7 research outputs found

    Human Activity Recognition in Real-Times Environments using Skeleton Joints

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    In this research work, we proposed a most effective noble approach for Human activity recognition in real-time environments. We recognize several distinct dynamic human activity actions using kinect. A 3D skeleton data is processed from real-time video gesture to sequence of frames and getter skeleton joints (Energy Joints, orientation, rotations of joint angles) from selected setof frames. We are using joint angle and orientations, rotations information from Kinect therefore less computation required. However, after extracting the set of frames we implemented several classification techniques Principal Component Analysis (PCA) with several distance based classifiers and Artificial Neural Network (ANN) respectively with some variants for classify our all different gesture models. However, we conclude that use very less number of frame (10-15%) for train our system efficiently from the entire set of gesture frames. Moreover, after successfully completion of our classification methods we clinch an excellent overall accuracy 94%, 96% and 98% respectively. We finally observe that our proposed system is more useful than comparing to other existing system, therefore our model is best suitable for real-time application such as in video games for player action/gesture recognition

    Gesture Recognition of RGB and RGB-D Static Images Using Convolutional Neural Networks

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    In this era, the interaction between Human and Computers has always been a fascinating field. With the rapid development in the field of Computer Vision, gesture based recognition systems have always been an interesting and diverse topic. Though recognizing human gestures in the form of sign language is a very complex and challenging task. Recently various traditional methods were used for performing sign language recognition but achieving high accuracy is still a challenging task. This paper proposes a RGB and RGB-D static gesture recognition method by using a fine-tuned VGG19 model. The fine-tuned VGG19 model uses a feature concatenate layer of RGB and RGB-D images for increasing the accuracy of the neural network. Finally, on an American Sign Language (ASL) Recognition dataset, the authors implemented the proposed model. The authors achieved 94.8% recognition rate and compared the model with other CNN and traditional algorithms on the same dataset

    Real Time Facial Expression Recognition Using Webcam and SDK Affectiva

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    Facial expression is an essential part of communication. For this reason, the issue of human emotions evaluation using a computer is a very interesting topic, which has gained more and more attention in recent years. It is mainly related to the possibility of applying facial expression recognition in many fields such as HCI, video games, virtual reality, and analysing customer satisfaction etc. Emotions determination (recognition process) is often performed in 3 basic phases: face detection, facial features extraction, and last stage - expression classification. Most often you can meet the so-called Ekman’s classification of 6 emotional expressions (or 7 - neutral expression) as well as other types of classification - the Russell circular model, which contains up to 24 or the Plutchik’s Wheel of Emotions. The methods used in the three phases of the recognition process have not only improved over the last 60 years, but new methods and algorithms have also emerged that can determine the ViolaJones detector with greater accuracy and lower computational demands. Therefore, there are currently various solutions in the form of the Software Development Kit (SDK). In this publication, we point to the proposition and creation of our system for real-time emotion classification. Our intention was to create a system that would use all three phases of the recognition process, work fast and stable in real time. That’s why we’ve decided to take advantage of existing Affectiva SDKs. By using the classic webcamera we can detect facial landmarks on the image automatically using the Software Development Kit (SDK) from Affectiva. Geometric feature based approach is used for feature extraction. The distance between landmarks is used as a feature, and for selecting an optimal set of features, the brute force method is used. The proposed system uses neural network algorithm for classification. The proposed system recognizes 6 (respectively 7) facial expressions, namely anger, disgust, fear, happiness, sadness, surprise and neutral. We do not want to point only to the percentage of success of our solution. We want to point out the way we have determined this measurements and the results we have achieved and how these results have significantly influenced our future research direction

    Human Activity Recognition in Real-Times Environments using Skeleton Joints

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    Human Activity Recognition in Real-Times Environments using Skeleton Joints

    No full text
    In this research work, we proposed a most effective noble approach for Human activity recognition in real-time environments. We recognize several distinct dynamic human activity actions using kinect. A 3D skeleton data is processed from real-time video gesture to sequence of frames and getter skeleton joints (Energy Joints, orientation, rotations of joint angles) from selected setof frames. We are using joint angle and orientations, rotations information from Kinect therefore less computation required. However, after extracting the set of frames we implemented several classification techniques Principal Component Analysis (PCA) with several distance based classifiers and Artificial Neural Network (ANN) respectively with some variants for classify our all different gesture models. However, we conclude that use very less number of frame (10-15%) for train our system efficiently from the entire set of gesture frames. Moreover, after successfully completion of our classification methods we clinch an excellent overall accuracy 94%, 96% and 98% respectively. We finally observe that our proposed system is more useful than comparing to other existing system, therefore our model is best suitable for real-time application such as in video games for player action/gesture recognition

    Human Activity Recognition in Real-Times Environments using Skeleton Joints

    No full text
    In this research work, we proposed a most effective noble approach for Human activity recognition in real-time environments. We recognize several distinct dynamic human activity actions using kinect. A 3D skeleton data is processed from real-time video gesture to sequence of frames and getter skeleton joints (Energy Joints, orientation, rotations of joint angles) from selected setof frames. We are using joint angle and orientations, rotations information from Kinect therefore less computation required. However, after extracting the set of frames we implemented several classification techniques Principal Component Analysis (PCA) with several distance based classifiers and Artificial Neural Network (ANN) respectively with some variants for classify our all different gesture models. However, we conclude that use very less number of frame (10-15%) for train our system efficiently from the entire set of gesture frames. Moreover, after successfully completion of our classification methods we clinch an excellent overall accuracy 94%, 96% and 98% respectively. We finally observe that our proposed system is more useful than comparing to other existing system, therefore our model is best suitable for real-time application such as in video games for player action/gesture recognition

    Digital marketing, elements of the public sector competition value chain in Barranquilla, (Colombia)

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    La organización en la actualidad están obligadas a generar mayores beneficios a sus consumidores para lograr mayor posicionamiento en el mercado, eso depende del manejo de factores de competitividad internos y externos que predominan en las organizaciones medianas en el sector de la publicidad digital en Barranquilla. El objetivo de esta investigación fue describir el marketing digital del sector publicitario. La investigación es descriptiva con diseño no experimental y transversal. La muestra estuvo conformada por 15 empresas, cumpliendo los criterios: Empresa mediana, con departamento de Marketing digital, domiciliada en Barranquilla. Los resultados fueron descripción el marketing digital del sector publicitario, de acuerdo a los factores internos y externos en estas empresas presentan donde existe una consistencia moderada en la dinámica de respuesta de la empresa ante factores externos y viceversa. Se concluyó que las empresas de este sector requieren de estrategias que promuevan el desarrollo de los indicadores internos de competitividad que respondan a los factores cambiantes externo.The organization is currently forced to generate greater benefits to its consumers to achieve greater market positioning, that depends on the management of internal and external competitiveness factors that predominates in medium-sized organizations in the digital advertising sector in Barranquilla. The objective of this research was to describe the digital marketing of the advertising sector. The research is descriptive with non-experimental and transversal design. The sample was composed by 15 companies, fulfilling the criteria: Medium company, with department of Digital Marketing, placed in Barranquilla. The results were a description digital marketing of the advertising sector, according of the internal and external factors in these companies present where there is a moderate consistency in the dynamics of the company’s response to external factors and vice versa. It was concluded that companies in this sector have difficulties in strategies that promote the development of internal competitiveness indicators that respond to changing external factors
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