<?xml version="1.0" encoding="UTF-8"?><?xml-stylesheet type="text/xsl" href="static/style.xsl"?><OAI-PMH xmlns="http://www.openarchives.org/OAI/2.0/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/ http://www.openarchives.org/OAI/2.0/OAI-PMH.xsd"><responseDate>2026-05-30T07:34:37Z</responseDate><request verb="GetRecord" identifier="oai:riuma.uma.es:10630/9616" metadataPrefix="marc">https://riuma.uma.es/rest/oai/request</request><GetRecord><record><header><identifier>oai:riuma.uma.es:10630/9616</identifier><datestamp>2026-02-03T12:19:55Z</datestamp><setSpec>com_10630_2254</setSpec><setSpec>col_10630_37959</setSpec></header><metadata><record xmlns="http://www.loc.gov/MARC21/slim" xmlns:dcterms="http://purl.org/dc/terms/" xmlns:doc="http://www.lyncode.com/xoai" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.loc.gov/MARC21/slim http://www.loc.gov/standards/marcxml/schema/MARC21slim.xsd">
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      <subfield code="a">Plaza, Victoria</subfield>
      <subfield code="e">author</subfield>
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   <datafield ind2=" " ind1=" " tag="720">
      <subfield code="a">Ababsa, Fakhr-Eddine</subfield>
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      <subfield code="a">García-Cerezo, Alfonso José</subfield>
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      <subfield code="a">Gómez-Ruiz, José Antonio</subfield>
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      <subfield code="c">2015-03-26</subfield>
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      <subfield code="a">This work proposes a new segmentation algorithm for three-dimensional dense point clouds and has been&#xd;
specially designed for natural environments where the ground is unstructured and may include big slopes, non-flat areas and&#xd;
isolated areas. This technique is based on a Geometric-Featured Voxel map (GFV) where the scene is discretized in&#xd;
constant size cubes or voxels which are classified in flat surface, linear or tubular structures and scattered or undefined&#xd;
shapes, usually corresponding to vegetation. Since this is not a point-based technique the computational cost is significantly&#xd;
reduced, hence it may be compatible with Real-Time applications. The ground is extracted in order to obtain more accurate&#xd;
results in the posterior segmentation process. The scene is split into objects and a second segmentation in regions inside&#xd;
each object is performed based on the voxel’s geometric class. The work here evaluates the proposed algorithm in various&#xd;
versions and several voxel sizes and compares the results with other methods from the literature. For the segmentation&#xd;
evaluation the algorithms are tested on several differently challenging hand-labeled data sets using two metrics, one of which&#xd;
is novel.</subfield>
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      <subfield code="a">http://hdl.handle.net/10630/9616</subfield>
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      <subfield code="a">Ingeniería de sistemas</subfield>
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   <datafield ind2="0" ind1="0" tag="245">
      <subfield code="a">3D Segmentation Method for Natural Environments based on a Geometric-Featured Voxel Map</subfield>
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