415 resultados para Gesture.


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Mode of access: Internet.

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A major impediment to developing real-time computer vision systems has been the computational power and level of skill required to process video streams in real-time. This has meant that many researchers have either analysed video streams off-line or used expensive dedicated hardware acceleration techniques. Recent software and hardware developments have greatly eased the development burden of realtime image analysis leading to the development of portable systems using cheap PC hardware and software exploiting the Multimedia Extension (MMX) instruction set of the Intel Pentium chip. This paper describes the implementation of a computationally efficient computer vision system for recognizing hand gestures using efficient coding and MMX-acceleration to achieve real-time performance on low cost hardware.

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This research explores gestures used in the context of activities in the workplace and in everyday life in order to understand requirements and devise concepts for the design of gestural information appliances. A collaborative method of video interaction analysis devised to suit design explorations, the Video Card Game, was used to capture and analyse how gesture is used in the context of six different domains: the dentist's office; PDA and mobile phone use; the experimental biologist's laboratory; a city ferry service; a video cassette player repair shop; and a factory flowmeter assembly station. Findings are presented in the form of gestural themes, derived from the tradition of qualitative analysis but bearing some similarity to Alexandrian patterns. Implications for the design of gestural devices are discussed.

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The move from Standard Definition (SD) to High Definition (HD) represents a six times increases in data, which needs to be processed. With expanding resolutions and evolving compression, there is a need for high performance with flexible architectures to allow for quick upgrade ability. The technology advances in image display resolutions, advanced compression techniques, and video intelligence. Software implementation of these systems can attain accuracy with tradeoffs among processing performance (to achieve specified frame rates, working on large image data sets), power and cost constraints. There is a need for new architectures to be in pace with the fast innovations in video and imaging. It contains dedicated hardware implementation of the pixel and frame rate processes on Field Programmable Gate Array (FPGA) to achieve the real-time performance. ^ The following outlines the contributions of the dissertation. (1) We develop a target detection system by applying a novel running average mean threshold (RAMT) approach to globalize the threshold required for background subtraction. This approach adapts the threshold automatically to different environments (indoor and outdoor) and different targets (humans and vehicles). For low power consumption and better performance, we design the complete system on FPGA. (2) We introduce a safe distance factor and develop an algorithm for occlusion occurrence detection during target tracking. A novel mean-threshold is calculated by motion-position analysis. (3) A new strategy for gesture recognition is developed using Combinational Neural Networks (CNN) based on a tree structure. Analysis of the method is done on American Sign Language (ASL) gestures. We introduce novel point of interests approach to reduce the feature vector size and gradient threshold approach for accurate classification. (4) We design a gesture recognition system using a hardware/ software co-simulation neural network for high speed and low memory storage requirements provided by the FPGA. We develop an innovative maximum distant algorithm which uses only 0.39% of the image as the feature vector to train and test the system design. Database set gestures involved in different applications may vary. Therefore, it is highly essential to keep the feature vector as low as possible while maintaining the same accuracy and performance^

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Hardware/software (HW/SW) cosimulation integrates software simulation and hardware simulation simultaneously. Usually, HW/SW co-simulation platform is used to ease debugging and verification for very large-scale integration (VLSI) design. To accelerate the computation of the gesture recognition technique, an HW/SW implementation using field programmable gate array (FPGA) technology is presented in this paper. The major contributions of this work are: (1) a novel design of memory controller in the Verilog Hardware Description Language (Verilog HDL) to reduce memory consumption and load on the processor. (2) The testing part of the neural network algorithm is being hardwired to improve the speed and performance. The American Sign Language gesture recognition is chosen to verify the performance of the approach. Several experiments were carried out on four databases of the gestures (alphabet signs A to Z). (3) The major benefit of this design is that it takes only few milliseconds to recognize the hand gesture which makes it computationally more efficient.

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Il riconoscimento delle gesture è un tema di ricerca che sta acquisendo sempre più popolarità, specialmente negli ultimi anni, grazie ai progressi tecnologici dei dispositivi embedded e dei sensori. Lo scopo di questa tesi è quello di utilizzare alcune tecniche di machine learning per realizzare un sistema in grado di riconoscere e classificare in tempo reale i gesti delle mani, a partire dai segnali mioelettrici (EMG) prodotti dai muscoli. Inoltre, per consentire il riconoscimento di movimenti spaziali complessi, verranno elaborati anche segnali di tipo inerziale, provenienti da una Inertial Measurement Unit (IMU) provvista di accelerometro, giroscopio e magnetometro. La prima parte della tesi, oltre ad offrire una panoramica sui dispositivi wearable e sui sensori, si occuperà di analizzare alcune tecniche per la classificazione di sequenze temporali, evidenziandone vantaggi e svantaggi. In particolare, verranno considerati approcci basati su Dynamic Time Warping (DTW), Hidden Markov Models (HMM), e reti neurali ricorrenti (RNN) di tipo Long Short-Term Memory (LSTM), che rappresentano una delle ultime evoluzioni nel campo del deep learning. La seconda parte, invece, riguarderà il progetto vero e proprio. Verrà impiegato il dispositivo wearable Myo di Thalmic Labs come caso di studio, e saranno applicate nel dettaglio le tecniche basate su DTW e HMM per progettare e realizzare un framework in grado di eseguire il riconoscimento real-time di gesture. Il capitolo finale mostrerà i risultati ottenuti (fornendo anche un confronto tra le tecniche analizzate), sia per la classificazione di gesture isolate che per il riconoscimento in tempo reale.

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Peer reviewed

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Peer reviewed