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Robert P. Futrelle

dblp:f/RPFutrelle · DBLP profile ↗
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9ranked-venue papers
7as first author
0since 2021 · last 2004
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 4 · 4 first-authorGraphics, computer vision, multimedia, augmented reality and games · 4 · 4 first-authorDatabases, data management, data science and information retrieval · 2 · 2 first-authorHuman-computer interaction and ubiquitous computing · 2 · 2 first-authorApplied, interdisciplinary, general and emerging computing · 2

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Interdisciplinary, comprehensive, and emerging computing
2 papers
Bioinformatics and computational biology · 100%
Databases, data mining, and information retrieval
1 paper
Knowledge graphs · 100%
Software engineering, system software, and programming languages
1 paper
Programming languages and type systems · 100%
Human-computer interaction and pervasive computing
2 papers
User interface design and tools · 85% Interaction techniques and input · 15%

Topics — the 7 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Bioinformatics and computational biology › biological database
biological knowledge base
0.011994
Creating a Knowledge Base of Biological Research Papers · ISMB 1994
Knowledge graphs
knowledge graph construction
0.011994
Creating a Knowledge Base of Biological Research Papers · ISMB 1994
User interface design and tools
programming environments
0.011978
Towards the design of an intrinsically graphical language · SIGGRAPH 1978
Programming languages and type systems
language design
0.011978
Towards the design of an intrinsically graphical language · SIGGRAPH 1978
Programming languages and type systems › programming paradigms
visual programming languages
0.011978
Towards the design of an intrinsically graphical language · SIGGRAPH 1978
Multimedia analysis and retrieval
video analysis
0.011974
The system design for GALATEA, an interactive real-time computer graphics system for movie and video analysis · SIGGRAPH 1974
Interaction techniques and input
pen input
0.011974
The system design for GALATEA, an interactive real-time computer graphics system for movie and video analysis · SIGGRAPH 1974

Methods — techniques the papers use, named apart from their topics

knowledge extraction · 0.0object-oriented programming · 0.0kinetic feedback · 0.0interactive dialogue · 0.0digitizing pen tracking · 0.0
YearPublicationVenuePosition
2004 Diagram Schemas: What, Why, How
Robert P. Futrelle
Diagrams1
2003 Extraction, layout analysis and classification of diagrams in PDF documents
abstract
Diagrams are a critical part of virtually all scientific and technical documents. Analyzing diagrams will be important for building comprehensive document retrieval systems. This paper focuses on the extraction and classification of diagrams from PDF documents. We study diagrams available in vector (not raster) format in online research papers. PDF files are parsed and their vector graphics components installed in a spatial index. Subdiagrams are found by analyzing white space gaps. A set of statistics is generated for each diagram, e.g., the number of horizontal lines and vertical lines. The statistics form a feature vector description of the diagram. The vectors are used in a kernel-based machine learning system (Support Vector Machine). Separating a set of bar graphs from non-bar-graphs gathered from 20,000 biology research papers gave a classification accuracy of 91.7%. The approach is directly applicable to diagrams vectorized from images.
Robert P. Futrelle, Mingyan Shao, Chris Cieslik, Andrea Grimes
ICDAR1
1995 Efficient analysis of complex diagrams using constraint-based parsing
abstract
This paper describes substantial advances in the analysis (parsing) of diagrams using constraint grammars. The addition of set types to the grammar and spatial indexing of the data make it possible to efficiently parse real diagrams of substantial complexity. The system is probably the first to demonstrate efficient diagram parsing using grammars that easily be retargeted to other domains. The work assumes that the diagrams are available as a flat collection of graphics primitives: lines, polygons, circles, Bezier curves and text. This is appropriate for future electronic documents or for vectorized diagrams converted from scanned images. The classes of diagrams that we have analyzed include x,y data graphs and genetic diagrams drawn from the biological literature, as well as finite state automata diagrams (states and arcs). As an example, parsing a four-part data graph composed of 133 primitives required 35 sec using Macintosh Common Lisp on a Macintosh Quadra 700.
Robert P. Futrelle, Nikos Nikolakis
ICDAR1
1994 Creating a Knowledge Base of Biological Research Papers
Carole D. Hafner, Kenneth Baclawski, Robert P. Futrelle, Natasha F. Noy, Shobana Sampath
ISMB3
1993 Database Techniques for Biological Materials and Methods
Kenneth Baclawski, Robert P. Futrelle, Natasha F. Noy, Maurice J. Pescitelli
ISMB2
1990 Strategies for diagram understanding: generalized equivalence, spatial/object pyramids and animate vision
abstract
A semantic analysis approach is described in which diagrams are represented as collections of geometric objects. The fundamental organizing principle for these objects is the generalized equivalence relation. Examples include near, parallel, and aligned. These relations can be computed efficiently using GOSSAMER, a pyramidal data structure that allows spatially associative access to objects. Animate vision, in which the image is scanned either continuously or discontinuously, is used to mimic the efficient strategy used by humans to view diagrams. The system is implemented in Common Lisp and is being applied to data graphs and gene diagrams in the biological literature.>
Robert P. Futrelle
ICPR (1)1
1978 Towards the design of an intrinsically graphical language
abstract
Coding a large and diversified graphics application system is a difficult task. We suggest an approach to this problem in which programs are built up using Objects (e.g., Classes, Modules) newly generated or drawn from a library. Each Object has an Aid which supports an interactive dialogue with the programmer resulting in the insertion of the appropriate references to the Object into the developing code. An Aid can display graphical Objects and accept sketching and picture editing. An Association capability allows the programmer to generate code corresponding to the displayed graphical material. The Association can be literal, with numerical values being inserted, or symbolic, with variable arguments inserted. A Programming System that is so structured implements an Intrinsically Graphical Language because the code can be “written” using both textual and graphical dialogues.
Robert P. Futrelle, G. Barta
SIGGRAPH1
1975 The system design for GALATEA, an interactive real-time computer graphics system for movie and video analysis
Robert P. Futrelle, Mike Potel
Comput. Graph.1
1974 The system design for GALATEA, an interactive real-time computer graphics system for movie and video analysis
abstract
The extraction of information from movie film and videotape has always been a very tedious process. Yet the usefulness of these media in biomedical research, behavioral science, industrial testing, etc., is apparent. We are developing a system, GALATEA, for the rapid extraction of data from film or video using interactive graphics. The key aspects of GALATEA are: The user indicates what features are of interest using an x, y digitizing pen. These pen positions are the only data the system sees, so that full digital image encoding is avoided. The user can trace the features while the fim runs (frame-by-frame analysis is not necessary). The user has constant feedback in the form of an animated, computer-generatedmovie (Kinegram), overlaid on the original film image and running synchronously with it. It is this kinetic feedback of the data entered that makes the system efficient. Structured programming, real-time programming techniques, data structures for time-dependent pictures and dynamical graphics tools are covered. A detailed discussion is given of Slippage or soft degradation in real-time systems under fluctuating load conditions.
Robert P. Futrelle, Mike Potel
SIGGRAPH1