SVM-based incremental active learning for user adaptation for online graphics recognition system

Author(s):  
Bin-Bin Peng ◽  
Zheng-Xing Sun ◽  
Xiao-Gan Xu
Author(s):  
BINBIN PENG ◽  
WENYIN LIU ◽  
YIN LIU ◽  
GUANGLIN HUANG ◽  
ZHENGXING SUN ◽  
...  

User adaptation is a critical problem in the design of human-computer interaction systems. Many pattern recognition problems, such as handwriting/sketching recognition and speech recognition, are user dependent, since different users' handwritings, drawing styles, and accents are different. Therefore, the classifiers for these problems should provide the functionality of user adaptation so as to let each particular user experience better recognition accuracy according to his input habit/style. However, the user adaptation functionality requires the classifiers to have the incremental learning ability, by which the classifiers can adapt to the user quickly without too much computation cost. In this paper, an SVM-based incremental learning algorithm is presented to solve this problem for sketch recognition. Our algorithm utilizes only the support vectors instead of all the historical samples, and selects some important samples from all newly added samples as training data. The importance of a sample is measured according to its distance to the hyper-plane of the SVM classifier. Theoretical analysis, experimentation, and evaluation of our algorithm in our online graphics recognition system SmartSketchpad, are presented to show the effectiveness of this algorithm. According to our experiments, this algorithm can reduce both the training time and the required storage space for the training dataset to a large extent with very little loss of precision.


Author(s):  
Nattaya Mairittha ◽  
Tittaya Mairittha ◽  
Paula Lago ◽  
Sozo Inoue

In this study, we propose novel gamified active learning and inaccuracy detection for crowdsourced data labeling for an activity recognition system using mobile sensing (CrowdAct). First, we exploit active learning to address the lack of accurate information. Second, we present the integration of gamification into active learning to overcome the lack of motivation and sustained engagement. Finally, we introduce an inaccuracy detection algorithm to minimize inaccurate data. To demonstrate the capability and feasibility of the proposed model in realistic settings, we developed and deployed the CrowdAct system to a crowdsourcing platform. For our experimental setup, we recruited 120 diverse workers. Additionally, we gathered 6,549 activity labels from 19 activity classes by using smartphone sensors and user engagement information. We empirically evaluated the quality of CrowdAct by comparing it with a baseline using techniques such as machine learning and descriptive and inferential statistics. Our results indicate that CrowdAct was effective in improving activity accuracy recognition, increasing worker engagement, and reducing inaccurate data in crowdsourced data labeling. Based on our findings, we highlight critical and promising future research directions regarding the design of efficient activity data collection with crowdsourcing.


2017 ◽  
Vol 85 (8) ◽  
pp. 814-825 ◽  
Author(s):  
Ajeng J. Puspitasari ◽  
Jonathan W. Kanter ◽  
Andrew M. Busch ◽  
Rachel Leonard ◽  
Shira Dunsiger ◽  
...  

2008 ◽  
Author(s):  
Lisa Wagner ◽  
Chandra M. Mehrotra
Keyword(s):  

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