21,551 research outputs found

    Real-time sign language recognition using a consumer depth camera

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    Gesture recognition remains a very challenging task in the field of computer vision and human computer interaction (HCI). A decade ago the task seemed to be almost unsolvable with the data provided by a single RGB camera. Due to recent advances in sensing technologies, such as time-of-flight and structured light cameras, there are new data sources available, which make hand gesture recognition more feasible. In this work, we propose a highly precise method to recognize static gestures from a depth data, provided from one of the above mentioned devices. The depth images are used to derive rotation-, translation- and scale- invariant features. A multi-layered random forest (MLRF) is then trained to classify the feature vectors, which yields to the recognition of the hand signs. The training time and memory required by MLRF are much smaller, compared to a simple random forest with equivalent precision. This allows to repeat the training procedure of MLRF without significant effort. To show the advantages of our technique, we evaluate our algorithm on synthetic data, on publicly available dataset, containing 24 signs from American Sign Language(ASL) and on a new dataset, collected using recently appeared Intel Creative Gesture Camera. 1

    Interaction With Tilting Gestures In Ubiquitous Environments

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    In this paper, we introduce a tilting interface that controls direction based applications in ubiquitous environments. A tilt interface is useful for situations that require remote and quick interactions or that are executed in public spaces. We explored the proposed tilting interface with different application types and classified the tilting interaction techniques. Augmenting objects with sensors can potentially address the problem of the lack of intuitive and natural input devices in ubiquitous environments. We have conducted an experiment to test the usability of the proposed tilting interface to compare it with conventional input devices and hand gestures. The experiment results showed greater improvement of the tilt gestures in comparison with hand gestures in terms of speed, accuracy, and user satisfaction.Comment: 13 pages, 10 figure

    Real-time user independent hand gesture recognition from time-of-flight camera video using static and dynamic models

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    The use of hand gestures offers an alternative to the commonly used human computer interfaces, providing a more intuitive way of navigating among menus and multimedia applications. This paper presents a system for hand gesture recognition devoted to control windows applications. Starting from the images captured by a time-of-flight camera (a camera that produces images with an intensity level inversely proportional to the depth of the objects observed) the system performs hand segmentation as well as a low-level extraction of potentially relevant features which are related to the morphological representation of the hand silhouette. Classification based on these features discriminates between a set of possible static hand postures which results, combined with the estimated motion pattern of the hand, in the recognition of dynamic hand gestures. The whole system works in real-time, allowing practical interaction between user and application.Peer ReviewedPostprint (published version

    Resolving Multi-path Interference in Time-of-Flight Imaging via Modulation Frequency Diversity and Sparse Regularization

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    Time-of-flight (ToF) cameras calculate depth maps by reconstructing phase shifts of amplitude-modulated signals. For broad illumination or transparent objects, reflections from multiple scene points can illuminate a given pixel, giving rise to an erroneous depth map. We report here a sparsity regularized solution that separates K-interfering components using multiple modulation frequency measurements. The method maps ToF imaging to the general framework of spectral estimation theory and has applications in improving depth profiles and exploiting multiple scattering.Comment: 11 Pages, 4 figures, appeared with minor changes in Optics Letter

    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
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