informatics › neuroimaging › diffusion MRI analysis
diffusion tensor imaging
0.112015
Exploration of the Brain's White Matter Structure through Visual Abstraction and Multi-Scale Local Fiber Tract Contraction · IEEE Trans. Vis. Comput. Graph. 2015

Methods — techniques the papers use, named apart from their topics

multi-scale local similarity analysis · 0.4iterative contraction · 0.4
YearPublicationVenuePosition
2015 Exploration of the Brain's White Matter Structure through Visual Abstraction and Multi-Scale Local Fiber Tract Contraction
abstract
We present a visualization technique for brain fiber tracts from DTI data that provides insight into the structure of white matter through visual abstraction. We achieve this abstraction by analyzing the local similarity of tract segment directions at different scales using a stepwise increase of the search range. Next, locally similar tract segments are moved toward each other in an iterative process, resulting in a local contraction of tracts perpendicular to the local tract direction at a given scale. This not only leads to the abstraction of the global structure of the white matter as represented by the tracts, but also creates volumetric voids. This increase of empty space decreases the mutual occlusion of tracts and, consequently, results in a better understanding of the brain's three-dimensional fiber tract structure. Our implementation supports an interactive and continuous transition between the original and the abstracted representations via various scale levels of similarity. We also support the selection of groups of tracts, which are highlighted and rendered with the abstracted visualization as context.
Maarten H. Everts, Eric Begue, Henk Bekker, Jos B. T. M. Roerdink, Tobias Isenberg 0001
IEEE Trans. Vis. Comput. Graph.2
2011 Connectionist reinforcement learning for intelligent unit micro management in StarCraft
abstract
Real Time Strategy Games are one of the most popular game schemes in PC markets and offer a dynamic environment that involves several interacting agents. The core strategies that need to be developed in these games are unit micro management, building order, resource management, and the game main tactic. Unfortunately, current games only use scripted and fixed behaviors for their artificial intelligence (AI), and the player can easily learn the counter measures to defeat the AI. In this paper, we describe a system based on neural networks that controls a set of units of the same type in the popular game StarCraft. Using the neural networks, the units will either choose a unit to attack or evade from the battlefield. The system uses reinforcement learning combined with neural networks using online Sarsa and neural-fitted Sarsa, both with a short term memory reward function. We also present an incremental learning method for training the units for larger scenarios involving more units using trained neural networks on smaller scenarios. Additionally, we developed a novel sensing system to feed the environment data to the neural networks using separate vision grids. The simulation results show superior performance against the human-made AI scripts in StarCraft.
Amirhosein Shantia, Eric Begue, Marco A. Wiering
IJCNN2