12 research outputs found

    ChemInk: A Natural Real-Time Recognition System for Chemical Drawings

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    We describe a new sketch recognition framework for chemical structure drawings that combines multiple levels of visual features using a jointly trained conditional random field. This joint model of appearance at different levels of detail makes our framework less sensitive to noise and drawing variations, improving accuracy and robustness. In addition, we present a novel learning-based approach to corner detection that achieves nearly perfect accuracy in our domain. The result is a recognizer that is better able to handle the wide range of drawing styles found in messy freehand sketches. Our system handles both graphics and text, producing a complete molecular structure as output. It works in real time, providing visual feedback about the recognition progress. On a dataset of chemical drawings our system achieved an accuracy rate of 97.4%, an improvement over the best reported results in literature. A preliminary user study also showed that participants were on average over twice as fast using our sketch-based system compared to ChemDraw, a popular CAD-based tool for authoring chemical diagrams. This was the case even though most of the users had years of experience using ChemDraw and little or no experience using Tablet PCs.National Science Foundation (U.S.) (Grant 0729422)United States. Dept. of Homeland Security (Graduate Research Fellowship)Pfizer Inc

    SketChart: A Pen-Based Tool for Chart Generation and Interaction.

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    It has been shown that representing data with the right visualization increases the understanding of qualitative and quantitative information encoded in documents. However, current tools for generating such visualizations involve the use of traditional WIMP techniques, which perhaps makes free interaction and direct manipulation of the content harder. In this thesis, we present a pen-based prototype for data visualization using 10 different types of bar based charts. The prototype lets users sketch a chart and interact with the information once the drawing is identified. The prototype\u27s user interface consists of an area to sketch and touch based elements that will be displayed depending on the context and nature of the outline. Brainstorming and live presentations can benefit from the prototype due to the ability to visualize and manipulate data in real time. We also perform a short, informal user study to measure effectiveness of the tool while recognizing sketches and users acceptance while interacting with the system. Results show SketChart strengths and weaknesses and areas for improvement

    New method to find corner and tangent vertices in sketches using parametric cubic curves approximation

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    Some recent approaches have been presented as simple and highly accurate corner finders in the sketches including curves, which is useful to support natural human-computer interaction, but these in most cases do not consider tangent vertices (smooth points between two geometric entities, present in engineering models), what implies an important drawback in the field of design. In this article we present a robust approach based on the approximation to parametric cubic curves of the stroke for further radius function calculation in order to detect corner and tangent vertices. We have called our approach Tangent and Corner Vertices Detection (TCVD), and it works in the following way. First, corner vertices are obtained as minimum radius peaks in the discrete radius function, where radius is obtained from differences. Second, approximated piecewise parametric curves on the stroke are obtained and the analytic radius function is calculated. Then, curves are obtained from stretches of the stroke that have a small radius. Finally, the tangent vertices are found between straight lines and curves or between curves, where no corner vertices are previously located. The radius function to obtain curves is calculated from approximated piecewise curves, which is much more noise free than discrete radius calculation. Several tests have been carried out to compare our approach to that of the current best benchmarked, and the obtained results show that our approach achieves a significant accuracy even better finding corner vertices, and moreover, tangent vertices are detected with an Accuracy near to 92% and a False Positive Rate near to 2%.Spanish Ministry of Science and Education and the FEDER Funds, through CUESKETCH (Ref. DPI2007-66755-C02-01) and HYMAS projects (Ref. DPI2010-19457) partially supported this work.Albert Gil, FE.; García Fernández-Pacheco, D.; Aleixos Borrás, MN. (2013). New method to find corner and tangent vertices in sketches using parametric cubic curves approximation. Pattern Recognition. 46(5):1433-1448. https://doi.org/10.1016/j.patcog.2012.11.006S1433144846

    A Sketch-Based Educational System for Learning Chinese Handwriting

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    Learning Chinese as a Second Language (CSL) is a difficult task for students in English-speaking countries due to the large symbol set and complicated writing techniques. Traditional classroom methods of teaching Chinese handwriting have major drawbacks due to human experts’ bias and the lack of assessment on writing techniques. In this work, we propose a sketch-based educational system to help CSL students learn Chinese handwriting faster and better in a novel way. Our system allows students to draw freehand symbols to answer questions, and uses sketch recognition and AI techniques to recognize, assess, and provide feedback in real time. Results have shown that the system reaches a recognition accuracy of 86% on novice learners’ inputs, higher than 95% detection rate for mistakes in writing techniques, and 80.3% F-measure on the classification between expert and novice handwriting inputs

    Multi-Modal Interfaces for Sensemaking of Graph-Connected Datasets

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    The visualization of hypothesized evolutionary processes is often shown through phylogenetic trees. Given evolutionary data presented in one of several widely accepted formats, software exists to render these data into a tree diagram. However, software packages commonly in use by biologists today often do not provide means to dynamically adjust and customize these diagrams for studying new hypothetical relationships, and for illustration and publication purposes. Even where these options are available, there can be a lack of intuitiveness and ease-of-use. The goal of our research is, thus, to investigate more natural and effective means of sensemaking of the data with different user input modalities. To this end, we experimented with different input modalities, designing and running a series of prototype studies, ultimately focusing our attention on pen-and-touch. Through several iterations of feedback and revision provided with the help of biology experts and students, we developed a pen-and-touch phylogenetic tree browsing and editing application called PhyloPen. This application expands on the capabilities of existing software with visualization techniques such as overview+detail, linked data views, and new interaction and manipulation techniques using pen-and-touch. To determine its impact on phylogenetic tree sensemaking, we conducted a within-subject comparative summative study against the most comparable and commonly used state-of-the-art mouse-based software system, Mesquite. Conducted with biology majors at the University of Central Florida, each used both software systems on a set number of exercise tasks of the same type. Determining effectiveness by several dependent measures, the results show PhyloPen was significantly better in terms of usefulness, satisfaction, ease-of-learning, ease-of-use, and cognitive load and relatively the same in variation of completion time. These results support an interaction paradigm that is superior to classic mouse-based interaction, which could have the potential to be applied to other communities that employ graph-based representations of their problem domains

    Revisiting Shortstraw - Improving Corner Finding In Sketch-Based Interfaces

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    We present IStraw, a new corner finding technique based on an analysis of the ShortStraw algorithm. Our analysis reveals several limitations in ShortStraw and we develop techniques to overcome them. We also present an extension to our corner finding approach for dealing with ink strokes that contain curves and arcs. An evaluation of our approach shows significant accuracy improvements over ShortStraw for polyline ink strokes with and without curves using an all-or-nothing accuracy metric while still maintaining ShortStraw\u27s computational complexity

    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

    Automatic 3D human modeling: an initial stage towards 2-way inside interaction in mixed reality

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    3D human models play an important role in computer graphics applications from a wide range of domains, including education, entertainment, medical care simulation and military training. In many situations, we want the 3D model to have a visual appearance that matches that of a specific living person and to be able to be controlled by that person in a natural manner. Among other uses, this approach supports the notion of human surrogacy, where the virtual counterpart provides a remote presence for the human who controls the virtual character\u27s behavior. In this dissertation, a human modeling pipeline is proposed for the problem of creating a 3D digital model of a real person. Our solution involves reshaping a 3D human template with a 2D contour of the participant and then mapping the captured texture of that person to the generated mesh. Our method produces an initial contour of a participant by extracting the user image from a natural background. One particularly novel contribution in our approach is the manner in which we improve the initial vertex estimate. We do so through a variant of the ShortStraw corner-finding algorithm commonly used in sketch-based systems. Here, we develop improvements to ShortStraw, presenting an algorithm called IStraw, and then introduce adaptations of this improved version to create a corner-based contour segmentatiuon algorithm. This algorithm provides significant improvements on contour matching over previously developed systems, and does so with low computational complexity. The system presented here advances the state of the art in the following aspects. First, the human modeling process is triggered automatically by matching the participant\u27s pose with an initial pose through a tracking device and software. In our case, the pose capture and skeletal model are provided by the Microsoft Kinect and its associated SDK. Second, color image, depth data, and human tracking information from the Kinect and its SDK are used to automatically extract the contour of the participant and then generate a 3D human model with skeleton. Third, using the pose and the skeletal model, we segment the contour into eight parts and then match the contour points on each segment to a corresponding anchor set associated with a 3D human template. Finally, we map the color image of the person to the 3D model as its corresponding texture map. The whole modeling process only take several seconds and the resulting human model looks like the real person. The geometry of the 3D model matches the contour of the real person, and the model has a photorealistic texture. Furthermore, the mesh of the human model is attached to the skeleton provided in the template, so the model can support programmed animations or be controlled by real people. This human control is commonly done through a literal mapping (motion capture) or a gesture-based puppetry system. Our ultimate goal is to create a mixed reality (MR) system, in which the participants can manipulate virtual objects, and in which these virtual objects can affect the participant, e.g., by restricting their mobility. This MR system prototype design motivated the work of this dissertation, since a realistic 3D human model of the participant is an essential part of implementing this vision

    Segmenting Hand-Drawn Strokes

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    Pen-based interfaces utilize sketch recognition so users can create and interact with complex, graphical systems via drawn input. In order for people to freely draw within these systems, users' drawing styles should not be constrained. The low-level techniques involved with sketch recognition must then be perfected, because poor low-level accuracy can impair a user's interaction experience. Corner finding, also known as stroke segmentation, is one of the first steps to free-form sketch recognition. Corner finding breaks a drawn stroke into a set of primitive symbols such as lines, arcs, and circles, so that the original stoke data can be transformed into a more machine-friendly format. By working with sketched primitives, drawn objects can then be described in a visual language, noting what primitive shapes have been drawn and the shapes? geometric relationships to each other. We present three new corner finding techniques that improve segmentation accuracy. Our first technique, MergeCF, is a multi-primitive segmenter that splits drawn strokes into primitive lines and arcs. MergeCF eliminates extraneous primitives by merging them with their neighboring segments. Our second technique, ShortStraw, works with polyline-only data. Polyline segments are important since many domains use simple polyline symbols formed with squares, triangles, and arrows. Our ShortStraw algorithm is simple to implement, yet more powerful than previous polyline work in the corner finding literature. Lastly, we demonstrate how a combination technique can be used to pull the best corner finding results from multiple segmentation algorithms. This combination segmenter utilizes the best corners found from other segmentation techniques, eliminating many false negatives (missed primitive segmentations) from the final, low-level results. We will present the implementation and results from our new segmentation techniques, showing how they perform better than related work in the corner finding field. We will also discuss limitations of each technique, how we have sought to overcome those limitations, and where we believe the sketch recognition subfield of corner finding is headed
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