14,037 research outputs found
3D hand tracking.
The hand is often considered as one of the most natural and intuitive interaction modalities for human-to-human interaction. In human-computer interaction (HCI), proper 3D hand tracking is the first step in developing a more intuitive HCI system which can be used in applications such as gesture recognition, virtual object manipulation and gaming. However, accurate 3D hand tracking, remains a challenging problem due to the handâs deformation, appearance similarity, high inter-finger occlusion and complex articulated motion. Further, 3D hand tracking is also interesting from a theoretical point of view as it deals with three major areas of computer vision- segmentation (of hand), detection (of hand parts), and tracking (of hand). This thesis proposes a region-based skin color detection technique, a model-based and an appearance-based 3D hand tracking techniques to bring the human-computer interaction applications one step closer. All techniques are briefly described below. Skin color provides a powerful cue for complex computer vision applications. Although skin color detection has been an active research area for decades, the mainstream technology is based on individual pixels. This thesis presents a new region-based technique for skin color detection which outperforms the current state-of-the-art pixel-based skin color detection technique on the popular Compaq dataset (Jones & Rehg 2002). The proposed technique achieves 91.17% true positive rate with 13.12% false negative rate on the Compaq dataset tested over approximately 14,000 web images. Hand tracking is not a trivial task as it requires tracking of 27 degreesof- freedom of hand. Hand deformation, self occlusion, appearance similarity and irregular motion are major problems that make 3D hand tracking a very challenging task. This thesis proposes a model-based 3D hand tracking technique, which is improved by using proposed depth-foreground-background ii feature, palm deformation module and context cue. However, the major problem of model-based techniques is, they are computationally expensive. This can be overcome by discriminative techniques as described below. Discriminative techniques (for example random forest) are good for hand part detection, however they fail due to sensor noise and high interfinger occlusion. Additionally, these techniques have difficulties in modelling kinematic or temporal constraints. Although model-based descriptive (for example Markov Random Field) or generative (for example Hidden Markov Model) techniques utilize kinematic and temporal constraints well, they are computationally expensive and hardly recover from tracking failure. This thesis presents a unified framework for 3D hand tracking, using the best of both methodologies, which out performs the current state-of-the-art 3D hand tracking techniques. The proposed 3D hand tracking techniques in this thesis can be used to extract accurate hand movement features and enable complex human machine interaction such as gaming and virtual object manipulation
A dynamic model for real-time tracking of hands in bimanual movements
The problem of hand tracking in the presence of occlusion is addressed. In bimanual movements the hands tend to be synchronised effortlessly. Different aspects of this synchronisation are the basis of our research to track the hands. The spatial synchronisation in bimanual movements is modelled by the position and the temporal synchronisation by the velocity and acceleration of each hand. Based on a dynamic model, we introduce algorithms for occlusion detection and hand tracking
ModDrop: adaptive multi-modal gesture recognition
We present a method for gesture detection and localisation based on
multi-scale and multi-modal deep learning. Each visual modality captures
spatial information at a particular spatial scale (such as motion of the upper
body or a hand), and the whole system operates at three temporal scales. Key to
our technique is a training strategy which exploits: i) careful initialization
of individual modalities; and ii) gradual fusion involving random dropping of
separate channels (dubbed ModDrop) for learning cross-modality correlations
while preserving uniqueness of each modality-specific representation. We
present experiments on the ChaLearn 2014 Looking at People Challenge gesture
recognition track, in which we placed first out of 17 teams. Fusing multiple
modalities at several spatial and temporal scales leads to a significant
increase in recognition rates, allowing the model to compensate for errors of
the individual classifiers as well as noise in the separate channels.
Futhermore, the proposed ModDrop training technique ensures robustness of the
classifier to missing signals in one or several channels to produce meaningful
predictions from any number of available modalities. In addition, we
demonstrate the applicability of the proposed fusion scheme to modalities of
arbitrary nature by experiments on the same dataset augmented with audio.Comment: 14 pages, 7 figure
A fast and robust hand-driven 3D mouse
The development of new interaction paradigms requires a natural interaction. This means that people should be able to interact with technology with the same models used to interact with everyday real life, that is through gestures, expressions, voice. Following this idea, in this paper we propose a non intrusive vision based tracking system able to capture hand motion and simple hand gestures. The proposed device allows to use the hand as a "natural" 3D mouse, where the forefinger tip or the palm centre are used to identify a 3D marker and the hand gesture can be used to simulate the mouse buttons. The approach is based on a monoscopic tracking algorithm which is computationally fast and robust against noise and cluttered backgrounds. Two image streams are processed in parallel exploiting multi-core architectures, and their results are combined to obtain a constrained stereoscopic problem. The system has been implemented and thoroughly tested in an experimental environment where the 3D hand mouse has been used to interact with objects in a virtual reality application. We also provide results about the performances of the tracker, which demonstrate precision and robustness of the proposed syste
Single camera pose estimation using Bayesian filtering and Kinect motion priors
Traditional approaches to upper body pose estimation using monocular vision
rely on complex body models and a large variety of geometric constraints. We
argue that this is not ideal and somewhat inelegant as it results in large
processing burdens, and instead attempt to incorporate these constraints
through priors obtained directly from training data. A prior distribution
covering the probability of a human pose occurring is used to incorporate
likely human poses. This distribution is obtained offline, by fitting a
Gaussian mixture model to a large dataset of recorded human body poses, tracked
using a Kinect sensor. We combine this prior information with a random walk
transition model to obtain an upper body model, suitable for use within a
recursive Bayesian filtering framework. Our model can be viewed as a mixture of
discrete Ornstein-Uhlenbeck processes, in that states behave as random walks,
but drift towards a set of typically observed poses. This model is combined
with measurements of the human head and hand positions, using recursive
Bayesian estimation to incorporate temporal information. Measurements are
obtained using face detection and a simple skin colour hand detector, trained
using the detected face. The suggested model is designed with analytical
tractability in mind and we show that the pose tracking can be
Rao-Blackwellised using the mixture Kalman filter, allowing for computational
efficiency while still incorporating bio-mechanical properties of the upper
body. In addition, the use of the proposed upper body model allows reliable
three-dimensional pose estimates to be obtained indirectly for a number of
joints that are often difficult to detect using traditional object recognition
strategies. Comparisons with Kinect sensor results and the state of the art in
2D pose estimation highlight the efficacy of the proposed approach.Comment: 25 pages, Technical report, related to Burke and Lasenby, AMDO 2014
conference paper. Code sample: https://github.com/mgb45/SignerBodyPose Video:
https://www.youtube.com/watch?v=dJMTSo7-uF
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