3 resultados para Human-directed communication

em WestminsterResearch - UK


Relevância:

30.00% 30.00%

Publicador:

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Face recognition from images or video footage requires a certain level of recorded image quality. This paper derives acceptable bitrates (relating to levels of compression and consequently quality) of footage with human faces, using an industry implementation of the standard H.264/MPEG-4 AVC and the Closed-Circuit Television (CCTV) recording systems on London buses. The London buses application is utilized as a case study for setting up a methodology and implementing suitable data analysis for face recognition from recorded footage, which has been degraded by compression. The majority of CCTV recorders on buses use a proprietary format based on the H.264/MPEG-4 AVC video coding standard, exploiting both spatial and temporal redundancy. Low bitrates are favored in the CCTV industry for saving storage and transmission bandwidth, but they compromise the image usefulness of the recorded imagery. In this context, usefulness is determined by the presence of enough facial information remaining in the compressed image to allow a specialist to recognize a person. The investigation includes four steps: (1) Development of a video dataset representative of typical CCTV bus scenarios. (2) Selection and grouping of video scenes based on local (facial) and global (entire scene) content properties. (3) Psychophysical investigations to identify the key scenes, which are most affected by compression, using an industry implementation of H.264/MPEG-4 AVC. (4) Testing of CCTV recording systems on buses with the key scenes and further psychophysical investigations. The results showed a dependency upon scene content properties. Very dark scenes and scenes with high levels of spatial–temporal busyness were the most challenging to compress, requiring higher bitrates to maintain useful information.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

The Human-Computer Interaction (HCI) with interfaces is an active challenge field in the industry over the past decades and has opened the way to communicate with the means of verbal, hand and body gestures using the latest technologies for a variety of different applications in areas such as video games, training and simulation. However, accurate recognition of gestures is still a challenge. In this paper, we review the basic principles and current methodologies used for collecting the raw gesture data from the user for recognize actions the users perform and the technologies currently used for gesture-HCI in games enterprise. In addition, we present a set of projects from various applications in games industry that are using gestural interaction.