49 research outputs found

    HMM-based Offline Recognition of Handwritten Words Crossed Out with Different Kinds of Strokes

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    In this work, we investigate the recognition of words that have been crossed-out by the writers and are thus degraded. The degradation consists of one or more ink strokes that span the whole word length and simulate the signs that writers use to cross out the words. The simulated strokes are superimposed to the original clean word images. We considered two types of strokes: wave-trajectory strokes created with splines curves and line-trajectory strokes generated with the delta-lognormal model of rapid line movements. The experiments have been performed using a recognition system based on hidden Markov models and the results show that the performance decrease is moderate for single writer data and light strokes, but severe for multiple writer data

    Contributions to Pen & Touch Human-Computer Interaction

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    [EN] Computers are now present everywhere, but their potential is not fully exploited due to some lack of acceptance. In this thesis, the pen computer paradigm is adopted, whose main idea is to replace all input devices by a pen and/or the fingers, given that the origin of the rejection comes from using unfriendly interaction devices that must be replaced by something easier for the user. This paradigm, that was was proposed several years ago, has been only recently fully implemented in products, such as the smartphones. But computers are actual illiterates that do not understand gestures or handwriting, thus a recognition step is required to "translate" the meaning of these interactions to computer-understandable language. And for this input modality to be actually usable, its recognition accuracy must be high enough. In order to realistically think about the broader deployment of pen computing, it is necessary to improve the accuracy of handwriting and gesture recognizers. This thesis is devoted to study different approaches to improve the recognition accuracy of those systems. First, we will investigate how to take advantage of interaction-derived information to improve the accuracy of the recognizer. In particular, we will focus on interactive transcription of text images. Here the system initially proposes an automatic transcript. If necessary, the user can make some corrections, implicitly validating a correct part of the transcript. Then the system must take into account this validated prefix to suggest a suitable new hypothesis. Given that in such application the user is constantly interacting with the system, it makes sense to adapt this interactive application to be used on a pen computer. User corrections will be provided by means of pen-strokes and therefore it is necessary to introduce a recognizer in charge of decoding this king of nondeterministic user feedback. However, this recognizer performance can be boosted by taking advantage of interaction-derived information, such as the user-validated prefix. Then, this thesis focuses on the study of human movements, in particular, hand movements, from a generation point of view by tapping into the kinematic theory of rapid human movements and the Sigma-Lognormal model. Understanding how the human body generates movements and, particularly understand the origin of the human movement variability, is important in the development of a recognition system. The contribution of this thesis to this topic is important, since a new technique (which improves the previous results) to extract the Sigma-lognormal model parameters is presented. Closely related to the previous work, this thesis study the benefits of using synthetic data as training. The easiest way to train a recognizer is to provide "infinite" data, representing all possible variations. In general, the more the training data, the smaller the error. But usually it is not possible to infinitely increase the size of a training set. Recruiting participants, data collection, labeling, etc., necessary for achieving this goal can be time-consuming and expensive. One way to overcome this problem is to create and use synthetically generated data that looks like the human. We study how to create these synthetic data and explore different approaches on how to use them, both for handwriting and gesture recognition. The different contributions of this thesis have obtained good results, producing several publications in international conferences and journals. Finally, three applications related to the work of this thesis are presented. First, we created Escritorie, a digital desk prototype based on the pen computer paradigm for transcribing handwritten text images. Second, we developed "Gestures à Go Go", a web application for bootstrapping gestures. Finally, we studied another interactive application under the pen computer paradigm. In this case, we study how translation reviewing can be done more ergonomically using a pen.[ES] Hoy en día, los ordenadores están presentes en todas partes pero su potencial no se aprovecha debido al "miedo" que se les tiene. En esta tesis se adopta el paradigma del pen computer, cuya idea fundamental es sustituir todos los dispositivos de entrada por un lápiz electrónico o, directamente, por los dedos. El origen del rechazo a los ordenadores proviene del uso de interfaces poco amigables para el humano. El origen de este paradigma data de hace más de 40 años, pero solo recientemente se ha comenzado a implementar en dispositivos móviles. La lenta y tardía implantación probablemente se deba a que es necesario incluir un reconocedor que "traduzca" los trazos del usuario (texto manuscrito o gestos) a algo entendible por el ordenador. Para pensar de forma realista en la implantación del pen computer, es necesario mejorar la precisión del reconocimiento de texto y gestos. El objetivo de esta tesis es el estudio de diferentes estrategias para mejorar esta precisión. En primer lugar, esta tesis investiga como aprovechar información derivada de la interacción para mejorar el reconocimiento, en concreto, en la transcripción interactiva de imágenes con texto manuscrito. En la transcripción interactiva, el sistema y el usuario trabajan "codo con codo" para generar la transcripción. El usuario valida la salida del sistema proporcionando ciertas correcciones, mediante texto manuscrito, que el sistema debe tener en cuenta para proporcionar una mejor transcripción. Este texto manuscrito debe ser reconocido para ser utilizado. En esta tesis se propone aprovechar información contextual, como por ejemplo, el prefijo validado por el usuario, para mejorar la calidad del reconocimiento de la interacción. Tras esto, la tesis se centra en el estudio del movimiento humano, en particular del movimiento de las manos, utilizando la Teoría Cinemática y su modelo Sigma-Lognormal. Entender como se mueven las manos al escribir, y en particular, entender el origen de la variabilidad de la escritura, es importante para el desarrollo de un sistema de reconocimiento, La contribución de esta tesis a este tópico es importante, dado que se presenta una nueva técnica (que mejora los resultados previos) para extraer el modelo Sigma-Lognormal de trazos manuscritos. De forma muy relacionada con el trabajo anterior, se estudia el beneficio de utilizar datos sintéticos como entrenamiento. La forma más fácil de entrenar un reconocedor es proporcionar un conjunto de datos "infinito" que representen todas las posibles variaciones. En general, cuanto más datos de entrenamiento, menor será el error del reconocedor. No obstante, muchas veces no es posible proporcionar más datos, o hacerlo es muy caro. Por ello, se ha estudiado como crear y usar datos sintéticos que se parezcan a los reales. Las diferentes contribuciones de esta tesis han obtenido buenos resultados, produciendo varias publicaciones en conferencias internacionales y revistas. Finalmente, también se han explorado tres aplicaciones relaciones con el trabajo de esta tesis. En primer lugar, se ha creado Escritorie, un prototipo de mesa digital basada en el paradigma del pen computer para realizar transcripción interactiva de documentos manuscritos. En segundo lugar, se ha desarrollado "Gestures à Go Go", una aplicación web para generar datos sintéticos y empaquetarlos con un reconocedor de forma rápida y sencilla. Por último, se presenta un sistema interactivo real bajo el paradigma del pen computer. En este caso, se estudia como la revisión de traducciones automáticas se puede realizar de forma más ergonómica.[CA] Avui en dia, els ordinadors són presents a tot arreu i es comunament acceptat que la seva utilització proporciona beneficis. No obstant això, moltes vegades el seu potencial no s'aprofita totalment. En aquesta tesi s'adopta el paradigma del pen computer, on la idea fonamental és substituir tots els dispositius d'entrada per un llapis electrònic, o, directament, pels dits. Aquest paradigma postula que l'origen del rebuig als ordinadors prové de l'ús d'interfícies poc amigables per a l'humà, que han de ser substituïdes per alguna cosa més coneguda. Per tant, la interacció amb l'ordinador sota aquest paradigma es realitza per mitjà de text manuscrit i/o gestos. L'origen d'aquest paradigma data de fa més de 40 anys, però només recentment s'ha començat a implementar en dispositius mòbils. La lenta i tardana implantació probablement es degui al fet que és necessari incloure un reconeixedor que "tradueixi" els traços de l'usuari (text manuscrit o gestos) a alguna cosa comprensible per l'ordinador, i el resultat d'aquest reconeixement, actualment, és lluny de ser òptim. Per pensar de forma realista en la implantació del pen computer, cal millorar la precisió del reconeixement de text i gestos. L'objectiu d'aquesta tesi és l'estudi de diferents estratègies per millorar aquesta precisió. En primer lloc, aquesta tesi investiga com aprofitar informació derivada de la interacció per millorar el reconeixement, en concret, en la transcripció interactiva d'imatges amb text manuscrit. En la transcripció interactiva, el sistema i l'usuari treballen "braç a braç" per generar la transcripció. L'usuari valida la sortida del sistema donant certes correccions, que el sistema ha d'usar per millorar la transcripció. En aquesta tesi es proposa utilitzar correccions manuscrites, que el sistema ha de reconèixer primer. La qualitat del reconeixement d'aquesta interacció és millorada, tenint en compte informació contextual, com per exemple, el prefix validat per l'usuari. Després d'això, la tesi se centra en l'estudi del moviment humà en particular del moviment de les mans, des del punt de vista generatiu, utilitzant la Teoria Cinemàtica i el model Sigma-Lognormal. Entendre com es mouen les mans en escriure és important per al desenvolupament d'un sistema de reconeixement, en particular, per entendre l'origen de la variabilitat de l'escriptura. La contribució d'aquesta tesi a aquest tòpic és important, atès que es presenta una nova tècnica (que millora els resultats previs) per extreure el model Sigma- Lognormal de traços manuscrits. De forma molt relacionada amb el treball anterior, s'estudia el benefici d'utilitzar dades sintètiques per a l'entrenament. La forma més fàcil d'entrenar un reconeixedor és proporcionar un conjunt de dades "infinit" que representin totes les possibles variacions. En general, com més dades d'entrenament, menor serà l'error del reconeixedor. No obstant això, moltes vegades no és possible proporcionar més dades, o fer-ho és molt car. Per això, s'ha estudiat com crear i utilitzar dades sintètiques que s'assemblin a les reals. Les diferents contribucions d'aquesta tesi han obtingut bons resultats, produint diverses publicacions en conferències internacionals i revistes. Finalment, també s'han explorat tres aplicacions relacionades amb el treball d'aquesta tesi. En primer lloc, s'ha creat Escritorie, un prototip de taula digital basada en el paradigma del pen computer per realitzar transcripció interactiva de documents manuscrits. En segon lloc, s'ha desenvolupat "Gestures à Go Go", una aplicació web per a generar dades sintètiques i empaquetar-les amb un reconeixedor de forma ràpida i senzilla. Finalment, es presenta un altre sistema inter- actiu sota el paradigma del pen computer. En aquest cas, s'estudia com la revisió de traduccions automàtiques es pot realitzar de forma més ergonòmica.Martín-Albo Simón, D. (2016). Contributions to Pen & Touch Human-Computer Interaction [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/68482TESI

    Drawing, Handwriting Processing Analysis: New Advances and Challenges

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    International audienceDrawing and handwriting are communicational skills that are fundamental in geopolitical, ideological and technological evolutions of all time. drawingand handwriting are still useful in defining innovative applications in numerous fields. In this regard, researchers have to solve new problems like those related to the manner in which drawing and handwriting become an efficient way to command various connected objects; or to validate graphomotor skills as evident and objective sources of data useful in the study of human beings, their capabilities and their limits from birth to decline

    Graphonomics and your Brain on Art, Creativity and Innovation : Proceedings of the 19th International Graphonomics Conference (IGS 2019 – Your Brain on Art)

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    [Italiano]: “Grafonomia e cervello su arte, creatività e innovazione”. Un forum internazionale per discutere sui recenti progressi nell'interazione tra arti creative, neuroscienze, ingegneria, comunicazione, tecnologia, industria, istruzione, design, applicazioni forensi e mediche. I contributi hanno esaminato lo stato dell'arte, identificando sfide e opportunità, e hanno delineato le possibili linee di sviluppo di questo settore di ricerca. I temi affrontati includono: strategie integrate per la comprensione dei sistemi neurali, affettivi e cognitivi in ambienti realistici e complessi; individualità e differenziazione dal punto di vista neurale e comportamentale; neuroaesthetics (uso delle neuroscienze per spiegare e comprendere le esperienze estetiche a livello neurologico); creatività e innovazione; neuro-ingegneria e arte ispirata dal cervello, creatività e uso di dispositivi di mobile brain-body imaging (MoBI) indossabili; terapia basata su arte creativa; apprendimento informale; formazione; applicazioni forensi. / [English]: “Graphonomics and your brain on art, creativity and innovation”. A single track, international forum for discussion on recent advances at the intersection of the creative arts, neuroscience, engineering, media, technology, industry, education, design, forensics, and medicine. The contributions reviewed the state of the art, identified challenges and opportunities and created a roadmap for the field of graphonomics and your brain on art. The topics addressed include: integrative strategies for understanding neural, affective and cognitive systems in realistic, complex environments; neural and behavioral individuality and variation; neuroaesthetics (the use of neuroscience to explain and understand the aesthetic experiences at the neurological level); creativity and innovation; neuroengineering and brain-inspired art, creative concepts and wearable mobile brain-body imaging (MoBI) designs; creative art therapy; informal learning; education; forensics

    Variations of handwritten signatures with time: A sigma-lognormal analysis

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    Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works. M. Gómez-Barrero, J. Galbally, J. Fiérrez, J. Ortega-García, "Variations of handwritten signatures with time: A sigma-lognormal analysis" in 6th International Conference on Biometrics (ICB), Madrid (Spain), 2013, 1-6The variation of dynamic signatures with time is analysed for the first time using the Kinematic Theory, following a general, consistent and fully reproducible protocol. Experiments are carried out on a new long-term database captured in 6 sessions uniformly distributed over a 15 month time span, under almost identical conditions. Signatures are represented with the Sigma Log-Normal model, which takes into account the effects of body ageing closely related to handwriting, such as neuromuscular response times. After studying the evolution of signatures with time, an analysis on age groups based on the model parameters is carried out.This work has been partially supported by projects Contexts (S2009/TIC-1485) from CAM, Bio-Challenge (TEC2009-11186) and Bio-Shield (TEC2012-34881) from Spanish MINECO, Guardia Civil, Cátedra UAM-Telefónica and grant RGPIN-915 from NSERC Canada

    A new algorithm and system for the extraction of delta-lognormal parameters

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    In this report, we present a new analytical method to estimate the parameters of Delta-lognormal functions. According to the Kinematic Theory of rapid human movements, these parameters contain information both on the motor commands and on the timing properties of a neuromuscular system. The new algorithm, called XZERO, exploits relationships between the zero crossings of the first and the second time-derivatives of a lognormal function and its four basic parameters. The methodology is described and evaluated in various testing conditions. Furthermore, for the first time, the extraction accuracy is quantified empirically, taking advantage of the exponential relationships that link the disperssion of the extraction errors with its signal to noise ratio. A new extraction system, which uses a benchmark of three estimation methods, is also proposed and evaluated in the mid-term perspective of developing machine intelligence applications that rely on lognormal functions

    Training of On-line Handwriting Text Recognizers with Synthetic Text Generated Using the Kinematic Theory of Rapid Human Movements

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    ©2014 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.A method for automatic generation of synthetic handwritten words is presented which is based in the Kinematic Theory and its Sigma-lognormal model. To generate a new synthetic sample, first a real word is modelled using the Sigmalognormal model. Then the Sigma-lognormal parameters are randomly perturbed within a range, introducing human-like variations in the sample. Finally, the velocity function is recalculated taking into account the new parameters. The synthetic words are then used as training data for a Hidden Markov Model based on-line handwritten recognizer. The experimental results confirm the great potential of the Kinematic Theory of rapid human movements applied to writer adaptation.This work was partially supported by the Universitat Politècnica de València under the PMIA-2013 scholarship, the Spanish MEC under FPU scholarship AP2010-0575, the EU’s 7th Framework Programme (FP7/2007-2013) under grant agreement n. 600707 (tranScriptorium) and n. 287576 (CasMaCat) and the Natural Sciences and Engineering Research Council of Canada (NSERC) under grant RGPIN-915.Martín-Albo Simón, D.; Plamondon, R.; Vidal Ruiz, E. (2014). Training of On-line Handwriting Text Recognizers with Synthetic Text Generated Using the Kinematic Theory of Rapid Human Movements. IEEE. https://doi.org/10.1109/ICFHR.2014.97

    Recent developments in the study of rapid human movements with the kinematic theory: Applications to handwriting and signature synthesis

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    International audienceHuman movement modeling can be of great interest for the design of pattern recognition systems relying on the understanding of the fine motor control (such as on-line handwriting recognition or signature verification) as well as for the development of intelligent systems involving in a way or another the processing of human movements. In this paper, we briefly list the different models that have been proposed in order to characterize the handwriting process and focus on a representation involving a vectorial summation of lognormal functions: the Sigma-lognormal model. Then, from a practical perspective, we describe a new stroke extraction algorithm suitable for the reverse engineering of handwriting signals. In the following section it is shown how the resulting representation can be used to study the writer and signer variability. We then report on two joint projects dealing with the automatic generation of synthetic specimens for the creation of large databases. The first application concerns the automatic generation of totally synthetic signature specimens for the training and evaluation of verification performances of automatic signature recognition systems. The second application deals with the synthesis of handwritten gestures for speeding up the learning process in customizable on-line recognition systems to be integrated in electronic pen pads

    Active detection of age groups based on touch interaction

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    This paper studies user classification into children and adults according to their interaction with touchscreen devices. We analyse the performance of two sets of features derived from the Sigma-Lognormal theory of rapid human movements and global characterization of touchscreen interaction. We propose an active detection approach aimed to continuously monitorize the user patterns. The experimentation is conducted on a publicly available database with samples obtained from 89 children between 3 and 6 years old and 30 adults. We have used Support Vector Machines algorithm to classify the resulting features into age groups. The sets of features are fused at score level using data from smartphones and tablets. The results, with correct classification rates over 96%, show the discriminative ability of the proposed neuromotorinspired features to classify age groups according to the interaction with touch devices. In active detection setup, our method is able to identify a child using only 4 gestures in averageThis work was funded by the project CogniMetrics (TEC2015-70627-R) and Bio-Guard (Ayudas Fundación BBVA a Equipos de Investigación Científica 2017
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