@conference {14902,
	title = {Odd Leaf Out: Improving Visual Recognition with Games},
	booktitle = {Privacy, security, risk and trust (passat), 2011 ieee third international conference on and 2011 ieee third international conference on social computing (socialcom)},
	year = {2011},
	month = {2011/10//},
	pages = {87 - 94},
	abstract = {A growing number of projects are solving complex computational and scientific tasks by soliciting human feedback through games. Many games with a purpose focus on generating textual tags for images. In contrast, we introduce a new game, Odd Leaf Out, which provides players with an enjoyable and educational game that serves the purpose of identifying misclassification errors in a large database of labeled leaf images. The game uses a novel mechanism to solicit useful information from players{\textquoteright} incorrect answers. A study of 165 players showed that game data can be used to identify mislabeled leaves much more quickly than would have been possible using a computer vision algorithm alone. Domain novices and experts were equally good at identifying mislabeled images, although domain experts enjoyed the game more. We discuss the successes and challenges of this new game, which can be applied to other domains with labeled image datasets.},
	keywords = {algorithm;educational, classification;object, computational, computing;botany;computer, datasets;misclassification, errors;scientific, feedback;labeled, game;human, games;computer, games;image, image, leaf, Odd, Out;complex, recognition;, recognition;biology, tags;visual, tasks;computer, tasks;textual, VISION},
	doi = {10.1109/PASSAT/SocialCom.2011.225},
	author = {Hansen,D. L and Jacobs, David W. and Lewis,D. and Biswas,A. and Preece,J. and Rotman,D. and Stevens,E.}
}
@conference {14845,
	title = {Using the inner-distance for classification of articulated shapes},
	booktitle = {Computer Vision and Pattern Recognition, 2005. CVPR 2005. IEEE Computer Society Conference on},
	volume = {2},
	year = {2005},
	month = {2005/06//},
	pages = {719 - 726 vol. 2 - 719 - 726 vol. 2},
	abstract = {We propose using the inner-distance between landmark points to build shape descriptors. The inner-distance is defined as the length of the shortest path between landmark points within the shape silhouette. We show that the inner-distance is articulation insensitive and more effective at capturing complex shapes with part structures than Euclidean distance. To demonstrate this idea, it is used to build a new shape descriptor based on shape contexts. After that, we design a dynamic programming based method for shape matching and comparison. We have tested our approach on a variety of shape databases including an articulated shape dataset, MPEG7 CE-Shape-1, Kimia silhouettes, a Swedish leaf database and a human motion silhouette dataset. In all the experiments, our method demonstrates effective performance compared with other algorithms.},
	keywords = {articulated, CE-Shape-1, classification;, database;, databases;, dataset;, descriptor;, dynamic, human, image, inner-distance;, Kimia, landmark, leaf, matching;, MOTION, MPEG7, points;, programming;, SHAPE, silhouette, silhouette;, Swedish, visual},
	doi = {10.1109/CVPR.2005.362},
	author = {Ling,H. and Jacobs, David W.}
}
@conference {18017,
	title = {Arbitrate-and-move primitives for high throughput on-chip interconnection networks},
	booktitle = {Circuits and Systems, 2004. ISCAS {\textquoteright}04. Proceedings of the 2004 International Symposium on},
	volume = {2},
	year = {2004},
	month = {2004/05//},
	pages = {II - 441-4 Vol.2 - II - 441-4 Vol.2},
	abstract = {An n-leaf pipelined balanced binary tree is used for arbitration of order and movement of data from n input ports to one output port. A novel arbitrate-and-move primitive circuit for every node of the tree, which is based on a concept of reduced synchrony that benefits from attractive features of both asynchronous and synchronous designs, is presented. The design objective of the pipelined binary tree is to provide a key building block in a high-throughput mesh-of-trees interconnection network for Explicit Multi Threading (XMT) architecture, a recently introduced parallel computation framework. The proposed reduced synchrony circuit was compared with asynchronous and synchronous designs of arbitrate-and-move primitives. Simulations with 0.18 mu;m technology show that compared to an asynchronous design, the proposed reduced synchrony implementation achieves a higher throughput, up to 2 Giga-Requests per second on an 8-leaf binary tree. Our circuit also consumes less power than the synchronous design, and requires less silicon area than both the synchronous and asynchronous designs.},
	keywords = {8, arbiter, arbitrate-and-move, architecture;, asynchronous, balanced, binary, circuit, circuit;, circuits;, consumption;, data, explicit, interconnection, interconnections;, leaf, mesh-of-trees, multi-threading;, Multithreading, n-leaf, network;, pipeline, pipelined, power, primitive, processing;, reduced, simulation;, structures;, synchronous, synchrony, system-on-chip;, tree, tree;},
	doi = {10.1109/ISCAS.2004.1329303},
	author = {Balkan,A.O. and Gang Qu and Vishkin, Uzi}
}
