335 research outputs found

    Bimanual Hand Tracking based on AR-KLT

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    Egocentric Hand Detection Via Dynamic Region Growing

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    Egocentric videos, which mainly record the activities carried out by the users of the wearable cameras, have drawn much research attentions in recent years. Due to its lengthy content, a large number of ego-related applications have been developed to abstract the captured videos. As the users are accustomed to interacting with the target objects using their own hands while their hands usually appear within their visual fields during the interaction, an egocentric hand detection step is involved in tasks like gesture recognition, action recognition and social interaction understanding. In this work, we propose a dynamic region growing approach for hand region detection in egocentric videos, by jointly considering hand-related motion and egocentric cues. We first determine seed regions that most likely belong to the hand, by analyzing the motion patterns across successive frames. The hand regions can then be located by extending from the seed regions, according to the scores computed for the adjacent superpixels. These scores are derived from four egocentric cues: contrast, location, position consistency and appearance continuity. We discuss how to apply the proposed method in real-life scenarios, where multiple hands irregularly appear and disappear from the videos. Experimental results on public datasets show that the proposed method achieves superior performance compared with the state-of-the-art methods, especially in complicated scenarios

    Застосування структурного опису зображень для вирішення задач інтелектуального аналізу відеопослідовностей

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    У даній роботі розглянуто використання опису зображень і видеопослідовностей у вигляді безлічі структурних елементів для вирішення завдань детектування, відстеження та розпізнавання рухомих об'єктів. Проведено теоретичні дослідження даної проблеми даний формальний опис зображень і видеопослідовностей у вигляді безлічі структурних елементів, дано визначення опису виділених і об'єктів, що відслідковуються, розглянуто властивості структурних елементів, що належать одному об'єкту, властивості опису виділених об'єктів, властивості описів об'єктів, що відслідковуються, властивості функції перетворення/модифікації опису об'єктів, що відслідковуються від кадра до кадра, яка необхідна для здійснення трекінгу.In this paper, we consider the use of the description of images and video sequences in the form of a set of structural elements for solving problems of detection, tracking and recognition of moving objects. Theoretical studies of this problem have been carried out. A formal description of images and video sequences in the form of a number of structural elements is given, a definition of the description of detected and tracked objects is given, properties of structural elements belonging to one object, properties of detected objects description, properties of tracked objects descriptions, properties of the transformation/modification function of tracked objects description from frame to frame, which is necessary for tracking, are considered

    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

    Visual object tracking performance measures revisited

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    The problem of visual tracking evaluation is sporting a large variety of performance measures, and largely suffers from lack of consensus about which measures should be used in experiments. This makes the cross-paper tracker comparison difficult. Furthermore, as some measures may be less effective than others, the tracking results may be skewed or biased towards particular tracking aspects. In this paper we revisit the popular performance measures and tracker performance visualizations and analyze them theoretically and experimentally. We show that several measures are equivalent from the point of information they provide for tracker comparison and, crucially, that some are more brittle than the others. Based on our analysis we narrow down the set of potential measures to only two complementary ones, describing accuracy and robustness, thus pushing towards homogenization of the tracker evaluation methodology. These two measures can be intuitively interpreted and visualized and have been employed by the recent Visual Object Tracking (VOT) challenges as the foundation for the evaluation methodology

    Independent hand-tracking from a single two-dimensional view and its application to South African sign language recognition

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    Philosophiae Doctor - PhDHand motion provides a natural way of interaction that allows humans to interact not only with the environment, but also with each other. The effectiveness and accuracy of hand-tracking is fundamental to the recognition of sign language. Any inconsistencies in hand-tracking result in a breakdown in sign language communication. Hands are articulated objects, which complicates the tracking thereof. In sign language communication the tracking of hands is often challenged by the occlusion of the other hand, other body parts and the environment in which they are being tracked. The thesis investigates whether a single framework can be developed to track the hands independently of an individual from a single 2D camera in constrained and unconstrained environments without the need for any special device. The framework consists of a three-phase strategy, namely, detection, tracking and learning phases. The detection phase validates whether the object being tracked is a hand, using extended local binary patterns and random forests. The tracking phase tracks the hands independently by extending a novel data-association technique. The learning phase exploits contextual features, using the scale-invariant features transform (SIFT) algorithm and the fast library for approximate nearest neighbours (FLANN) algorithm to assist tracking and the recovering of hands from any form of tracking failure. The framework was evaluated on South African sign language phrases that use a single hand, both hands without occlusion, and both hands with occlusion. These phrases were performed by 20 individuals in constrained and unconstrained environments. The experiments revealed that integrating all three phases to form a single framework is suitable for tracking hands in both constrained and unconstrained environments, where a high average accuracy of 82,08% and 79,83% was achieved respectively

    Design considerations for a marker-free visual-based interfacing device for telco operation

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    Abstract: The parts of the system in the telecommunication environment that is used by technicians are sometimes completely menu driven. The interfaces to these parts can be made much simpler. Visual-based interfacing is a relatively new field of interest with advancements being made toward marker free human input tracking..

    Hand shape estimation for South African sign language

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    >Magister Scientiae - MScHand shape recognition is a pivotal part of any system that attempts to implement Sign Language recognition. This thesis presents a novel system which recognises hand shapes from a single camera view in 2D. By mapping the recognised hand shape from 2D to 3D,it is possible to obtain 3D co-ordinates for each of the joints within the hand using the kinematics embedded in a 3D hand avatar and smooth the transformation in 3D space between any given hand shapes. The novelty in this system is that it does not require a hand pose to be recognised at every frame, but rather that hand shapes be detected at a given step size. This architecture allows for a more efficient system with better accuracy than other related systems. Moreover, a real-time hand tracking strategy was developed that works efficiently for any skin tone and a complex background

    Vision based 3D Gesture Tracking using Augmented Reality and Virtual Reality for Improved Learning Applications

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    3D gesture recognition and tracking based augmented reality and virtual reality have become a big interest of research because of advanced technology in smartphones. By interacting with 3D objects in augmented reality and virtual reality, users get better understanding of the subject matter where there have been requirements of customized hardware support and overall experimental performance needs to be satisfactory. This research investigates currently various vision based 3D gestural architectures for augmented reality and virtual reality. The core goal of this research is to present analysis on methods, frameworks followed by experimental performance on recognition and tracking of hand gestures and interaction with virtual objects in smartphones. This research categorized experimental evaluation for existing methods in three categories, i.e. hardware requirement, documentation before actual experiment and datasets. These categories are expected to ensure robust validation for practical usage of 3D gesture tracking based on augmented reality and virtual reality. Hardware set up includes types of gloves, fingerprint and types of sensors. Documentation includes classroom setup manuals, questionaries, recordings for improvement and stress test application. Last part of experimental section includes usage of various datasets by existing research. The overall comprehensive illustration of various methods, frameworks and experimental aspects can significantly contribute to 3D gesture recognition and tracking based augmented reality and virtual reality.Peer reviewe
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