• Title/Summary/Keyword: Online Handwritten Digits

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On the Classification of Online Handwritten Digits using the Enhanced Back Propagation of Neural Networks (개선된 역전파 신경회로망을 이용한 온라인 필기체 숫자의 분류에 관한 연구)

  • Hong, Bong-Hwa
    • The Journal of Information Technology
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    • v.9 no.4
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    • pp.65-74
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    • 2006
  • The back propagation of neural networks has the problems of falling into local minimum and delay of the speed by the iterative learning. An algorithm to solve the problem and improve the speed of the learning was already proposed in[8], which updates the learning parameter related with the connection weight. In this paper, we propose the algorithm generating initial weight to improve the efficiency of the algorithm by offering the difference between the input vector and the target signal to the generating function of initial weight. The algorithm proposed here can classify more than 98.75% of the handwritten digits and this rate shows 30% more effective than the other previous methods.

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Online Digit Recognition using Start and End Point

  • Shim, Jae-chang;Ansari, Md Israfil
    • Journal of Multimedia Information System
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    • v.4 no.1
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    • pp.39-42
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    • 2017
  • Communication between human and machine is having been researched from last few decades and still it's a challenging task because human behavior is unpredictable. When it comes on handwritten digits almost each human has their own writing style. Handwritten digit recognition plays an important role, especially in the courtesy amounts on bank checks, postal code on mail address etc. In our study, we proposed an efficient feature extraction system for recognizing single digit number drawn by mouse or by a finger on a screen. Our proposed method combines basic image processing and reading the strokes of a line drawn. It is very simple and easy to implement in various platform as compare to the system which required high system configuration. This system has been designed, implemented, and tested successfully.

A Unicode based Deep Handwritten Character Recognition model for Telugu to English Language Translation

  • BV Subba Rao;J. Nageswara Rao;Bandi Vamsi;Venkata Nagaraju Thatha;Katta Subba Rao
    • International Journal of Computer Science & Network Security
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    • v.24 no.2
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    • pp.101-112
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    • 2024
  • Telugu language is considered as fourth most used language in India especially in the regions of Andhra Pradesh, Telangana, Karnataka etc. In international recognized countries also, Telugu is widely growing spoken language. This language comprises of different dependent and independent vowels, consonants and digits. In this aspect, the enhancement of Telugu Handwritten Character Recognition (HCR) has not been propagated. HCR is a neural network technique of converting a documented image to edited text one which can be used for many other applications. This reduces time and effort without starting over from the beginning every time. In this work, a Unicode based Handwritten Character Recognition(U-HCR) is developed for translating the handwritten Telugu characters into English language. With the use of Centre of Gravity (CG) in our model we can easily divide a compound character into individual character with the help of Unicode values. For training this model, we have used both online and offline Telugu character datasets. To extract the features in the scanned image we used convolutional neural network along with Machine Learning classifiers like Random Forest and Support Vector Machine. Stochastic Gradient Descent (SGD), Root Mean Square Propagation (RMS-P) and Adaptative Moment Estimation (ADAM)optimizers are used in this work to enhance the performance of U-HCR and to reduce the loss function value. This loss value reduction can be possible with optimizers by using CNN. In both online and offline datasets, proposed model showed promising results by maintaining the accuracies with 90.28% for SGD, 96.97% for RMS-P and 93.57% for ADAM respectively.

Recognition of Online Handwritten Digit using Zernike Moment and Neural Network (Zerinke 모멘트와 신경망을 이용한 온라인 필기체 숫자 인식)

  • Mun, Won-Ho;Choi, Yeon-Suk;Cha, Eui-Young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.05a
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    • pp.205-208
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    • 2010
  • We introduce a novel feature extraction scheme for online handwritten digit based on utilizing Zernike moment and angulation feature. The time sequential signal from mouse movement on the writing pad is described as a sequence of consecutive points on the x-y plane. So, we can create data-set which are successive and time-sequential pixel position data by preprocessing. Data preprocessed is used for Zernike moment and angulation feature extraction. this feature is scale-, translation-, and rotation-invariant. The extracted specific feature is fed to a BP(backpropagation) neural network, which in turn classifies it as one of the nine digits. In this paper, proposed method not noly show high recognition rate but also need less learning data for 200 handwritten digit data.

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Handwritten One-time Password Authentication System Based On Deep Learning (심층 학습 기반의 수기 일회성 암호 인증 시스템)

  • Li, Zhun;Lee, HyeYoung;Lee, Youngjun;Yoon, Sooji;Bae, Byeongil;Choi, Ho-Jin
    • Journal of Internet Computing and Services
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    • v.20 no.1
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    • pp.25-37
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    • 2019
  • Inspired by the rapid development of deep learning and online biometrics-based authentication, we propose a handwritten one-time password authentication system which employs deep learning-based handwriting recognition and writer verification techniques. We design a convolutional neural network to recognize handwritten digits and a Siamese network to compute the similarity between the input handwriting and the genuine user's handwriting. We propose the first application of the second edition of NIST Special Database 19 for a writer verification task. Our system achieves 98.58% accuracy in the handwriting recognition task, and about 93% accuracy in the writer verification task based on four input images. We believe the proposed handwriting-based biometric technique has potential for use in a variety of online authentication services under the FIDO framework.

Online Handwritten Digit Recognition by Smith-Waterman Alignment (Smith-Waterman 정렬 알고리즘을 이용한 온라인 필기체 숫자인식)

  • Mun, Won-Ho;Choi, Yeon-Seok;Lee, Sang-Geol;Cha, Eui-Young
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.9
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    • pp.27-33
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    • 2011
  • In this paper, we propose an efficient on-line handwritten digit recognition base on Convex-Concave curves feature which is extracted by a chain code sequence using Smith-Waterman alignment algorithm. The time sequential signal from mouse movement on the writing pad is described as a sequence of consecutive points on the x-y plane. So, we can create data-set which are successive and time-sequential pixel position data by preprocessing. Data preprocessed is used for Convex-Concave curves feature extraction. This feature is scale-, translation-, and rotation-invariant. The extracted specific feature is fed to a Smith-Waterman alignment algorithm, which in turn classifies it as one of the nine digits. In comparison with backpropagation neural network, Smith-Waterman alignment has the more outstanding performance.

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.