Francisco A Madera

Francisco A Madera
  • Doctor of Philosophy
  • Lecturer at Autonomous University of Yucatán

About

26
Publications
6,643
Reads
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129
Citations
Introduction
Current institution
Autonomous University of Yucatán
Current position
  • Lecturer

Publications

Publications (26)
Article
Full-text available
Dogs are remarkable animals that can form strong social bonds with humans and excel in various sensory abilities. These qualities make them suitable for training in different domains such as assistance, search, and rescue. However, current training methods are complex, costly, and lengthy because they depend on the trainer’s subjective interpretati...
Chapter
Full-text available
La cultura de un país resalta sus costumbres, historia y el comportamiento de sus habitantes, en el caso de México existen diferentes pueblos originarios con culturas propias cuya preservación resulta importante porque contribuyen a la diversidad cultural y al patrimonio histórico de la nación. En este sentido se presenta una aplicación de Realidad...
Article
The development of technology, such as the Internet of Things and artificial intelligence, has significantly advanced many fields of study. Animal research is no exception, as these technologies have enabled data collection through various sensing devices. Advanced computer systems equipped with artificial intelligence capabilities can process thes...
Article
Full-text available
The development of technology, such as the Internet of Things and artificial intelligence, has significantly advanced many fields of study. Animal research is no exception, as these technologies have enabled data collection through various sensing devices. Advanced computer systems equipped with artificial intelligence capabilities can process thes...
Chapter
One of the most important cultures in Central America is the Mayan Culture, whose preservation is essential to keep the traditions alive. In this work, a video game with Mayan environment as a scenario is proposed. The objective is that the player acquires the necessary knowledge to deepen in this beautiful culture to obtain new experiences as a Ma...
Article
Crossing minimization is a natural problem in graph drawing, which consists of drawing it in the plane with a minimum number of crossings on the edges. We present an algorithm to minimize the crossing edges in radial layered graphs. The algorithm determines the optimal location of nodes in their corresponding circle layer and consists of two phases...
Article
Full-text available
Given an undirected graph \(G=(V, E)\), a subset \(S\subseteq V\) is a 2-packing set if, for any pair of vertices \(u,v \in S\), the shortest path between them is at least three-edge long. Finding a 2-packing set of maximum cardinality is an NP-hard problem for arbitrary graphs. This paper proposes an approximation algorithm for the maximum 2-packi...
Article
Full-text available
This paper describes the usage of shaders to make parallel operations by improving the CPU–GPU communication, using both rendering and compute shaders. When the number of spheres is large, the execution becomes slow and requires a lot of space to store particles. We parallelized the frozen method using an efficient inter-process GPU communication t...
Article
The recent success of machine learning on computer vision tasks opens new opportunities for the automated analysis of video content, an area also known as video analytics. This article presents a review of related concepts, relevant applications of video analysis focused to videosurveillance, available platforms to build applications, infrastructur...
Article
This work has been focused on the part of the population with hearing impairment who owns a dog and that worries about not listening the dog barks, specially when a risky situation is taking place at home. A survey was carried out on people with deafness problems to find out hazard situations which they are exposed at home. A system prototype was d...
Conference Paper
A computational program is described, which helps a user to make exercises by capturing his movements using the Kinect device and comparing them with trainer movements. The Kinect is capable to obtain information of the articulated positions of a human body. The computational design and the data capturing process of the exercises are explained. The...
Article
Web services are not always able to fulfill customer requirements on their own, so in those cases it can choose to make a composition of web services. However, this is a complex problem since it must take into account the large number of available services, performance requirements, and other factors related to quality of service (QoS). Representin...
Article
In this paper we present PIANI, an Intelligent Platform for Non Intrusive Assistance of Elderly People able to do activities in outdoor environments. PIANI allows inferring the risk level of the activity that an elderly person is currently doing out of his home. Also, our platform uses the smartphone of the user in order to collect geographic and t...
Article
Full-text available
The usage of GPUs (Graphics Processing Units) in graphics is essential due to their parallel feature to perform operations. In this work we implement a particle simulation program using shading languages to improve the interaction among particles. We implement a parallel algorithm to detect collisions among animated particles. Particles are stored...
Article
An algorithm to detect self-collisions in a human object is presented. We proposed to approximate the human object by spheres, which are placed inside the object mesh to fill the correspondent volume. We introduce the concept of sphere chain, a set of joined spheres which contains some regions of the human mesh. The object is approximated by severa...
Article
Full-text available
We investigate the performance of an algorithm to detect self-collisions in a tubular object approximated by spheres. The approach utilizes the Bounding Volume Hierarchy (BVH) to arrange the spheres and it was implemented using sequential and parallel algorithms. The tubular object has a snake-like motion, and the algorithm calculates the closer pa...
Article
Full-text available
Resumen Estudiamos el problema de aproximar un objeto tridimensional con esferas. Empleamos un disco que consta de rayos. El disco recorre el objeto para detectar colisiones con la malla poligonal. Los puntos de contacto de los rayos con los polígonos sirven para determinar las esferas que se crearán dentro del objeto. Para eso, debemos descomponer...
Article
A novel method to approximate objects with spheres is proposed. The algorithm finds the object’s shape defined by the base curve of the input object. The surrounding region is utilised to construct a circumference which runs along the surface. The circumference is constructed by obtaining a diameter of two opposite points on the surface, then colli...
Conference Paper
The Artificial Neural Networks (ANN) training represents a time-consuming process in machine learning systems. In this work we provide an implementation of the back-propagation algorithm on CUDA, a parallel computing architecture developed by NVIDIA. Using CUBLAS, a CUDA implementation of the Basic Linear Algebra Subprograms library (BLAS), the pro...
Conference Paper
Full-text available
A discrete collision detection algorithm to detect self-collisions between deformable objects is presented, this is built up using a bounding volume hierarchy (BVH) and a Feature-based method. The deformations are represented by the features of the mesh, which are within the bounding volumes and consequently the updating time for the BVH is reduced...
Conference Paper
Full-text available
An algorithm to detect collisions between both rigid and deformable objects is presented. The approach exploits benefits of a bounding volume hierarchy (BVH) and a feature-based method. The BVH decomposes the three dimensional polygonal objects into a hierarchy of spheres. The lowest level of the hierarchy is formed utilising spheres which bound 1-...
Conference Paper
We present an algorithm for collision detection by filling the free space between the objects involved. We compute the closest regions of a pair of objects, and update them during the running simulation. The algorithm is fast because the process depends on the number of neighbouring features of a vertex, the region, and not on all the features of t...
Article
We present an algorithm for collision detection between multiple deformable objects translating in a large environment. We use Spatial Partitioning to subdivide the scene and a Bounding Volume Hierarchy to decompose the objects, using octrees in both cases. The algorithm is divided in two parts, the Broad and Narrow Phases, with objects that can be...

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