1,905 research outputs found
Recommended from our members
Fingers micro-gesture recognition based on holoscopic 3D imaging system
This thesis was submitted for the award of Doctor of Philosophy and was awarded by Brunel University LondonMicro-gesture recognition has been widely research in recent years, in particular there
has been a great focus on 3D micro-gesture recognition which consists of classifying the
micro-gesture movements of the fingers for touch-less control applications. Holoscopic
3D imaging system mimics fly’s eye technique to capture true 3D scene which is enrich
in both texture and motion information. As a result, holoscopic 3D imaging system shall
be a suitable approach for robust recognition application. This PhD research focuses on
innovative 3D micro-gesture recognition based on holoscopic 3D system which delivers
robust and reliable performance with precision for 3D micro-gestures. Indeed this can
be applied to other wide range of applications such as Internet of things (IoT), AR/VR,
robotics and other touch-less interaction.
Due to lack of holoscopic 3D dataset, a comprehensive 3D micro-gesture dataset (HoMG)
includes both holoscopic 3D images and videos is prepared. It is a reasonable size holoscopic
3D dataset which is captured with different camera settings and conditions from
40 participants. Innovative 3D micro-gesture recognition is proposed based on 2D feature
extraction methods with basic classification methods, the recognition accuracy can reach
around 50.9%. For video-based data, the 3D feature extraction methods are achieved
66.7% recognition accuracy over 50.9% accuracy for micro-gesture images as the initial
investigation. HoMG database held a challenge in IEEE International automatic face and
gesture 2018, and 4 groups from the international research institutes joined the challenge
and contributed many new methods as further development where the proposed method
was published.
The holoscopic 3D dataset further enrich innovative micro-gesture 3D recognition system
is proposed and its performance is evaluated by carrying out like to like comparison
with state of the art methods. In addition, a fast and efficient pre-processing algorithm
for H3D images to extract the element images. Simplified viewpoint image extraction
method are presented. A pre-trained CNN model with the attention mechanics is implemented
based on VP image for the predicted probabilities of gesture. The proposed
approached is further improved using voting strategy. The proposed approach achieves
87% accuracy, which outperform all existing state of the art methods on the image-based
database. Advanced 3D micro-gesture recognition is investigated based on sequence video database,
the end-to-end model has been used on effective H3D based micro-gesture recognition
system. For front-end network, there are two method of traditional viewpoint image
extraction and novel pseudo viewpoint image extraction have been used and evaluated.
The pseudo viewpoint (PVP) front-end has been created, which used to deep learning
networks understanding the implied 3D information of H3D imaging system. The viewpoint
(VP) front-end follows the traditional H3D image method to extract and reconstruct
the multi-viewpoint images. Both front-end have been feed in four popular advanced
deep networks using for learning and classification. This experiments evaluated the performance
of 2D/3D convolutional, mixing 2D and 3D convolutional and LSTM on the
HoMG video database, which is beneficial to H3D imaging system using deep learning
network. Finally, in order to obtain the high accuracies, the majority voting has been applied
for further improve. The final results show that the performance is not only better
than the traditional methods, but also superior to the existing deep learning based approaches,
which clearly demonstrates the effectiveness of the proposed approach
Interfaces baseadas em gestos e movimento
Dissertação de Mestrado em Engenharia InformáticaEsta tese estuda novas formas de interacção pessoa-máquina, baseadas em sensores de infravermelhos. O objectivo foi criar uma interface que tornasse a interacção com o computador mais natural e divertida, utilizando gestos e movimentos que são usados intuitivamente no dia-a-dia.
Foi necessário o desenho e implementação de um sistema flexível e modular, que permite
detectar as posições e movimentos das mãos e cabeça do utilizador. Adicionalmente, esta
interface tambem permite a utilização de botões e fornece feedback háptico ao utilizador. Foram encontrados vários problemas durante a realização do hardware, que levaram à utilização de novas abordagens e à construcção e teste de vários protótipos
Paralelamente à construção dos protótipos do hardware, foi implementada uma biblioteca que
permite detectar a posição das mãos e cabeça cabeça do utilizador, num espaço tridimensional.
Esta biblioteca trata de toda a comunicação com o hardware, fornecendo funções e callbacks simples ao programador das aplicações.
Foram desenvolvidas quatro aplicações que permitiram testar e demonstrar as várias
funcionalidades desta interface em diferentes cenários. Uma destas aplicações foi um jogo, que foi demonstrado publicamente durante o dia aberto da FCT/UNL, tendo sido experimentado e avaliado por um grande número de utilizadores
LivePhantom: Retrieving Virtual World Light Data to Real Environments.
To achieve realistic Augmented Reality (AR), shadows play an important role in creating a 3D impression of a scene. Casting virtual shadows on real and virtual objects is one of the topics of research being conducted in this area. In this paper, we propose a new method for creating complex AR indoor scenes using real time depth detection to exert virtual shadows on virtual and real environments. A Kinect camera was used to produce a depth map for the physical scene mixing into a single real-time transparent tacit surface. Once this is created, the camera's position can be tracked from the reconstructed 3D scene. Real objects are represented by virtual object phantoms in the AR scene enabling users holding a webcam and a standard Kinect camera to capture and reconstruct environments simultaneously. The tracking capability of the algorithm is shown and the findings are assessed drawing upon qualitative and quantitative methods making comparisons with previous AR phantom generation applications. The results demonstrate the robustness of the technique for realistic indoor rendering in AR systems
Tracking hands in action for gesture-based computer input
This thesis introduces new methods for markerless tracking of the full articulated motion of hands and for informing the design of gesture-based computer input. Emerging devices such as smartwatches or virtual/augmented reality glasses are in need of new input devices for interaction on the move. The highly dexterous human hands could provide an always-on input capability without the actual need to carry a physical device. First, we present novel methods to address the hard computer vision-based hand tracking problem under varying number of cameras, viewpoints, and run-time requirements. Second, we contribute to the design of gesture-based interaction techniques by presenting heuristic and computational approaches. The contributions of this thesis allow users to effectively interact with computers through markerless tracking of hands and objects in desktop, mobile, and egocentric scenarios.Diese Arbeit stellt neue Methoden für die markerlose Verfolgung der vollen Artikulation der Hände und für die Informierung der Gestaltung der Gestik-Computer-Input. Emerging-Geräte wie Smartwatches oder virtuelle / Augmented-Reality-Brillen benötigen neue Eingabegeräte für Interaktion in Bewegung. Die sehr geschickten menschlichen Hände konnten eine immer-on-Input-Fähigkeit, ohne die tatsächliche Notwendigkeit, ein physisches Gerät zu tragen. Zunächst stellen wir neue Verfahren vor, um das visionbasierte Hand-Tracking-Problem des Hardcomputers unter variierender Anzahl von Kameras, Sichtweisen und Laufzeitanforderungen zu lösen. Zweitens tragen wir zur Gestaltung von gesture-basierten Interaktionstechniken bei, indem wir heuristische und rechnerische Ansätze vorstellen. Die Beiträge dieser Arbeit ermöglichen es Benutzern, effektiv interagieren mit Computern durch markerlose Verfolgung von Händen und Objekten in Desktop-, mobilen und egozentrischen Szenarien
Interactive natural user interfaces
For many years, science fiction entertainment has showcased holographic technology and futuristic user interfaces that have stimulated the world\u27s imagination. Movies such as Star Wars and Minority Report portray characters interacting with free-floating 3D displays and manipulating virtual objects as though they were tangible. While these futuristic concepts are intriguing, it\u27s difficult to locate a commercial, interactive holographic video solution in an everyday electronics store. As used in this work, it should be noted that the term holography refers to artificially created, free-floating objects whereas the traditional term refers to the recording and reconstruction of 3D image data from 2D mediums. This research addresses the need for a feasible technological solution that allows users to work with projected, interactive and touch-sensitive 3D virtual environments. This research will aim to construct an interactive holographic user interface system by consolidating existing commodity hardware and interaction algorithms. In addition, this work studies the best design practices for human-centric factors related to 3D user interfaces. The problem of 3D user interfaces has been well-researched. When portrayed in science fiction, futuristic user interfaces usually consist of a holographic display, interaction controls and feedback mechanisms. In reality, holographic displays are usually represented by volumetric or multi-parallax technology. In this work, a novel holographic display is presented which leverages a mini-projector to produce a free-floating image onto a fog-like surface. The holographic user interface system will consist of a display component: to project a free-floating image; a tracking component: to allow the user to interact with the 3D display via gestures; and a software component: which drives the complete hardware system. After examining this research, readers will be well-informed on how to build an intuitive, eye-catching holographic user interface system for various application arenas
Interactive exploration of historic information via gesture recognition
Developers of interactive exhibits often struggle to �nd appropriate input devices
that enable intuitive control, permitting the visitors to engage e�ectively with the
content. Recently motion sensing input devices like the Microsoft Kinect or Panasonic
D-Imager have become available enabling gesture based control of computer
systems. These devices present an attractive input device for exhibits since the user
can interact with their hands and they are not required to physically touch any part
of the system. In this thesis we investigate techniques to enable the raw data coming
from these types of devices to be used to control an interactive exhibit. Object
recognition and tracking techniques are used to analyse the user's hand where movement
and clicks are processed. To show the e�ectiveness of the techniques the gesture
system is used to control an interactive system designed to inform the public about
iconic buildings in the centre of Norwich, UK. We evaluate two methods of making
selections in the test environment.
At the time of experimentation the technologies were relatively new to the image
processing environment. As a result of the research presented in this thesis, the techniques
and methods used have been detailed and published [3] at the VSMM (Virtual
Systems and Multimedia 2012) conference with the intention of further forwarding
the area
- …