496 research outputs found

    Interaction Analysis in Smart Work Environments through Fuzzy Temporal Logic

    Get PDF
    Interaction analysis is defined as the generation of situation descriptions from machine perception. World models created through machine perception are used by a reasoning engine based on fuzzy metric temporal logic and situation graph trees, with optional parameter learning and clustering as preprocessing, to deduce knowledge about the observed scene. The system is evaluated in a case study on automatic behavior report generation for staff training purposes in crisis response control rooms

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

    Get PDF
    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

    Interaction Analysis in Smart Work Environments through Fuzzy Temporal Logic

    Get PDF
    Interaction analysis is defined as the generation of situation descriptions from machine perception. World models created through machine perception are used by a reasoning engine based on fuzzy metric temporal logic and situation graph trees, with optional parameter learning and clustering as preprocessing, to deduce knowledge about the observed scene. The system is evaluated in a case study on automatic behavior report generation for staff training purposes in crisis response control rooms

    Skyler and Bliss

    Get PDF
    Hong Kong remains the backdrop to the science fiction movies of my youth. The city reminds me of my former training in the financial sector. It is a city in which I could have succeeded in finance, but as far as art goes it is a young city, and I am a young artist. A frustration emerges; much like the mould, the artist also had to develop new skills by killing off his former desires and manipulating technology. My new series entitled HONG KONG surface project shows a new direction in my artistic research in which my technique becomes ever simpler, reducing the traces of pixelation until objects appear almost as they were found and photographed. Skyler and Bliss presents tectonic plates based on satellite images of the Arctic. Working in a hot and humid Hong Kong where mushrooms grow ferociously, a city artificially refrigerated by climate control, this series provides a conceptual image of a imaginary typographic map for survival. (Laurent Segretier

    An Abstraction Framework for Tangible Interactive Surfaces

    Get PDF
    This cumulative dissertation discusses - by the example of four subsequent publications - the various layers of a tangible interaction framework, which has been developed in conjunction with an electronic musical instrument with a tabletop tangible user interface. Based on the experiences that have been collected during the design and implementation of that particular musical application, this research mainly concentrates on the definition of a general-purpose abstraction model for the encapsulation of physical interface components that are commonly employed in the context of an interactive surface environment. Along with a detailed description of the underlying abstraction model, this dissertation also describes an actual implementation in the form of a detailed protocol syntax, which constitutes the common element of a distributed architecture for the construction of surface-based tangible user interfaces. The initial implementation of the presented abstraction model within an actual application toolkit is comprised of the TUIO protocol and the related computer-vision based object and multi-touch tracking software reacTIVision, along with its principal application within the Reactable synthesizer. The dissertation concludes with an evaluation and extension of the initial TUIO model, by presenting TUIO2 - a next generation abstraction model designed for a more comprehensive range of tangible interaction platforms and related application scenarios

    Context-aware gestural interaction in the smart environments of the ubiquitous computing era

    Get PDF
    A thesis submitted to the University of Bedfordshire in partial fulfilment of the requirements for the degree of Doctor of PhilosophyTechnology is becoming pervasive and the current interfaces are not adequate for the interaction with the smart environments of the ubiquitous computing era. Recently, researchers have started to address this issue introducing the concept of natural user interface, which is mainly based on gestural interactions. Many issues are still open in this emerging domain and, in particular, there is a lack of common guidelines for coherent implementation of gestural interfaces. This research investigates gestural interactions between humans and smart environments. It proposes a novel framework for the high-level organization of the context information. The framework is conceived to provide the support for a novel approach using functional gestures to reduce the gesture ambiguity and the number of gestures in taxonomies and improve the usability. In order to validate this framework, a proof-of-concept has been developed. A prototype has been developed by implementing a novel method for the view-invariant recognition of deictic and dynamic gestures. Tests have been conducted to assess the gesture recognition accuracy and the usability of the interfaces developed following the proposed framework. The results show that the method provides optimal gesture recognition from very different view-points whilst the usability tests have yielded high scores. Further investigation on the context information has been performed tackling the problem of user status. It is intended as human activity and a technique based on an innovative application of electromyography is proposed. The tests show that the proposed technique has achieved good activity recognition accuracy. The context is treated also as system status. In ubiquitous computing, the system can adopt different paradigms: wearable, environmental and pervasive. A novel paradigm, called synergistic paradigm, is presented combining the advantages of the wearable and environmental paradigms. Moreover, it augments the interaction possibilities of the user and ensures better gesture recognition accuracy than with the other paradigms

    Building an Understanding of Human Activities in First Person Video using Fuzzy Inference

    Get PDF
    Activities of Daily Living (ADL’s) are the activities that people perform every day in their home as part of their typical routine. The in-home, automated monitoring of ADL’s has broad utility for intelligent systems that enable independent living for the elderly and mentally or physically disabled individuals. With rising interest in electronic health (e-Health) and mobile health (m-Health) technology, opportunities abound for the integration of activity monitoring systems into these newer forms of healthcare. In this dissertation we propose a novel system for describing ’s based on video collected from a wearable camera. Most in-home activities are naturally defined by interaction with objects. We leverage these object-centric activity definitions to develop a set of rules for a Fuzzy Inference System (FIS) that uses video features and the identification of objects to identify and classify activities. Further, we demonstrate that the use of FIS enhances the reliability of the system and provides enhanced explainability and interpretability of results over popular machine-learning classifiers due to the linguistic nature of fuzzy systems

    Real-time Immersive human-computer interaction based on tracking and recognition of dynamic hand gestures

    Get PDF
    With fast developing and ever growing use of computer based technologies, human-computer interaction (HCI) plays an increasingly pivotal role. In virtual reality (VR), HCI technologies provide not only a better understanding of three-dimensional shapes and spaces, but also sensory immersion and physical interaction. With the hand based HCI being a key HCI modality for object manipulation and gesture based communication, challenges are presented to provide users a natural, intuitive, effortless, precise, and real-time method for HCI based on dynamic hand gestures, due to the complexity of hand postures formed by multiple joints with high degrees-of-freedom, the speed of hand movements with highly variable trajectories and rapid direction changes, and the precision required for interaction between hands and objects in the virtual world. Presented in this thesis is the design and development of a novel real-time HCI system based on a unique combination of a pair of data gloves based on fibre-optic curvature sensors to acquire finger joint angles, a hybrid tracking system based on inertia and ultrasound to capture hand position and orientation, and a stereoscopic display system to provide an immersive visual feedback. The potential and effectiveness of the proposed system is demonstrated through a number of applications, namely, hand gesture based virtual object manipulation and visualisation, hand gesture based direct sign writing, and hand gesture based finger spelling. For virtual object manipulation and visualisation, the system is shown to allow a user to select, translate, rotate, scale, release and visualise virtual objects (presented using graphics and volume data) in three-dimensional space using natural hand gestures in real-time. For direct sign writing, the system is shown to be able to display immediately the corresponding SignWriting symbols signed by a user using three different signing sequences and a range of complex hand gestures, which consist of various combinations of hand postures (with each finger open, half-bent, closed, adduction and abduction), eight hand orientations in horizontal/vertical plans, three palm facing directions, and various hand movements (which can have eight directions in horizontal/vertical plans, and can be repetitive, straight/curve, clockwise/anti-clockwise). The development includes a special visual interface to give not only a stereoscopic view of hand gestures and movements, but also a structured visual feedback for each stage of the signing sequence. An excellent basis is therefore formed to develop a full HCI based on all human gestures by integrating the proposed system with facial expression and body posture recognition methods. Furthermore, for finger spelling, the system is shown to be able to recognise five vowels signed by two hands using the British Sign Language in real-time

    Pattern Recognition

    Get PDF
    Pattern recognition is a very wide research field. It involves factors as diverse as sensors, feature extraction, pattern classification, decision fusion, applications and others. The signals processed are commonly one, two or three dimensional, the processing is done in real- time or takes hours and days, some systems look for one narrow object class, others search huge databases for entries with at least a small amount of similarity. No single person can claim expertise across the whole field, which develops rapidly, updates its paradigms and comprehends several philosophical approaches. This book reflects this diversity by presenting a selection of recent developments within the area of pattern recognition and related fields. It covers theoretical advances in classification and feature extraction as well as application-oriented works. Authors of these 25 works present and advocate recent achievements of their research related to the field of pattern recognition
    corecore