144 research outputs found

    Direct interaction with large displays through monocular computer vision

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    Large displays are everywhere, and have been shown to provide higher productivity gain and user satisfaction compared to traditional desktop monitors. The computer mouse remains the most common input tool for users to interact with these larger displays. Much effort has been made on making this interaction more natural and more intuitive for the user. The use of computer vision for this purpose has been well researched as it provides freedom and mobility to the user and allows them to interact at a distance. Interaction that relies on monocular computer vision, however, has not been well researched, particularly when used for depth information recovery. This thesis aims to investigate the feasibility of using monocular computer vision to allow bare-hand interaction with large display systems from a distance. By taking into account the location of the user and the interaction area available, a dynamic virtual touchscreen can be estimated between the display and the user. In the process, theories and techniques that make interaction with computer display as easy as pointing to real world objects is explored. Studies were conducted to investigate the way human point at objects naturally with their hand and to examine the inadequacy in existing pointing systems. Models that underpin the pointing strategy used in many of the previous interactive systems were formalized. A proof-of-concept prototype is built and evaluated from various user studies. Results from this thesis suggested that it is possible to allow natural user interaction with large displays using low-cost monocular computer vision. Furthermore, models developed and lessons learnt in this research can assist designers to develop more accurate and natural interactive systems that make use of human’s natural pointing behaviours

    Videos in Context for Telecommunication and Spatial Browsing

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    The research presented in this thesis explores the use of videos embedded in panoramic imagery to transmit spatial and temporal information describing remote environments and their dynamics. Virtual environments (VEs) through which users can explore remote locations are rapidly emerging as a popular medium of presence and remote collaboration. However, capturing visual representation of locations to be used in VEs is usually a tedious process that requires either manual modelling of environments or the employment of specific hardware. Capturing environment dynamics is not straightforward either, and it is usually performed through specific tracking hardware. Similarly, browsing large unstructured video-collections with available tools is difficult, as the abundance of spatial and temporal information makes them hard to comprehend. At the same time, on a spectrum between 3D VEs and 2D images, panoramas lie in between, as they offer the same 2D images accessibility while preserving 3D virtual environments surrounding representation. For this reason, panoramas are an attractive basis for videoconferencing and browsing tools as they can relate several videos temporally and spatially. This research explores methods to acquire, fuse, render and stream data coming from heterogeneous cameras, with the help of panoramic imagery. Three distinct but interrelated questions are addressed. First, the thesis considers how spatially localised video can be used to increase the spatial information transmitted during video mediated communication, and if this improves quality of communication. Second, the research asks whether videos in panoramic context can be used to convey spatial and temporal information of a remote place and the dynamics within, and if this improves users' performance in tasks that require spatio-temporal thinking. Finally, the thesis considers whether there is an impact of display type on reasoning about events within videos in panoramic context. These research questions were investigated over three experiments, covering scenarios common to computer-supported cooperative work and video browsing. To support the investigation, two distinct video+context systems were developed. The first telecommunication experiment compared our videos in context interface with fully-panoramic video and conventional webcam video conferencing in an object placement scenario. The second experiment investigated the impact of videos in panoramic context on quality of spatio-temporal thinking during localization tasks. To support the experiment, a novel interface to video-collection in panoramic context was developed and compared with common video-browsing tools. The final experimental study investigated the impact of display type on reasoning about events. The study explored three adaptations of our video-collection interface to three display types. The overall conclusion is that videos in panoramic context offer a valid solution to spatio-temporal exploration of remote locations. Our approach presents a richer visual representation in terms of space and time than standard tools, showing that providing panoramic contexts to video collections makes spatio-temporal tasks easier. To this end, videos in context are suitable alternative to more difficult, and often expensive solutions. These findings are beneficial to many applications, including teleconferencing, virtual tourism and remote assistance

    2D and 3D computer vision analysis of gaze, gender and age

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    Human-Computer Interaction (HCI) has been an active research area for over four decades. Research studies and commercial designs in this area have been largely facilitated by the visual modality which brings diversified functionality and improved usability to HCI interfaces by employing various computer vision techniques. This thesis explores a number of facial cues, such as gender, age and gaze, by performing 2D and 3D based computer vision analysis. The ultimate aim is to create a natural HCI strategy that can fulfil user expectations, augment user satisfaction and enrich user experience by understanding user characteristics and behaviours. To this end, salient features have been extracted and analysed from 2D and 3D face representations; 3D reconstruction algorithms and their compatible real-world imaging systems have been investigated; case study HCI systems have been designed to demonstrate the reliability, robustness, and applicability of the proposed method.More specifically, an unsupervised approach has been proposed to localise eye centres in images and videos accurately and efficiently. This is achieved by utilisation of two types of geometric features and eye models, complemented by an iris radius constraint and a selective oriented gradient filter specifically tailored to this modular scheme. This approach resolves challenges such as interfering facial edges, undesirable illumination conditions, head poses, and the presence of facial accessories and makeup. Tested on 3 publicly available databases (the BioID database, the GI4E database and the extended Yale Face Database b), and a self-collected database, this method outperforms all the methods in comparison and thus proves to be highly accurate and robust. Based on this approach, a gaze gesture recognition algorithm has been designed to increase the interactivity of HCI systems by encoding eye saccades into a communication channel similar to the role of hand gestures. As well as analysing eye/gaze data that represent user behaviours and reveal user intentions, this thesis also investigates the automatic recognition of user demographics such as gender and age. The Fisher Vector encoding algorithm is employed to construct visual vocabularies as salient features for gender and age classification. Algorithm evaluations on three publicly available databases (the FERET database, the LFW database and the FRCVv2 database) demonstrate the superior performance of the proposed method in both laboratory and unconstrained environments. In order to achieve enhanced robustness, a two-source photometric stereo method has been introduced to recover surface normals such that more invariant 3D facia features become available that can further boost classification accuracy and robustness. A 2D+3D imaging system has been designed for construction of a self-collected dataset including 2D and 3D facial data. Experiments show that utilisation of 3D facial features can increase gender classification rate by up to 6% (based on the self-collected dataset), and can increase age classification rate by up to 12% (based on the Photoface database). Finally, two case study HCI systems, a gaze gesture based map browser and a directed advertising billboard, have been designed by adopting all the proposed algorithms as well as the fully compatible imaging system. Benefits from the proposed algorithms naturally ensure that the case study systems can possess high robustness to head pose variation and illumination variation; and can achieve excellent real-time performance. Overall, the proposed HCI strategy enabled by reliably recognised facial cues can serve to spawn a wide array of innovative systems and to bring HCI to a more natural and intelligent state
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