3,064 research outputs found

    A new framework for sign language recognition based on 3D handshape identification and linguistic modeling

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    Current approaches to sign recognition by computer generally have at least some of the following limitations: they rely on laboratory conditions for sign production, are limited to a small vocabulary, rely on 2D modeling (and therefore cannot deal with occlusions and off-plane rotations), and/or achieve limited success. Here we propose a new framework that (1) provides a new tracking method less dependent than others on laboratory conditions and able to deal with variations in background and skin regions (such as the face, forearms, or other hands); (2) allows for identification of 3D hand configurations that are linguistically important in American Sign Language (ASL); and (3) incorporates statistical information reflecting linguistic constraints in sign production. For purposes of large-scale computer-based sign language recognition from video, the ability to distinguish hand configurations accurately is critical. Our current method estimates the 3D hand configuration to distinguish among 77 hand configurations linguistically relevant for ASL. Constraining the problem in this way makes recognition of 3D hand configuration more tractable and provides the information specifically needed for sign recognition. Further improvements are obtained by incorporation of statistical information about linguistic dependencies among handshapes within a sign derived from an annotated corpus of almost 10,000 sign tokens

    A survey of comics research in computer science

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    Graphical novels such as comics and mangas are well known all over the world. The digital transition started to change the way people are reading comics, more and more on smartphones and tablets and less and less on paper. In the recent years, a wide variety of research about comics has been proposed and might change the way comics are created, distributed and read in future years. Early work focuses on low level document image analysis: indeed comic books are complex, they contains text, drawings, balloon, panels, onomatopoeia, etc. Different fields of computer science covered research about user interaction and content generation such as multimedia, artificial intelligence, human-computer interaction, etc. with different sets of values. We propose in this paper to review the previous research about comics in computer science, to state what have been done and to give some insights about the main outlooks

    Automatic skin segmentation for gesture recognition combining region and support vector machine active learning

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    Skin segmentation is the cornerstone of many applications such as gesture recognition, face detection, and objectionable image filtering. In this paper, we attempt to address the skin segmentation problem for gesture recognition. Initially, given a gesture video sequence, a generic skin model is applied to the first couple of frames to automatically collect the training data. Then, an SVM classifier based on active learning is used to identify the skin pixels. Finally, the results are improved by incorporating region segmentation. The proposed algorithm is fully automatic and adaptive to different signers. We have tested our approach on the ECHO database. Comparing with other existing algorithms, our method could achieve better performance

    An Appearance-Based Framework for 3D Hand Shape Classification and Camera Viewpoint Estimation

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    An appearance-based framework for 3D hand shape classification and simultaneous camera viewpoint estimation is presented. Given an input image of a segmented hand, the most similar matches from a large database of synthetic hand images are retrieved. The ground truth labels of those matches, containing hand shape and camera viewpoint information, are returned by the system as estimates for the input image. Database retrieval is done hierarchically, by first quickly rejecting the vast majority of all database views, and then ranking the remaining candidates in order of similarity to the input. Four different similarity measures are employed, based on edge location, edge orientation, finger location and geometric moments.National Science Foundation (IIS-9912573, EIA-9809340

    Hand-Based Biometric Analysis

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    Hand-based biometric analysis systems and techniques are described which provide robust hand-based identification and verification. An image of a hand is obtained, which is then segmented into a palm region and separate finger regions. Acquisition of the image is performed without requiring particular orientation or placement restrictions. Segmentation is performed without the use of reference points on the images. Each segment is analyzed by calculating a set of Zernike moment descriptors for the segment. The feature parameters thus obtained are then fused and compared to stored sets of descriptors in enrollment templates to arrive at an identity decision. By using Zernike moments, and through additional manipulation, the biometric analysis is invariant to rotation, scale, or translation or an in put image. Additionally, the analysis utilizes re-use of commonly-seen terms in Zernike calculations to achieve additional efficiencies over traditional Zernike moment calculation
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