text spotting
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Author(s):  
Shanbo Xu ◽  
Chen Chen ◽  
Silong Peng ◽  
Xiyuan Hu
Keyword(s):  

2021 ◽  
Author(s):  
Yu Zhou ◽  
Hongtao Xie ◽  
Shancheng Fang ◽  
Jing Wang ◽  
Zhengjun Zha ◽  
...  

2021 ◽  
Author(s):  
Yizhang Huang ◽  
Kun Fang ◽  
Xiaolin Huang ◽  
Jie Yang

2021 ◽  
Author(s):  
Zhenyu Hu ◽  
Pengcheng Pi ◽  
Zhenyu Wu ◽  
Yunhe Xue ◽  
Jiayi Shen ◽  
...  

2021 ◽  
Vol 2021 (3) ◽  
pp. 433-452
Author(s):  
Abdul Wajid ◽  
Nasir Kamal ◽  
Muhammad Sharjeel ◽  
Raaez Muhammad Sheikh ◽  
Huzaifah Bin Wasim ◽  
...  

Abstract Internet privacy is threatened by expanding use of automated mass surveillance and censorship techniques. In this paper, we investigate the feasibility of using video games and virtual environments to evade automated detection, namely by manipulating elements in the game environment to compose and share text with other users. This technique exploits the fact that text spotting in the wild is a challenging problem in computer vision. To test our hypothesis, we compile a novel dataset of text generated in popular video games and analyze it using state-of-the-art text spotting tools. Detection rates are negligible in most cases. Retraining these classifiers specifically for game environments leads to dramatic improvements in some cases (ranging from 6% to 65% in most instances) but overall effectiveness is limited: the costs and benefits of retraining vary significantly for different games, this strategy does not generalize, and, interestingly, users can still evade detection using novel configurations and arbitrary-shaped text. Communicating in this way yields very low bitrates (0.3-1.1 bits/s) which is suited for very short messages, and applications such as microblogging and bootstrapping off-game communications (dialing). This technique does not require technical sophistication and runs easily on existing games infrastructure without modification. We also discuss potential strategies to address efficiency, bandwidth, and security constraints of video game environments. To the best of our knowledge, this is the first such exploration of video games and virtual environments from a computer vision perspective.


2021 ◽  
pp. 1-11
Author(s):  
Guangcun Wei ◽  
Wansheng Rong ◽  
Yongquan Liang ◽  
Xinguang Xiao ◽  
Xiang Liu

Aiming at the problem that the traditional OCR processing method ignores the inherent connection between the text detection task and the text recognition task, This paper propose a novel end-to-end text spotting framework. The framework includes three parts: shared convolutional feature network, text detector and text recognizer. By sharing convolutional feature network, the text detection network and the text recognition network can be jointly optimized at the same time. On the one hand, it can reduce the computational burden; on the other hand, it can effectively use the inherent connection between text detection and text recognition. This model add the TCM (Text Context Module) on the basis of Mask RCNN, which can effectively solve the negative sample problem in text detection tasks. This paper propose a text recognition model based on the SAM-BiLSTM (spatial attention mechanism with BiLSTM), which can more effectively extract the semantic information between characters. This model significantly surpasses state-of-the-art methods on a number of text detection and text spotting benchmarks, including ICDAR 2015, Total-Text.


2021 ◽  
pp. 663-677
Author(s):  
Chun Chet Ng ◽  
Akmalul Khairi Bin Nazaruddin ◽  
Yeong Khang Lee ◽  
Xinyu Wang ◽  
Yuliang Liu ◽  
...  

Author(s):  
Yuliang Liu ◽  
Chunhua Shen ◽  
Lianwen Jin ◽  
Tong He ◽  
Peng Chen ◽  
...  

2021 ◽  
Vol 70 ◽  
pp. 1-12
Author(s):  
Fei Gao ◽  
Shuai Li ◽  
Huangyu You ◽  
Shufang Lu ◽  
Gang Xiao
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