115 research outputs found

    AutoGraff: towards a computational understanding of graffiti writing and related art forms.

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    The aim of this thesis is to develop a system that generates letters and pictures with a style that is immediately recognizable as graffiti art or calligraphy. The proposed system can be used similarly to, and in tight integration with, conventional computer-aided geometric design tools and can be used to generate synthetic graffiti content for urban environments in games and in movies, and to guide robotic or fabrication systems that can materialise the output of the system with physical drawing media. The thesis is divided into two main parts. The first part describes a set of stroke primitives, building blocks that can be combined to generate different designs that resemble graffiti or calligraphy. These primitives mimic the process typically used to design graffiti letters and exploit well known principles of motor control to model the way in which an artist moves when incrementally tracing stylised letter forms. The second part demonstrates how these stroke primitives can be automatically recovered from input geometry defined in vector form, such as the digitised traces of writing made by a user, or the glyph outlines in a font. This procedure converts the input geometry into a seed that can be transformed into a variety of calligraphic and graffiti stylisations, which depend on parametric variations of the strokes

    Variable weight neural networks and their applications on material surface and epilepsy seizure phase classifications

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    This paper presents a novel neural network having variable weights, which is able to improve its learning and generalization capabilities, to deal with classification problems. The variable weight neural network (VWNN) allows its weights to be changed in operation according to the characteristic of the network inputs so that it demonstrates the ability to adapt to different characteristics of input data resulting in better performance compared with ordinary neural networks with fixed weights. The effectiveness of the VWNN is tested with the consideration of two real-life applications. The first application is on the classification of materials using the data collected by a robot finger with tactile sensors sliding along the surface of a given material. The second application considers the classification of seizure phases of epilepsy (seizure-free, pre-seizure and seizure phases) using real clinical data. Comparisons are performed with some traditional classification methods including neural network, k-nearest neighbors and naive Bayes classification techniques. It is shown that the VWNN classifier outperforms the traditional methods in terms of classification accuracy and robustness property when input datais contaminated by noise

    Improving digital ink interpretation through expected type prediction and dynamic dispatch

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    Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2008.This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.Includes bibliographical references (p. 67-70).Interpretation accuracy of current applications dependent on interpretation of handwritten "digital ink" can be improved by providing contextual information about an ink sample's expected type. This expected type, however, has to be known or provided a priori, and poses several challenges if unknown or ambiguous. We have developed a novel approach that uses a classic machine learning technique to predict this expected type from an ink sample. By extracting many relevant features from the ink, and performing generic dimensionality reduction, we can obtain a minimum prediction accuracy of 89% for experiments involving up to five different expected types. With this approach, we can create a "dynamic dispatch interpreter" by biasing interpretation differently according to the predicted expected types of the ink samples. When evaluated in the domain of introductory computer science, our interpreter achieves high interpretation accuracy (87%), an improvement from Microsoft's default interpreter (62%), and comparable with other previous interpreters (87-89%), which, unlike ours, require additional expected type information for each ink sample.by Kah Seng Tay.M.Eng

    Handwriten mathematical expression recognition using graph grammars

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    This thesis presents a graph grammar approach for the recognition of handwritten mathematical expressions. Pen based interfaces provide a natural human computer interaction; interfaces for entering mathematical expressions are no exception to that. The problem is challenging, as it includes the sub-problems of character recognition (OCR) and 2-dimensional structure understanding. Thus, on top of the problems of the standard OCR systems, such as high variation in character shapes, the two dimensional nature of a mathematical expression brings further ambiguity. We use graph grammars for structural understanding of the expressions in order to represent as much information as possible in the parse process. Representing input expression as a graph protects the geometrical relations among the symbols of the input, while alternatives include methods for linearization of the input which may introduce critical errors into the parse process. Also graph grammars have the advantage of flexibility over procedurally coded parse systems. Another important aspect of our system is the fact that all alternative parses are evaluated and the one with maximum likelihood is selected as the intended expression. The likelihoods are estimated according to OCR confidence scores and structural relationships statistics. The segmentation step precedes the parse process, and segments and groups strokes collected from the Tablet input, according to timestamps and distance in space respectively. Then, the segmented symbols are recognized by the OCR engine which uses offline (image) features to allow for flexibility in time dimension, such as adding extra strokes and symbols anytime during the equation. The extracted features are used in an ANN and SVM combination engine returning top-3 character alternatives and confidence values. The parse process expands the graph by generating new tokens with repeated application of grammar rules. At the end, one or more tokens contain the full expression, along with a confidence value based on the 2-dimensional layout of the symbols in the expression and the associated statistics of geometrical relations between symbols. These and the OCR confidence scores are used in disambiguating alternative parses. Our approach is more powerful compared to graph re-writing systems in that all alternative parses are evaluated, rather than selecting the most likely rule application at a particular step, in an irreversible fashion. This also eliminates the need for specifying rule precedences, making system development or use of alternate grammars easier. The only limitation of our system is that segmentation errors are irreversible. That is, the parse process does not handle alternate segmentations, in order to keep the complexity of the parse process down. We alleviate this problem by providing feedback to the user as the segmentation proceeds, in real time. Our user interface gives error correction tools to the user to correct OCR errors and it can generate LATEX code, and MathML codes and graphical rendering of the input handwritten mathematical expression. An extensive collection of mathematical expression and isolated symbols are collected from 15 users for 57 different expressions from a 70-character alphabet. There are, in total, 1710 mathematical expressions and 10500 isolated characters. All samples are in the natural writing styles of the users

    Combining appearance and context for multi-domain sketch recognition

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2012.Cataloged from PDF version of thesis.Includes bibliographical references (p. 99-102).As our interaction with computing shifts away from the traditional desktop model (e.g., towards smartphones, tablets, touch-enabled displays), the technology that drives this interaction needs to evolve as well. Wouldn't it be great if we could talk, write, and draw to a computer just like we do with each other? This thesis addresses the drawing aspect of that vision: enabling computers to understand the meaning and semantics of free-hand diagrams. We present a novel framework for sketch recognition that seamlessly combines a rich representation of local visual appearance with a probabilistic graphical model for capturing higher level relationships. This joint model makes our system less sensitive to noise and drawing variations, improving accuracy and robustness. The result is a recognizer that is better able to handle the wide range of drawing styles found in messy freehand sketches. To preserve the fluid process of sketching on paper, our interface allows users to draw diagrams just as they would on paper, using the same notations and conventions. For the isolated symbol recognition task our method exceeds state-of-the-art performance in three domains: handwritten digits, PowerPoint shapes, and electrical circuit symbols. For the complete diagram recognition task it was able to achieve excellent performance on both chemistry and circuit diagrams, improving on the best previous results. Furthermore, in an on-line study our new interface was on average over twice as fast as the existing CAD-based method for authoring chemical diagrams, even for novice users who had little or no experience using a tablet. This is one of the first direct comparisons that shows a sketch recognition interface significantly outperforming a professional industry-standard CAD-based tool.by Tom Yu Ouyang.Ph.D

    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

    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

    Predicting and Reducing the Impact of Errors in Character-Based Text Entry

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    This dissertation focuses on the effect of errors in character-based text entry techniques. The effect of errors is targeted from theoretical, behavioral, and practical standpoints. This document starts with a review of the existing literature. It then presents results of a user study that investigated the effect of different error correction conditions on popular text entry performance metrics. Results showed that the way errors are handled has a significant effect on all frequently used error metrics. The outcomes also provided an understanding of how users notice and correct errors. Building on this, the dissertation then presents a new high-level and method-agnostic model for predicting the cost of error correction with a given text entry technique. Unlike the existing models, it accounts for both human and system factors and is general enough to be used with most character-based techniques. A user study verified the model through measuring the effects of a faulty keyboard on text entry performance. Subsequently, the work then explores the potential user adaptation to a gesture recognizer’s misrecognitions in two user studies. Results revealed that users gradually adapt to misrecognition errors by replacing the erroneous gestures with alternative ones, if available. Also, users adapt to a frequently misrecognized gesture faster if it occurs more frequently than the other error-prone gestures. Finally, this work presents a new hybrid approach to simulate pressure detection on standard touchscreens. The new approach combines the existing touch-point- and time-based methods. Results of two user studies showed that it can simulate pressure detection more reliably for at least two pressure levels: regular (~1 N) and extra (~3 N). Then, a new pressure-based text entry technique is presented that does not require tapping outside the virtual keyboard to reject an incorrect or unwanted prediction. Instead, the technique requires users to apply extra pressure for the tap on the next target key. The performance of the new technique was compared with the conventional technique in a user study. Results showed that for inputting short English phrases with 10% non-dictionary words, the new technique increases entry speed by 9% and decreases error rates by 25%. Also, most users (83%) favor the new technique over the conventional one. Together, the research presented in this dissertation gives more insight into on how errors affect text entry and also presents improved text entry methods

    Reconnaissance de l'écriture manuscrite en-ligne par approche combinant systèmes à vastes marges et modèles de Markov cachés

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    Handwriting recognition is one of the leading applications of pattern recognition and machine learning. Despite having some limitations, handwriting recognition systems have been used as an input method of many electronic devices and helps in the automation of many manual tasks requiring processing of handwriting images. In general, a handwriting recognition system comprises three functional components; preprocessing, recognition and post-processing. There have been improvements made within each component in the system. However, to further open the avenues of expanding its applications, specific improvements need to be made in the recognition capability of the system. Hidden Markov Model (HMM) has been the dominant methods of recognition in handwriting recognition in offline and online systems. However, the use of Gaussian observation densities in HMM and representational model for word modeling often does not lead to good classification. Hybrid of Neural Network (NN) and HMM later improves word recognition by taking advantage of NN discriminative property and HMM representational capability. However, the use of NN does not optimize recognition capability as the use of Empirical Risk minimization (ERM) principle in its training leads to poor generalization. In this thesis, we focus on improving the recognition capability of a cursive online handwritten word recognition system by using an emerging method in machine learning, the support vector machine (SVM). We first evaluated SVM in isolated character recognition environment using IRONOFF and UNIPEN character databases. SVM, by its use of principle of structural risk minimization (SRM) have allowed simultaneous optimization of representational and discriminative capability of the character recognizer. We finally demonstrate the various practical issues in using SVM within a hybrid setting with HMM. In addition, we tested the hybrid system on the IRONOFF word database and obtained favourable results.Nos travaux concernent la reconnaissance de l'écriture manuscrite qui est l'un des domaines de prédilection pour la reconnaissance des formes et les algorithmes d'apprentissage. Dans le domaine de l'écriture en-ligne, les applications concernent tous les dispositifs de saisie permettant à un usager de communiquer de façon transparente avec les systèmes d'information. Dans ce cadre, nos travaux apportent une contribution pour proposer une nouvelle architecture de reconnaissance de mots manuscrits sans contrainte de style. Celle-ci se situe dans la famille des approches hybrides locale/globale où le paradigme de la segmentation/reconnaissance va se trouver résolu par la complémentarité d'un système de reconnaissance de type discriminant agissant au niveau caractère et d'un système par approche modèle pour superviser le niveau global. Nos choix se sont portés sur des Séparateurs à Vastes Marges (SVM) pour le classifieur de caractères et sur des algorithmes de programmation dynamique, issus d'une modélisation par Modèles de Markov Cachés (HMM). Cette combinaison SVM/HMM est unique dans le domaine de la reconnaissance de l'écriture manuscrite. Des expérimentations ont été menées, d'abord dans un cadre de reconnaissance de caractères isolés puis sur la base IRONOFF de mots cursifs. Elles ont montré la supériorité des approches SVM par rapport aux solutions à bases de réseaux de neurones à convolutions (Time Delay Neural Network) que nous avions développées précédemment, et leur bon comportement en situation de reconnaissance de mots
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