=Paper=
{{Paper
|id=Vol-3777/short4
|storemode=property
|title=Artificial Intelligence-Driven Text-to-Tactile Graphics Generation for Visual Impaired People
|pdfUrl=https://ceur-ws.org/Vol-3777/short4.pdf
|volume=Vol-3777
|authors=Yehor Dzhurynskyi,Volodymyr Mayik,Lyudmyla Mayik
|dblpUrl=https://dblp.org/rec/conf/profitai/DzhurynskyiMM24
}}
==Artificial Intelligence-Driven Text-to-Tactile Graphics Generation for Visual Impaired People==
Artificial Intelligence-Driven Text-to-Tactile Graphics
Generation for Visual Impaired People
Yehor Dzhurynskyi1, Volodymyr Mayik2 and Lyudmyla Mayik2
1
Ukrainian Academy of Printing, 19, Pid Holoskom Str., Lviv, 79020, Ukraine
2
Lviv Polytechnic National University, 28a, Stepan Bandera Str., Lviv, 79013, Ukraine
Abstract
This research presents the development of a text-conditional tactile graphics generation model using the
Bidirectional and Auto-Regressive Transformer (BART) and Vector Quantized Variational Auto-Encoder
(VQ-VAE). The model leverages a modified organization of the latent space, divided into two independent
components: textual and graphic. The study addresses the challenge of the limited availability of tactile
graphics samples by expanding the training dataset with custom samples, enhancing the model's capability
to convert textual information into graphical representations. The proposed method improves the creation
of tactile graphics for visually impaired individuals, offering increased variability, controllability, and
quality in synthesized tactile graphics. This advancement enhances both the technical and economic aspects
of the production process for inclusive educational materials.
Keywords 1
Artificial intelligence, tactile graphics, visual impairment, natural language processing, model, machine
learning
1. Introduction
The dynamics of modern inclusive society development emphasize the need to integrate people with
visual impairments into active social life. The problem of socializing individuals with visual
impairments involves various aspects that complicate their education, training, and full participation
in society [1]. Specifically, people with visual impairments have limited access to information, as
many materials are produced only in the usual printed or digital formats. This issue is further
exacerbated by the increasing prevalence of information in graphic form, designed for more effective
perception by readers. The aforementioned problems hinder the ability of individuals with visual
impairments to receive quality education and professional development [2, 3, 4, 5, 7].
An analysis [6] of the activities of publishing and printing industry enterprises that produce
educational and methodological literature (textbooks, manuals, etc.) for people with visual
impairments revealed problems related to the creation or adaptation of images and illustrative
materials, which are particularly crucial for this type of publication. When creating or adapting
graphic materials, enterprises encounter the following issues: an insufficient number of trained
specialists with specific competencies related to the technical implementation of tactile graphics;
additional time and financial costs for training specialists; and the high labor intensity and cost of
the process of creating or adapting tactile graphics. Consequently, the production issues surrounding
tactile graphics remain one of the primary factors contributing to the low level of access to graphical
information for people with visual impairments.
ProfIT AI 2024: 4th International Workshop of IT-professionals on Artificial Intelligence (ProfIT AI 2024), September 25β27,
2024, Cambridge, MA, USA
y.a.dzhurynskyi@gmail.com (Y. Dzhurynskyi); vol.mayik.2015@gmail.com (V. Mayik); ludmyla.maik@gmail.com (L.
Mayik)
0000-0002-6650-2703 (V. Mayik); 0000-0001-8552-0942 (L. Mayik)
Β© 2024 Copyright for this paper by its authors.
Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0).
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Workshop ISSN 1613-0073
Proceedings
2. Related Work
Scientists are working to solve the problem of producing tactile graphics by developing models for
the automatic generation of tactile images [8, 9, 10, 11, 12, 13]. The task of most existing models is to
transform the content of a photo image into a tactile one.
Models [8, 9, 10, 11] that attempt to directly convert the content of an image into a tactile format
usually utilize computer vision and have the following disadvantages: they violate the requirements
for tactile graphics [14, 15]; they display redundant elements of the image that are difficult to read
and interfere with the overall interpretation of the graphic material.
In models [12, 13] whose principle of operation involves the detection and subsequent recognition
of individual image elements, replacing these elements with their tactile representations from a
limited sample, there is no variability in the synthesized image samples (it is impossible to synthesize
new samples, and the attractiveness of the synthesized image for people with visual impairments
decreases). Despite the mentioned drawback, it should be noted that the method effectively conveys
the content of the original photo at a high level in compliance with the requirements for tactile
graphics.
Additionally, such methods require supplementary source graphic information (e.g.,
photographs), the search for or creation of which slows down the process of preparing material for
the production of tactile images.
The development of information technologies, particularly in the field of deep machine learning,
has opened new opportunities for addressing the aforementioned problems. Recently, significant
advancements have been demonstrated by information technologies based on artificial intelligence
[16, 17, 18], which enable the generation of images based on user text prompts. However, according
to the analysis [19, 20], confirmed by a series of experiments, the information technologies built upon
these mathematical models have proven ineffective for creating tactile graphics. Despite this, the
concept of text-guided image generation was chosen as the foundation for this work.
3. Text-conditional tactile graphics generation model
The text-conditional tactile graphics generation model is built upon the Bidirectional and Auto-
Regressive Transformer (BART) [21] and Vector Quantized Variational Auto-Encoder (VQ-VAE)
[22]. The subject of its modeling is the process of converting text information into graphic
information. To do this, the embedded space of the transformer, which was formed during language
modeling on pretraining task, was divided into two independent embedded spaces: text and graphics,
instead of a shared one. At the same time, the parameters of the graphic embedded space were
adjusted so that the dimension of the embedded space was equal to the size of the "codebook" [22],
and the dimensionality of the vectors of the graphic embedded space was equal to the dimensionality
of the latent space vectors of the variational image synthesis model. The parameters of the text
embedded space remained the same as during language modeling.
Before obtaining text tokens using the BPE [22, 23] tokenization model, the original text
components are normalized by bringing them to a uniform format (uppercase letters were converted
to lowercase letters).
Formally, the process of converting text tokens into graphic tokens using a text-conditional tactile
graphics generation model is described in successive stages.
The first step is to generate a bounded sequence of text tokens based on a text prompt: π‘Μ
=
$%&
{π‘! β π}!"#!"#,% , π‘Μ
where is a sequence of text tokens of dimension πππ'(),+ = 64; π is a dictionary
of tokens. If the size of the generated sequence of text tokens exceeds the value, its size is reduced to
the maximum value, discarding the excess tokens. If the size of the generated sequence of text tokens
is smaller than the value, its size is increased to the maximum value by adding utility tokens β©ππ΄π·βͺ
that do not affect the simulation result.
In the next step, the text tokens that form the sequence π‘Μ
are mapped to the text embedded space
vectors π, , forming a subset of it:
$%&
π2+ = {π,+ β πΈ + 4π = π‘! β π‘Μ
}!"#!"#,% ; π2+ β πΈ + , (1)
where π‘Μ
is the sequence of text tokens; πΈ + is a text embedded space; π,+ are elements of the text
embedded space. Elements π2+ reflect the semantic meaning of text tokens in the embedded space.
Next, the vectors of the text embedded space πΈ + are transformed by the transformer's bidirectional
encoder, which is formed from several layers, forming hidden states ;;;β+ . The bidirectionality of the
encoder means that it analyzes the full context of an individual vector of the embedded space,
considering both the previous and the following elements of the sequence:
;;;+ = πΈπππππ@π2+ A; ;;;
β β+ β πΈ + , (2)
where β;;;+ is the hidden state of the encoder; πΈπππππ(β) is the transformerβs encoding operation
defined within [21].
The hidden state of the encoder ;;; β+ is then converted by linear layers and a nonlinear activation
function to the hidden state of the decoder (i.e., graphic information), forming a subset of the graphic
embedded space πΈ - :
;;
β;; ;;;+ A,
- = πΏπππππ β π
ππΏπ β πΏπππππ @β
. # (3)
where ;;; ;;;;
β+ β πΈ + is the hidden state of the encoder; β - β πΈ - is the hidden state of the decoder;
πΏπππππ! is a linear layer; π
ππΏπ β max (0, π₯) is a non-linear layer, activation function.
At the next stage, an autoregressive [25, 26] transformer decoder is used. This means that the
decoder generates one graphics token per iteration, considering the context of the previously
generated graphics tokens. Thus, during the decoding process, the model performs calculations based
on the hidden state ;;;
β+ and pre-generated elements of the vector sequence of the graphic embedded
-
space π, , or ;;
β;;:
-
- ;;;+ , π - , π - , β¦ , π - A; π β€ π0 ,
π! = π·πππππ@β (4)
# . !/#
- -
where π! is the i-th element of the vector sequence of the graphic embedded space πΈ - ; π1 ; π < π
are previously generated vectors of the graphic embedded space; ;; β;;
- is the hidden state of the
decoder; π0 is the size of the final sequence π;;; β πΈ ; π·πππππ(β) is the transformerβs decoding
- -
operation defined within [21].
Decoding occurs in an iterative manner until the sequence ;;;
π - size is equal to π0 (i.e., the size of
the latent space vector of the VQ-VAE model).
Once the decoding is complete, the resulting sequence of vectors of the graphics embedded space
π;;;
- is converted by a linear layer and ππππ‘πππ₯ function into a sequence of probability distributions
from which the element with the highest probability is selected, determining the selected graphics
token:
2 -
πΜ
= {π! }!"#
&
; π! = πππ πππ₯ (ππππ‘πππ₯ β πΏπππππ(π! )), (5)
-
where πΜ
is the generated sequence of graphic tokens of size π0 ; π! β ;;; π - is an element of the
vector sequence of the graphic embedded space πΈ - .
In the next step, on the basis of graphic tokens (5), a sequence of latent quantized vectors is formed
π§& , which is defined by the formula (6). Each graphic token: π! 1 β€ π! β€ πΎ; π = 1. . π0 , is the
positional number of the quantized vector in the "codebook" of the VQ-VAE model:
2
π§& = {π, β π|π = π! β πΜ
}!"#
&
; π§& β π, (6)
where π is the set of latent quantized vectors, or "codebook"; π§& β π is a sequence of latent
quantized vectors; π! β πΜ
is a graphic token; π0 is the size of the sequence of latent quantized
vectors.
The final step is the synthesis of tactile graphics using a sequence-based variational image
synthesis model decoder (6):
π = πΌππ·πππππ@π§& A, (7)
where π§& is the sequence of latent quantized vectors; πΌππ·πππππ(β) is an image decoding
operation based on latent representation defined within [22]; π is a generated tactile image.
The diagram of the text-conditional tactile graphics generation model is shown in Figure 1.
Figure 1: Structural and functional diagram of the text-conditional tactile graphics generation
model
4. Experiment
In this experiment, the proposed model was trained using the parameters presented in Tables 1 and
2 for the BART and VQ-VAE models, respectively. It is important to note that the size of the decoderβs
dictionary and the length of the sequence are each increased by one unit compared to the original
values. This adjustment is necessary to introduce an additional image service token (i.e., SOS token),
which is added at the beginning of the sequence to facilitate autoregressive image generation.
Table 1
BARTβs parameters
Parameter Encoderβs value Decoderβs value
Dictionary size 8192 513
Sequence size 64 65
Number of layers 3 3
Layer dimension 512 512
FFN dimension 1024 1024
Number of attention heads 8 8
The language modeling has been done using the BrUK corpus [27] consisting of Ukrainian texts
from different sources. Unlike textual datasets (i.e., corpora), which are widely accessible, tactile
graphics samples are much less common. A significant obstacle in modeling tactile graphics
generation using machine learning is the insufficient number of publicly available samples, as the
tactile graphics production industry is less prevalent compared to the traditional one.
Nevertheless, a collection of plant and animal images stored in the APH Tactile Graphics Library
[28] was chosen as the original set of images for the model to learn to reproduce. Additionally, the
training dataset was expanded with 41 custom tactile image samples, increasing the total number of
samples to 179. The custom samples are formed from simple images of animals and were used at one
of the enterprises of Ukraine, which provides preschool education for children with visual
impairments.
Table 2
VQ-VAEβs parameters
Parameter Value
Image dimension 256 Γ 256 Γ 1
βCodebookβ size 512
Latent vectors size 16
Number of hidden layers 5
Hidden layers dimension 16
The results of the experiment include samples of generated tactile graphics images based on
various types of text prompts, such as monosyllabic prompts, prompts with numerals, and prompts
with epithets. These samples are presented in Figure 2.
βa daisyβ βa cowβ βTop view of butterflyβ βa treeβ
βthree daisiesβ βa spotted cowβ βa butterfly (side view)β βa naked treeβ
βa leafβ βa dogβ βa turkeyβ βa deer (side view)β
Figure 2: Samples of generated images determined by a text prompt given below the corresponding
image
The model's performance was evaluated separately for each component: BART and VQ-VAE. The
results of this evaluation are presented in Table 3. The Cross-Entropy metric reflects how well the
model converts text prompts into appropriate graphic tokens, and Perplexity represents the
uncertainty in the model's predictions. Lower values indicate better performance, meaning the model
is more confident in its generation process. For tactile graphics, FID measures how similar the
generated tactile images are to real ones in the latent space of the model. A lower FID score indicates
that the generated tactile graphics are closer to real tactile images in terms of visual and tactile
features.
Additionally, the overall performance of the model was evaluated using the CLIP Score metric
[29], which reflects the model's capability in converting textual information into graphical
information. The average CLIP Score of the developed model is 23,7.
Table 3
Evaluation results
Component Metric Value
BART Cross-Entropy 5,709
Perplexity 301,662
VQ-VAE MSE (image space) 0,0144
MSE (latent space) 0,0058
FID 0,242
5. Limitations
The current dataset used for training includes relatively simple images (e.g., animals, plants, basic
objects). One limitation of the model is its potential difficulty in scaling to more complex images,
such as those with intricate details (e.g., architectural blueprints, detailed scientific diagrams). The
modelβs ability to capture fine details may be limited by the size of the latent space and the number
of hidden layers used in the VQ-VAE model. Complex tactile graphics might require a more fine-
grained representation, which could lead to inefficiencies or inaccuracies in generation if the model
architecture remains unchanged.
Besides, while the model performs well on simpler prompts (e.g., "a cow," "a tree"), more complex
and nuanced prompts (e.g., "a group of children playing soccer with a spotted ball") might pose
challenges. This is because the Transformerβs encoding of textual information becomes more
demanding as the semantic richness and length of the prompt increase. The model may struggle to
disentangle and appropriately represent all components of a complex scene in tactile graphics form,
leading to loss of information or oversimplification.
Regarding computational requirements, the training process of the proposed model, which
integrates both the BART Transformer and the VQ-VAE, requires significant computational
resources. Due to the autoregressive nature of the model and the need to process both textual and
graphical latent spaces, training is computationally expensive. It requires powerful GPUs or TPUs,
large memory capacity, and extended training time, particularly as the dataset grows. This makes
scaling to larger datasets or higher-dimensional image outputs challenging without access to
advanced computing infrastructure.
One of the key ethical concerns in the development of tactile graphics is ensuring that the
generated images do not misrepresent the information. For visually impaired users, the tactile
graphic is a primary means of understanding visual content, and any distortion or inaccuracy could
lead to misunderstandings. For example, if a generated tactile graphic oversimplifies or omits
important details, users might receive an incomplete or misleading representation of the intended
information. To mitigate this risk, it's important to validate the model outputs rigorously against
established standards for tactile graphics and seek feedback from visually impaired users to ensure
that the tactile representations are both accurate and understandable.
6. Conclusion
As a result of this research, a text-conditional tactile graphics generation model was developed using
BART and VQ-VAE. The model employs a modified organization of the latent space, divided into
two independent components: textual and graphic.
The method of creating tactile graphics for publications aimed at individuals with visual
impairments has been improved. This enhancement increases the variability, controllability, and
quality of synthesized tactile graphics, thereby improving the technical and economic aspects of the
production process.
This technology can bridge the gap in access to educational materials, allowing visually impaired
individuals to better engage with subjects that rely heavily on visual content, such as science,
mathematics, and geography. The availability of automated tactile graphics can facilitate greater
independence in learning and enhance participation in inclusive classrooms and professional
environments.
An important direction of further research is to increase the size and diversity of the training
sample to improve the general ability of the model to generalize and ensure its stable operation in
various scenarios.
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