Making Arabic PDF books accessible using gamification

Hend AlRouqi, Hend Suliman Al-Khalifa
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引用次数: 8

Abstract

Most of online Arabic books are not accessible to Arab people with visual impairments. They cannot read online books because they are usually scanned images of the original ones. There is also a problem in PDF encoding of some of the textual books. One of the solutions is to use an Arabic OCR to convert scanned books into text; however Arabic OCR is still in its early stages and suffers from many limitations. In this paper we propose the use of human recognition skills to replace OCR limitations by incorporating the concepts of crowdsourcing and gamification. Our proposed system is in the form of a mobile recall game that presents players with word images segmented from the books to be converted into text. The players' answers are checked using techniques similar to what is used in word spotting. We initially implemented two components of the system; the segmentation, and the feature extraction and matching components. For the feature extraction and matching component, which is used to verify the player's answers, we performed four tests to choose a similarity measure threshold for accepting an entered word as a correct answer. Future work will consider other means of input correctness assurance.
使用游戏化制作阿拉伯语PDF书籍
有视觉障碍的阿拉伯人无法访问大多数在线阿拉伯语书籍。他们无法阅读在线书籍,因为它们通常是原始书籍的扫描图像。一些文本书籍的PDF编码也存在问题。其中一个解决方案是使用阿拉伯语OCR将扫描的书籍转换为文本;然而,阿拉伯语OCR仍处于早期阶段,并受到许多限制。在本文中,我们建议通过结合众包和游戏化的概念,使用人类识别技能来取代OCR的限制。我们提出的系统是以手机回忆游戏的形式,向玩家呈现从书籍中分割出来的文字图像,并将其转换为文本。玩家的答案会被用类似于单词识别的方法来检查。我们最初实现了系统的两个组成部分;分割,特征提取和匹配组件。对于用于验证玩家答案的特征提取和匹配组件,我们执行了四次测试,以选择接受输入单词作为正确答案的相似性度量阈值。未来的工作将考虑其他输入正确性保证方法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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