781 research outputs found

    Effective Gesture Based Framework for Capturing User Input

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    Computers today aren't just confined to laptops and desktops. Mobile gadgets like mobile phones and laptops also make use of it. However, one input device that hasn't changed in the last 50 years is the QWERTY keyboard. Users of virtual keyboards can type on any surface as if it were a keyboard thanks to sensor technology and artificial intelligence. In this research, we use the idea of image processing to create an application for seeing a computer keyboard using a novel framework which can detect hand gestures with precise accuracy while also being sustainable and financially viable. A camera is used to capture keyboard images and finger movements which subsequently acts as a virtual keyboard. In addition, a visible virtual mouse that accepts finger coordinates as input is also described in this study. This system has a direct benefit of reducing peripheral cost, reducing electronics waste generated due to external devices and providing accessibility to people who cannot use the traditional keyboard and mouse

    Applications of Silicon Retinas: from Neuroscience to Computer Vision

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    Traditional visual sensor technology is firmly rooted in the concept of sequences of image frames. The sequence of stroboscopic images in these "frame cameras" is very different compared to the information running from the retina to the visual cortex. While conventional cameras have improved in the direction of smaller pixels and higher frame rates, the basics of image acquisition have remained the same. Event-based vision sensors were originally known as "silicon retinas" but are now widely called "event cameras." They are a new type of vision sensors that take inspiration from the mechanisms developed by nature for the mammalian retina and suggest a different way of perceiving the world. As in the neural system, the sensed information is encoded in a train of spikes, or so-called events, comparable to the action potential generated in the nerve. Event-based sensors produce sparse and asynchronous output that represents in- formative changes in the scene. These sensors have advantages in terms of fast response, low latency, high dynamic range, and sparse output. All these char- acteristics are appealing for computer vision and robotic applications, increasing the interest in this kind of sensor. However, since the sensor’s output is very dif- ferent, algorithms applied for frames need to be rethought and re-adapted. This thesis focuses on several applications of event cameras in scientific scenarios. It aims to identify where they can make the difference compared to frame cam- eras. The presented applications use the Dynamic Vision Sensor (event camera developed by the Sensors Group of the Institute of Neuroinformatics, University of Zurich and ETH). To explore some applications in more extreme situations, the first chapters of the thesis focus on the characterization of several advanced versions of the standard DVS. The low light condition represents a challenging situation for every vision sensor. Taking inspiration from standard Complementary Metal Oxide Semiconductor (CMOS) technology, the DVS pixel performances in a low light scenario can be improved, increasing sensitivity and quantum efficiency, by using back-side illumination. This thesis characterizes the so-called Back Side Illumination DAVIS (BSI DAVIS) camera and shows results from its application in calcium imaging of neural activity. The BSI DAVIS has shown better performance in the low light scene due to its high Quantum Efficiency (QE) of 93% and proved to be the best type of technology for microscopy application. The BSI DAVIS allows detecting fast dynamic changes in neural fluorescent imaging using the green fluorescent calcium indicator GCaMP6f. Event camera advances have pushed the exploration of event-based cameras in computer vision tasks. Chapters of this thesis focus on two of the most active research areas in computer vision: human pose estimation and hand gesture classification. Both chapters report the datasets collected to achieve the task, fulfilling the continuous need for data for this kind of new technology. The Dynamic Vision Sensor Human Pose dataset (DHP19) is an extensive collection of 33 whole-body human actions from 17 subjects. The chapter presents the first benchmark neural network model for 3D pose estimation using DHP19. The network archives a mean error of less than 8 mm in the 3D space, which is comparable with frame-based Human Pose Estimation (HPE) methods using frames. The gesture classification chapter reports an application running on a mobile device and explores future developments in the direction of embedded portable low power devices for online processing. The sparse output from the sensor suggests using a small model with a reduced number of parameters and low power consumption. The thesis also describes pilot results from two other scientific imaging applica- tions for raindrop size measurement and laser speckle analysis presented in the appendices

    Eye center localization and gaze gesture recognition for human-computer interaction

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    © 2016 Optical Society of America. This paper introduces an unsupervised modular approach for accurate and real-time eye center localization in images and videos, thus allowing a coarse-to-fine, global-to-regional scheme. The trajectories of eye centers in consecutive frames, i.e., gaze gestures, are further analyzed, recognized, and employed to boost the human-computer interaction (HCI) experience. This modular approach makes use of isophote and gradient features to estimate the eye center locations. A selective oriented gradient filter has been specifically designed to remove strong gradients from eyebrows, eye corners, and shadows, which sabotage most eye center localization methods. A real-world implementation utilizing these algorithms has been designed in the form of an interactive advertising billboard to demonstrate the effectiveness of our method for HCI. The eye center localization algorithm has been compared with 10 other algorithms on the BioID database and six other algorithms on the GI4E database. It outperforms all the other algorithms in comparison in terms of localization accuracy. Further tests on the extended Yale Face Database b and self-collected data have proved this algorithm to be robust against moderate head poses and poor illumination conditions. The interactive advertising billboard has manifested outstanding usability and effectiveness in our tests and shows great potential for benefiting a wide range of real-world HCI applications

    Infrared Sensors for Autonomous Vehicles

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    The spurt in interest and development of Autonomous vehicles is a continuing boost to the growth of electronic devices in the automotive industry. The sensing, processing, activation, feedback and control functions done by the human brain have to be replaced with electronics. The task is proving to be exhilarating and daunting at the same time. The environment sensors – RADAR (RAdio Detection And Ranging), Camera and LIDAR (Light Detection And Ranging) are enjoying a lot attention with the need for increasingly greater range and resolution being demanded by the “eyes” and faster computation by the “brain”. Even though all three and more sensors (Ultrasonic / Stereo Camera / GPS / etc.) will be used together; this chapter will focus on challenges facing Camera and LIDAR. Anywhere from 2 – 8 cameras and 1 – 2 LIDAR are expected to be part of the sensor suite needed by Autonomous vehicles – which have to function equally well in day and night. Near infrared (800 – 1000nm) devices are currently emitters of choice in these sensors. Higher range, resolution and Field of view pose many challenges to overcome with new electronic device innovations before we realize the safety and other benefits of autonomous vehicles

    A Review and Analysis of Eye-Gaze Estimation Systems, Algorithms and Performance Evaluation Methods in Consumer Platforms

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    In this paper a review is presented of the research on eye gaze estimation techniques and applications, that has progressed in diverse ways over the past two decades. Several generic eye gaze use-cases are identified: desktop, TV, head-mounted, automotive and handheld devices. Analysis of the literature leads to the identification of several platform specific factors that influence gaze tracking accuracy. A key outcome from this review is the realization of a need to develop standardized methodologies for performance evaluation of gaze tracking systems and achieve consistency in their specification and comparative evaluation. To address this need, the concept of a methodological framework for practical evaluation of different gaze tracking systems is proposed.Comment: 25 pages, 13 figures, Accepted for publication in IEEE Access in July 201

    Per-Pixel Calibration for RGB-Depth Natural 3D Reconstruction on GPU

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    Ever since the Kinect brought low-cost depth cameras into consumer market, great interest has been invigorated into Red-Green-Blue-Depth (RGBD) sensors. Without calibration, a RGBD camera’s horizontal and vertical field of view (FoV) could help generate 3D reconstruction in camera space naturally on graphics processing unit (GPU), which however is badly deformed by the lens distortions and imperfect depth resolution (depth distortion). The camera’s calibration based on a pinhole-camera model and a high-order distortion removal model requires a lot of calculations in the fragment shader. In order to get rid of both the lens distortion and the depth distortion while still be able to do simple calculations in the GPU fragment shader, a novel per-pixel calibration method with look-up table based 3D reconstruction in real-time is proposed, using a rail calibration system. This rail calibration system offers possibilities of collecting infinite calibrating points of dense distributions that can cover all pixels in a sensor, such that not only lens distortions, but depth distortion can also be handled by a per-pixel D to ZW mapping. Instead of utilizing the traditional pinhole camera model, two polynomial mapping models are employed. One is a two-dimensional high-order polynomial mapping from R/C to XW=YW respectively, which handles lens distortions; and the other one is a per-pixel linear mapping from D to ZW, which can handle depth distortion. With only six parameters and three linear equations in the fragment shader, the undistorted 3D world coordinates (XW, YW, ZW) for every single pixel could be generated in real-time. The per-pixel calibration method could be applied universally on any RGBD cameras. With the alignment of RGB values using a pinhole camera matrix, it could even work on a combination of a random Depth sensor and a random RGB sensor
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