• Title/Summary/Keyword: Handwritten digits recognition

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Comparisons of Linear Feature Extraction Methods (선형적 특징추출 방법의 특성 비교)

  • Oh, Sang-Hoon
    • The Journal of the Korea Contents Association
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    • v.9 no.4
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    • pp.121-130
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    • 2009
  • In this paper, feature extraction methods, which is one field of reducing dimensions of high-dimensional data, are empirically investigated. We selected the traditional PCA(Principal Component Analysis), ICA(Independent Component Analysis), NMF(Non-negative Matrix Factorization), and sNMF(Sparse NMF) for comparisons. ICA has a similar feature with the simple cell of V1. NMF implemented a "parts-based representation in the brain" and sNMF is a improved version of NMF. In order to visually investigate the extracted features, handwritten digits are handled. Also, the extracted features are used to train multi-layer perceptrons for recognition test. The characteristic of each feature extraction method will be useful when applying feature extraction methods to many real-world problems.

Feature extraction motivated by human information processing method and application to handwritter character recognition (인간의 정보처리 방법에 기반한 특징추출 및 필기체 문자인식에의 응용)

  • 윤성수;변혜란;이일병
    • Korean Journal of Cognitive Science
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    • v.9 no.1
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    • pp.1-11
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    • 1998
  • In this paper, the features which are thought to be used by humans based on the psychological experiment of human information processing are applied to character recognition problem. Man will deal with a little large area information as well as pixel by pixel information. Therefore we define the feature that represents a little wide region I information called region feature, and combine the features derived from region feature and pixel by pixel features that have been used by now. The features we used are the result of region feature based preanalysis, mesh with region attributes, cross distance difference and gradient. The training and test data in the experiment are handwritten Korean alphabets, digits and English alphabets, which are trained on neural network using back propagation algorithm and recognition results are 90.27-93.25%, 98.00% and 79.73-85.75%, respectively Experimental results show that the feature we are suggesting in this paper is 1-2% better than UDLRH feature similar in attribute to region feature, and the tendency of misrecognition is more easily acceptable by humans.

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Modified Error Back Propagation Algorithm using the Approximating of the Hidden Nodes in Multi-Layer Perceptron (다층퍼셉트론의 은닉노드 근사화를 이용한 개선된 오류역전파 학습)

  • Kwak, Young-Tae;Lee, young-Gik;Kwon, Oh-Seok
    • Journal of KIISE:Software and Applications
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    • v.28 no.9
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    • pp.603-611
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    • 2001
  • This paper proposes a novel fast layer-by-layer algorithm that has better generalization capability. In the proposed algorithm, the weights of the hidden layer are updated by the target vector of the hidden layer obtained by least squares method. The proposed algorithm improves the learning speed that can occur due to the small magnitude of the gradient vector in the hidden layer. This algorithm was tested in a handwritten digits recognition problem. The learning speed of the proposed algorithm was faster than those of error back propagation algorithm and modified error function algorithm, and similar to those of Ooyen's method and layer-by-layer algorithm. Moreover, the simulation results showed that the proposed algorithm had the best generalization capability among them regardless of the number of hidden nodes. The proposed algorithm has the advantages of the learning speed of layer-by-layer algorithm and the generalization capability of error back propagation algorithm and modified error function algorithm.

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Accelerometer-based Gesture Recognition for Robot Interface (로봇 인터페이스 활용을 위한 가속도 센서 기반 제스처 인식)

  • Jang, Min-Su;Cho, Yong-Suk;Kim, Jae-Hong;Sohn, Joo-Chan
    • Journal of Intelligence and Information Systems
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    • v.17 no.1
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    • pp.53-69
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    • 2011
  • Vision and voice-based technologies are commonly utilized for human-robot interaction. But it is widely recognized that the performance of vision and voice-based interaction systems is deteriorated by a large margin in the real-world situations due to environmental and user variances. Human users need to be very cooperative to get reasonable performance, which significantly limits the usability of the vision and voice-based human-robot interaction technologies. As a result, touch screens are still the major medium of human-robot interaction for the real-world applications. To empower the usability of robots for various services, alternative interaction technologies should be developed to complement the problems of vision and voice-based technologies. In this paper, we propose the use of accelerometer-based gesture interface as one of the alternative technologies, because accelerometers are effective in detecting the movements of human body, while their performance is not limited by environmental contexts such as lighting conditions or camera's field-of-view. Moreover, accelerometers are widely available nowadays in many mobile devices. We tackle the problem of classifying acceleration signal patterns of 26 English alphabets, which is one of the essential repertoires for the realization of education services based on robots. Recognizing 26 English handwriting patterns based on accelerometers is a very difficult task to take over because of its large scale of pattern classes and the complexity of each pattern. The most difficult problem that has been undertaken which is similar to our problem was recognizing acceleration signal patterns of 10 handwritten digits. Most previous studies dealt with pattern sets of 8~10 simple and easily distinguishable gestures that are useful for controlling home appliances, computer applications, robots etc. Good features are essential for the success of pattern recognition. To promote the discriminative power upon complex English alphabet patterns, we extracted 'motion trajectories' out of input acceleration signal and used them as the main feature. Investigative experiments showed that classifiers based on trajectory performed 3%~5% better than those with raw features e.g. acceleration signal itself or statistical figures. To minimize the distortion of trajectories, we applied a simple but effective set of smoothing filters and band-pass filters. It is well known that acceleration patterns for the same gesture is very different among different performers. To tackle the problem, online incremental learning is applied for our system to make it adaptive to the users' distinctive motion properties. Our system is based on instance-based learning (IBL) where each training sample is memorized as a reference pattern. Brute-force incremental learning in IBL continuously accumulates reference patterns, which is a problem because it not only slows down the classification but also downgrades the recall performance. Regarding the latter phenomenon, we observed a tendency that as the number of reference patterns grows, some reference patterns contribute more to the false positive classification. Thus, we devised an algorithm for optimizing the reference pattern set based on the positive and negative contribution of each reference pattern. The algorithm is performed periodically to remove reference patterns that have a very low positive contribution or a high negative contribution. Experiments were performed on 6500 gesture patterns collected from 50 adults of 30~50 years old. Each alphabet was performed 5 times per participant using $Nintendo{(R)}$ $Wii^{TM}$ remote. Acceleration signal was sampled in 100hz on 3 axes. Mean recall rate for all the alphabets was 95.48%. Some alphabets recorded very low recall rate and exhibited very high pairwise confusion rate. Major confusion pairs are D(88%) and P(74%), I(81%) and U(75%), N(88%) and W(100%). Though W was recalled perfectly, it contributed much to the false positive classification of N. By comparison with major previous results from VTT (96% for 8 control gestures), CMU (97% for 10 control gestures) and Samsung Electronics(97% for 10 digits and a control gesture), we could find that the performance of our system is superior regarding the number of pattern classes and the complexity of patterns. Using our gesture interaction system, we conducted 2 case studies of robot-based edutainment services. The services were implemented on various robot platforms and mobile devices including $iPhone^{TM}$. The participating children exhibited improved concentration and active reaction on the service with our gesture interface. To prove the effectiveness of our gesture interface, a test was taken by the children after experiencing an English teaching service. The test result showed that those who played with the gesture interface-based robot content marked 10% better score than those with conventional teaching. We conclude that the accelerometer-based gesture interface is a promising technology for flourishing real-world robot-based services and content by complementing the limits of today's conventional interfaces e.g. touch screen, vision and voice.