Monday, December 13, 2010

624 #24 Gabe Johnson, Ellen Yi-Luen Do - Games for sketch data collection

Introduction
This presentation introduces two games that can be used to collect sketch samples as well as associated metadata or textual description for context. The first is Picturephone, which is very similar to the party game of the same name, except that it is played on a website and players can submit either new descriptions for drawing, new drawings from concepts or rate drawings. The second game is Stellasketch, a game which asks a user to draw an image based on a prompt which other players will then see and use as a clue to figure out the current theme of image prompts. Both games would provide traditional sketch samples, that stroke and timestamp information, as well as ratings and descriptions, all of which are useful elements to data for use in training sketch recognition systems.

Discussion
Systems such as this are some of my favorite topics in computer science. The use of people as "Mechanical Turks" while at the same time entertaining them and providing solid data is a very appealing idea. If you can present people with motivation to help solve problems that are inherently human, while at the same time keeping the task straight forward and engaging you will have no lack of useful data. Imagine if solving puzzles in your favorite game actually solved real world problems at the same time, wouldn't it be ten times more addictive and interesting to play? (I am looking at you PopCap!)

624 #23 Hinckley etc. - InkSeine

Introduction
InkSeine is a sketch input overlay interface that is focused on providing search functionality to support active note taking tasks. The system lets the user mingle ink notes, search queries and documents in one space, acting as a sketch workspace for research, design or creative activities.

Discussion
It is interesting that the main focus of InkSeine is in-situ searching, though it makes sense when their primary user task is note taking and analysis of their personal document collections. I would think personally that users would not want handwritten notes all over their computer workspace, but the idea of having that information available for later access in its original context seems compelling.

624 #22 Mori, Igarashi - Plushie

Introduction
Plushie builds off of Teddy and provides an interface not just to create 3d models but to construct a simulated plush toy. From this simulation the system is able to generate patterns and instructions for assembling the plush toy in real life. Editing can either be performed using techniques of Teddy on the 3d representation, or directly on the 2d construction pattern. While editing, the 3d representation also runs a "plushie" simulation that gives an accurate representation of what the final shape will look like .

Discussion
I did not think I would see anything more brilliant than teddy but this is an amazing combination of natural interaction and physical modeling all working together to simplify an inherently difficult problem. Even professional balloon designers, who were interviewed as part of the user study process for Plushie, felt that the software could help them decrease design time for new balloons.

624 #21 Igarashi, Matsuoka, Tanaka - Teddy

Introduction
Teddy is a system that turns 2D freeform strokes into 3d objects by extracting 2D silhouettes from the sketches. The system is easy to use and it typically took novice users only 10 minutes before they were able to start making 3D shapes. Teddy supports several 3d editing commands, such as creating new objects, painting on the surface, extrusion, cutting, smothing and transformation.

Discussion
Teddy is quite amazing as it really truly takes advantage of sketching as a natural input form to make a task like 3d modeling, which typically requires a long learning curve, simple and quick to learn. The only issue with teddy is that it requires explicit editing modes, but I suppose it is necessary given the complexity of the domain.

Sunday, December 12, 2010

624 #18 Shilman,Viola - Spatial Recognition and grouping of text and grpahics

Introduction
This paper discusses a spatial approach for recognition that is quick and efficient. The strokes of the sketch are connected in a proximity graph, then a classifier determines if the strokes compose part of an already classified shape. The classifier only uses a small subset of the features (image, curvature and endpoints) to increase recognition speed.

Discussion
While this approach is very efficient at achieving recognition for the given set of shapes, it is not as flexible as a geometrically based recognizer. The first issue is that each gesture is limited to 6 strokes, which is fine for gesture recognition but is constraining in an actual sketch environment that is supposed to be free form. Secondly the classifier is based on non-deformable templates so objects like arrows must be drawn as the template specifies and cannot be shaped differently.

624 #17 Bishop, Svensen - Distinguishing text from graphics in on-line handwritten ink

Introduction
This paper presents three methods for analysing text vs shapes in sketches: a multilayer perceptrion neural network (MLP), a hidden markov model (HMM) and a bi-partite HMM. These methods can be layered on top of each other to get a more complete picture of the stroke type. The MLP is the lowest level and attempts to identify strokes by constructing a feature vector of 9 features for each stroke and running them through an MLP to identify their type. The uni-partite HMM combines the individual stroke knowledge of the MLP and combines it with information about the temporal context of the stroke and those that came before it. The intuition with this HMM is that text strokes will follow text strokes and graphical strokes with follow graphical ones. Finally the bi-partite HMM adds information about the spatial context of strokes, how close they are to preceding strokes. In experiments, they found that the addition of the temporal context helped recognition rates for the MLP, but it was not always the case that the spatial context helped.

Discussion
It is interesting that they compared several layers of recognition in this paper, rather than entirely different techniques. Also of interest is the set of features that they chose for their feature vector, though it is not clear why they chose that particular set (perhaps from their own previous work). The combination of static classifiers and
on-line classifiers was particularly interesting as it showed how dependent this method is on training data.

624 #16 Segzin An Efficient Graph based recognizer

Introduction
This paper introduces a graph based system for recognizing symbols. Graph structures are used to represent the primitives that make up a symbol and how they are connected, geometrically and topologically. The recognizer is trained by creating these graph structures for each example sketch, then building average graphs that represent the individual symbol classifications. Four graph comparison algorithms were then compared for use in recognition, a stochastic search, error driven matching, greedy search and geometric sort matching. Stochastic, error driven and greedy search all achieved similar top-1 recognition rates, around 93% with relatively close running time, with stochastic being the slowest and greedy being the quickest. Geometric search was much faster, 2ms compared to the 12ms of greedy or 68ms of stochastic, however its top-1 recognition rate was lower, at 78%, and was aided by drawing consistency between users in the study.

Discussion
I like the search methods presented in this paper, and the fact that they can be applied directly to a symbol recognition system. Such a system lends itself to future improvements in search speeds, and would seem ideally suited for other optimizations like parallelization. This is in contrast with other recognition systems we have been introduced to which have not appeared trivially parallelizeable.