508 research outputs found

    Human robot interaction in a crowded environment

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    Human Robot Interaction (HRI) is the primary means of establishing natural and affective communication between humans and robots. HRI enables robots to act in a way similar to humans in order to assist in activities that are considered to be laborious, unsafe, or repetitive. Vision based human robot interaction is a major component of HRI, with which visual information is used to interpret how human interaction takes place. Common tasks of HRI include finding pre-trained static or dynamic gestures in an image, which involves localising different key parts of the human body such as the face and hands. This information is subsequently used to extract different gestures. After the initial detection process, the robot is required to comprehend the underlying meaning of these gestures [3]. Thus far, most gesture recognition systems can only detect gestures and identify a person in relatively static environments. This is not realistic for practical applications as difficulties may arise from people‟s movements and changing illumination conditions. Another issue to consider is that of identifying the commanding person in a crowded scene, which is important for interpreting the navigation commands. To this end, it is necessary to associate the gesture to the correct person and automatic reasoning is required to extract the most probable location of the person who has initiated the gesture. In this thesis, we have proposed a practical framework for addressing the above issues. It attempts to achieve a coarse level understanding about a given environment before engaging in active communication. This includes recognizing human robot interaction, where a person has the intention to communicate with the robot. In this regard, it is necessary to differentiate if people present are engaged with each other or their surrounding environment. The basic task is to detect and reason about the environmental context and different interactions so as to respond accordingly. For example, if individuals are engaged in conversation, the robot should realize it is best not to disturb or, if an individual is receptive to the robot‟s interaction, it may approach the person. Finally, if the user is moving in the environment, it can analyse further to understand if any help can be offered in assisting this user. The method proposed in this thesis combines multiple visual cues in a Bayesian framework to identify people in a scene and determine potential intentions. For improving system performance, contextual feedback is used, which allows the Bayesian network to evolve and adjust itself according to the surrounding environment. The results achieved demonstrate the effectiveness of the technique in dealing with human-robot interaction in a relatively crowded environment [7]

    Multi camera soccer player tracking

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    Now a day’s spread of super computers, existing of high resolution and low-priced video cameras, and increasing the computerized video analysis has made more curiosity in tracking algorithms. Automatic identification and tracing of multiple moving objects through video scene is an interesting field of computer visualization. Identification and tracking of multiple people is a vital and challenging task for many applications like human-computer interface, video communication, security application and surveillance system. Various researchers offer various algorithms but none of this was work properly to distinguish the players automatically when creating occlusion. The first step to tracking multiple objects in video sequence is detection. Background subtraction is a very popular and effective method for foreground detection (assuming that background should be stationary). In this thesis we apply various background subtraction methods to tackle the difficulties like changing illumination condition, background clutter and camouflage. The method we propose to overcome this problem is operates the background subtraction by calculating the Mahalanobis distances. The second step to track multiple moving objects in soccer scene by using particle filters method that estimate the non-Gaussian, non-linear state-space model, which is a multi-target tracking method. These methods are applied on real soccer video sequences and the result show that it is successfully track and distinguish the players. After tracking is done by using multi camera views, we collecting the data from all cameras and creating geometrical relationship between cameras called Homography

    Towards gestural understanding for intelligent robots

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    Fritsch JN. Towards gestural understanding for intelligent robots. Bielefeld: Universität Bielefeld; 2012.A strong driving force of scientific progress in the technical sciences is the quest for systems that assist humans in their daily life and make their life easier and more enjoyable. Nowadays smartphones are probably the most typical instances of such systems. Another class of systems that is getting increasing attention are intelligent robots. Instead of offering a smartphone touch screen to select actions, these systems are intended to offer a more natural human-machine interface to their users. Out of the large range of actions performed by humans, gestures performed with the hands play a very important role especially when humans interact with their direct surrounding like, e.g., pointing to an object or manipulating it. Consequently, a robot has to understand such gestures to offer an intuitive interface. Gestural understanding is, therefore, a key capability on the way to intelligent robots. This book deals with vision-based approaches for gestural understanding. Over the past two decades, this has been an intensive field of research which has resulted in a variety of algorithms to analyze human hand motions. Following a categorization of different gesture types and a review of other sensing techniques, the design of vision systems that achieve hand gesture understanding for intelligent robots is analyzed. For each of the individual algorithmic steps – hand detection, hand tracking, and trajectory-based gesture recognition – a separate Chapter introduces common techniques and algorithms and provides example methods. The resulting recognition algorithms are considering gestures in isolation and are often not sufficient for interacting with a robot who can only understand such gestures when incorporating the context like, e.g., what object was pointed at or manipulated. Going beyond a purely trajectory-based gesture recognition by incorporating context is an important prerequisite to achieve gesture understanding and is addressed explicitly in a separate Chapter of this book. Two types of context, user-provided context and situational context, are reviewed and existing approaches to incorporate context for gestural understanding are reviewed. Example approaches for both context types provide a deeper algorithmic insight into this field of research. An overview of recent robots capable of gesture recognition and understanding summarizes the currently realized human-robot interaction quality. The approaches for gesture understanding covered in this book are manually designed while humans learn to recognize gestures automatically during growing up. Promising research targeted at analyzing developmental learning in children in order to mimic this capability in technical systems is highlighted in the last Chapter completing this book as this research direction may be highly influential for creating future gesture understanding systems

    The Evolution of First Person Vision Methods: A Survey

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    The emergence of new wearable technologies such as action cameras and smart-glasses has increased the interest of computer vision scientists in the First Person perspective. Nowadays, this field is attracting attention and investments of companies aiming to develop commercial devices with First Person Vision recording capabilities. Due to this interest, an increasing demand of methods to process these videos, possibly in real-time, is expected. Current approaches present a particular combinations of different image features and quantitative methods to accomplish specific objectives like object detection, activity recognition, user machine interaction and so on. This paper summarizes the evolution of the state of the art in First Person Vision video analysis between 1997 and 2014, highlighting, among others, most commonly used features, methods, challenges and opportunities within the field.Comment: First Person Vision, Egocentric Vision, Wearable Devices, Smart Glasses, Computer Vision, Video Analytics, Human-machine Interactio

    Fast human behavior analysis for scene understanding

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    Human behavior analysis has become an active topic of great interest and relevance for a number of applications and areas of research. The research in recent years has been considerably driven by the growing level of criminal behavior in large urban areas and increase of terroristic actions. Also, accurate behavior studies have been applied to sports analysis systems and are emerging in healthcare. When compared to conventional action recognition used in security applications, human behavior analysis techniques designed for embedded applications should satisfy the following technical requirements: (1) Behavior analysis should provide scalable and robust results; (2) High-processing efficiency to achieve (near) real-time operation with low-cost hardware; (3) Extensibility for multiple-camera setup including 3-D modeling to facilitate human behavior understanding and description in various events. The key to our problem statement is that we intend to improve behavior analysis performance while preserving the efficiency of the designed techniques, to allow implementation in embedded environments. More specifically, we look into (1) fast multi-level algorithms incorporating specific domain knowledge, and (2) 3-D configuration techniques for overall enhanced performance. If possible, we explore the performance of the current behavior-analysis techniques for improving accuracy and scalability. To fulfill the above technical requirements and tackle the research problems, we propose a flexible behavior-analysis framework consisting of three processing-layers: (1) pixel-based processing (background modeling with pixel labeling), (2) object-based modeling (human detection, tracking and posture analysis), and (3) event-based analysis (semantic event understanding). In Chapter 3, we specifically contribute to the analysis of individual human behavior. A novel body representation is proposed for posture classification based on a silhouette feature. Only pure binary-shape information is used for posture classification without texture/color or any explicit body models. To this end, we have studied an efficient HV-PCA shape-based descriptor with temporal modeling, which achieves a posture-recognition accuracy rate of about 86% and outperforms other existing proposals. As our human motion scheme is efficient and achieves a fast performance (6-8 frames/second), it enables a fast surveillance system or further analysis of human behavior. In addition, a body-part detection approach is presented. The color and body ratio are combined to provide clues for human body detection and classification. The conventional assumption of up-right body posture is not required. Afterwards, we design and construct a specific framework for fast algorithms and apply them in two applications: tennis sports analysis and surveillance. Chapter 4 deals with tennis sports analysis and presents an automatic real-time system for multi-level analysis of tennis video sequences. First, we employ a 3-D camera model to bridge the pixel-level, object-level and scene-level of tennis sports analysis. Second, a weighted linear model combining the visual cues in the real-world domain is proposed to identify various events. The experimentally found event extraction rate of the system is about 90%. Also, audio signals are combined to enhance the scene analysis performance. The complete proposed application is efficient enough to obtain a real-time or near real-time performance (2-3 frames/second for 720×576 resolution, and 5-7 frames/second for 320×240 resolution, with a P-IV PC running at 3GHz). Chapter 5 addresses surveillance and presents a full real-time behavior-analysis framework, featuring layers at pixel, object, event and visualization level. More specifically, this framework captures the human motion, classifies its posture, infers the semantic event exploiting interaction modeling, and performs the 3-D scene reconstruction. We have introduced our system design based on a specific software architecture, by employing the well-known "4+1" view model. In addition, human behavior analysis algorithms are directly designed for real-time operation and embedded in an experimental runtime AV content-analysis architecture. This executable system is designed to be generic for multiple streaming applications with component-based architectures. To evaluate the performance, we have applied this networked system in a single-camera setup. The experimental platform operates with two Pentium Quadcore engines (2.33 GHz) and 4-GB memory. Performance evaluations have shown that this networked framework is efficient and achieves a fast performance (13-15 frames/second) for monocular video sequences. Moreover, a dual-camera setup is tested within the behavior-analysis framework. After automatic camera calibration is conducted, the 3-D reconstruction and communication among different cameras are achieved. The extra view in the multi-camera setup improves the human tracking and event detection in case of occlusion. This extension of multiple-view fusion improves the event-based semantic analysis by 8.3-16.7% in accuracy rate. The detailed studies of two experimental intelligent applications, i.e., tennis sports analysis and surveillance, have proven their value in several extensive tests in the framework of the European Candela and Cantata ITEA research programs, where our proposed system has demonstrated competitive performance with respect to accuracy and efficiency

    Automatic visual detection of human behavior: a review from 2000 to 2014

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    Due to advances in information technology (e.g., digital video cameras, ubiquitous sensors), the automatic detection of human behaviors from video is a very recent research topic. In this paper, we perform a systematic and recent literature review on this topic, from 2000 to 2014, covering a selection of 193 papers that were searched from six major scientific publishers. The selected papers were classified into three main subjects: detection techniques, datasets and applications. The detection techniques were divided into four categories (initialization, tracking, pose estimation and recognition). The list of datasets includes eight examples (e.g., Hollywood action). Finally, several application areas were identified, including human detection, abnormal activity detection, action recognition, player modeling and pedestrian detection. Our analysis provides a road map to guide future research for designing automatic visual human behavior detection systems.This work is funded by the Portuguese Foundation for Science and Technology (FCT - Fundacao para a Ciencia e a Tecnologia) under research Grant SFRH/BD/84939/2012

    Advanced Technologies for Human-Computer Interfaces in Mixed Reality

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    As human beings, we trust our five senses, that allow us to experience the world and communicate. Since our birth, the amount of data that every day we can acquire is impressive and such a richness reflects the complexity of humankind in arts, technology, etc. The advent of computers and the consequent progress in Data Science and Artificial Intelligence showed how large amounts of data can contain some sort of “intelligence” themselves. Machines learn and create a superimposed layer of reality. How data generated by humans and machines are related today? To give an answer we will present three projects in the context of “Mixed Reality”, the ideal place where Reality, Virtual Reality and Augmented Reality are increasingly connected as long as data enhance the digital experiences, making them more “real”. We will start with BRAVO, a tool that exploits the brain activity to improve the user’s learning process in real time by means of a Brain-Computer Interface that acquires EEG data. Then we will see AUGMENTED GRAPHICS, a framework for detecting objects in the reality that can be captured easily and inserted in any digital scenario. Based on the moments invariants theory, it looks particularly designed for mobile devices, as it assumes a light concept of object detection and it works without any training set. As third work, GLOVR, a wearable hand controller that uses inertial sensors to offer directional controls and to recognize gestures, particularly suitable for Virtual Reality applications. It features a microphone to record voice sequences that then are translated in tasks by means of a natural language web service. For each project we will summarize the main results and we will trace some future directions of research and development

    Understanding expressive action

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2000.Also available online at the MIT Theses Online homepage Includes bibliographical references (p. 117-120).This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.We strain our eyes, cramp our necks, and destroy our hands trying to interact with computer on their terms. At the extreme, we strap on devices and weigh ourselves down with cables trying to re-create a sense of place inside the machine, while cutting ourselves off from the world and people around us. The alternative is to make the real environment responsive to our actions. It is not enough for environments to respond simply to the presence of people or objects: they must also be aware of the subtleties of changing situations. If all the spaces we inhabit are to be responsive, they must not require encumbering devices to be worn and they must be adaptive to changes in the environment and changes of context. This dissertation examines a body of sophisticated perceptual mechanisms developed in response to these needs as well as a selection of human-computer interface sketches designed to push the technology forward and explore the possibilities of this novel interface idiom. Specifically, the formulation of a fully recursive framework for computer vision called DYNA that improves performance of human motion tracking will be examined in depth. The improvement in tracking performance is accomplished with the combination of a three-dimensional, physics-based model of the human body with modifications to the pixel classification algorithms that enable them to take advantage of this high-level knowledge. The result is a novel vision framework that has no completely bottom-up processes, and is therefore significantly faster and more stable than other approaches.by Christopher R. Wren.Ph.D

    Robot Games for Elderly:A Case-Based Approach

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