7 research outputs found

    Depth Images-based Human Detection, Tracking and Activity Recognition Using Spatiotemporal Features and Modified HMM

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    Human activity recognition using depth information is an emerging and challenging technology in computer vision due to its considerable attention by many practical applications such as smart home/office system, personal health care and 3D video games. This paper presents a novel framework of 3D human body detection, tracking and recognition from depth video sequences using spatiotemporal features and modified HMM. To detect human silhouette, raw depth data is examined to extract human silhouette by considering spatial continuity and constraints of human motion information. While, frame differentiation is used to track human movements. Features extraction mechanism consists of spatial depth shape features and temporal joints features are used to improve classification performance. Both of'these features are fused together to recognize different activities using the modified hidden Markov model (M-HMM). The proposed approach is evaluated on two challenging depth video datasets. Moreover, our system has significant abilities to handle subject's body parts rotation and body parts missing which provide major contributions in human activity recognition.1165Ysciescopuskc

    Improved Behavior Monitoring and Classification Using Cues Parameters Extraction from Camera Array Images

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    Behavior monitoring and classification is a mechanism used to automatically identify or verify individual based on their human detection, tracking and behavior recognition from video sequences captured by a depth camera. In this paper, we designed a system that precisely classifies the nature of 3D body postures obtained by Kinect using an advanced recognizer. We proposed novel features that are suitable for depth data. These features are robust to noise, invariant to translation and scaling, and capable of monitoring fast human bodyparts movements. Lastly, advanced hidden Markov model is used to recognize different activities. In the extensive experiments, we have seen that our system consistently outperforms over three depth-based behavior datasets, i.e., IM-DailyDepthActivity, MSRDailyActivity3D and MSRAction3D in both posture classification and behavior recognition. Moreover, our system handles subject's body parts rotation, self-occlusion and body parts missing which significantly track complex activities and improve recognition rate. Due to easy accessible, low-cost and friendly deployment process of depth camera, the proposed system can be applied over various consumer-applications including patient-monitoring system, automatic video surveillance, smart homes/offices and 3D games

    GIFT: Gesture-Based Interaction by Fingers Tracking, an Interaction Technique for Virtual Environment

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    Three Dimensional (3D) interaction is the plausible human interaction inside a Virtual Environment (VE). The rise of the Virtual Reality (VR) applications in various domains demands for a feasible 3D interface. Ensuring immersivity in a virtual space, this paper presents an interaction technique where manipulation is performed by the perceptive gestures of the two dominant fingers; thumb and index. The two fingertip-thimbles made of paper are used to trace states and positions of the fingers by an ordinary camera. Based on the positions of the fingers, the basic interaction tasks; selection, scaling, rotation, translation and navigation are performed by intuitive gestures of the fingers. Without keeping a gestural database, the features-free detection of the fingers guarantees speedier interactions. Moreover, the system is user-independent and depends neither on the size nor on the color of the users’ hand. With a case-study project; Interactions by the Gestures of Fingers (IGF) the technique is implemented for evaluation. The IGF application traces gestures of the fingers using the libraries of OpenCV at the back-end. At the front-end, the objects of the VE are rendered accordingly using the Open Graphics Library; OpenGL. The system is assessed in a moderate lighting condition by a group of 15 users. Furthermore, usability of the technique is investigated in games. Outcomes of the evaluations revealed that the approach is suitable for VR applications both in terms of cost and accuracy

    Two Hand Gesture Based 3D Navigation in Virtual Environments

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    Natural interaction is gaining popularity due to its simple, attractive, and realistic nature, which realizes direct Human Computer Interaction (HCI). In this paper, we presented a novel two hand gesture based interaction technique for 3 dimensional (3D) navigation in Virtual Environments (VEs). The system used computer vision techniques for the detection of hand gestures (colored thumbs) from real scene and performed different navigation (forward, backward, up, down, left, and right) tasks in the VE. The proposed technique also allow users to efficiently control speed during navigation. The proposed technique is implemented via a VE for experimental purposes. Forty (40) participants performed the experimental study. Experiments revealed that the proposed technique is feasible, easy to learn and use, having less cognitive load on users. Finally gesture recognition engines were used to assess the accuracy and performance of the proposed gestures. kNN achieved high accuracy rates (95.7%) as compared to SVM (95.3%). kNN also has high performance rates in terms of training time (3.16 secs) and prediction speed (6600 obs/sec) as compared to SVM with 6.40 secs and 2900 obs/sec

    Human Activity Recognition via the Features of Labeled Depth Body Parts

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    Entropy in Image Analysis III

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    Image analysis can be applied to rich and assorted scenarios; therefore, the aim of this recent research field is not only to mimic the human vision system. Image analysis is the main methods that computers are using today, and there is body of knowledge that they will be able to manage in a totally unsupervised manner in future, thanks to their artificial intelligence. The articles published in the book clearly show such a future
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