442 research outputs found

    A Survey of Applications and Human Motion Recognition with Microsoft Kinect

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    Microsoft Kinect, a low-cost motion sensing device, enables users to interact with computers or game consoles naturally through gestures and spoken commands without any other peripheral equipment. As such, it has commanded intense interests in research and development on the Kinect technology. In this paper, we present, a comprehensive survey on Kinect applications, and the latest research and development on motion recognition using data captured by the Kinect sensor. On the applications front, we review the applications of the Kinect technology in a variety of areas, including healthcare, education and performing arts, robotics, sign language recognition, retail services, workplace safety training, as well as 3D reconstructions. On the technology front, we provide an overview of the main features of both versions of the Kinect sensor together with the depth sensing technologies used, and review literatures on human motion recognition techniques used in Kinect applications. We provide a classification of motion recognition techniques to highlight the different approaches used in human motion recognition. Furthermore, we compile a list of publicly available Kinect datasets. These datasets are valuable resources for researchers to investigate better methods for human motion recognition and lower-level computer vision tasks such as segmentation, object detection and human pose estimation

    STUDY OF HAND GESTURE RECOGNITION AND CLASSIFICATION

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    To recognize different hand gestures and achieve efficient classification to understand static and dynamic hand movements used for communications.Static and dynamic hand movements are first captured using gesture recognition devices including Kinect device, hand movement sensors, connecting electrodes, and accelerometers. These gestures are processed using hand gesture recognition algorithms such as multivariate fuzzy decision tree, hidden Markov models (HMM), dynamic time warping framework, latent regression forest, support vector machine, and surface electromyogram. Hand movements made by both single and double hands are captured by gesture capture devices with proper illumination conditions. These captured gestures are processed for occlusions and fingers close interactions for identification of right gesture and to classify the gesture and ignore the intermittent gestures. Real-time hand gestures recognition needs robust algorithms like HMM to detect only the intended gesture. Classified gestures are then compared for the effectiveness with training and tested standard datasets like sign language alphabets and KTH datasets. Hand gesture recognition plays a very important role in some of the applications such as sign language recognition, robotics, television control, rehabilitation, and music orchestration

    Continuous Action Recognition Based on Sequence Alignment

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    Continuous action recognition is more challenging than isolated recognition because classification and segmentation must be simultaneously carried out. We build on the well known dynamic time warping (DTW) framework and devise a novel visual alignment technique, namely dynamic frame warping (DFW), which performs isolated recognition based on per-frame representation of videos, and on aligning a test sequence with a model sequence. Moreover, we propose two extensions which enable to perform recognition concomitant with segmentation, namely one-pass DFW and two-pass DFW. These two methods have their roots in the domain of continuous recognition of speech and, to the best of our knowledge, their extension to continuous visual action recognition has been overlooked. We test and illustrate the proposed techniques with a recently released dataset (RAVEL) and with two public-domain datasets widely used in action recognition (Hollywood-1 and Hollywood-2). We also compare the performances of the proposed isolated and continuous recognition algorithms with several recently published methods

    Multimodal human hand motion sensing and analysis - a review

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    ZATLAB : recognizing gestures for artistic performance interaction

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    Most artistic performances rely on human gestures, ultimately resulting in an elaborate interaction between the performer and the audience. Humans, even without any kind of formal analysis background in music, dance or gesture are typically able to extract, almost unconsciously, a great amount of relevant information from a gesture. In fact, a gesture contains so much information, why not use it to further enhance a performance? Gestures and expressive communication are intrinsically connected, and being intimately attached to our own daily existence, both have a central position in our (nowadays) technological society. However, the use of technology to understand gestures is still somehow vaguely explored, it has moved beyond its first steps but the way towards systems fully capable of analyzing gestures is still long and difficult (Volpe, 2005). Probably because, if on one hand, the recognition of gestures is somehow a trivial task for humans, on the other hand, the endeavor of translating gestures to the virtual world, with a digital encoding is a difficult and illdefined task. It is necessary to somehow bridge this gap, stimulating a constructive interaction between gestures and technology, culture and science, performance and communication. Opening thus, new and unexplored frontiers in the design of a novel generation of multimodal interactive systems. This work proposes an interactive, real time, gesture recognition framework called the Zatlab System (ZtS). This framework is flexible and extensible. Thus, it is in permanent evolution, keeping up with the different technologies and algorithms that emerge at a fast pace nowadays. The basis of the proposed approach is to partition a temporal stream of captured movement into perceptually motivated descriptive features and transmit them for further processing in Machine Learning algorithms. The framework described will take the view that perception primarily depends on the previous knowledge or learning. Just like humans do, the framework will have to learn gestures and their main features so that later it can identify them. It is however planned to be flexible enough to allow learning gestures on the fly. This dissertation also presents a qualitative and quantitative experimental validation of the framework. The qualitative analysis provides the results concerning the users acceptability of the framework. The quantitative validation provides the results about the gesture recognizing algorithms. The use of Machine Learning algorithms in these tasks allows the achievement of final results that compare or outperform typical and state-of-the-art systems. In addition, there are also presented two artistic implementations of the framework, thus assessing its usability amongst the artistic performance domain. Although a specific implementation of the proposed framework is presented in this dissertation and made available as open source software, the proposed approach is flexible enough to be used in other case scenarios, paving the way to applications that can benefit not only the performative arts domain, but also, probably in the near future, helping other types of communication, such as the gestural sign language for the hearing impaired.Grande parte das apresentações artísticas são baseadas em gestos humanos, ultimamente resultando numa intricada interação entre o performer e o público. Os seres humanos, mesmo sem qualquer tipo de formação em música, dança ou gesto são capazes de extrair, quase inconscientemente, uma grande quantidade de informações relevantes a partir de um gesto. Na verdade, um gesto contém imensa informação, porque não usá-la para enriquecer ainda mais uma performance? Os gestos e a comunicação expressiva estão intrinsecamente ligados e estando ambos intimamente ligados à nossa própria existência quotidiana, têm uma posicão central nesta sociedade tecnológica actual. No entanto, o uso da tecnologia para entender o gesto está ainda, de alguma forma, vagamente explorado. Existem já alguns desenvolvimentos, mas o objetivo de sistemas totalmente capazes de analisar os gestos ainda está longe (Volpe, 2005). Provavelmente porque, se por um lado, o reconhecimento de gestos é de certo modo uma tarefa trivial para os seres humanos, por outro lado, o esforço de traduzir os gestos para o mundo virtual, com uma codificação digital é uma tarefa difícil e ainda mal definida. É necessário preencher esta lacuna de alguma forma, estimulando uma interação construtiva entre gestos e tecnologia, cultura e ciência, desempenho e comunicação. Abrindo assim, novas e inexploradas fronteiras na concepção de uma nova geração de sistemas interativos multimodais . Este trabalho propõe uma framework interativa de reconhecimento de gestos, em tempo real, chamada Sistema Zatlab (ZtS). Esta framework é flexível e extensível. Assim, está em permanente evolução, mantendo-se a par das diferentes tecnologias e algoritmos que surgem num ritmo acelerado hoje em dia. A abordagem proposta baseia-se em dividir a sequência temporal do movimento humano nas suas características descritivas e transmiti-las para posterior processamento, em algoritmos de Machine Learning. A framework descrita baseia-se no facto de que a percepção depende, principalmente, do conhecimento ou aprendizagem prévia. Assim, tal como os humanos, a framework terá que aprender os gestos e as suas principais características para que depois possa identificá-los. No entanto, esta está prevista para ser flexível o suficiente de forma a permitir a aprendizagem de gestos de forma dinâmica. Esta dissertação apresenta também uma validação experimental qualitativa e quantitativa da framework. A análise qualitativa fornece os resultados referentes à aceitabilidade da framework. A validação quantitativa fornece os resultados sobre os algoritmos de reconhecimento de gestos. O uso de algoritmos de Machine Learning no reconhecimento de gestos, permite a obtençãoc¸ ˜ao de resultados finais que s˜ao comparaveis ou superam outras implementac¸ ˜oes do mesmo g´enero. Al ´em disso, s˜ao tamb´em apresentadas duas implementac¸ ˜oes art´ısticas da framework, avaliando assim a sua usabilidade no dom´ınio da performance art´ıstica. Apesar duma implementac¸ ˜ao espec´ıfica da framework ser apresentada nesta dissertac¸ ˜ao e disponibilizada como software open-source, a abordagem proposta ´e suficientemente flex´ıvel para que esta seja usada noutros cen´ arios. Abrindo assim, o caminho para aplicac¸ ˜oes que poder˜ao beneficiar n˜ao s´o o dom´ınio das artes performativas, mas tamb´em, provavelmente num futuro pr ´oximo, outros tipos de comunicac¸ ˜ao, como por exemplo, a linguagem gestual usada em casos de deficiˆencia auditiva

    Hand gesture recognition based on signals cross-correlation

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    A review of computer vision-based approaches for physical rehabilitation and assessment

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    The computer vision community has extensively researched the area of human motion analysis, which primarily focuses on pose estimation, activity recognition, pose or gesture recognition and so on. However for many applications, like monitoring of functional rehabilitation of patients with musculo skeletal or physical impairments, the requirement is to comparatively evaluate human motion. In this survey, we capture important literature on vision-based monitoring and physical rehabilitation that focuses on comparative evaluation of human motion during the past two decades and discuss the state of current research in this area. Unlike other reviews in this area, which are written from a clinical objective, this article presents research in this area from a computer vision application perspective. We propose our own taxonomy of computer vision-based rehabilitation and assessment research which are further divided into sub-categories to capture novelties of each research. The review discusses the challenges of this domain due to the wide ranging human motion abnormalities and difficulty in automatically assessing those abnormalities. Finally, suggestions on the future direction of research are offered
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