Geometric reasoning via internet CrowdSourcing

Geometric reasoning via internet CrowdSourcing
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通过互联网众包进行几何推理

DOI:
10.1145/1629255.1629296
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发表时间:
2009
期刊:
--
影响因子:
--
通讯作者:
Jagadeesan A
Jagadeesan A
中科院分区:
--
文献类型:
--
作者:
Jagadeesan A

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解释和推理形状的能力是人类特有的能力,事实证明很难通过算法来重现。因此,尽管几何建模技术在形状的表示、显示和修改方面取得了显着的进步,但在几何推理方面却只取得了渐进的进步。例如,尽管当今的 CAD 系统可以自信地识别孤立的圆柱孔,但它们难以处理更模糊的任务,例如识别任意几何形状的部分对称性或相似性。即使是明确定义的问题(例如 2D 形状嵌套或 3D 封装)通常也无法找到优雅的解决方案,而是依赖于对许多可能解决方案的子集进行强力探索。确定解决此类问题的经济方法将在广泛的工业应用中显着提高生产率。作者假设互联网众包可能提供一种消除许多几何推理瓶颈的实用方法。本文报告了在亚马逊 mTurk 网站上进行的实验结果,旨在确定使用互联网众包执行几何推理任务的可行性,并为使用这种方法的质量、速度和成本建立一些基准数据。在描述了 mTurk 众包系统的总体架构和术语之后,本文详细介绍了以下三项调查的实施和结果; 1) 识别各个形状的“规范”视点,2) 量化 3D 模型集合中的“相似性”关系,3) 将 2D 条带有效打包到矩形区域中。本文最后讨论了该方法的可能性和局限性。
The ability to interpret and reason about shapes is a peculiarly human capability that has proven difficult to reproduce algorithmically. So despite the fact that geometric modeling technology has made significant advances in the representation, display and modification of shapes, there have only been incremental advances in geometric reasoning. For example, although today's CAD systems can confidently identify isolated cylindrical holes, they struggle with more ambiguous tasks such as the identification of partial symmetries or similarities in arbitrary geometries. Even well defined problems such as 2D shape nesting or 3D packing generally resist elegant solution and rely instead on brute force explorations of a subset of the many possible solutions.Identifying economic ways to solving such problems would result in significant productivity gains across a wide range of industrial applications. The authors hypothesize that Internet Crowdsourcing might provide a pragmatic way of removing many geometric reasoning bottlenecks.This paper reports the results of experiments conducted with Amazon's mTurk site and designed to determine the feasibility of using Internet Crowdsourcing to carry out geometric reasoning tasks as well as establish some benchmark data for the quality, speed and costs of using this approach.After describing the general architecture and terminology of the mTurk Crowdsourcing system, the paper details the implementation and results of the following three investigations; 1) the identification of "Canonical" viewpoints for individual shapes, 2) the quantification of "similarity" relationships with-in collections of 3D models and 3) the efficient packing of 2D Strips into rectangular areas. The paper concludes with a discussion of the possibilities and limitations of the approach.
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