Monday, September 3, 2012

Paper Reading #3:PhysicsBook: A Sketch-Based Interface for Animating Physics Diagrams

Intro
PhysicsBook: A Sketch-Based Interface for Animating Physics Diagrams
IUI 2012, February 2012, Lisbon, Portugal
Salman Cheema
·        University of Central Florida
·        Pursuing a Doctoral degree in Computer Science
·        Area of primary interest is Computer Graphics.
·        http://www.eecs.ucf.edu/isuelab/people/salman.php
Joseph J. LaViola Jr.
·        University of Central Florida
·        “interests include pen-based computing, 3D user interfaces for games, human motion estimation, virtual reality, and interactive computer graphics”
·        http://www.eecs.ucf.edu/~jjl/

Summary
The current method of solving physics problems lacks feedback.  PhysicsBook is designed to provide that feedback to new students and instructors.  “We envision it to have the following feature set:” natural interaction, robust recognition, reasoning, feedback, and seamless animation.
There are several other forms of sketch recognition, but “none of these applications have intelligent tutoring in physics as their motivation.”  Other researchers are working on making a sketch-based tutoring system but none of those other programs allows the user to draw images.  The current design is limited to basic physics concepts.  A major advantage over the previous attempts is “the use of data transformations that allow [PhysicsBook] to deal with instances where the given problem solution cannot be directly used for animation.”
The core components need to do three main things: recognitions, inference and animation.  An important aspect is “the inference of intent in ambiguous cases.”  Users can make associations between mathematical expressions and recognized sketch primitives. “PhysicsBook can deal with equations including both numeric and symbolic parameters.”  “A ‘Reset’ mode is provided that lets users debug and correct existing equations and associations.”
The first step to creating a diagram is the sketch recognition.  The items that can be recognized are: circles, polygons, springs, wires, and pulleys.  Composite primitives are created when two or more objects are overlapping one another on the page.  Single primitives are recognized before the composite primitives.  The inference subsystem takes recognized primitives and annotations and infers associations between them as well as establishing initial values. “PhysicsBook uses a customized 2D physics engine.”  “Users can specify their own equations for forces, velocity, position, and acceleration directly which can augment or even replace the standard update mechanism of the physics engine.”  Users can animate problems from a range of physics domains related to classical mechanics.  Concepts that are only indirectly related to f=ma  must be transformed into an acceptable input before animation can occur.  For transformed variables, the results will be magnitude only, so user inputs are needed to determine the direction.
Figure 1.
There was a small scale user study to get preliminary feedback.  Five participants from UCF were recruited for an informal evaluation of PhysicsBook.  They were given an introduction to the use of PhysicsBook.  The users wrote out the solutions to a physics problem and then filled out a 7 point Likert scale questionnaire.  Overall the results were very positive with two exceptions: drawing of springs and recognition of mathematics.  The participants in our study preferred to get real-time feedback about the handwritten mathematics.  An example of a simple physics question is shown in Figure 1.
“Currently the capability of PhysicsBook to animate a given problem is limited to select cases in domains related to classical mechanics.”  The foundation created with PhysicsBook will be advantageous in providing natural interfaces for understanding physics.

Related Work


1.      HMM-based efficient sketch recognition” – This article explains that sketch recognition is an incremental process, much like in PhysicsBook, and explains the running time for their algorithm.

2.      SketchREAD: a multi-domain sketch recognition engine” – Another article on an alternative way to have sketch recognition and discusses some of the common pitfalls.

3.      “Hierarchical parsing and recognition of hand-sketched diagrams” – This paper presents an “integrated sketch parsing and recognition approach designed to enable natural, fluid, sketch-based computer interaction.”

4.      “A toolkit approach to sketched diagram recognition” – This paper covers an implementation for a sketch tool framework instead of creating new software for sketch recognition.

5.      An image-based, trainable symbol recognizer for hand-drawn sketches” – This article describes a symbol recognizer instead of a sketch recognizer.

6.      A Parsing Technique for Sketch Recognition Systems” – This paper describes a framework for generating parsers and modeling sketch languages.

7.      Polygon recognition in sketch-based interfaces with immediate and continuous feedback” – This paper details taking a sketch and creating the perfect geometric representation in real-time, which PhysicsBook can do, but PhysicsBook also can work after completion.

8.      A retargetable framework for interactive diagram recognition” – This paper describes a “retargetable framework which can be used to speed the development of robust interactive sketch recognition systems.”

9.      “Sketch-based modeling with few strokes” – This paper covers simple ways of creating 3D objects with just a few strokes.

10.   A sketch-based interface for iterative design and analysis of 3D objects” – This paper describes a program that works in conjunction with CAD to make freehand sketch based engineering design.

As is clearly obvious from the above listed papers, this topic is not novel.  The only novel thing about it is to apply the idea of sketch recognition to a tutoring program for physics.

Evaluation

The initial creation of the PhysicsBook program required the authors to evaluate the results in a quantitative, objective manner.  If any of the answers had been incorrect, the whole result was incorrect.  There is no variation allowed in those results.  On the other hand, the results from the questionnaire are quantitative and subjective.  The use of a 7 point Likert scale allow the users to choose how effective the program feels to them without too much variety and the numbers can be averaged to provide general results as they were in this paper.  Overall, the evaluation was effective because it allows the users to have their input since no two users will have the same ideas.

Discussion

I think that this program is a fantastic idea; if this program had been around when I was taking physics classes I would have been able to learn the material much faster.  The evaluation for this paper was highly effective; it allows the users to show the effectiveness of the program and how they thought of the program with quantifiable data that can be averaged.  There is not a better way to test a new program, subjective values are needed but quantitative values are best for ease of calculations.  This contribution is not entirely novel, there are clearly other people who have worked on areas extremely similar to the ones discussed here.  Though this work is not entirely novel, there are parts of this program which are new and combining all of the programs into one, like PhysicsBook, is a wonderful and practical idea.

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