Digital Pen for Handwritten Alphabet Recognition

Author(s):  
Masaaki Shintani ◽  
Jae Hoon Lee ◽  
Shingo Okamoto
Keyword(s):  
2014 ◽  
Vol 11 (2) ◽  
pp. 146-164
Author(s):  
Takashi Nagai ◽  
Mizue Kayama ◽  
Kazunori Itoh

Purpose – The purpose of this study is to explore a support system for beginners in drawing in a networked environment. Learners can receive advice and assessments from art experts without time and/or place constraints by using the proposed system. The authors investigate the possibilities of online supporting drawing learning. Two key factors are introduced: a digital pen as a drawing tool and a drawing process model (DPM). Design/methodology/approach – The major difference between an offline drawing class and an online drawing class is the availability of instruction during learners' drawing. The instruction for the learners' drawing process is more important than instructional comments for his/her work. Therefore, quick and personalized feedback from a tutor is an indispensable function for a networked learning environment. In this study, the learner's drawing process that is recorded by a digital pen is reused in order to replay and refer his/her drawing process. To generate an evaluation for the drawing process automatically, these data are also reused in the system the authors propose. Findings – The paper provides three findings. One is the DPM to capture learner's drawing features. Second is a drawing learning support system based on the DPM. And third is a feasibility study of the support system in a real art school. In this study, the learner's drawing process is reused in two evaluations. One is the tutors' evaluation, and the other is the system's evaluation. For the latter, the authors implemented the automated evaluation function based on the DPM. This model consists of three types of parameters. They are the drawing step, the drawing phase and the features of the drawing strokes. Research limitations/implications – Because of the art school curriculum, the authors cannot examine the learning effectiveness deeply. So the research results in this paper may lack generality. Therefore, researchers are encouraged to test the proposed approach further. Practical implications – The paper includes implication for the skill learning support based on the ICT. Originality/value – This paper fulfils an identified need to capture and support how drawing behaviour can be done.


Author(s):  
Ana Maria Rincon-Gómez ◽  
Juan Alejandro Garcia-Flórez ◽  
Maria Fernanda Suescum ◽  
Luis Fernando Sierra ◽  
Jorge Maya
Keyword(s):  

Author(s):  
Kai-Uwe Loser ◽  
Alexander Nolte ◽  
Michael Prilla ◽  
Rainer Skrotzki ◽  
Thomas Herrmann

Drift is one of the visible phenomena observed in an ambient assisted living project. In this project, services for elderly people were developed that would be ordered using a digital pen technology. In this project, the method of the Sociotechnical Walkthrough (STWT) for an integrated development was applied to clarify technology usage, technical aspects, and the work processes. This approach was combined with several other methods to form a multi-facetted sociotechnical design approach. During the course of the project several shifts in perspectives, breakdowns of understanding, and negotiations could be observed. This chapter describes how using this approach of sociotechnical design facilitated the identification of drift phenomena and its processing in service design. The authors observations also clearly show the limitations of up-front process planning for complex environments such as service processes.


Author(s):  
Michael Haller ◽  
Mark Billinghurst

Interactive tables are becoming increasingly popular. In this chapter, we describe a collaborative tabletop environment that is designed for brainstorming meetings. After describing the user requirements, we demonstrate different possible solutions for both the display and the tracking implementation, and summarize related work. Finally, we conclude with a more detailed description of the Shared Design Space. Using a digital pen, participants can annotate not only virtual paper, but also real printouts. By integrating both forms of physical and digital paper, we combine virtual and real drawings, three-dimensional models, and digital data in a single information space. We discuss the unique way that we have integrated these devices and how they can be used efficiently during a design process.


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