Електротехнички факултет [Научни радови] / Faculty of Electrical Engineering [Scientific papers]
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Прегледај Електротехнички факултет [Научни радови] / Faculty of Electrical Engineering [Scientific papers] по Аутор "Ćosović, Marijana"
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- СтавкаA Survey on Writer Identification and Recognition Methods with a Special Focus on Cultural Heritage(CEUR Workshop Proceedings, 2022) Ćosović, Marijana; Janković Babić, Radmila; Amelio, AlessiaThis paper reviews the state-of-the-art contributions for writer identification and recognition with a special focus on applications in the domain of cultural heritage. The task of writer recognition has only recently been recognized as a problem that can be solved by the methods available in the computer vision domain. A number of researchers have explored the performance of deep learning and transfer learning techniques for writer identification in historical documents, and for this purpose various datasets have been used, including the Avila Bible dataset, Historical-WI, HisFragIR20, IAM, HWDB and others. This paper analyses relevant methods used for writer identification and recognition in historical and medieval documents. It also makes a distinction between classification based on words, patches, or whole pages. The results indicate that the current literature supports using deep learning and transfer learning methods, as they are found to achieve the highest performance.
- СтавкаGame-Based Learning in Museums—Cultural Heritage Applications(MDPI, 2020) Ćosović, Marijana; Ramić Brkić, BelmaAs traditional museums migrate to the virtual world, they offer wider access to the exhibit collections but often fail to present content of those collections in more engaging way. Game-based learning is one of the solutions to mitigate this inevitable transition and support active learning in the process. It is increasingly gaining interest from the cultural heritage scientific community for the purpose of promoting cultural heritage, raising awareness of its importance and motivating users to visit cultural institutions such as museums more often. There are numerous examples of serious games that are based on or contain heritage content. Tangible cultural heritage is more represented in the virtual worlds and mainly based on applications of 3D technology. Recently, intangible cultural heritage is gaining more visibility within cultural heritage scope as a domain in which game-based learning could assist in its preservation. This paper attempts to address pros and cons of game-based learning in general and reflect on the choices of using serious games in the museum environment.