146 research outputs found
Interaction for creative applications with the Kinect v2 device
Human-Computer Interaction (HCI) is a multidisciplinary field of research that designs, evaluates and implements interactive ways of communication between computer systems and people. The evolution of different technologies in the last decades has contributed to the expansion of HCI into other fields of study as computer vision, cognitive science, psychology, industrial design, and also into interactive art. The present document contains a case of HCI in the context of interactive art. In a first step we analyse what kind of interaction can be achieved with the available equipment: a range imaging camera, a computer and a video projector. Then, three range imaging techniques capable of fulfilling our objective are studied and some devices available for purchasing and based on these techniques are compared. Thereafter, we study and compare the two acquired range imaging devices: the Kinect for Windows v1 and the Kinect for Windows v2. In a later step we build our interaction system with the Kinect for Windows v2 and we test it. We use Processing as a programming environment in order to apply creative coding and to try the different types of interaction that this device allows. Finally, with the experience gained in the previous studies and in these test, we present three final interactive programs
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A study on detection of risk factors of a toddler’s fall injuries using visual dynamic motion cues
This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University.The research in this thesis is intended to aid caregivers’ supervision of toddlers to prevent accidental injuries, especially injuries due to falls in the home environment. There have been very few attempts to develop an automatic system to tackle young children’s accidents despite the fact that they are particularly vulnerable to home accidents and a caregiver cannot give continuous supervision. Vision-based analysis methods have been developed to recognise toddlers’ fall risk factors related to changes in their behaviour or environment. First of all, suggestions to prevent fall events of young children at home were collected from well-known organisations for child safety. A large number of fall records of toddlers who had sought treatment at a hospital were analysed to identify a toddler’s fall risk factors. The factors include clutter being a tripping or slipping hazard on the floor and a toddler moving around or climbing furniture or room structures.
The major technical problem in detecting the risk factors is to classify foreground objects into human and non-human, and novel approaches have been proposed for the classification. Unlike most existing studies, which focus on human appearance such as skin colour for human detection, the approaches addressed in this thesis use cues related to dynamic motions. The first cue is based on the fact that there is relative motion between human body parts while typical indoor clutter does not have such parts with diverse motions. In addition, other motion cues are employed to differentiate a human from a pet since a pet also moves its parts diversely. They are angle changes of ellipse fitted to each object and history of its actual heights to capture the various posture changes and different body size of pets. The methods work well as long as foreground regions are correctly segmented
A Survey of Deep Learning in Sports Applications: Perception, Comprehension, and Decision
Deep learning has the potential to revolutionize sports performance, with
applications ranging from perception and comprehension to decision. This paper
presents a comprehensive survey of deep learning in sports performance,
focusing on three main aspects: algorithms, datasets and virtual environments,
and challenges. Firstly, we discuss the hierarchical structure of deep learning
algorithms in sports performance which includes perception, comprehension and
decision while comparing their strengths and weaknesses. Secondly, we list
widely used existing datasets in sports and highlight their characteristics and
limitations. Finally, we summarize current challenges and point out future
trends of deep learning in sports. Our survey provides valuable reference
material for researchers interested in deep learning in sports applications
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