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1.
J Imaging ; 8(2)2022 Jan 19.
Artigo em Inglês | MEDLINE | ID: mdl-35200721

RESUMO

Detecting objects with a small representation in images is a challenging task, especially when the style of the images is very different from recent photos, which is the case for cultural heritage datasets. This problem is commonly known as few-shot object detection and is still a new field of research. This article presents a simple and effective method for black box few-shot object detection that works with all the current state-of-the-art object detection models. We also present a new dataset called MMSD for medieval musicological studies that contains five classes and 693 samples, manually annotated by a group of musicology experts. Due to the significant diversity of styles and considerable disparities between the artistic representations of the objects, our dataset is more challenging than the current standards. We evaluate our method on YOLOv4 (m/s), (Mask/Faster) RCNN, and ViT/Swin-t. We present two methods of benchmarking these models based on the overall data size and the worst-case scenario for object detection. The experimental results show that our method always improves object detector results compared to traditional transfer learning, regardless of the underlying architecture.

2.
Front Hum Neurosci ; 9: 133, 2015.
Artigo em Inglês | MEDLINE | ID: mdl-25870549

RESUMO

In recent decades, many studies have shown that schizophrenia is associated with severe social cognitive impairments affecting key components, such as the recognition of emotions, theory of mind, attributional style, and metacognition. Most studies investigated each construct separately, precluding analysis of the interactive and immersive nature of real-life situation. Specialized batteries of tests are under investigation to assess social cognition, which is thought now as a link between neurocognitive disorders and impaired functioning. However, this link accounts for a limited part of the variance of real-life functioning. To fill this gap, advances in virtual reality and affective computing have made it possible to carry out experimental investigations of naturalistic social cognition, in controlled conditions, with good reproducibility. This approach is illustrated with the description of a new paradigm based on an original virtual card game in which subjects interpret emotional displays from a female virtual agent, and decipher her helping intentions. Independent variables concerning emotional expression in terms of valence and intensity were manipulated. We show how several useful dependant variables, ranging from classic experimental psychology data to metacognition or subjective experiences records, may be extracted from a single experiment. Methodological issues about the immersion into a simulated intersubjective situation are considered. The example of this new flexible experimental setting, with regards to the many constructs recognized in social neurosciences, constitutes a rationale for focusing on this potential intermediate link between standardized tests and real-life functioning, and also for using it as an innovative media for cognitive remediation.

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