Project Report DIAGRAM DRAWING USING SHAPE RECOGNITION

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1 COLLEGE OF ENGINEERING AND COMPUTER SCIENCE DEPARTMENT OF COMPUTER SCIENCE Project Report DIAGRAM DRAWING USING SHAPE RECOGNITION Yajun Wang Supervisor: Eric McCreath

2 Abstract Sketch recognition is the automated recognition of hand-drawn inputs by an electronic stylus. It can recognise geometric primitives and other gestures defined by developers or users. The hand-drawn sketches recognition has been applied increasingly in a variety of fields, such as front ends for computer-aided design systems, gestural interfaces, alternative inputs for keyboard-less appliances, or automatic correction or understanding of diagrams for immediately educational feedback. This project aims to explore and develop current sketch recognition techniques and implement a system for drawing simple diagrams through Java GUI programming. The system can recognise shapes when users finish single-stroke drawing and edit text in some regular shapes. For the shape recognition part, author conducted two testings on this system: the accuracy of corners finding and the accuracy of shape recognition. The corners finding testing shows that the algorithm developed in this system is competitive with other corners finding algorithms, while the shape recognition testing demonstrates that there are still some aspects need to improve in this system during further work. I

3 Contents Abstract... I Contents... II 1. Introduction Objectives Scope and Limitations Structure of This Report Background Previous Work Project Overview Requirements of DDUSR Schedule System Design and Modelling Used Notation Implementation Pre-process Resample Remove Tails Corners Finding Stage One Stage Two Recognition Open or Close Shape Identification Turning Angle Function Shapes Testing Testing and Evaluation Conclusion References II

4 1. Introduction Sketch recognition is the automated recognition of hand-drawn inputs by an electronic stylus. The hand-drawn sketches recognition has been applied increasingly in a variety of fields, such as front ends for computer-aided design systems (such as data-flow diagrams, UML diagrams, electronic circuit diagram and other engineering design diagrams), automatic correction or understanding of diagrams for immediately educational feedback (for example, children draw a shape then system return feedback immediately to tell them what shape they are drawing and what it should be in fact), alternative inputs for small keyboard-less devices (such as Palm Pilots), or gestural interfaces. (Hammond et al., 2008) 1.1 Objectives In this project, the objective is to implement a program for drawing simple diagrams through Java GUI programming (named as DDUSR Diagram Drawing Using Shape Recognition ). This program would take user input from a mouse or a pen device and recognise simple shapes (such as arrows, circles, ellipses, squares, rectangles, triangles, lines, curves). These shapes would be converted to some smooth and nice shapes immediately while the user is interacting with the program. More specially, this application is developed for quickly drawing data-flow diagrams when the users need them. Users can move, resize and edit those refined shapes to combine into a data-flow diagram. Also this tool may be used for the construction of other similar diagrams

5 This project also aims to explore and develop current free-sketch recognition techniques and algorithms to implement, and explore heuristics for determining how the program can be best applied to the particular situation. Comparisons of this application and other existing applications are also provided. Figure 1.1 shows an example diagram drawn by DDUSR. Figure 1.1 An Example Diagram (Drawn by DDUSR) 1.2 Scope and Limitations This application reacts immediately once the user finishes single-stroke drawing. This means one of the limitations on this application is that it does not support multiple strokes drawing. For example, users may draw a rectangle with three strokes, as shown in Figure 1.2. Multiple-strokes drawing Single-stroke drawing OR Figure 1.2 Multiple-strokes drawing VS Single-stroke drawing - 2 -

6 Based on the requirements of this project implement of recognising and drawing simple shapes and the time limitation, the final program can recognise: lines, arrows, circles, ellipses, rectangles, squares, parallelograms, quadratic curves, cubic curves, polygons and polylines. But this application still can be developed more complex, and then more other shapes (such as spiral, helix and arbitrarily complex shapes) will be recognised and drawn this has been achieved in some current sketch recognition programs (Hammond et al., 2008). This application also provides all of the necessary functionalities for drawing, moving, resizing, editing, deleting, copying shapes (including changing drawing and background color of shapes, and text font, size and color) and saving current diagram. However, there are many improvements can be made that will improve efficiency and ease of use. This includes shapes union and separation which will be helpful for moving multiple shapes at once. The application is only tested with Windows 7 on author s own laptop and Ubuntu 9.10 on computers in ANU CSIT Labs. Overall, the testing environments of this application are in fast processing speeds and great memory storage capacity. Under those running environments, the application does not slow down even with more than fifty shapes in the drawing panel. Therefore, the performance and scalability of this application are not considered during testing. 1.3 Structure of This Report The rest of this report is structured as following chapters

7 Chapter 2 provides some background of the area this project in. This includes an overview of the sketch recognition and related techniques, and description of some similar systems developed by other researchers. Chapter 3 outlines the requirements for the application by detailing the features needed to develop, as well as features that were desirable but not essential. This chapter also gives the initially planned schedule of this project and the final procedures in actual implement to show whether this project is undertaken on schedule or not. It also describes some difficulties which author met during this project. Finally, it illustrates the overall design of this application which is divided into two parts: core recognition system design and the user interface design. Chapter 4 lists some notations used in Chapter 5 for avoiding ambiguity of the symbols used. The next part of the report in Chapter 5 covers how the program was implemented. This focuses on the core sketch recognition system. The following Chapter reports testing and evaluation of this system. The final Chapter then discusses the conclusions based on the project and the results of the program, as well as the challenges faced during the project. Also some ideas for future work on this project will be listed in this Chapter

8 2. Background Sketch recognition research lies at the crossroads of artificial intelligence and human computer interaction. Sketch recognition has become one of the increasingly popular forms of human-interaction due to the increasing use of Table PCs. Its techniques have generally fallen into two camps: gesture-based and free-sketch. (Hammond et al, 2008) First, gesture-based techniques can provide high accuracy, but requires users to learn how to draw each shape in a particular manner because the order and direction of the stroke, and the number of strokes are key factors for recognition. These techniques are usually used in the Palm Pilot s Graffiti. The performance of gesture-based recognition is based on drawing-style features, such as the start and end direction of the stroke, the drawing speed of the stroke, and the total rotation of the stroke. Second, free-sketch recognition allows users to draw shapes as they would naturally, but most current techniques have low accuracies or require significant domain-level tweaking to make them usable. The geometric- based, and feature-based, vision-based techniques are commonly used in free-sketch recognition to recognize shapes. In fact, the majority of current systems attempting free-sketch recognition are somewhere in between the gesture-based and free-sketch system, abandoning some constraints while keeping others due to the drawback the free-sketch has. (Hammond et al, 2008) Previous Work The idea of interacting with computers via pen-based input began in 1964 with the seminal work of Ivan Sutherland s sketchpad system. This system was able to defined relationships to an existing object diagram. It constructed a diagram based on a model - 5 -

9 of the design process. The locations of the points and the lines of the diagram modelled the variables of a design. And the geometric constraints which applied to the points and lines of the diagram modelled the design constraints which confined the values of the design variables. (Sutherland, 1964) In 1991, Dean Rubine proposed a gesture recognition toolkit, GRANDMA, which allowed single-stroke gestures to be learned and later recognized through the use of a linear classifier. Rubine proposed thirteen features that could be used to describe any single stroke shape and also provides two techniques for rejecting bad gestures. (Rubine, 1991) Rubine's work was extended by other researchers later. However, both these systems use feature-based techniques which require extensive training. Furthermore, because of the features chosen, these systems required that strokes be drawn in the same manner each time they were drawn. For example, a circle drawn in an anti-clockwise manner would not be the same as a circle drawn in a clockwise manner. Due to the drawbacks of feature-based techniques, a research trend towards more geometric-based techniques occurred. In 2001, Sezgin et al. propose a system that was composed of an approximation stage, a recognition stage and a beautification stage. The system used a novel method to detect corners in drawn strokes finding the points of highest curvature along with the points of lowest speed. In 2006, Kim and Kim present new curvature metrics on corner finding. The metrics, local convexity (the sum of all the curvatures of the same sign within a window together) and local monoticity (investigate decreasing curvatures of the same sign around a point) measure the curvature in the same direction at a point. Kim and Kim also introduce a different measure for the curvature at a point. The system first resamples the stroke points. Since the distance of any two adjacent points become a constant after resampling, a point s curvature does not need to take account of changes of the path length. Therefore, the curvature at each point is equal to the direction change (i.e. turning angle) at that point. In 2008, Paulson and Hammond propose a system PaleoSketch which mainly uses - 6 -

10 many of the concepts learned from the Sezgin et al. (2001) and other previous work. It improves on these systems to be able to recognize a larger number of primitive shapes and complex shapes which consist of lines and curves, while still maintains high recognition accuracy. There are also some other research in different domains of the sketch recognition field, such as, dominant points in curves (Tech & Chi, 1989), corner finding in polylines (Wolin & Hammond, 2008), partial matching of polygons by translation and rotation of turning angles (McCreath, 2008). All of these three techniques are adopted in this project and will be illustrated later in this report. So far, some tools, such as LADDE (Hammond & Davis, 2005), have been developed to allow users to describe higher level symbols as a combination of lower level primitives matching certain geometric constraints. They are usually implemented for drawing some certain diagram designs, such as UML diagrams, electronic circuit diagrams, flow charts, mechanical engineering diagrams and military course of action diagrams by using some shape definition languages. Others have attempted to improve upper-level recognition by using context; however, the use of context typically requires domain knowledge. The goal of this project is to learn knowledge from previous work and develop a system to recognize free-hand sketches with as high as possible accuracy by attempting and developing generalized (probably new or modified) techniques. In addition, this system is specially developed for quickly drawing data-flow diagrams

11 3. Project Overview This chapter first outlines the essential requirements for this system, as well as features that were desirable but not essential. The initially planned schedule and the final procedures in actual implement are also given in this chapter to show whether this project is undertaken on schedule or not. It also describes some difficulties which author met during this project. Finally, the overall design of this system which is divided into two parts: core recognition system design and the user interface design, are illustrated. 3.1 Requirements of DDUSR Essential Requirements 1. The program should react immediately after users finish one-stroke drawing. The shapes should be recognised are: arrows, circles, squares, ellipses, rectangles and a special shape type for data-flow diagram DataStores. 2. The program should allow moving, resizing and editing shapes. 3. The program should allow inputting text in some regular shapes, such as circles, ellipses, rectangles, squares Desirable Features 1. The program can recognise more shapes than what listed in essential requirements. 2. The program can have some feature functions, such as colour chooser, text font and size selection, diagram saving and shape copying, deleting and recalling

12 3.2 Schedule Initial Plan Week 1 Week 2 Week 3 Week 4 Week 5 Week 6-8 Week 9 Week 10 Week 11 Week 12 Week 13 Week 14 Look for supervisor and determine the topic Search and read materials related to the topic Learn Java programming Decide which method/algorithm will be used in the program Learning Java programming Prepare for initial presentation Read more materials and discuss with supervisor and other people Start programming - draw and recognise basic shapes (square and circle) using mouse Programming - recognise other shapes Programming - improve processing accuracy and add colour selection Debugging Complete application Write report Write report and submission Prepare for final presentation Actual Procedure As the author is a new Java learner, the learning of Java is actually run throughout whole lifecycle of this project. For the programming part, the implement of corner finding algorithm occupies the majority of the lifecycle of this project due to several attempts on various algorithms and settings of various constant factors. Then come to the editing text part, the shape layer problem takes some time to fix because it requires a large number of modifications and changes on mouse event handling. Overall, this project is conducted step by step under the time constraint, although it takes few more - 9 -

13 time on learning period through whole project lifecycle. 3.3 System Design and Modelling Core Recognition System Design Figure 3.1 Core Recognition System Modelling (Drawn by DDUSR) As shown in Figure 3.1, the final points used in recognition process are those identified as corners. Therefore, the main focus of this application is finding correct corners of original shape (raw shape). This will be discussed in Chapter User Interface Design The standing point of user interface design is as simple as possible, because the main purpose of this program is for users (probably software designer) to quickly drawing diagrams. So when they are designing their systems, they can rapidly brainstorm

14 their ideas. Also the shapes in these diagrams can be easily and quickly edited. The other aim is that for users drawing some design diagrams which consist of simple shapes such as data-flow diagrams. The user interface is combined by a menu bar which provides some commonly used functions and a white drawing panel which displays the refined shapes. A screen that of the user interfaces is shown in Figure 3.2. Figure 3.2 User Interface with Some Drawn Shapes Actually, when users are drawing a shape, they are interacting with the Glass Pane rather than the Content Pane (see The Java TM Tutorials for more details about Glass Pane and Content Pane of JFrame), but the original shapes that they drawn are displayed on the Content Pane. The Glass Pane is performed as a transparent screen which is between users and the display screen (i.e. Content Pane). Users draw on Glass Pane using an electronic pen or mouse, but all the contents (i.e. shapes) are shown on the display screen, Content Pane, which is under the Glass Pane. The purpose of using the Glass Pane is to catch the mouse events and then deliver them to the corresponding components. Without Glass Pane, when the text pane in a shape is

15 existent, it will catch the mouse event and active the editing text mode. This will lead the shape losing move function because the panel in which the shape cannot catch the mouse event. After passing the original shape to the core recognition system, the recognition system returns a JComponent with the refined shape to add to the Content Pane. This means the shapes with their own text panes (if exist) are actually drawn in their own JComponents rather than the Content Pane. This can avoid the overlapping problem when system draws shapes and adds text panes in Content Pane directly. The users can double click the shapes to active the text pane. Only some supported shapes have text pane, such as circles, ellipses, rectangles, squares and DataStores (a special shape type for drawing data-flow purpose). When the user is under Edit Text mode, the user can easily change focus between those shapes with text panes by single click the text panes in shapes, because the Glass Pane is invisible under edit text mode. If the user clicks the area without text pane, the application will set the Glass Pane visible automatically and back to Common mode. Then the user can draw new shapes, and move or resize existing shapes. The inner mouse event passing process is shown in Figure 3.3. Figure 3.3 Mouse Event Passing Process (Drawn by DDUSR)

16 4. Used Notation This chapter lists some notations used in the following chapter. 1. A B append element B to the end of list A. 2. A the absolute value of A 3. Distance pp aa, pp bb = (x a x b ) 2 + (y a y b ) 2 the distance between p a and p b 4. line pp aa, bb the straight line between p a and p b 5. Path Length (pp a, b ) = b 1 (xi x i+1 ) 2 + (y i y i+1 ) 2 i=a the path length between p a and p b 6. Perimeter of Shape = N 1 i=0 (x i x i+1 ) 2 + (y i y i+1 ) 2 7. directed line pp a pp b a vector from p a and p b

17 5. Implementation 5.1 Pre-process The pre-processing is vital significant for further recognition processes. Without a good pre-processing, the system cannot recognise shapes accurately, because the original (raw) inputs contain noise which has a considerable impact on the quality of recognition results Resample The first step of pre-processing is resampling the points of a shape. This process is depicted in Figure 5.1. Resampling involves two key aspects: first, decide the inter-spacing distance which is the distance between two points after resamepling; second, relocate the points using a resampling algorithm along with the determined inter-spacing distance. Figure 5.1 Original Points of Sahpe VS Resampled Points of Shape

18 In DDUSR, for the inter-spacing distance, the approach of Wolin and Hammond (2008) is used. Points are resampled based on the diagonal length of the shape s bounding box. In order to accommodate for shapes of different size, the interspacing distance S is equal to the diagonal divided by a constant factor which is set to 40 in DDUSR. This constant factor is the same as in Wolin and Hammond s article (2008), which was determined empirically. The lower the value of this constant will cause over- smoothed shapes, whereas the higher the value of this constant is will result in too much noise. Once the interspacing distance S has been calculated, the original points of the shape can be resampled. The approach of Wobbrock et al. (2007) is used. At first, an empty arraylist newp of Point is created to store the new resampled points. The first point in the original point set, points 0, is then appended to newp. A distance holder D is initialized to 0. For point p i from second to the last point, compute d which is the distance between p i-1 and p i, when the D+d is greater than S, according to the trigonometric function the new position of resampled point can be calculated; otherwise, D is updated to D+d. The pseudo code of this algorithm is as follows: Resample (Shape s, C) p topleft = the top-left point of the bounding box of Shape s p bottomright = the bottom-right point of the bounding box of Shape s L diagonal = distance between p topleft and p bottomright inter-spacing distance S = L diagonal / 40 D = 0 resampled points newp points 0 FOR i from 1 to (points.size 1) d = distance between points i-1 and points i IF D + d >= S delta = (S D) / d p = p + delta * (points i points i-1 ) newp i = p

19 points i = p D = 0 ELSE D = D + d return newp Remove Tails Unintended tails at the beginning and ending of a shape tend to contain a great deal of noise, which can be a significant problem for accurate recognition. Therefore, removing these tails before sending the shape to further processing is necessary. To determine if a tail is present, the first 15% and the last 5% of the shape points are analysed. Because DDUSR is required to recognise arrows, the number of the last points which are to be considered has to be minimised. The ranges of points to be considered are determined by author experimentally. Then, the algorithm finds the point within each section (the first 15% and the last 5%) that has the highest curvature (i.e. the absolute value of turned angle divides to the distance between those two adjacent points). If that curvature is higher than a threshold, 0.5, then the stroke of the shape is broken at that point and removed as the tail. This is not performed on shapes with a low number of points, 5, or with too small shape perimeter, 70 (Paulson & Hammond, 2008). The pseudo code of this algorithm is as follows: RemoveTail (points) s = points.size * 0.15 e = points.size * 0.95 max = -1 FOR i from 1 to s d = distance between points i-1 and points i angle = turning angle at points i curvature = angle / d

20 IF max < curvature max = curvature smax = i IF max < 0.5 smax = 0 max = -1 FOR points from e to (points.size 2) d = distance between points i-1 and points i angle = turning angle at points i curvature = angle / d IF max < curvature max = curvature emax = i IF max < 0.5 emax = points.size 1 IF smax == 0 and emax == points.size - 1 return points FOR i from smax to emax newp points i return newp 5.2 Corners Finding Finding corners is the core concept of this application. The corners finding algorithm in DDUSR is developed from the algorithm presented by Wolin & Hammond (2008) which named as ShortStraw. The ShortStraw aims to develop a simple and effective way to finding corner. It uses a bottom-up approach to detect corners by calculating the distance (i.e. straw ) between the endpoints of a constant support region around each point and taking the points with the minimum straw to be corner candidates after resampling the points of a shape. In corners finding algorithm of this project, the main concept is the same as ShortStraw, but it has been developed to be more complex and more accurate. Therefore, the simplicity of ShortStraw has been reduced, but the

21 drawbacks of ShortStraw will be covered, such as non-sensitive to obtuse angles and redundant corners identified under small shapes or slowly-drawing circumstances. All the constant factors are determined by author of this report experimentally Stage One In this Stage, it follows the ShortStraw s main concept, i.e. using both a bottom-up and top-down approaches. The bottom-up approach attempts to build corners from primitive information, whereas the top-down approach looks at higher-level patterns to determine possible insertion or deletion of corners Bottom-Up DDUSR finds corners in a stroke based on the length of the chord. A chord for a point at p i is computed as: chord ii = Distance pp ii kk, pp ii+kk where k is a varied support region determined through the method for dynamic chord lengths presented by Teh and Chin (1989). It is an algorithm for determining the varied support region for each point on a digital curve. The procedure does not require any input parameter. It first detects the support region for each point based on its local properties, and then calculates measures of relative significance (i.e. curvature) of each point. This will conquer one of disadvantages of ShortStraw non-sensitive to obtuse angles. The following is the pseudo code of the algorithm for computing a chord for a point in a varied support region:

22 ComputeChord (points) FOR i from 2 to (points.size 3) chd1 = -1 FOR k form 1 to (points.size i 1) IF (i k) >= 0 chd2 = distance between points i-k and points i+k d2 = perpendicular distance of p i to the line pp ii kk, ii+kk IF k!= 1 IF chd1 >= chd2 BREAK IF d1/chd1 >= d2/chd2 BREAK d1 = d2 chd1 = chd2 chord chd1 return chord To find the initial corner set, all the chords are first computed from the third point to the antepenultimate point. Then a threshold md is set to be equal to the median chord in the array which stores all calculated chords. For each chord i, if chord i is below the threshold md, then the corresponding point is a corner candidate. After all, store the starting point and the ending point to the arraylist of corners at the beginning and end positions respectively Top-Down After the initial set of corners is selected by taking the shortest chords, some higherlevel processing is executed to find missed corners and remove false corners. First, DDUSR checks whether each consecutive pair of corners passes a line test or not. Two consecutive corners, p a and p b, will pass the line test if the Euclidean distance and the path length between them are relatively equal. We represent this equality through the ratio:

23 tt = Distance pp a, pp b Path Length (pp a, b ) where 0 < t < 1, since the Euclidean distance between the two points will always less than the path length between them. For the insertion of missed corners, a threshold T1 is set to be If T1 is not high enough, the algorithm may miss the correct corners, as shown on Figure 5.2. Figure 5.2 False Corner Found If t between two consecutive corners, p a and p b, is less than T1, then loop over the points between p a and p b in original shape points. For each point p c between p a and p b, if the absolute value of the turning angle (see for details about turning angle function) between line pp aa, cc and line pp cc, bb is greater than 0.09π. Applying check of turning angles here can avoid adding in unnecessary corner candidates. Then compute the perpendicular distance from p c to line pp. aa, bb The point between p a and p b with the maximum perpendicular distance to line pp aa, bb is considered as missed corner candidate. After insert a new corner, the program loop the corners from the beginning again. This insertion process does not stop running over until no missed corner can be found. By applying this method, DDUSR is becoming sensitive to the obtuse angles. For the deletion of false corners, a threshold T2 is set to be For each point p c from the second to the penultimate corner candidates, if t between p c-1 and p c+1 is no less than

24 T2 and the absolute value of the turned angle at p c is less than 0.13π, then p c is a false corner and should be removed. After an iteration is finished, if at least one corner has been removed during the just finished iteration, then loop from the beginning again. This deletion process does not stop running over until no false corners can be removed. There is a further deletion for removing false corners; this is for any corners are too close, especially in small shapes or shapes drawn in a slow speed. For each point p i from the second to the last corner candidates, if the distance between two consecutive corners p i-1 and p i is less than 30, then find out the smaller turned angle between p i-1 and p i, and if this smaller turned angle is less than 0.5π, then remove the corresponding corner candidate. The special case is when p i is the second to the last corner candidates. When p i is either the second or last corner candidates, if the turned angle at p i is less than 0.5π, then remove p i. However, remove the point anyway if the distance between two consecutive corners p i-1 and p i is less than 5% of the perimeter of the shape. After one corner candidate is removed, then loop from the beginning again. This deletion process does not stop running over until no false corners can be removed Stage Two Stage two is actually a curve property identification. If a shape can be find any corners to be added after stage one, it is recognised as a curve. For each point p i from the second to the last corner candidates, find an original shape point p with the maximum perpendicular distance to line pp ii 1, ii between p i-1 and p i. If the perpendicular distance is greater than a constant factor, 11, or the ratio of the perpendicular distance to the distance between p i-1 and p i is greater than 0.14, then p is a missed corner and should be added. In addition, the curve property of this

25 shape/stroke is true. Figure 5.3 shows an example of corner finding result Figure 5.3 An example of corner finding result 5.3 Recognition Open or Close Shape Identification In DDUSR, a simple detection is applied to examine whether the shape is open or close. If the ratio: r = Distance pp first, pp last Perimeter of Shape is less than a constant factor, 0.16, which is determined empirically, then it is regarded as a close shape; otherwise, it is regarded as a open shape. (Paulson & Hammond, 2008) Turning Angle Function Turning angle function provides a simple approach for shape recognition (McCreath, 2008). For a point p a which is not either one of the endpoints, the turning angle is the

26 angle directed line pp a 1, aa rotates to the directed line. pp a, pp aa+1 When direction of rotation is clockwise, the turning angle is a positive value; otherwise, the turning angle is a negative value. However, instead of using the accumulative sum of total turning angles from starting point to the point p as a sign at p, DDUSR uses the current turning angle at p as a sign. For the starting point p 0 (i.e. the first point), firstly draw a line which parallels x-axis from p 0, and then compute the angle between this line and line pp. 0, 1 When line pp 0, 1 is above the drawn line, the angle is a positive value; otherwise, the angle is negative. This angle is regarded as the turning angle at p 0. θ > 0 p a (a) p a θ < 0 p 0 θ > 0 p 0 (b) θ < 0 Figure 4.2 (a) Turning Angle (Non-endpoint) (b) Turning Angle (starting point) Shapes Testing DDUSR users curve property, open property, the total sum of turning angles at all points except the two endpoints and the average turning angle to identify the shape types. This is a simple algorithm but still can recognise defined shape types accurately. All the constant factors are determined empirically by the author of this report Line If a shape: 1) only has two corners (i.e. two endpoints), and

27 2) is identified as a open shape, it is a line. The DDUSR will present a line from the striating point to the end point in the original shape. Figure 5.4 shows an example of Line recognition. Figure 5.4 An example of Line Recognition Arrow To determine if a shape is an arrow, the shape should: 1) is regarded as a open shape, and 2) only has 4 or 5 or 6 corners, and 3) has a corner p i at which the absolute value of the turning angle is greater than 0.6π, and 4) has a corner p i+1 at which the absolute vale of the turning angle is greater than 0.88π, and 5) the distance between p i and p i+2 is less than 30, it is a arrow. In DDUSR, an arrow is actually drawn as a polyline which has five points. DDUSR takes p i-1 as the first point and p i as the second and fourth point, then compute locations of the third and fifth points according to trigonometric function. Figure 5.5 shows an example of Arrow recognition. Figure 5.5 An example of Arrow Recognition

28 DataStore DataStore is a special shape for drawing data-flow diagrams. A shape is recognised as a DataStore, if: 1) the number of corners is equal to 4, and 2) the sum of total turning angles except the angles at the endpoints is greater than 2.8 and less than 3.5 (i.e. in the range of (0.9π, 1.1π)), and 3) the average turning angle is greater than 1.3 and less than 1.8 (i.e. in the range of (0.4π, 0.6π)), and 4) the absolute value of the slope of line pp 0, 1 is less than 1, and 5) the turning angles at the second and third points have the same sign (+ or ), and the sum of them is greater than 0.8π and less than 1.2π, Like arrow, a DataStore is drawn as a polyline which consists of four points. Figure 5.6 shows an example of DataStore recognition. Figure 5.6 An example of DataStore Recognition Rectangle or Square As a rectangle or a square, it should satisfy: 1) the number of corners is 5 or 6, and 2) the shape is regarded as close shape, and 3) the sum of the turning angles at all corners except endpoints should be greater than 4 and less than 7 (i.e. in the range of (1.3π, 2.3π)), and 5) the average turning angle should be greater than 1.3 and less than 2 (i.e. in the

29 range of (0.4π, 0.64π)), and 6) In all corners excepts endpoints, there should be at least 3 right-angles. If the turning angle of a corner is in the range of (0.4π, 0.6π), it is a right-angle. And 7) if the shape has two equal adjacent sides (the ratio of these two sides should be less than 0.8), it is recognised as a square; otherwise, it is recognised as a rectangle. Figure 5.7 shows an example of Square and Rectangle recognition. Figure 5.7 An example of Square and Rectangle Recognition Parallelogram In DDUSR, a parallelogram is actually drawn as a polygon. To be a parallelogram, the following conditions should be satisfied: 1) the number of corners is 5, and 2) be identified as a close shape, and 3) the sum of total turning angles at all corners except endpoints should be greater than 4 and less than 7 (i.e. in the range of (1.3π, 2.3π)), and 4) the average turning angle should be greater than 1.3 and less than 2 (i.e. in the range of (0.4π, 0.64π)), and 5) the sum of turning angles at the 2 nd and the 3 rd corners should be greater than 0.8π and less than 1.2π, and 6) the ratio of turning angle at the 2 nd and the 4 th corner should be greater than

30 Figure 5.8 shows an example of Parallelogram recognition. Figure 5.8 An example of Parallelogram Recognition Polygon Polygon is for all close and non-curve shapes. Figure 5.9 shows an example of Polygon recognition. Figure 5.9 An example of Polygon Recognition Ellipse or Circle For a ellipse or a circle, the shape should satisfy some conditions: 1) the number of corners should be more than 5, and 2) the shape is marked as a close shape, and 3) the sum of turning angles at all corners except endpoints should be greater than 4 and less than 8.5 (i.e. in the range of (1.3π, 2.7π)), and 4) the average turning angle should be greater than 0.4 and less than 2 (i.e. in the range of (0.13π, 0.64π)), and 5) compute the longest distance between corners which is the long axis of the

31 ellipse, then according to ellipse perimeter formula, the length of the short axis can be worked out. If the ratio of the short axis and the long axis is greater than 0.9, this shape is recognised as circle; otherwise, it is regarded as ellipse. Figure 5.10 shows an example of Circle and Ellipse recognition. Figure 5.10 An example of Circle and Ellipse Recognition CubicCurve To determine if a shape is a CubicCurve, the following conditions: 1) the number of corners should be greater than 3 and less than 12, and 2) the shape is tagged as a open and curve shape, and 3) the sum of turning angles at all corners except endpoints should be less than 1.5, and 4) the average turning angle should be less than 0.6, 5) from the 3 rd corner, there should be at least one corner has different sign (+ or ) from the 2 nd corner, should be reached. Figure 5.11 shows an example of CubicCurve recognition

32 Figure 5.11 An example of CubicCurve Recognition QuadCurve In DDUSR, all arcs are represented as a QuadCurve simply, rather than a part of circle or ellipse in other applications. To determine a QuadCurve, the following requisite should be satisfied: 1) the number of corners should be in the range of [3, 9] and 2) the shape is tagged as a open and curve shape, and 3) the sum of turning angles at all corners except endpoints should be less than 1.5, and 4) the average turning angles should be less than 1.5. Figure 5.12 shows an example of CubicCurve recognition. Figure 5.12 An example of CubicCurve Recognition Polyline A shape which does not pass the above shapes testing is recognised as a polyline. Figure 5.13 shows an example of CubicCurve recognition

33 Figure 5.13 An example of Polyline Recognition

34 6. Testing and Evaluation This system is tested in two different ways. One is collecting the correct numbers of corners the system can find; the other one is collecting the correct numbers of shapes the system can recognise. These two sets of data are collected from 600 shapes drawn by 5 different users. Each user drew those 12 types of shapes (as shown in Figure 4.2) which can be recognised by the system. For each shape type, each user drew 10 times with different sizes. The polygons and ploylines were drawn arbitrarily, and were not restricted to how complex or simple they would be. In the first testing, the corners found in shapes are only counted as correct corners when those corners can be used for further recognition. In the second testing, the top-correct interpretations are not considered. This means, the testing only considered whether shape types are correctly recognised, not including the precision of the presented shapes. The result is shown as Table 6.1 below. Table 6.1 Testing Result Correct Corners Total Corners Correct Shapes Total Shapes Arrow Line Circle Ellipse Square Rectangle Parallelogram DataStore QuadCurve CubicCurve Polygon Polyline Total

35 Due to the time limitation, the author does not implement other previous algorithms for comparison. However, theoretically, the corner finding algorithm has a high accuracy to find corners in both small and large shapes. It is competitive with other current corner finding algorithms, such as ShortStraw. Wolin and Hammond reports that the ShortStraw has a high accuracy, 0.979, while the algorithms developed by Sezgin et al. (2001) and Kim & Kim (2006) have and respectively. In DDUSR, the corner finding algorithm is developed from ShorStraw and has conquered some disadvantages of ShortStraw. Therefore, in theory, the corners finding algorithm developed in DDUSR would have relative high accuracy even under the same testing environment as the other algorithms. For the correct recognition part, there is still room for improvement in DDUSR. Paleo, which is developed by Paulson and Hammond (2008), is reported that it has achieved very high accuracies, 99.89% of correct recognition and 98.56% of top-correct interpretation. In DDUSR, the recognition algorithm is still in a simple and rough stage. For example, the curve property identification can be an aspect to improve because sometimes the circle or ellipse is recognised as polygon (non-curved). And some other properties determination approaches can be implemented along with the turning angles function

36 7. Conclusion In this report, it first introduces the aims, scope and limitations of this project. Then it gives a background of sketch recognition, and requirements, design and modelling of this project. After that, it reports that the detailed implementation of the project and the testing results. To sum up, this project is conducted step by step on schedule and the application is executable and usable. Although there are some room to be improved in the system, DDUSR still can be used when users need to quickly draw some diagrams which contain simple shapes, or when users brainstorm their designs. There are some further work can be conducted to improve this program in the future. 1. Improve the recognition algorithm, such as curve property identification (this might need to modify corner finding algorithm as well), other properties determination approaches. 2. Identify more shapes to be recognised using geometric characteristics or other features. 3. Add more useful functions for easy-to-use and customisation, such as shape union, separation, and shape outline styles. 4. Support multiple-stroke drawing by determining time interval between two continuously drawn strokes or other approaches

37 References Hammond Tracy, Brian Eoff, Brandon Paulson, Aaron Wolin, Katie Dahmen. Joshua Johnston & Pankaj Rajan. Free-Sketch Recognition: Putting the CHI in Sketching. CHI 2008, April 5 April , Florence, Italy. Hammond, Tracy & R. Davis. LADDER, A Sketching Language for User Interface Developers. Computers & Graphics , 4, Kim, D.H. and Kim, M.J. A Curvature Estimation for Pen Input Segmentation in Sketch-based Modeling. Computer-Aided Design McCreath, Eric. Partial Matching of Planar Polygons Under Translation and Rotation. Proceedings of the 20th Annual Canadian Conference on Computational Geometry. August 13-15, 2008 McGill University, Montreal, Quebec. Oracle. The Java TM Tutorials Paulson, Brandon & Tracy Hammond. PaleoSketch: Accurate Primitive Sketch Recognition and Beautification. Proceedings of the 13th international conference on Intelligent user interfaces ACM, New York, USA Teh, C.H. & R.T. Chin. On The Detection of Dominant Points on Digital Curves. IEEE Trans. Pattern Anal. Mach, Intel. 11, 8, Wobbrock, J.O., A.D. Wilson & Y. Li. Gestures Without Libraries, Toolkits or Training: A $1 Recognizer for User Interface Prototypes. UIST 07: Proceedings of the 20th Annual ACM Symposium on User Interface Software and Technology ACM, New York, USA Wolin, Aaron & Tracy Hammond. ShortStraw: A Simple and Effective Corner Finder for Polylines. EUROGRAPHICS 5th Annual Workshop on Sketch-Based Interfaces and Modeling

38 Rubine, D. Specifying Gestures by Example. Proc. of the 18th Annual Conference on Computer Graphics and Interactive Techniques, ACM Press (1991), Sezgin, T.M., Stahovich, T. and Davis, R. Sketch Based Interfaces: Early Processing for Sketch Understanding. Proc. of the 2001 Workshop on Perceptive User Interfaces, ACM Press (2001), 1-8. Sutherland, I.E. Sketch Pad: A Man-Machine Graphical Communication System. Proc. of the SHARE Design Automation Workshop, ACM Press (1964),

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