21,599 research outputs found

    RGBD Datasets: Past, Present and Future

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    Since the launch of the Microsoft Kinect, scores of RGBD datasets have been released. These have propelled advances in areas from reconstruction to gesture recognition. In this paper we explore the field, reviewing datasets across eight categories: semantics, object pose estimation, camera tracking, scene reconstruction, object tracking, human actions, faces and identification. By extracting relevant information in each category we help researchers to find appropriate data for their needs, and we consider which datasets have succeeded in driving computer vision forward and why. Finally, we examine the future of RGBD datasets. We identify key areas which are currently underexplored, and suggest that future directions may include synthetic data and dense reconstructions of static and dynamic scenes.Comment: 8 pages excluding references (CVPR style

    RGB-D datasets using microsoft kinect or similar sensors: a survey

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    RGB-D data has turned out to be a very useful representation of an indoor scene for solving fundamental computer vision problems. It takes the advantages of the color image that provides appearance information of an object and also the depth image that is immune to the variations in color, illumination, rotation angle and scale. With the invention of the low-cost Microsoft Kinect sensor, which was initially used for gaming and later became a popular device for computer vision, high quality RGB-D data can be acquired easily. In recent years, more and more RGB-D image/video datasets dedicated to various applications have become available, which are of great importance to benchmark the state-of-the-art. In this paper, we systematically survey popular RGB-D datasets for different applications including object recognition, scene classification, hand gesture recognition, 3D-simultaneous localization and mapping, and pose estimation. We provide the insights into the characteristics of each important dataset, and compare the popularity and the difficulty of those datasets. Overall, the main goal of this survey is to give a comprehensive description about the available RGB-D datasets and thus to guide researchers in the selection of suitable datasets for evaluating their algorithms

    Dynamic gesture recognition using PCA with multi-scale theory and HMM

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    In this paper, a dynamic gesture recognition system is presented which requires no special hardware other than a Webcam. The system is based on a novel method combining Principal Component Analysis (PCA) with hierarchical multi-scale theory and Discrete Hidden Markov Models (DHMM). We use a hierarchical decision tree based on multiscale theory. Firstly we convolve all members of the training data with a Gaussian kernel, which blurs differences between images and reduces their separation in feature space. This reduces the number of eigenvectors needed to describe the data. A principal component space is computed from the convolved data. We divide the data in this space into two clusters using the k-means algorithm. Then the level of blurring is reduced and PCA is applied to each of the clusters separately. A new principal component space is formed from each cluster. Each of these spaces is then divided into two and the process is repeated. We thus produce a binary tree of principal component spaces where each level of the tree represents a different degree of blurring. The search time is then proportional to the depth of the tree, which makes it possible to search hundreds of gestures in real time. The output of the decision tree is then input into DHMM to recognize temporal information

    Ambient Gestures

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    We present Ambient Gestures, a novel gesture-based system designed to support ubiquitous ‘in the environment’ interactions with everyday computing technology. Hand gestures and audio feedback allow users to control computer applications without reliance on a graphical user interface, and without having to switch from the context of a non-computer task to the context of the computer. The Ambient Gestures system is composed of a vision recognition software application, a set of gestures to be processed by a scripting application and a navigation and selection application that is controlled by the gestures. This system allows us to explore gestures as the primary means of interaction within a multimodal, multimedia environment. In this paper we describe the Ambient Gestures system, define the gestures and the interactions that can be achieved in this environment and present a formative study of the system. We conclude with a discussion of our findings and future applications of Ambient Gestures in ubiquitous computing

    An Immersive Telepresence System using RGB-D Sensors and Head Mounted Display

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    We present a tele-immersive system that enables people to interact with each other in a virtual world using body gestures in addition to verbal communication. Beyond the obvious applications, including general online conversations and gaming, we hypothesize that our proposed system would be particularly beneficial to education by offering rich visual contents and interactivity. One distinct feature is the integration of egocentric pose recognition that allows participants to use their gestures to demonstrate and manipulate virtual objects simultaneously. This functionality enables the instructor to ef- fectively and efficiently explain and illustrate complex concepts or sophisticated problems in an intuitive manner. The highly interactive and flexible environment can capture and sustain more student attention than the traditional classroom setting and, thus, delivers a compelling experience to the students. Our main focus here is to investigate possible solutions for the system design and implementation and devise strategies for fast, efficient computation suitable for visual data processing and network transmission. We describe the technique and experiments in details and provide quantitative performance results, demonstrating our system can be run comfortably and reliably for different application scenarios. Our preliminary results are promising and demonstrate the potential for more compelling directions in cyberlearning.Comment: IEEE International Symposium on Multimedia 201

    Infrared face recognition: a comprehensive review of methodologies and databases

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    Automatic face recognition is an area with immense practical potential which includes a wide range of commercial and law enforcement applications. Hence it is unsurprising that it continues to be one of the most active research areas of computer vision. Even after over three decades of intense research, the state-of-the-art in face recognition continues to improve, benefitting from advances in a range of different research fields such as image processing, pattern recognition, computer graphics, and physiology. Systems based on visible spectrum images, the most researched face recognition modality, have reached a significant level of maturity with some practical success. However, they continue to face challenges in the presence of illumination, pose and expression changes, as well as facial disguises, all of which can significantly decrease recognition accuracy. Amongst various approaches which have been proposed in an attempt to overcome these limitations, the use of infrared (IR) imaging has emerged as a particularly promising research direction. This paper presents a comprehensive and timely review of the literature on this subject. Our key contributions are: (i) a summary of the inherent properties of infrared imaging which makes this modality promising in the context of face recognition, (ii) a systematic review of the most influential approaches, with a focus on emerging common trends as well as key differences between alternative methodologies, (iii) a description of the main databases of infrared facial images available to the researcher, and lastly (iv) a discussion of the most promising avenues for future research.Comment: Pattern Recognition, 2014. arXiv admin note: substantial text overlap with arXiv:1306.160

    An original framework for understanding human actions and body language by using deep neural networks

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    The evolution of both fields of Computer Vision (CV) and Artificial Neural Networks (ANNs) has allowed the development of efficient automatic systems for the analysis of people's behaviour. By studying hand movements it is possible to recognize gestures, often used by people to communicate information in a non-verbal way. These gestures can also be used to control or interact with devices without physically touching them. In particular, sign language and semaphoric hand gestures are the two foremost areas of interest due to their importance in Human-Human Communication (HHC) and Human-Computer Interaction (HCI), respectively. While the processing of body movements play a key role in the action recognition and affective computing fields. The former is essential to understand how people act in an environment, while the latter tries to interpret people's emotions based on their poses and movements; both are essential tasks in many computer vision applications, including event recognition, and video surveillance. In this Ph.D. thesis, an original framework for understanding Actions and body language is presented. The framework is composed of three main modules: in the first one, a Long Short Term Memory Recurrent Neural Networks (LSTM-RNNs) based method for the Recognition of Sign Language and Semaphoric Hand Gestures is proposed; the second module presents a solution based on 2D skeleton and two-branch stacked LSTM-RNNs for action recognition in video sequences; finally, in the last module, a solution for basic non-acted emotion recognition by using 3D skeleton and Deep Neural Networks (DNNs) is provided. The performances of RNN-LSTMs are explored in depth, due to their ability to model the long term contextual information of temporal sequences, making them suitable for analysing body movements. All the modules were tested by using challenging datasets, well known in the state of the art, showing remarkable results compared to the current literature methods
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