333 research outputs found

    RGB-D datasets using microsoft kinect or similar sensors: a survey

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    RGB-D data has turned out to be a very useful representation of an indoor scene for solving fundamental computer vision problems. It takes the advantages of the color image that provides appearance information of an object and also the depth image that is immune to the variations in color, illumination, rotation angle and scale. With the invention of the low-cost Microsoft Kinect sensor, which was initially used for gaming and later became a popular device for computer vision, high quality RGB-D data can be acquired easily. In recent years, more and more RGB-D image/video datasets dedicated to various applications have become available, which are of great importance to benchmark the state-of-the-art. In this paper, we systematically survey popular RGB-D datasets for different applications including object recognition, scene classification, hand gesture recognition, 3D-simultaneous localization and mapping, and pose estimation. We provide the insights into the characteristics of each important dataset, and compare the popularity and the difficulty of those datasets. Overall, the main goal of this survey is to give a comprehensive description about the available RGB-D datasets and thus to guide researchers in the selection of suitable datasets for evaluating their algorithms

    Deep Learning for Head Pose Estimation: A Survey

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    Head pose estimation (HPE) is an active and popular area of research. Over the years, many approaches have constantly been developed, leading to a progressive improvement in accuracy; nevertheless, head pose estimation remains an open research topic, especially in unconstrained environments. In this paper, we will review the increasing amount of available datasets and the modern methodologies used to estimate orientation, with a special attention to deep learning techniques. We will discuss the evolution of the feld by proposing a classifcation of head pose estimation methods, explaining their advantages and disadvantages, and highlighting the diferent ways deep learning techniques have been used in the context of HPE. An in-depth performance comparison and discussion is presented at the end of the work. We also highlight the most promising research directions for future investigations on the topic

    Vision-Based 2D and 3D Human Activity Recognition

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    Exploring Gesture Recognition in the Virtual Reality Space

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    This thesis presents two novel modifications to a gesture recognition systemfor virtual reality devices and applications. In doing this it evaluates usersmovements in VR when presented with gestures and uses this information todevelop a continuous tracking system that can detect the start and end of gestures.It also expands on previous work with gestures in games with an implementationof an adaptive database system that has been seen to improve accuracy rates.The database allows users to immediately start using the system with no priortraining and will improve accuracy rates as they spend more time in the game.Furthermore it evaluates both the explicit and continuous recognition systemsthrough user based studies. The results from these studies show promise for theusability of gesture based interaction systems for VR devices in the future. Theyalso provide findings that suggest that for the use case of games continuous systemcould be too cumbersome for users

    Pose Impact Estimation on Face Recognition using 3D-Aware Synthetic Data with Application to Quality Assessment

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    Evaluating the quality of facial images is essential for operating face recognition systems with sufficient accuracy. The recent advances in face quality standardisation (ISO/IEC CD3 29794-5) recommend the usage of component quality measures for breaking down face quality into its individual factors, hence providing valuable feedback for operators to re-capture low-quality images. In light of recent advances in 3D-aware generative adversarial networks, we propose a novel dataset, Syn-YawPitch, comprising 1000 identities with varying yaw-pitch angle combinations. Utilizing this dataset, we demonstrate that pitch angles beyond 30 degrees have a significant impact on the biometric performance of current face recognition systems. Furthermore, we propose a lightweight and explainable pose quality predictor that adheres to the draft international standard of ISO/IEC CD3 29794-5 and benchmark it against state-of-the-art face image quality assessment algorithm

    Semi-Autonomous Control of an Exoskeleton using Computer Vision

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