11 research outputs found

    Vision-based hand gesture interaction using particle filter, principle component analysis and transition network

    Get PDF
    Vision-based human-computer interaction is becoming important nowadays. It offers natural interaction with computers and frees users from mechanical interaction devices, which is favourable especially for wearable computers. This paper presents a human-computer interaction system based on a conventional webcam and hand gesture recognition. This interaction system works in real time and enables users to control a computer cursor with hand motions and gestures instead of a mouse. Five hand gestures are designed on behalf of five mouse operations: moving, left click, left-double click, right click and no-action. An algorithm based on Particle Filter is used for tracking the hand position. PCA-based feature selection is used for recognizing the hand gestures. A transition network is also employed for improving the accuracy and reliability of the interaction system. This interaction system shows good performance in the recognition and interaction test

    Real-Time Hand Shape Classification

    Full text link
    The problem of hand shape classification is challenging since a hand is characterized by a large number of degrees of freedom. Numerous shape descriptors have been proposed and applied over the years to estimate and classify hand poses in reasonable time. In this paper we discuss our parallel framework for real-time hand shape classification applicable in real-time applications. We show how the number of gallery images influences the classification accuracy and execution time of the parallel algorithm. We present the speedup and efficiency analyses that prove the efficacy of the parallel implementation. Noteworthy, different methods can be used at each step of our parallel framework. Here, we combine the shape contexts with the appearance-based techniques to enhance the robustness of the algorithm and to increase the classification score. An extensive experimental study proves the superiority of the proposed approach over existing state-of-the-art methods.Comment: 11 page

    Gravity optimised particle filter for hand tracking

    Get PDF
    This paper presents a gravity optimised particle filter (GOPF) where the magnitude of the gravitational force for every particle is proportional to its weight. GOPF attracts nearby particles and replicates new particles as if moving the particles towards the peak of the likelihood distribution, improving the sampling efficiency. GOPF is incorporated into a technique for hand features tracking. A fast approach to hand features detection and labelling using convexity defects is also presented. Experimental results show that GOPF outperforms the standard particle filter and its variants, as well as state-of-the-art CamShift guided particle filter using a significantly reduced number of particles

    A comparative study using an autostereoscopic display with augmented and virtual reality

    Full text link
    Advances in display devices are facilitating the integration of stereoscopic visualization in our daily lives. However, autostereoscopic visualization has not been extensively exploited. In this paper, we present a system that combines Augmented Reality (AR) and autostereoscopic visualization. We also present the first study that compares different aspects using an autostereoscopic display with AR and VR, in which 39 children from 8 to 10 years old participated. In our study, no statistically significant differences were found between AR and VR. However, the scores were very high in nearly all of the questions, and the children also scored the AR version higher in all cases. Moreover, the children explicitly preferred the AR version (81%). For the AR version, a strong and significant correlation was found between the use of the autostereoscopic screen in games and seeing the virtual object on the marker. For the VR version, two strong and significant correlations were found. The first correlation was between the ease of play and the use of the rotatory controller. The second correlation was between depth perception and the game global score. Therefore, the combinations of AR and VR with autostereoscopic visualization are possibilities for developing edutainment systems for childrenThis work was funded by the Spanish APRENDRA project (TIN2009-14319-C02). We would like to thank the following for their contributions: AIJU, the "Escola d'Estiu" and especially Ignacio Segui, Juan Cano, Miguelon Gimenez, and Javier Irimia. This work would not have been possible without their collaboration. The ALF3D project (TIN2009-14103-03) for the autostereoscopic display. Roberto Vivo, Rafa Gaitan, Severino Gonzalez, and M. Jose Vicent, for their help. The children's parents who signed the agreement to allow their children to participate in the study. The children who participated in the study. The ETSInf for letting us use its facilities during the testing phase.Arino, J.; Juan Lizandra, MC.; Gil Gómez, JA.; Mollá Vayá, RP. (2014). A comparative study using an autostereoscopic display with augmented and virtual reality. Behaviour and Information Technology. 33(6):646-655. https://doi.org/10.1080/0144929X.2013.815277S646655336Azuma, R. T. (1997). A Survey of Augmented Reality. Presence: Teleoperators and Virtual Environments, 6(4), 355-385. doi:10.1162/pres.1997.6.4.355Blum, T.et al. 2012. Mirracle: augmented reality in-situ visualization of human anatomy using a magic mirror.In: IEEE virtual reality workshops, 4–8 March 2012, Costa Mesa, CA, USA. Washington, DC: IEEE Computer Society, 169–170.Botden, S. M. B. I., Buzink, S. N., Schijven, M. P., & Jakimowicz, J. J. (2007). Augmented versus Virtual Reality Laparoscopic Simulation: What Is the Difference? World Journal of Surgery, 31(4), 764-772. doi:10.1007/s00268-006-0724-yChittaro, L., & Ranon, R. (2007). Web3D technologies in learning, education and training: Motivations, issues, opportunities. Computers & Education, 49(1), 3-18. doi:10.1016/j.compedu.2005.06.002Dodgson, N. A. (2005). Autostereoscopic 3D displays. Computer, 38(8), 31-36. doi:10.1109/mc.2005.252Ehara, J., & Saito, H. (2006). Texture overlay for virtual clothing based on PCA of silhouettes. 2006 IEEE/ACM International Symposium on Mixed and Augmented Reality. doi:10.1109/ismar.2006.297805Eisert, P., Fechteler, P., & Rurainsky, J. (2008). 3-D Tracking of shoes for Virtual Mirror applications. 2008 IEEE Conference on Computer Vision and Pattern Recognition. doi:10.1109/cvpr.2008.4587566Fiala, M. (2007). Magic Mirror System with Hand-held and Wearable Augmentations. 2007 IEEE Virtual Reality Conference. doi:10.1109/vr.2007.352493Froner, B., Holliman, N. S., & Liversedge, S. P. (2008). A comparative study of fine depth perception on two-view 3D displays. Displays, 29(5), 440-450. doi:10.1016/j.displa.2008.03.001Holliman, N. S., Dodgson, N. A., Favalora, G. E., & Pockett, L. (2011). Three-Dimensional Displays: A Review and Applications Analysis. IEEE Transactions on Broadcasting, 57(2), 362-371. doi:10.1109/tbc.2011.2130930Ilgner, J. F. R., Kawai, T., Shibata, T., Yamazoe, T., & Westhofen, M. (2006). Evaluation of stereoscopic medical video content on an autostereoscopic display for undergraduate medical education. Stereoscopic Displays and Virtual Reality Systems XIII. doi:10.1117/12.647591Jeong, J.-S., Park, C., Kim, M., Oh, W.-K., & Yoo, K.-H. (2011). Development of a 3D Virtual Laboratory with Motion Sensor for Physics Education. Ubiquitous Computing and Multimedia Applications, 253-262. doi:10.1007/978-3-642-20975-8_28Jones, J. A., Swan, J. E., Singh, G., Kolstad, E., & Ellis, S. R. (2008). The effects of virtual reality, augmented reality, and motion parallax on egocentric depth perception. Proceedings of the 5th symposium on Applied perception in graphics and visualization - APGV ’08. doi:10.1145/1394281.1394283Juan, M. C., & Pérez, D. (2010). Using augmented and virtual reality for the development of acrophobic scenarios. Comparison of the levels of presence and anxiety. Computers & Graphics, 34(6), 756-766. doi:10.1016/j.cag.2010.08.001Kaufmann, H., & Csisinko, M. (2011). Wireless Displays in Educational Augmented Reality Applications. Handbook of Augmented Reality, 157-175. doi:10.1007/978-1-4614-0064-6_6Kaufmann, H., & Meyer, B. (2008). Simulating educational physical experiments in augmented reality. ACM SIGGRAPH ASIA 2008 educators programme on - SIGGRAPH Asia ’08. doi:10.1145/1507713.1507717Konrad, J. (2011). 3D Displays. Optical and Digital Image Processing, 369-395. doi:10.1002/9783527635245.ch17Konrad, J., & Halle, M. (2007). 3-D Displays and Signal Processing. IEEE Signal Processing Magazine, 24(6), 97-111. doi:10.1109/msp.2007.905706Kwon, H., & Choi, H.-J. (2012). A time-sequential mutli-view autostereoscopic display without resolution loss using a multi-directional backlight unit and an LCD panel. Stereoscopic Displays and Applications XXIII. doi:10.1117/12.907793Livingston, M. A., Zanbaka, C., Swan, J. E., & Smallman, H. S. (s. f.). Objective measures for the effectiveness of augmented reality. IEEE Proceedings. VR 2005. Virtual Reality, 2005. doi:10.1109/vr.2005.1492798Monahan, T., McArdle, G., & Bertolotto, M. (2008). Virtual reality for collaborative e-learning. Computers & Education, 50(4), 1339-1353. doi:10.1016/j.compedu.2006.12.008Montgomery, D. J., Woodgate, G. J., Jacobs, A. M. S., Harrold, J., & Ezra, D. (2001). Performance of a flat-panel display system convertible between 2D and autostereoscopic 3D modes. Stereoscopic Displays and Virtual Reality Systems VIII. doi:10.1117/12.430813Morphew, M. E., Shively, J. R., & Casey, D. (2004). Helmet-mounted displays for unmanned aerial vehicle control. Helmet- and Head-Mounted Displays IX: Technologies and Applications. doi:10.1117/12.541031Pan, Z., Cheok, A. D., Yang, H., Zhu, J., & Shi, J. (2006). Virtual reality and mixed reality for virtual learning environments. Computers & Graphics, 30(1), 20-28. doi:10.1016/j.cag.2005.10.004Petkov, E. G. (2010). Educational Virtual Reality through a Multiview Autostereoscopic 3D Display. Innovations in Computing Sciences and Software Engineering, 505-508. doi:10.1007/978-90-481-9112-3_86Shen, Y., Ong, S. K., & Nee, A. Y. C. (2011). Vision-Based Hand Interaction in Augmented Reality Environment. International Journal of Human-Computer Interaction, 27(6), 523-544. doi:10.1080/10447318.2011.555297Swan, J. E., Jones, A., Kolstad, E., Livingston, M. A., & Smallman, H. S. (2007). Egocentric depth judgments in optical, see-through augmented reality. IEEE Transactions on Visualization and Computer Graphics, 13(3), 429-442. doi:10.1109/tvcg.2007.1035Urey, H., Chellappan, K. V., Erden, E., & Surman, P. (2011). State of the Art in Stereoscopic and Autostereoscopic Displays. Proceedings of the IEEE, 99(4), 540-555. doi:10.1109/jproc.2010.2098351Zhang, Y., Ji, Q., and Zhang, W., 2010. Multi-view autostereoscopic 3D display.In: International conference on optics photonics and energy engineering, 10–11 May 2010, Wuhan, China. Washington, DC: IEEE Computer Society, 58–61

    APPLICATION OF AUGMENTED REALITY IN MANUAL ASSEMBLY DESIGN AND PLANNING

    Get PDF
    Ph.DDOCTOR OF PHILOSOPH

    Desarrollo y validación de una aplicación para entrenamiento cognitivo para personas mayores

    Full text link
    [EN] Parkinson's disease (PD) is a neurodegenerative condition that is clinically characterized by the presence of motor symptoms, such as rigidity, resting tremor, bradykinesia and postural instability, but also by the existence of non-motor symptoms, such as the onset of cognitive impairment affecting posterior cortical regions, such as memory, verbal fluency, visuospatial and visual perceptual disorders. This dissertation focuses on the design, development and validation of an application for cognitive training, mainly for working attention and short-term memory in older people with PD. With new technologies, game-based learning is a novel approach for support and improve teaching, learning and assessment. However, adult people are more reluctant to accept the new advances, and more effort is required to introduce these technologies. The application developed has overcome the digital divide. This is demonstrated by the validation performed by people over 60 with or without PD. In addition, data collected by the application show differences between users depending on the illness and other personal variables, e.g. cognitive level and degree of dependency.[ES] La enfermedad de Parkinson (EP) es una condición neurodegenerativa que se caracteriza clínicamente por la presencia de síntomas motores, como rigidez, temblor de reposo, bradicinesia e inestabilidad postural, pero también por la existencia de síntomas no motores, como la aparición de alteraciones cognitivas que afectan a regiones corticales posteriores, como la memoria, la fluidez verbal, las alteraciones visuoespaciales y visuoperceptuales. La presente tesina se centra en el diseño, desarrollo y validación de una aplicación para entrenamiento cognitivo, destinada fundamentalmente a trabajar habilidades de atención y memoria a corto plazo en personas mayores con la EP. Con las nuevas tecnologías, el aprendizaje basado en juegos supone un novedoso enfoque como soporte, apoyo y mejora de la enseñanza, el aprendizaje y la evaluación. Sin embargo, las personas adultas son más reacias a aceptar los nuevos avances, y se requiere más esfuerzo para introducir estas tecnologías. La aplicación desarrollada ha permitido superar la brecha digital existente. Así lo demuestra la validación realizada con personas mayores de 60 años que padecen EP y personas mayores que no la padecen. Además, los datos recogidos por la aplicación muestran diferencias entre los usuarios en función de la enfermedad y otras variables personales, entre las que se encuentra el nivel cognitivo y el grado de dependenciaRomero Martín, FP. (2015). Desarrollo y validación de una aplicación para entrenamiento cognitivo para personas mayores. http://hdl.handle.net/10251/74916Archivo delegad

    A NOVEL AUGMENTED REALITY BASED SYSTEM FOR PROVIDING MAINTENANCE ASSISTANCE

    Get PDF
    Ph.DDOCTOR OF PHILOSOPH

    Augmented Reality

    Get PDF
    Augmented Reality (AR) is a natural development from virtual reality (VR), which was developed several decades earlier. AR complements VR in many ways. Due to the advantages of the user being able to see both the real and virtual objects simultaneously, AR is far more intuitive, but it's not completely detached from human factors and other restrictions. AR doesn't consume as much time and effort in the applications because it's not required to construct the entire virtual scene and the environment. In this book, several new and emerging application areas of AR are presented and divided into three sections. The first section contains applications in outdoor and mobile AR, such as construction, restoration, security and surveillance. The second section deals with AR in medical, biological, and human bodies. The third and final section contains a number of new and useful applications in daily living and learning
    corecore