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Miguel Reyes

dblp:47/1206 · DBLP profile ↗
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6ranked-venue papers
1as first author
0since 2021 · last 2014
—ORCID · conflict

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

Artificial intelligence and machine learning · 3Human-computer interaction and ubiquitous computing · 3 · 1 first-authorGraphics, 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
Image and video processing · 100%
Artificial intelligence
1 paper
Face, body and person analysis · 100%

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

TopicWeightPapersLastEvidence papers
Image and video processing
image segmentation
0.112012
Graph cuts optimization for multi-limb human segmentation in depth maps · CVPR 2012
Image and video processing › image segmentation › semantic segmentation
multi-label segmentation
0.112012
Graph cuts optimization for multi-limb human segmentation in depth maps · CVPR 2012
Computer vision › Face, body and person analysis
human pose analysis
0.012012
Graph cuts optimization for multi-limb human segmentation in depth maps · CVPR 2012

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

random forest · 0.3graph cuts · 0.3alpha-beta swap · 0.3
YearPublicationVenuePosition
2014 Spherical Blurred Shape Model for 3-D Object and Pose Recognition: Quantitative Analysis and HCI Applications in Smart Environments
abstract
The use of depth maps is of increasing interest after the advent of cheap multisensor devices based on structured light, such as Kinect. In this context, there is a strong need of powerful 3-D shape descriptors able to generate rich object representations. Although several 3-D descriptors have been already proposed in the literature, the research of discriminative and computationally efficient descriptors is still an open issue. In this paper, we propose a novel point cloud descriptor called spherical blurred shape model (SBSM) that successfully encodes the structure density and local variabilities of an object based on shape voxel distances and a neighborhood propagation strategy. The proposed SBSM is proven to be rotation and scale invariant, robust to noise and occlusions, highly discriminative for multiple categories of complex objects like the human hand, and computationally efficient since the SBSM complexity is linear to the number of object voxels. Experimental evaluation in public depth multiclass object data, 3-D facial expressions data, and a novel hand poses data sets show significant performance improvements in relation to state-of-the-art approaches. Moreover, the effectiveness of the proposal is also proved for object spotting in 3-D scenes and for real-time automatic hand pose recognition in human computer interaction scenarios.
Oscar Lopes, Miguel Reyes, Sergio Escalera, Jordi Gonzàlez 0001
IEEE Trans. Cybern.2
2013 ChaLearn multi-modal gesture recognition 2013: grand challenge and workshop summary
abstract
We organized a Grand Challenge and Workshop on Multi-Modal Gesture Recognition.
Sergio Escalera, Jordi Gonzàlez 0001, Xavier Baró, Miguel Reyes, Isabelle Guyon, Vassilis Athitsos, Hugo Jair Escalante, Leonid Sigal, Antonis A. Argyros, Cristian Sminchisescu, Richard Bowden, Stan Sclaroff
ICMI4
2013 Multi-modal gesture recognition challenge 2013: dataset and results
abstract
The recognition of continuous natural gestures is a complex and challenging problem due to the multi-modal nature of involved visual cues (e.g. fingers and lips movements, subtle facial expressions, body pose, etc.), as well as technical limitations such as spatial and temporal resolution and unreliable depth cues. In order to promote the research advance on this field, we organized a challenge on multi-modal gesture recognition. We made available a large video database of 13,858 gestures from a lexicon of 20 Italian gesture categories recorded with a Kinect™ camera, providing the audio, skeletal model, user mask, RGB and depth images. The focus of the challenge was on user independent multiple gesture learning. There are no resting positions and the gestures are performed in continuous sequences lasting 1-2 minutes, containing between 8 and 20 gesture instances in each sequence. As a result, the dataset contains around 1.720.800 frames. In addition to the 20 main gesture categories, "distracter" gestures are included, meaning that additional audio and gestures out of the vocabulary are included. The final evaluation of the challenge was defined in terms of the Levenshtein edit distance, where the goal was to indicate the real order of gestures within the sequence. 54 international teams participated in the challenge, and outstanding results were obtained by the first ranked participants.
Sergio Escalera, Jordi Gonzàlez 0001, Xavier Baró, Miguel Reyes, Oscar Lopes, Isabelle Guyon, Vassilis Athitsos, Hugo Jair Escalante
ICMI4
2013 Multi-modal user identification and object recognition surveillance system
Albert Clapés, Miguel Reyes, Sergio Escalera
Pattern Recognit. Lett.2
2012 Graph cuts optimization for multi-limb human segmentation in depth maps
abstract
We present a generic framework for object segmentation using depth maps based on Random Forest and Graph-cuts theory, and apply it to the segmentation of human limbs in depth maps. First, from a set of random depth features, Random Forest is used to infer a set of label probabilities for each data sample. This vector of probabilities is used as unary term in α-β swap Graph-cuts algorithm. Moreover, depth of spatio-temporal neighboring data points are used as boundary potentials. Results on a new multi-label human depth data set show high performance in terms of segmentation overlapping of the novel methodology compared to classical approaches.
Antonio Hernández-Vela, Nadezhda Zlateva, Alexander Marinov, Miguel Reyes, Petia Radeva, Dimo Dimov 0001, Sergio Escalera
CVPR4
2008 Games developed in Java for teaching "Combinatorial Game Theory"
abstract
In this poster we develop some games in java, and we give the mathematical theory necessary to obtain an optimal strategy to play. This games are "Scoring Cards", "Wythoff", and "Twins"; they frame within the course about "Combinatorial Game Theory", in which we applied a new method of learning, motivating to the student to make a work on the one hand cooperative, and by another competitive one. They will have to develop different strategies in games and they will try to win to each other.
Miguel Reyes, Águeda Mata
ITiCSE1