8 research outputs found

    Tracking hands in action for gesture-based computer input

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    This thesis introduces new methods for markerless tracking of the full articulated motion of hands and for informing the design of gesture-based computer input. Emerging devices such as smartwatches or virtual/augmented reality glasses are in need of new input devices for interaction on the move. The highly dexterous human hands could provide an always-on input capability without the actual need to carry a physical device. First, we present novel methods to address the hard computer vision-based hand tracking problem under varying number of cameras, viewpoints, and run-time requirements. Second, we contribute to the design of gesture-based interaction techniques by presenting heuristic and computational approaches. The contributions of this thesis allow users to effectively interact with computers through markerless tracking of hands and objects in desktop, mobile, and egocentric scenarios.Diese Arbeit stellt neue Methoden für die markerlose Verfolgung der vollen Artikulation der Hände und für die Informierung der Gestaltung der Gestik-Computer-Input. Emerging-Geräte wie Smartwatches oder virtuelle / Augmented-Reality-Brillen benötigen neue Eingabegeräte für Interaktion in Bewegung. Die sehr geschickten menschlichen Hände konnten eine immer-on-Input-Fähigkeit, ohne die tatsächliche Notwendigkeit, ein physisches Gerät zu tragen. Zunächst stellen wir neue Verfahren vor, um das visionbasierte Hand-Tracking-Problem des Hardcomputers unter variierender Anzahl von Kameras, Sichtweisen und Laufzeitanforderungen zu lösen. Zweitens tragen wir zur Gestaltung von gesture-basierten Interaktionstechniken bei, indem wir heuristische und rechnerische Ansätze vorstellen. Die Beiträge dieser Arbeit ermöglichen es Benutzern, effektiv interagieren mit Computern durch markerlose Verfolgung von Händen und Objekten in Desktop-, mobilen und egozentrischen Szenarien

    Tracking hands in action for gesture-based computer input

    Get PDF
    This thesis introduces new methods for markerless tracking of the full articulated motion of hands and for informing the design of gesture-based computer input. Emerging devices such as smartwatches or virtual/augmented reality glasses are in need of new input devices for interaction on the move. The highly dexterous human hands could provide an always-on input capability without the actual need to carry a physical device. First, we present novel methods to address the hard computer vision-based hand tracking problem under varying number of cameras, viewpoints, and run-time requirements. Second, we contribute to the design of gesture-based interaction techniques by presenting heuristic and computational approaches. The contributions of this thesis allow users to effectively interact with computers through markerless tracking of hands and objects in desktop, mobile, and egocentric scenarios.Diese Arbeit stellt neue Methoden für die markerlose Verfolgung der vollen Artikulation der Hände und für die Informierung der Gestaltung der Gestik-Computer-Input. Emerging-Geräte wie Smartwatches oder virtuelle / Augmented-Reality-Brillen benötigen neue Eingabegeräte für Interaktion in Bewegung. Die sehr geschickten menschlichen Hände konnten eine immer-on-Input-Fähigkeit, ohne die tatsächliche Notwendigkeit, ein physisches Gerät zu tragen. Zunächst stellen wir neue Verfahren vor, um das visionbasierte Hand-Tracking-Problem des Hardcomputers unter variierender Anzahl von Kameras, Sichtweisen und Laufzeitanforderungen zu lösen. Zweitens tragen wir zur Gestaltung von gesture-basierten Interaktionstechniken bei, indem wir heuristische und rechnerische Ansätze vorstellen. Die Beiträge dieser Arbeit ermöglichen es Benutzern, effektiv interagieren mit Computern durch markerlose Verfolgung von Händen und Objekten in Desktop-, mobilen und egozentrischen Szenarien

    Proceedings of the 10th Japanese-Hungarian Symposium on Discrete Mathematics and Its Applications

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    Numerical Simulation in Biomechanics and Biomedical Engineering

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    In the first contribution, Morbiducci and co-workers discuss the theoretical and methodological bases supporting the Lagrangian- and Euler-based methods, highlighting their application to cardiovascular flows. The second contribution, by the Ansón and van Lenthe groups, proposes an automated virtual bench test for evaluating the stability of custom shoulder implants without the necessity of mechanical testing. Urdeitx and Doweidar, in the third paper, also adopt the finite element method for developing a computational model aim to study cardiac cell behavior under mechano-electric stimulation. In the fourth contribution, Ayensa-Jiménez et al. develop a methodology to approximate the multidimensional probability density function of the parametric analysis obtained developing a mathematical model of the cancer evolution. The fifth paper is oriented to the topological data analysis; the group of Cueto and Chinesta designs a predictive model capable of estimating the state of drivers using the data collected from motion sensors. In the sixth contribution, the Ohayon and Finet group uses wall shear stress-derived descriptors to study the role of recirculation in the arterial restenosis due to different malapposed and overlapping stent conditions. In the seventh contribution, the research group of Antón demonstrates that the simulation time can be reduced for cardiovascular numerical analysis considering an adequate geometry-reduction strategy applicable to truncated patient specific artery. In the eighth paper, Grasa and Calvo present a numerical model based on the finite element method for simulating extraocular muscle dynamics. The ninth paper, authored by Kahla et al., presents a mathematical mechano-pharmaco-biological model for bone remodeling. Martínez, Peña, and co-workers propose in the tenth paper a methodology to calibrate the dissection properties of aorta layer, with the aim of providing useful information for reliable numerical tools. In the eleventh contribution, Martínez-Bocanegra et al. present the structural behavior of a foot model using a detailed finite element model. The twelfth contribution is centered on the methodology to perform a finite, element-based, numerical model of a hydroxyapatite 3D printed bone scaffold. In the thirteenth paper, Talygin and Gorodkov present analytical expressions describing swirling jets for cardiovascular applications. In the fourteenth contribution, Schenkel and Halliday propose a novel non-Newtonian particle transport model for red blood cells. Finally, Zurita et al. propose a parametric numerical tool for analyzing a silicone customized 3D printable trachea-bronchial prosthesis

    Comparative Analysis of Connection and Disconnection in the Human Brain Using Diffusion MRI: New Methods and Applications

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    Institute for Adaptive and Neural ComputationDiffusion magnetic resonance imaging (dmri) is a technique that can be used to examine the diffusion characteristics of water in the living brain. A recently developed application of this technique is tractography, in which information from brain images obtained using dmri is used to reconstruct the pathways which connect regions of the brain together. Proxy measures for the integrity, or coherence, of these pathways have also been defined using dmri-derived information. The disconnection hypothesis suggests that specific neurological impairments can arise from damage to these pathways as a consequence of the resulting interruption of information flow between relevant areas of cortex. The development of dmri and tractography have generated a considerable amount of renewed interest in the disconnectionist thesis, since they promise a means for testing the hypothesis in vivo in any number of pathological scenarios. However, in order to investigate the effects of pathology on particular pathways, it is necessary to be able to reliably locate them in three-dimensional dmri images. The aim of the work described in this thesis is to improve upon the robustness of existing methods for segmenting specific white matter tracts from image data, using tractography, and to demonstrate the utility of the novel methods for the comparative analysis of white matter integrity in groups of subjects. The thesis begins with an overview of probability theory, which will be a recurring theme throughout what follows, and its application to machine learning. After reviewing the principles of magnetic resonance in general, and dmri and tractography in particular, we then describe existing methods for segmenting particular tracts from group data, and introduce a novel approach. Our innovation is to use a reference tract to define the topological characteristics of the tract of interest, and then search a group of candidate tracts in the target brain volume for the best match to this reference. In order to assess how well two tracts match we define a heuristic but quantitative tract similarity measure. In later chapters we demonstrate that this method is capable of successfully segmenting tracts of interest in both young and old, healthy and unhealthy brains; and then describe a formalised version of the approach which uses machine learning methods to match tracts from different subjects. In this case the similarity between tracts is represented as a matching probability under an explicit model of topological variability between equivalent tracts in different brains. Finally, we examine the possibility of comparing the integrity of groups of white matter structures at a level more fine-grained than a whole tract

    AutoGraff: towards a computational understanding of graffiti writing and related art forms.

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    The aim of this thesis is to develop a system that generates letters and pictures with a style that is immediately recognizable as graffiti art or calligraphy. The proposed system can be used similarly to, and in tight integration with, conventional computer-aided geometric design tools and can be used to generate synthetic graffiti content for urban environments in games and in movies, and to guide robotic or fabrication systems that can materialise the output of the system with physical drawing media. The thesis is divided into two main parts. The first part describes a set of stroke primitives, building blocks that can be combined to generate different designs that resemble graffiti or calligraphy. These primitives mimic the process typically used to design graffiti letters and exploit well known principles of motor control to model the way in which an artist moves when incrementally tracing stylised letter forms. The second part demonstrates how these stroke primitives can be automatically recovered from input geometry defined in vector form, such as the digitised traces of writing made by a user, or the glyph outlines in a font. This procedure converts the input geometry into a seed that can be transformed into a variety of calligraphic and graffiti stylisations, which depend on parametric variations of the strokes
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