998 resultados para Sketch recognition


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Artifacts made by humans, such as items of furniture and houses, exhibit an enormous amount of variability in shape. In this paper, we concentrate on models of the shapes of objects that are made up of fixed collections of sub-parts whose dimensions and spatial arrangement exhibit variation. Our goals are: to learn these models from data and to use them for recognition. Our emphasis is on learning and recognition from three-dimensional data, to test the basic shape-modeling methodology. In this paper we also demonstrate how to use models learned in three dimensions for recognition of two-dimensional sketches of objects.

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The low accuracy rates of textshape dividers for digital ink diagrams are hindering their use in real world applications. While recognition of handwriting is well advanced and there have been many recognition approaches proposed for hand drawn sketches, there has been less attention on the division of text and drawing ink. Feature based recognition is a common approach for textshape division. However, the choice of features and algorithms are critical to the success of the recognition. We propose the use of data mining techniques to build more accurate textshape dividers. A comparative study is used to systematically identify the algorithms best suited for the specific problem. We have generated dividers using data mining with diagrams from three domains and a comprehensive ink feature library. The extensive evaluation on diagrams from six different domains has shown that our resulting dividers, using LADTree and LogitBoost, are significantly more accurate than three existing dividers.

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针对同步在线草图识别算法中的效率和应用范围问题,提出基于增量式意图提取的识别算法.算法通过定义滞后窗口,采用增量式意图提取的方式理解用户的勾画意图,进而根据当前信息修正以前生成的意图段落,使得识别结果和用户的勾画意图保持一致.实验证明,该算法能够准确、实时地识别用户输入的多种图形.

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This paper aims to reducing difference between sketches and photos by synthesizing sketches from photos, and vice versa, and then performing sketch-sketch/photo-photo recognition with subspace learning based methods. Pseudo-sketch/pseudo-photo patches are synthesized with embedded hidden Markov model. Because these patches are assembled by averaging their overlapping area in most of the local strategy based methods, which leads to blurring effect to the resulted pseudo-sketch/pseudo-photo, we integrate the patches with image quilting. Experiments are carried out to demonstrate that the proposed method is effective to produce pseudo-sketch/pseudo-photo with high quality and achieve promising recognition results. © 2009.

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In many creative and technical areas, professionals make use of paper sketches for developing and expressing concepts and models. Paper offers an almost constraint free environment where they have as much freedom to express themselves as they need. However, paper does have some disadvantages, such as size and not being able to manipulate the content (other than remove it or scratch it), which can be overcome by creating systems that can offer the same freedom people have from paper but none of the disadvantages and limitations. Only in recent years has the technology become massively available that allows doing precisely that, with the development in touch‐sensitive screens that also have the ability to interact with a stylus. In this project a prototype was created with the objective of finding a set of the most useful and usable interactions, which are composed of combinations of multi‐touch and pen. The project selected Computer Aided Software Engineering (CASE) tools as its application domain, because it addresses a solid and well‐defined discipline with still sufficient room for new developments. This was the result from the area research conducted to find an application domain, which involved analyzing sketching tools from several possible areas and domains. User studies were conducted using Model Driven Inquiry (MDI) to have a better understanding of the human sketch creation activities and concepts devised. Then the prototype was implemented, through which it was possible to execute user evaluations of the interaction concepts created. Results validated most interactions, in the face of limited testing only being possible at the time. Users had more problems using the pen, however handwriting and ink recognition were very effective, and users quickly learned the manipulations and gestures from the Natural User Interface (NUI).

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This paper investigates the effectiveness of virtual product placement as a marketing tool by examining the relationship between brand recall and recognition and virtual product placement. It also aims to address a gap in the existing academic literature by focusing on the impact of product placement on recall and recognition of new brands. The growing importance of product placement is discussed and a review of previous research on product placement and virtual product placement is provided. The research methodology used to study the recall and recognition effects of virtual product placement are described and key findings presented. Finally, implications are discussed and recommendations for future research provided.

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