22 research outputs found

    The WOZ Recognizer: A Tool For Understanding User Perceptions of Sketch-Based Interfaces

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    Sketch recognition has the potential to be an important input method for computers in the coming years; however, designing and building an accurate and sophisticated sketch recognition system is a time consuming and daunting task. Since sketch recognition is still at a level where mistakes are common, it is important to understand how users perceive and tolerate recognition errors and other user interface elements with these imperfect systems. A problem in performing this type of research is that we cannot easily control aspects of recognition in order to rigorously study the systems. We performed a study examining user perceptions of three pen-based systems for creating logic gate diagrams: a sketch-based interface, a WIMP-based interface, and a hybrid interface that combined elements of sketching and WIMP. We found that users preferred the sketch-based interface and we identified important criteria for pen-based application design. This work exposed the issue of studying recognition systems without fine-grained control over accuracy, recognition mode, and other recognizer properties. In order to solve this problem, we developed a Wizard of Oz sketch recognition tool, the WOZ Recognizer, that supports controlled symbol and position accuracy and batch and streaming recognition modes for a variety of sketching domains. We present the design of the WOZ Recognizer, modeling recognition domains using graphs, symbol alphabets, and grammars; and discuss the types of recognition errors we included in its design. Further, we discuss how the WOZ Recognizer simulates sketch recognition, controlling the WOZ Recognizer, and how users interact with it. In addition, we present an evaluative user study of the WOZ Recognizer and the lessons we learned. We have used the WOZ Recognizer to perform two user studies examining user perceptions of sketch recognition; both studies focused on mathematical sketching. In the first study, we examined whether users prefer recognition feedback now (real-time recognition) or later (batch recognition) in relation to different recognition accuracies and sketch complexities. We found that participants displayed a preference for real-time recognition in some situations (multiple expressions, low accuracy), but no statistical preference in others. In our second study, we examined whether users displayed a greater tolerance for recognition errors when they used mathematical sketching applications they found interesting or useful compared to applications they found less interesting. Participants felt they had a greater tolerance for the applications they preferred, although our statistical analysis did not positively support this. In addition to the research already performed, we propose several avenues for future research into user perceptions of sketch recognition that we believe will be of value to sketch recognizer researchers and application designers

    Rethinking Pen Input Interaction: Enabling Freehand Sketching Through Improved Primitive Recognition

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    Online sketch recognition uses machine learning and artificial intelligence techniques to interpret markings made by users via an electronic stylus or pen. The goal of sketch recognition is to understand the intention and meaning of a particular user's drawing. Diagramming applications have been the primary beneficiaries of sketch recognition technology, as it is commonplace for the users of these tools to rst create a rough sketch of a diagram on paper before translating it into a machine understandable model, using computer-aided design tools, which can then be used to perform simulations or other meaningful tasks. Traditional methods for performing sketch recognition can be broken down into three distinct categories: appearance-based, gesture-based, and geometric-based. Although each approach has its advantages and disadvantages, geometric-based methods have proven to be the most generalizable for multi-domain recognition. Tools, such as the LADDER symbol description language, have shown to be capable of recognizing sketches from over 30 different domains using generalizable, geometric techniques. The LADDER system is limited, however, in the fact that it uses a low-level recognizer that supports only a few primitive shapes, the building blocks for describing higher-level symbols. Systems which support a larger number of primitive shapes have been shown to have questionable accuracies as the number of primitives increase, or they place constraints on how users must input shapes (e.g. circles can only be drawn in a clockwise motion; rectangles must be drawn starting at the top-left corner). This dissertation allows for a significant growth in the possibility of free-sketch recognition systems, those which place little to no drawing constraints on users. In this dissertation, we describe multiple techniques to recognize upwards of 18 primitive shapes while maintaining high accuracy. We also provide methods for producing confidence values and generating multiple interpretations, and explore the difficulties of recognizing multi-stroke primitives. In addition, we show the need for a standardized data repository for sketch recognition algorithm testing and propose SOUSA (sketch-based online user study application), our online system for performing and sharing user study sketch data. Finally, we will show how the principles we have learned through our work extend to other domains, including activity recognition using trained hand posture cues

    New methods, techniques and applications for sketch recognition

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    2012-2013The use of diagrams is common in various disciplines. Typical examples include maps, line graphs, bar charts, engineering blueprints, architects’ sketches, hand drawn schematics, etc.. In general, diagrams can be created either by using pen and paper, or by using specific computer programs. These programs provide functions to facilitate the creation of the diagram, such as copy-and-paste, but the classic WIMP interfaces they use are unnatural when compared to pen and paper. Indeed, it is not rare that a designer prefers to use pen and paper at the beginning of the design, and then transfer the diagram to the computer later. To avoid this double step, a solution is to allow users to sketch directly on the computer. This requires both specific hardware and sketch recognition based software. As regards hardware, many pen/touch based devices such as tablets, smartphones, interactive boards and tables, etc. are available today, also at reasonable costs. Sketch recognition is needed when the sketch must be processed and not considered as a simple image and it is crucial to the success of this new modality of interaction. It is a difficult problem due to the inherent imprecision and ambiguity of a freehand drawing and to the many domains of applications. The aim of this thesis is to propose new methods and applications regarding the sketch recognition. The presentation of the results is divided into several contributions, facing problems such as corner detection, sketched symbol recognition and autocompletion, graphical context detection, sketched Euler diagram interpretation. The first contribution regards the problem of detecting the corners present in a stroke. Corner detection is often performed during preprocessing to segment a stroke in single simple geometric primitives such as lines or curves. The corner recognizer proposed in this thesis, RankFrag, is inspired by the method proposed by Ouyang and Davis in 2011 and improves the accuracy percentages compared to other methods recently proposed in the literature. The second contribution is a new method to recognize multi-stroke hand drawn symbols, which is invariant with respect to scaling and supports symbol recognition independently from the number and order of strokes. The method is an adaptation of the algorithm proposed by Belongie et al. in 2002 to the case of sketched images. This is achieved by using stroke related information. The method has been evaluated on a set of more than 100 symbols from the Military Course of Action domain and the results show that the new recognizer outperforms the original one. The third contribution is a new method for recognizing multi-stroke partially hand drawn symbols which is invariant with respect to scale, and supports symbol recognition independently from the number and order of strokes. The recognition technique is based on subgraph isomorphism and exploits a novel spatial descriptor, based on polar histograms, to represent relations between two stroke primitives. The tests show that the approach gives a satisfactory recognition rate with partially drawn symbols, also with a very low level of drawing completion, and outperforms the existing approaches proposed in the literature. Furthermore, as an application, a system presenting a user interface to draw symbols and implementing the proposed autocompletion approach has been developed. Moreover a user study aimed at evaluating the human performance in hand drawn symbol autocompletion has been presented. Using the set of symbols from the Military Course of Action domain, the user study evaluates the conditions under which the users are willing to exploit the autocompletion functionality and those under which they can use it efficiently. The results show that the autocompletion functionality can be used in a profitable way, with a drawing time saving of about 18%. The fourth contribution regards the detection of the graphical context of hand drawn symbols, and in particular, the development of an approach for identifying attachment areas on sketched symbols. In the field of syntactic recognition of hand drawn visual languages, the recognition of the relations among graphical symbols is one of the first important tasks to be accomplished and is usually reduced to recognize the attachment areas of each symbol and the relations among them. The approach is independent from the method used to recognize symbols and assumes that the symbol has already been recognized. The approach is evaluated through a user study aimed at comparing the attachment areas detected by the system to those devised by the users. The results show that the system can identify attachment areas with a reasonable accuracy. The last contribution is EulerSketch, an interactive system for the sketching and interpretation of Euler diagrams (EDs). The interpretation of a hand drawn ED produces two types of text encodings of the ED topology called static code and ordered Gauss paragraph (OGP) code, and a further encoding of its regions. Given the topology of an ED expressed through static or OGP code, EulerSketch automatically generates a new topologically equivalent ED in its graphical representation. [edited by author]XII n.s

    Perceptually-based language to simplify sketch recognition user interface development

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2007.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. 473-495).Diagrammatic sketching is a natural modality of human-computer interaction that can be used for a variety of tasks, for example, conceptual design. Sketch recognition systems are currently being developed for many domains. However, they require signal-processing expertise if they are to handle the intricacies of each domain, and they are time-consuming to build. Our goal is to enable user interface designers and domain experts who may not have expertise in sketch recognition to be able to build these sketch systems. We created and implemented a new framework (FLUID - f acilitating user interface development) in which developers can specify a domain description indicating how domain shapes are to be recognized, displayed, and edited. This description is then automatically transformed into a sketch recognition user interface for that domain. LADDER, a language using a perceptual vocabulary based on Gestalt principles, was developed to describe how to recognize, display, and edit domain shapes. A translator and a customizable recognition system (GUILD - a generator of user interfaces using ladder descriptions) are combined with a domain description to automatically create a domain specific recognition system.(cont.) With this new technology, by writing a domain description, developers are able to create a new sketch interface for a domain, greatly reducing the time and expertise for the task Continuing in pursuit of our goal to facilitate UI development, we noted that 1) human generated descriptions contained syntactic and conceptual errors, and that 2) it is more natural for a user to specify a shape by drawing it than by editing text. However, computer generated descriptions from a single drawn example are also flawed, as one cannot express all allowable variations in a single example. In response, we created a modification of the traditional model of active learning in which the system selectively generates its own near-miss examples and uses the human teacher as a source of labels. System generated near-misses offer a number of advantages. Human generated examples are tedious to create and may not expose problems in the current concept. It seems most effective for the near-miss examples to be generated by whichever learning participant (teacher or student) knows better where the deficiencies lie; this will allow the concepts to be more quickly and effectively refined.(cont.) When working in a closed domain such as this one, the computer learner knows exactly which conceptual uncertainties remain, and which hypotheses need to be tested and confirmed. The system uses these labeled examples to automatically build a LADDER shape description, using a modification of the version spaces algorithm that handles interrelated constraints, and which also has the ability to learn negative and disjunctive constraints.by Tracy Anne Hammond.Ph.D

    Object-oriented engineering of visual languages

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    Visual languages are notations that employ graphics (icons, diagrams) to present information in a two or more dimensional space. This work focuses on diagrammatic visual languages, as found in software engineering, and their computer implementations. Implementation means the development of processors to automatically analyze diagrams and the development of graphical editors for constructing the diagrams. We propose a rigorous implementation technique that uses a formal grammar to specify the syntax of a visual language and that uses parsing to automatically analyze the visual sentences generated by the grammar. The theoretical contributions of our work are an original treatment of error handling (error detection, reporting, and recovery) in off-line visual language parsing, and the source-to-source translation of visual languages. We have also substantially extended an existing grammatical model for multidimensional languages, called atomic relational grammars. We have added support for meta-language expressions that denote optional and repetitive right-hand-side elements. We hav

    Sketch recognition of digital ink diagrams : a thesis presented in partial fulfilment of the requirements for the degree of Doctor of Philosophy in Computer Science at Massey University, Palmerston North, New Zealand

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    Figures are either re-used with permission, or abstracted with permission from the source article.Sketch recognition of digital ink diagrams is the process of automatically identifying hand-drawn elements in a diagram. This research focuses on the simultaneous grouping and recognition of shapes in digital ink diagrams. In order to recognise a shape, we need to group strokes belonging to a shape, however, strokes cannot be grouped until the shape is identiïŹed. Therefore, we treat grouping and recognition as a simultaneous task. Our grouping technique uses spatial proximity to hypothesise shape candidates. Many of the hypothesised shape candidates are invalid, therefore we need a way to reject them. We present a novel rejection technique based on novelty detection. The rejection method uses proximity measures to validate a shape candidate. In addition, we investigate on improving the accuracy of the current shape recogniser by adding extra features. We also present a novel connector recognition system that localises connector heads around recognised shapes. We perform a full comparative study on two datasets. The results show that our approach is signiïŹcantly more accurate in ïŹnding shapes and faster on process diagram compared to Stahovich et al. (2014), which the results show the superiority of our approach in terms of computation time and accuracy. Furthermore, we evaluate our system on two public datasets and compare our results with other approaches reported in the literature that have used these dataset. The results show that our approach is more accurate in ïŹnding and recognising the shapes in the FC dataset (by ïŹnding and recognising 91.7% of the shapes) compared to the reported results in the literature
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