5,491 research outputs found

    A multi-projector CAVE system with commodity hardware and gesture-based interaction

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    Spatially-immersive systems such as CAVEs provide users with surrounding worlds by projecting 3D models on multiple screens around the viewer. Compared to alternative immersive systems such as HMDs, CAVE systems are a powerful tool for collaborative inspection of virtual environments due to better use of peripheral vision, less sensitivity to tracking errors, and higher communication possibilities among users. Unfortunately, traditional CAVE setups require sophisticated equipment including stereo-ready projectors and tracking systems with high acquisition and maintenance costs. In this paper we present the design and construction of a passive-stereo, four-wall CAVE system based on commodity hardware. Our system works with any mix of a wide range of projector models that can be replaced independently at any time, and achieves high resolution and brightness at a minimum cost. The key ingredients of our CAVE are a self-calibration approach that guarantees continuity across the screen, as well as a gesture-based interaction approach based on a clever combination of skeletal data from multiple Kinect sensors.Preprin

    Bayesian fusion of hidden Markov models for understanding bimanual movements

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    Understanding hand and body gestures is a part of a wide spectrum of current research in computer vision and human-computer interaction. A part of this can be the recognition of movements in which the two hands move simultaneously to do something or imply a meaning. We present a Bayesian network for fusing hidden Markov models in order to recognise a bimanual movement. A bimanual movement is tracked and segmented by a tracking algorithm. Hidden Markov models are assigned to the segments in order to learn and recognize the partial movement within each segment. A Bayesian network fuses the HMMs in order to perceive the movement of the two hands as a single entity

    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

    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
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