3,124 research outputs found

    Vision-based interface applied to assistive robots

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    This paper presents two vision-based interfaces for disabled people to command a mobile robot for personal assistance. The developed interfaces can be subdivided according to the algorithm of image processing implemented for the detection and tracking of two different body regions. The first interface detects and tracks movements of the user's head, and these movements are transformed into linear and angular velocities in order to command a mobile robot. The second interface detects and tracks movements of the user's hand, and these movements are similarly transformed. In addition, this paper also presents the control laws for the robot. The experimental results demonstrate good performance and balance between complexity and feasibility for real-time applications.Fil: PĂ©rez Berenguer, MarĂ­a Elisa. Universidad Nacional de San Juan. Facultad de IngenierĂ­a. Departamento de ElectrĂłnica y AutomĂĄtica. Gabinete de TecnologĂ­a MĂ©dica; Argentina. Consejo Nacional de Investigaciones CientĂ­ficas y TĂ©cnicas; ArgentinaFil: Soria, Carlos Miguel. Consejo Nacional de Investigaciones CientĂ­ficas y TĂ©cnicas. Centro CientĂ­fico TecnolĂłgico Conicet - San Juan. Instituto de AutomĂĄtica. Universidad Nacional de San Juan. Facultad de IngenierĂ­a. Instituto de AutomĂĄtica; ArgentinaFil: LĂłpez Celani, Natalia Martina. Universidad Nacional de San Juan. Facultad de IngenierĂ­a. Departamento de ElectrĂłnica y AutomĂĄtica. Gabinete de TecnologĂ­a MĂ©dica; Argentina. Consejo Nacional de Investigaciones CientĂ­ficas y TĂ©cnicas; ArgentinaFil: Nasisi, Oscar Herminio. Universidad Nacional de San Juan. Facultad de IngenierĂ­a. Instituto de AutomĂĄtica; ArgentinaFil: Mut, Vicente Antonio. Consejo Nacional de Investigaciones CientĂ­ficas y TĂ©cnicas. Centro CientĂ­fico TecnolĂłgico Conicet - San Juan. Instituto de AutomĂĄtica. Universidad Nacional de San Juan. Facultad de IngenierĂ­a. Instituto de AutomĂĄtica; Argentin

    Machine Understanding of Human Behavior

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    A widely accepted prediction is that computing will move to the background, weaving itself into the fabric of our everyday living spaces and projecting the human user into the foreground. If this prediction is to come true, then next generation computing, which we will call human computing, should be about anticipatory user interfaces that should be human-centered, built for humans based on human models. They should transcend the traditional keyboard and mouse to include natural, human-like interactive functions including understanding and emulating certain human behaviors such as affective and social signaling. This article discusses a number of components of human behavior, how they might be integrated into computers, and how far we are from realizing the front end of human computing, that is, how far are we from enabling computers to understand human behavior

    A fast and robust hand-driven 3D mouse

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    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

    PLXTRM : prediction-led eXtended-guitar tool for real-time music applications and live performance

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    peer reviewedThis article presents PLXTRM, a system tracking picking-hand micro-gestures for real-time music applications and live performance. PLXTRM taps into the existing gesture vocabulary of the guitar player. On the first level, PLXTRM provides a continuous controller that doesn’t require the musician to learn and integrate extrinsic gestures, avoiding additional cognitive load. Beyond the possible musical applications using this continuous control, the second aim is to harness PLXTRM’s predictive power. Using a reservoir network, string onsets are predicted within a certain time frame, based on the spatial trajectory of the guitar pick. In this time frame, manipulations to the audio signal can be introduced, prior to the string actually sounding, ’prefacing’ note onsets. Thirdly, PLXTRM facilitates the distinction of playing features such as up-strokes vs. down-strokes, string selections and the continuous velocity of gestures, and thereby explores new expressive possibilities

    Estimating position & velocity in 3D space from monocular video sequences using a deep neural network

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    This work describes a regression model based on Convolutional Neural Networks (CNN) and Long-Short Term Memory (LSTM) networks for tracking objects from monocular video sequences. The target application being pursued is Vision-Based Sensor Substitution (VBSS). In particular, the tool-tip position and velocity in 3D space of a pair of surgical robotic instruments (SRI) are estimated for three surgical tasks, namely suturing, needle-passing and knot-tying. The CNN extracts features from individual video frames and the LSTM network processes these features over time and continuously outputs a 12-dimensional vector with the estimated position and velocity values. A series of analyses and experiments are carried out in the regression model to reveal the benefits and drawbacks of different design choices. First, the impact of the loss function is investigated by adequately weighing the Root Mean Squared Error (RMSE) and Gradient Difference Loss (GDL), using the VGG16 neural network for feature extraction. Second, this analysis is extended to a Residual Neural Network designed for feature extraction, which has fewer parameters than the VGG16 model, resulting in a reduction of ~96.44 % in the neural network size. Third, the impact of the number of time steps used to model the temporal information processed by the LSTM network is investigated. Finally, the capability of the regression model to generalize to the data related to "unseen" surgical tasks (unavailable in the training set) is evaluated. The aforesaid analyses are experimentally validated on the public dataset JIGSAWS. These analyses provide some guidelines for the design of a regression model in the context of VBSS, specifically when the objective is to estimate a set of 1D time series signals from video sequences.Peer ReviewedPostprint (author's final draft

    Augmented reality meeting table: a novel multi-user interface for architectural design

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    Immersive virtual environments have received widespread attention as providing possible replacements for the media and systems that designers traditionally use, as well as, more generally, in providing support for collaborative work. Relatively little attention has been given to date however to the problem of how to merge immersive virtual environments into real world work settings, and so to add to the media at the disposal of the designer and the design team, rather than to replace it. In this paper we report on a research project in which optical see-through augmented reality displays have been developed together with prototype decision support software for architectural and urban design. We suggest that a critical characteristic of multi user augmented reality is its ability to generate visualisations from a first person perspective in which the scale of rendition of the design model follows many of the conventions that designers are used to. Different scales of model appear to allow designers to focus on different aspects of the design under consideration. Augmenting the scene with simulations of pedestrian movement appears to assist both in scale recognition, and in moving from a first person to a third person understanding of the design. This research project is funded by the European Commission IST program (IST-2000-28559)
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