9,069 research outputs found

    Controlling a remotely located Robot using Hand Gestures in real time: A DSP implementation

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    Telepresence is a necessity for present time as we can't reach everywhere and also it is useful in saving human life at dangerous places. A robot, which could be controlled from a distant location, can solve these problems. This could be via communication waves or networking methods. Also controlling should be in real time and smooth so that it can actuate on every minor signal in an effective way. This paper discusses a method to control a robot over the network from a distant location. The robot was controlled by hand gestures which were captured by the live camera. A DSP board TMS320DM642EVM was used to implement image pre-processing and fastening the whole system. PCA was used for gesture classification and robot actuation was done according to predefined procedures. Classification information was sent over the network in the experiment. This method is robust and could be used to control any kind of robot over distance

    Vision-Based 2D and 3D Human Activity Recognition

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    AQ-GT: a Temporally Aligned and Quantized GRU-Transformer for Co-Speech Gesture Synthesis

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    The generation of realistic and contextually relevant co-speech gestures is a challenging yet increasingly important task in the creation of multimodal artificial agents. Prior methods focused on learning a direct correspondence between co-speech gesture representations and produced motions, which created seemingly natural but often unconvincing gestures during human assessment. We present an approach to pre-train partial gesture sequences using a generative adversarial network with a quantization pipeline. The resulting codebook vectors serve as both input and output in our framework, forming the basis for the generation and reconstruction of gestures. By learning the mapping of a latent space representation as opposed to directly mapping it to a vector representation, this framework facilitates the generation of highly realistic and expressive gestures that closely replicate human movement and behavior, while simultaneously avoiding artifacts in the generation process. We evaluate our approach by comparing it with established methods for generating co-speech gestures as well as with existing datasets of human behavior. We also perform an ablation study to assess our findings. The results show that our approach outperforms the current state of the art by a clear margin and is partially indistinguishable from human gesturing. We make our data pipeline and the generation framework publicly available

    Towards a Practical Pedestrian Distraction Detection Framework using Wearables

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    Pedestrian safety continues to be a significant concern in urban communities and pedestrian distraction is emerging as one of the main causes of grave and fatal accidents involving pedestrians. The advent of sophisticated mobile and wearable devices, equipped with high-precision on-board sensors capable of measuring fine-grained user movements and context, provides a tremendous opportunity for designing effective pedestrian safety systems and applications. Accurate and efficient recognition of pedestrian distractions in real-time given the memory, computation and communication limitations of these devices, however, remains the key technical challenge in the design of such systems. Earlier research efforts in pedestrian distraction detection using data available from mobile and wearable devices have primarily focused only on achieving high detection accuracy, resulting in designs that are either resource intensive and unsuitable for implementation on mainstream mobile devices, or computationally slow and not useful for real-time pedestrian safety applications, or require specialized hardware and less likely to be adopted by most users. In the quest for a pedestrian safety system that achieves a favorable balance between computational efficiency, detection accuracy, and energy consumption, this paper makes the following main contributions: (i) design of a novel complex activity recognition framework which employs motion data available from users' mobile and wearable devices and a lightweight frequency matching approach to accurately and efficiently recognize complex distraction related activities, and (ii) a comprehensive comparative evaluation of the proposed framework with well-known complex activity recognition techniques in the literature with the help of data collected from human subject pedestrians and prototype implementations on commercially-available mobile and wearable devices

    Landmark Based Navigation in Next Generation Vehicles

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    Most existing Global Positioning System (GPS)-based vehicle navigation systems (also termed route guidance systems) utilize distance within their turn-by-turn navigation directions. For example, a system might give a voice instruction such as \turn left in 0.2 mile". However, human drivers usually use landmarks to help their navigation. Some previous research has shown that there are performance-related benefits in using landmarks instead of distance for navigation. The goal of this thesis work is to develop a landmark-based navigation system in next generation cars using computer vision techniques. We also provide an interactive platform based on hand gestures to intuitively interact with the landmark-based navigation system

    The neural correlates of speech motor sequence learning

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    Speech is perhaps the most sophisticated example of a species-wide movement capability in the animal kingdom, requiring split-second sequencing of approximately 100 muscles in the respiratory, laryngeal, and oral movement systems. Despite the unique role speech plays in human interaction and the debilitating impact of its disruption, little is known about the neural mechanisms underlying speech motor learning. Here, we studied the behavioral and neural correlates of learning new speech motor sequences. Participants repeatedly produced novel, meaningless syllables comprising illegal consonant clusters (e.g., GVAZF) over 2 days of practice. Following practice, participants produced the sequences with fewer errors and shorter durations, indicative of motor learning. Using fMRI, we compared brain activity during production of the learned illegal sequences and novel illegal sequences. Greater activity was noted during production of novel sequences in brain regions linked to non-speech motor sequence learning, including the BG and pre-SMA. Activity during novel sequence production was also greater in brain regions associated with learning and maintaining speech motor programs, including lateral premotor cortex, frontal operculum, and posterior superior temporal cortex. Measures of learning success correlated positively with activity in left frontal operculum and white matter integrity under left posterior superior temporal sulcus. These findings indicate speech motor sequence learning relies not only on brain areas involved generally in motor sequencing learning but also those associated with feedback-based speech motor learning. Furthermore, learning success is modulated by the integrity of structural connectivity between these motor and sensory brain regions.R01 DC007683 - NIDCD NIH HHS; R01DC007683 - NIDCD NIH HH

    The left ventral premotor cortex is involved in hand shaping for intransitive gestures: evidence from a two-person imitation experiment

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    The ventral premotor cortex (PMv) is involved in grasping and object manipulation, while the dorsal premotor cortex (PMd) has been suggested to play a role in reaching and action selection. These areas have also been associated with action imitation, but their relative roles in different types of action imitation are unclear. We examined the role of the left PMv and PMd in meaningful and meaningless action imitation by using repetitive transcranial magnetic stimulation (rTMS). Participants imitated meaningful and meaningless actions performed by a confederate actor while both individuals were motion-tracked. rTMS was applied over the left PMv, left PMd or a vertex control site during action observation or imitation. Digit velocity was significantly greater following stimulation over the PMv during imitation compared with stimulation over the PMv during observation, regardless of action meaning. Similar effects were not observed over the PMd or vertex. In addition, stimulation over the PMv increased finger movement speed in a (non-imitative) finger–thumb opposition task. We suggest that claims regarding the role of the PMv in object-directed hand shaping may stem from the prevalence of object-directed designs in motor control research. Our results indicate that the PMv may have a broader role in ‘target-directed’ hand shaping, whereby different areas of the hand are considered targets to act upon during intransitive gesturing

    Heterogeneous hand gesture recognition using 3D dynamic skeletal data

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    International audienceHand gestures are the most natural and intuitive non-verbal communication medium while interacting with a computer, and related research efforts have recently boosted interest. Additionally, the identifiable features of the hand pose provided by current commercial inexpensive depth cameras can be exploited in various gesture recognition based systems, especially for Human-Computer Interaction. In this paper, we focus our attention on 3D dynamic gesture recognition systems using the hand pose information. Specifically, we use the natural structure of the hand topology-called later hand skeletal data-to extract effective hand kinematic descriptors from the gesture sequence. Descriptors are then encoded in a statistical and temporal representation using respectively a Fisher kernel and a multi-level temporal pyramid. A linear SVM classifier can be applied directly on the feature vector computed over the whole presegmented gesture to perform the recognition. Furthermore, for early recognition from continuous stream, we introduced a prior gesture detection phase achieved using a binary classifier before the final gesture recognition. The proposed approach is evaluated on three hand gesture datasets containing respectively 10, 14 and 25 gestures with specific challenging tasks. Also, we conduct an experiment to assess the influence of depth-based hand pose estimation on our approach. Experimental results demonstrate the potential of the proposed solution in terms of hand gesture recognition and also for a low-latency gesture recognition. Comparative results with state-of-the-art methods are reported
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