The paper presents a methodology for detecting a virtual passive pointer. The passive pointer or device does not have any active energy source within it (as opposed to a laser pointer) and thus cannot easily be detected or identified. The modeling and simulation task is carried out by generating high resolution color images of a pointer viewing via two digital cameras with a popular three-dimensional (3D) computer graphics and animation program, Studio 3D Max by Discreet. These images are then retrieved for analysis into a Microsoft’s Visual C++ program developed based on the theory of image triangulation. The program outputs a precise coordinates of the pointer in the 3D space in addition to it’s projection on a view screen located in a large display/presentation room. The computational results of the pointer projection are compared with the known locations specified by the Studio 3D Max for different simulated configurations. High pointing accuracy is achieved: a pointer kept 30 feet away correctly hits the target location within a few inches. Thus this technology can be used in presenter-audience applications.
International Journal of Image Processing (IJIP) Volume (3) Issue (2)CSCJournals
The document describes a methodology for detecting the location of a virtual passive pointer in 3D space using two cameras and image triangulation. The pointer is modeled and simulated using 3D graphics software to generate images from two camera views. These images are analyzed using a computer program based on triangulation theory to determine the precise coordinates of the pointer in 3D as well as its projection on a display screen. The computational results match well with the known locations specified in the 3D simulation, demonstrating the accuracy of the technique for applications like interactive displays.
This document discusses fingerprint recognition using neural networks. It begins with an overview of fingerprints and their unique patterns. It then describes the components of a pattern recognition system for fingerprints, including image acquisition, edge detection, thinning, feature extraction, and classification. Neural networks are proposed for fingerprint recognition because they can learn from examples and process large amounts of data quickly. Other applications of neural networks discussed include character recognition, image compression, stock market prediction, and more. The document concludes by noting that fingerprints will continue to be a reliable biometric for human identification.
IRJET- Real Time Implementation of Air WritingIRJET Journal
This document presents a system for real-time control of industrial devices through hand gestures from a remote location using a wireless system. The system uses a camera and microcontroller to detect when a red pointer is brought near different quadrants, representing different devices, and switches the corresponding device on or off. It was implemented using MATLAB and allows controlling systems wirelessly with accuracy while saving power through a simple circuit. The system provides remote management of devices without physical operation and could potentially be expanded to control additional parameters like speed or duration of operation.
Vertical Fragmentation of Location Information to Enable Location Privacy in ...ijasa
The aim of the development of Pervasive computing was to simplify our lives by integrating
communication technologies into real life. Location aware computing which is evolved from pervasive
computing performs services which are dependent on the location of the user or his communication
device. The advancements in this area have led to major revolutions in various application areas,
especially mass advertisements. It has long been evident that privacy of personal information, in this
case location of the user, is rather a touchy subject with most people. This paper explores the Location
Privacy issue in location aware computing. Vertical fragmentation of the stored location information of
users has been proposed as an effective solution for this issue.
This document provides a summary of a minor project report on image recognition submitted in partial fulfillment of the requirements for a Bachelor of Technology degree in Computer Science and Engineering. The report was submitted by Bhaskar Tripathi and Joel Jose in October 2018 under the supervision of Dr. P. Mohamed Fathimal, Assistant Professor in the Department of Computer Science and Engineering at SRM Institute of Science and Technology. The report includes acknowledgements, a table of contents, and chapters on the introduction, project details, tools and technologies used, proposed system architecture, modules and functionality.
An algorithm to quantify the swelling by reconstructing 3D model of the face with stereo images is presented. We
analyzed the primary problems in computational stereo, which include correspondence and depth calculation. Work has been carried out to determine suitable methods for depth estimation and standardizing volume estimations. Finally we designed software for reconstructing 3D images from 2D stereo images, which was built on Matlab and Visual C++. Utilizing
techniques from multi-view geometry, a 3D model of the face was constructed and refined. An explicit analysis of the stereo
disparity calculation methods and filter elimination disparity estimation for increasing reliability of the disparity map was
used. Minimizing variability in position by using more precise positioning techniques and resources will increase the accuracy of this technique and is a focus for future work
International Journal of Image Processing (IJIP) Volume (3) Issue (2)CSCJournals
The document describes a methodology for detecting the location of a virtual passive pointer in 3D space using two cameras and image triangulation. The pointer is modeled and simulated using 3D graphics software to generate images from two camera views. These images are analyzed using a computer program based on triangulation theory to determine the precise coordinates of the pointer in 3D as well as its projection on a display screen. The computational results match well with the known locations specified in the 3D simulation, demonstrating the accuracy of the technique for applications like interactive displays.
This document discusses fingerprint recognition using neural networks. It begins with an overview of fingerprints and their unique patterns. It then describes the components of a pattern recognition system for fingerprints, including image acquisition, edge detection, thinning, feature extraction, and classification. Neural networks are proposed for fingerprint recognition because they can learn from examples and process large amounts of data quickly. Other applications of neural networks discussed include character recognition, image compression, stock market prediction, and more. The document concludes by noting that fingerprints will continue to be a reliable biometric for human identification.
IRJET- Real Time Implementation of Air WritingIRJET Journal
This document presents a system for real-time control of industrial devices through hand gestures from a remote location using a wireless system. The system uses a camera and microcontroller to detect when a red pointer is brought near different quadrants, representing different devices, and switches the corresponding device on or off. It was implemented using MATLAB and allows controlling systems wirelessly with accuracy while saving power through a simple circuit. The system provides remote management of devices without physical operation and could potentially be expanded to control additional parameters like speed or duration of operation.
Vertical Fragmentation of Location Information to Enable Location Privacy in ...ijasa
The aim of the development of Pervasive computing was to simplify our lives by integrating
communication technologies into real life. Location aware computing which is evolved from pervasive
computing performs services which are dependent on the location of the user or his communication
device. The advancements in this area have led to major revolutions in various application areas,
especially mass advertisements. It has long been evident that privacy of personal information, in this
case location of the user, is rather a touchy subject with most people. This paper explores the Location
Privacy issue in location aware computing. Vertical fragmentation of the stored location information of
users has been proposed as an effective solution for this issue.
This document provides a summary of a minor project report on image recognition submitted in partial fulfillment of the requirements for a Bachelor of Technology degree in Computer Science and Engineering. The report was submitted by Bhaskar Tripathi and Joel Jose in October 2018 under the supervision of Dr. P. Mohamed Fathimal, Assistant Professor in the Department of Computer Science and Engineering at SRM Institute of Science and Technology. The report includes acknowledgements, a table of contents, and chapters on the introduction, project details, tools and technologies used, proposed system architecture, modules and functionality.
An algorithm to quantify the swelling by reconstructing 3D model of the face with stereo images is presented. We
analyzed the primary problems in computational stereo, which include correspondence and depth calculation. Work has been carried out to determine suitable methods for depth estimation and standardizing volume estimations. Finally we designed software for reconstructing 3D images from 2D stereo images, which was built on Matlab and Visual C++. Utilizing
techniques from multi-view geometry, a 3D model of the face was constructed and refined. An explicit analysis of the stereo
disparity calculation methods and filter elimination disparity estimation for increasing reliability of the disparity map was
used. Minimizing variability in position by using more precise positioning techniques and resources will increase the accuracy of this technique and is a focus for future work
Facial expression recongnition Techniques, Database and Classifiers Rupinder Saini
This document discusses various techniques for facial expression recognition including eigenface approach, principal component analysis (PCA), Gabor wavelets, PCA with singular value decomposition, independent component analysis with PCA, local Gabor binary patterns, and support vector machines. It describes databases commonly used for facial expression recognition research and classifiers such as Euclidean distance, backpropagation neural networks, PCA, and linear discriminant analysis. The document concludes that combining multiple techniques can achieve more accurate facial expression recognition compared to individual techniques alone by extracting relevant features and evaluating results.
The model explains how we can Automate System using Artificial Intelligence.
It broadly concerns about:-
1. Lane Detection.
2. Traffic Sign Classification.
3. Behavioural Cloning.
Password Authentication Framework Based on Encrypted Negative PasswordIJSRED
This document summarizes a research paper that proposes a new method called Deep Dense Face Detector (DDFD) for multi-view face detection and tagging. DDFD uses a single deep convolutional neural network model to detect faces across a wide range of orientations without requiring pose or landmark annotation. All detected faces are then recognized using Local Binary Patterns Histograms and tagged, achieving 85% accuracy. The proposed method has minimal complexity compared to other recent deep learning object detection methods as it does not require additional components like segmentation or bounding box regression.
Final Year Project-Gesture Based Interaction and Image ProcessingSabnam Pandey, MBA
This document summarizes a student's final year project report on developing a gesture recognition system for browsing pictures. The student aims to implement algorithms for skin and contour detection of a user's hand in real-time images from a webcam. The report includes chapters on literature review of gesture recognition and image processing techniques, methodology using the waterfall model, requirements analysis and design diagrams, implementation details using OpenCV, and testing and evaluation of the project objectives and aims.
Facial Emotion Recognition using Convolution Neural NetworkYogeshIJTSRD
Facial expression plays a major role in every aspect of human life for communication. It has been a boon for the research in facial emotion with the systems that give rise to the terminology of human computer interaction in real life. Humans socially interact with each other via emotions. In this research paper, we have proposed an approach of building a system that recognizes facial emotion using a Convolutional Neural Network CNN which is one of the most popular Neural Network available. It is said to be a pattern recognition Neural Network. Convolutional Neural Network reduces the dimension for large resolution images and not losing the quality and giving a prediction output whats expected and capturing of the facial expressions even in odd angles makes it stand different from other models also i.e. it works well for non frontal images. But unfortunately, CNN based detector is computationally heavy and is a challenge for using CNN for a video as an input. We will implement a facial emotion recognition system using a Convolutional Neural Network using a dataset. Our system will predict the output based on the input given to it. This system can be useful for sentimental analysis, can be used for clinical practices, can be useful for getting a persons review on a certain product, and many more. Raheena Bagwan | Sakshi Chintawar | Komal Dhapudkar | Alisha Balamwar | Prof. Sandeep Gore "Facial Emotion Recognition using Convolution Neural Network" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-5 | Issue-3 , April 2021, URL: https://www.ijtsrd.com/papers/ijtsrd39972.pdf Paper URL: https://www.ijtsrd.com/computer-science/artificial-intelligence/39972/facial-emotion-recognition-using-convolution-neural-network/raheena-bagwan
This document describes a cardless ATM system that uses fingerprint and face recognition for user authentication instead of an ATM card. The system captures images of the user's face and fingerprint and uses algorithms like GLCM and Hough transform to analyze the images and verify the user's identity. If verified, the user can conduct banking transactions like withdrawing or depositing money. The system aims to provide more security than traditional card-based ATMs by eliminating the risk of card theft or skimming. It also discusses the technical aspects of the system like image acquisition, processing, feature extraction and matching to implement the biometric authentication.
This document describes a proposed sign language interpreter system that uses machine learning and computer vision techniques. It aims to enable deaf and mute users to communicate through computers and the internet by recognizing static hand gestures from camera input and translating them to text. The proposed system extracts features from captured images of signs and uses a support vector machine model to classify the gestures by comparing to a dataset of labeled images. If implemented, this system could help overcome communication barriers for deaf users in an increasingly digital world.
Face Recognition Based Intelligent Door Control Systemijtsrd
This paper presents the intelligent door control system based on face detection and recognition. This system can avoid the need to control by persons with the use of keys, security cards, password or pattern to open the door. The main objective is to develop a simple and fast recognition system for personal identification and face recognition to provide the security system. Face is a complex multidimensional structure and needs good computing techniques for recognition. The system is composed of two main parts face recognition and automatic door access control. It needs to detect the face before recognizing the face of the person. In face detection step, Viola Jones face detection algorithm is applied to detect the human face. Face recognition is implemented by using the Principal Component Analysis PCA and Neural Network. Image processing toolbox which is in MATLAB 2013a is used for the recognition process in this research. The PIC microcontroller is used to automatic door access control system by programming MikroC language. The door is opened automatically for the known person according to the result of verification in the MATLAB. On the other hand, the door remains closed for the unknown person. San San Naing | Thiri Oo Kywe | Ni Ni San Hlaing ""Face Recognition Based Intelligent Door Control System"" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-3 | Issue-4 , June 2019, URL: https://www.ijtsrd.com/papers/ijtsrd23893.pdf
Paper URL: https://www.ijtsrd.com/engineering/electrical-engineering/23893/face-recognition-based-intelligent-door-control-system/san-san-naing
AUTOMATIC THEFT SECURITY SYSTEM (SMART SURVEILLANCE CAMERA)csandit
The proposed work aims to create a smart application camera, with the intention of eliminating
the need for a human presence to detect any unwanted sinister activities, such as theft in this
case. Spread among the campus, are certain valuable biometric identification systems at
arbitrary locations. The application monitosr these systems (hereafter referred to as “object”)
using our smart camera system based on an OpenCV platform.
By using OpenCV Haar Training, employing the Viola-Jones algorithm implementation in
OpenCV, we teach the machine to identify the object in environmental conditions. An added
feature of face recognition is based on Principal Component Analysis (PCA) to generate Eigen
Faces and the test images are verified by using distance based algorithm against the eigenfaces,
like Euclidean distance algorithm or Mahalanobis Algorithm.
If the object is misplaced, or an unauthorized user is in the extreme vicinity of the object, an
alarm signal is raised.
Machine Learning approach for Assisting Visually ImpairedIJTET Journal
Abstract- India has the largest blind population in the world. The complex Indian environment makes it difficult for the people to navigate using the present technology. In-order to navigate effectively a wearable computing system should learn the environment by itself, thus providing enough information for making visually impaired adapt to the environment. The traditional learning algorithm requires the entire percept sequence to learn. This paper will propose algorithms for learning from various sensory inputs with selected percept sequence; analyze what feature and data should be considered for real time learning and how they can be applied for autonomous navigation for blind, what are the problem parameters to be considered for the blind navigation/protection, tools and how it can be used on other application.
We seek to classify images into different emotions using a first 'intuitive' machine learning approach, then training models using convolutional neural networks and finally using a pretrained model for better accuracy.
IRJET- Analysing Wound Area Measurement using Android AppIRJET Journal
This document describes an Android app that uses image processing techniques to measure wound areas from digital images. The app first pre-processes images to remove noise and enhance edges. It then uses Sobel edge detection, kernel algorithms, and fuzzy c-means clustering to segment the wound from the image. Pixels within the wound boundary are counted and scaled to calculate the actual wound area. The app was found to accurately measure wound areas in clinical tests to within 90% compared to traditional measurement methods. Future work could expand the technique to other medical imaging applications like fractures or retinal diseases.
IRJET- Survey Paper on Vision based Hand Gesture RecognitionIRJET Journal
This document presents a survey of previous research on vision-based hand gesture recognition. It discusses various methods that have been used, including discrete wavelet transforms, skin color segmentation, orientation histograms, and neural networks. The document proposes a new methodology using webcam image capture, static and dynamic gesture definition, image processing techniques like localization, enhancement, segmentation, and morphological filtering, and a convolutional neural network for classification. The goal is to develop a more efficient and accurate system for hand gesture recognition and human-computer interaction.
A deep learning facial expression recognition based scoring system for restau...CloudTechnologies
A deep learning facial expression recognition based scoring system for restaurants
Cloud Technologies providing Complete Solution for all
Academic Projects Final Year/Semester Student Projects
For More Details,
Contact:
Mobile:- +91 8121953811,
whatsapp:- +91 8522991105,
Email ID: cloudtechnologiesprojects@gmail.com
This document presents a hybrid framework for facial expression recognition that uses SVD, PCA, and SURF. It extracts features using PCA with SVD, classifies expressions with an SVM classifier, and performs emotion detection with regression and SURF features. The framework achieves 98.79% accuracy and 67.79% average recognition on a database of 50 images with 5 expressions. It provides a concise facial expression recognition system using a combination of dimensionality reduction, classification, and feature detection techniques.
IJRET : International Journal of Research in Engineering and Technology is an international peer reviewed, online journal published by eSAT Publishing House for the enhancement of research in various disciplines of Engineering and Technology. The aim and scope of the journal is to provide an academic medium and an important reference for the advancement and dissemination of research results that support high-level learning, teaching and research in the fields of Engineering and Technology. We bring together Scientists, Academician, Field Engineers, Scholars and Students of related fields of Engineering and Technology.
IJRET : International Journal of Research in Engineering and Technology is an international peer reviewed, online journal published by eSAT Publishing House for the enhancement of research in various disciplines of Engineering and Technology. The aim and scope of the journal is to provide an academic medium and an important reference for the advancement and dissemination of research results that support high-level learning, teaching and research in the fields of Engineering and Technology. We bring together Scientists, Academician, Field Engineers, Scholars and Students of related fields of Engineering and Technology.
This document discusses face detection and recognition techniques using MATLAB. It begins with an abstract describing face detection as determining the location and size of faces in images and ignoring other objects. It then discusses implementing an algorithm to recognize faces from images in near real-time by calculating the difference between an input face and the average of faces in a training set. The document then provides details on various face recognition methods, the 5 step process of facial recognition, benefits and applications, and concludes that recent algorithms are much more accurate than older ones.
The raise and fall of the literate-mass-media era - presentation #1 (main - 2...OrestesCarvalho
(Based on the presentation made to SXSW 2010)
Content is the king, right?
Maybe not.
It seems the king was deposed but most people didn’t notice it yet.
Evanescent experiences and participative crowds are claiming back the power they once had in the old villages radically transforming
all the media and communication industries
just as they replace the elderly, pre-packed, pre-thought, one-way, inert content.
Facial expression recongnition Techniques, Database and Classifiers Rupinder Saini
This document discusses various techniques for facial expression recognition including eigenface approach, principal component analysis (PCA), Gabor wavelets, PCA with singular value decomposition, independent component analysis with PCA, local Gabor binary patterns, and support vector machines. It describes databases commonly used for facial expression recognition research and classifiers such as Euclidean distance, backpropagation neural networks, PCA, and linear discriminant analysis. The document concludes that combining multiple techniques can achieve more accurate facial expression recognition compared to individual techniques alone by extracting relevant features and evaluating results.
The model explains how we can Automate System using Artificial Intelligence.
It broadly concerns about:-
1. Lane Detection.
2. Traffic Sign Classification.
3. Behavioural Cloning.
Password Authentication Framework Based on Encrypted Negative PasswordIJSRED
This document summarizes a research paper that proposes a new method called Deep Dense Face Detector (DDFD) for multi-view face detection and tagging. DDFD uses a single deep convolutional neural network model to detect faces across a wide range of orientations without requiring pose or landmark annotation. All detected faces are then recognized using Local Binary Patterns Histograms and tagged, achieving 85% accuracy. The proposed method has minimal complexity compared to other recent deep learning object detection methods as it does not require additional components like segmentation or bounding box regression.
Final Year Project-Gesture Based Interaction and Image ProcessingSabnam Pandey, MBA
This document summarizes a student's final year project report on developing a gesture recognition system for browsing pictures. The student aims to implement algorithms for skin and contour detection of a user's hand in real-time images from a webcam. The report includes chapters on literature review of gesture recognition and image processing techniques, methodology using the waterfall model, requirements analysis and design diagrams, implementation details using OpenCV, and testing and evaluation of the project objectives and aims.
Facial Emotion Recognition using Convolution Neural NetworkYogeshIJTSRD
Facial expression plays a major role in every aspect of human life for communication. It has been a boon for the research in facial emotion with the systems that give rise to the terminology of human computer interaction in real life. Humans socially interact with each other via emotions. In this research paper, we have proposed an approach of building a system that recognizes facial emotion using a Convolutional Neural Network CNN which is one of the most popular Neural Network available. It is said to be a pattern recognition Neural Network. Convolutional Neural Network reduces the dimension for large resolution images and not losing the quality and giving a prediction output whats expected and capturing of the facial expressions even in odd angles makes it stand different from other models also i.e. it works well for non frontal images. But unfortunately, CNN based detector is computationally heavy and is a challenge for using CNN for a video as an input. We will implement a facial emotion recognition system using a Convolutional Neural Network using a dataset. Our system will predict the output based on the input given to it. This system can be useful for sentimental analysis, can be used for clinical practices, can be useful for getting a persons review on a certain product, and many more. Raheena Bagwan | Sakshi Chintawar | Komal Dhapudkar | Alisha Balamwar | Prof. Sandeep Gore "Facial Emotion Recognition using Convolution Neural Network" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-5 | Issue-3 , April 2021, URL: https://www.ijtsrd.com/papers/ijtsrd39972.pdf Paper URL: https://www.ijtsrd.com/computer-science/artificial-intelligence/39972/facial-emotion-recognition-using-convolution-neural-network/raheena-bagwan
This document describes a cardless ATM system that uses fingerprint and face recognition for user authentication instead of an ATM card. The system captures images of the user's face and fingerprint and uses algorithms like GLCM and Hough transform to analyze the images and verify the user's identity. If verified, the user can conduct banking transactions like withdrawing or depositing money. The system aims to provide more security than traditional card-based ATMs by eliminating the risk of card theft or skimming. It also discusses the technical aspects of the system like image acquisition, processing, feature extraction and matching to implement the biometric authentication.
This document describes a proposed sign language interpreter system that uses machine learning and computer vision techniques. It aims to enable deaf and mute users to communicate through computers and the internet by recognizing static hand gestures from camera input and translating them to text. The proposed system extracts features from captured images of signs and uses a support vector machine model to classify the gestures by comparing to a dataset of labeled images. If implemented, this system could help overcome communication barriers for deaf users in an increasingly digital world.
Face Recognition Based Intelligent Door Control Systemijtsrd
This paper presents the intelligent door control system based on face detection and recognition. This system can avoid the need to control by persons with the use of keys, security cards, password or pattern to open the door. The main objective is to develop a simple and fast recognition system for personal identification and face recognition to provide the security system. Face is a complex multidimensional structure and needs good computing techniques for recognition. The system is composed of two main parts face recognition and automatic door access control. It needs to detect the face before recognizing the face of the person. In face detection step, Viola Jones face detection algorithm is applied to detect the human face. Face recognition is implemented by using the Principal Component Analysis PCA and Neural Network. Image processing toolbox which is in MATLAB 2013a is used for the recognition process in this research. The PIC microcontroller is used to automatic door access control system by programming MikroC language. The door is opened automatically for the known person according to the result of verification in the MATLAB. On the other hand, the door remains closed for the unknown person. San San Naing | Thiri Oo Kywe | Ni Ni San Hlaing ""Face Recognition Based Intelligent Door Control System"" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-3 | Issue-4 , June 2019, URL: https://www.ijtsrd.com/papers/ijtsrd23893.pdf
Paper URL: https://www.ijtsrd.com/engineering/electrical-engineering/23893/face-recognition-based-intelligent-door-control-system/san-san-naing
AUTOMATIC THEFT SECURITY SYSTEM (SMART SURVEILLANCE CAMERA)csandit
The proposed work aims to create a smart application camera, with the intention of eliminating
the need for a human presence to detect any unwanted sinister activities, such as theft in this
case. Spread among the campus, are certain valuable biometric identification systems at
arbitrary locations. The application monitosr these systems (hereafter referred to as “object”)
using our smart camera system based on an OpenCV platform.
By using OpenCV Haar Training, employing the Viola-Jones algorithm implementation in
OpenCV, we teach the machine to identify the object in environmental conditions. An added
feature of face recognition is based on Principal Component Analysis (PCA) to generate Eigen
Faces and the test images are verified by using distance based algorithm against the eigenfaces,
like Euclidean distance algorithm or Mahalanobis Algorithm.
If the object is misplaced, or an unauthorized user is in the extreme vicinity of the object, an
alarm signal is raised.
Machine Learning approach for Assisting Visually ImpairedIJTET Journal
Abstract- India has the largest blind population in the world. The complex Indian environment makes it difficult for the people to navigate using the present technology. In-order to navigate effectively a wearable computing system should learn the environment by itself, thus providing enough information for making visually impaired adapt to the environment. The traditional learning algorithm requires the entire percept sequence to learn. This paper will propose algorithms for learning from various sensory inputs with selected percept sequence; analyze what feature and data should be considered for real time learning and how they can be applied for autonomous navigation for blind, what are the problem parameters to be considered for the blind navigation/protection, tools and how it can be used on other application.
We seek to classify images into different emotions using a first 'intuitive' machine learning approach, then training models using convolutional neural networks and finally using a pretrained model for better accuracy.
IRJET- Analysing Wound Area Measurement using Android AppIRJET Journal
This document describes an Android app that uses image processing techniques to measure wound areas from digital images. The app first pre-processes images to remove noise and enhance edges. It then uses Sobel edge detection, kernel algorithms, and fuzzy c-means clustering to segment the wound from the image. Pixels within the wound boundary are counted and scaled to calculate the actual wound area. The app was found to accurately measure wound areas in clinical tests to within 90% compared to traditional measurement methods. Future work could expand the technique to other medical imaging applications like fractures or retinal diseases.
IRJET- Survey Paper on Vision based Hand Gesture RecognitionIRJET Journal
This document presents a survey of previous research on vision-based hand gesture recognition. It discusses various methods that have been used, including discrete wavelet transforms, skin color segmentation, orientation histograms, and neural networks. The document proposes a new methodology using webcam image capture, static and dynamic gesture definition, image processing techniques like localization, enhancement, segmentation, and morphological filtering, and a convolutional neural network for classification. The goal is to develop a more efficient and accurate system for hand gesture recognition and human-computer interaction.
A deep learning facial expression recognition based scoring system for restau...CloudTechnologies
A deep learning facial expression recognition based scoring system for restaurants
Cloud Technologies providing Complete Solution for all
Academic Projects Final Year/Semester Student Projects
For More Details,
Contact:
Mobile:- +91 8121953811,
whatsapp:- +91 8522991105,
Email ID: cloudtechnologiesprojects@gmail.com
This document presents a hybrid framework for facial expression recognition that uses SVD, PCA, and SURF. It extracts features using PCA with SVD, classifies expressions with an SVM classifier, and performs emotion detection with regression and SURF features. The framework achieves 98.79% accuracy and 67.79% average recognition on a database of 50 images with 5 expressions. It provides a concise facial expression recognition system using a combination of dimensionality reduction, classification, and feature detection techniques.
IJRET : International Journal of Research in Engineering and Technology is an international peer reviewed, online journal published by eSAT Publishing House for the enhancement of research in various disciplines of Engineering and Technology. The aim and scope of the journal is to provide an academic medium and an important reference for the advancement and dissemination of research results that support high-level learning, teaching and research in the fields of Engineering and Technology. We bring together Scientists, Academician, Field Engineers, Scholars and Students of related fields of Engineering and Technology.
IJRET : International Journal of Research in Engineering and Technology is an international peer reviewed, online journal published by eSAT Publishing House for the enhancement of research in various disciplines of Engineering and Technology. The aim and scope of the journal is to provide an academic medium and an important reference for the advancement and dissemination of research results that support high-level learning, teaching and research in the fields of Engineering and Technology. We bring together Scientists, Academician, Field Engineers, Scholars and Students of related fields of Engineering and Technology.
This document discusses face detection and recognition techniques using MATLAB. It begins with an abstract describing face detection as determining the location and size of faces in images and ignoring other objects. It then discusses implementing an algorithm to recognize faces from images in near real-time by calculating the difference between an input face and the average of faces in a training set. The document then provides details on various face recognition methods, the 5 step process of facial recognition, benefits and applications, and concludes that recent algorithms are much more accurate than older ones.
The raise and fall of the literate-mass-media era - presentation #1 (main - 2...OrestesCarvalho
(Based on the presentation made to SXSW 2010)
Content is the king, right?
Maybe not.
It seems the king was deposed but most people didn’t notice it yet.
Evanescent experiences and participative crowds are claiming back the power they once had in the old villages radically transforming
all the media and communication industries
just as they replace the elderly, pre-packed, pre-thought, one-way, inert content.
Este documento trata sobre aspectos históricos, anatómicos y clínicos de la prostodoncia total. Se divide la historia en cuatro etapas: prehistoria, edad de marfil, edad práctica y edad universitaria. Describe componentes como soporte, estabilidad y retención. Explica puntos anatómicos del maxilar superior como la apófisis cigomática, fosa incisiva y tuberosidad. También cubre principios generales de prostodoncia, zonas protésicas del maxilar y mandíbula
Ringkasan dari dokumen tersebut adalah:
Dokumen tersebut membahas pendekatan pengelolaan basis data yaitu pendekatan flat file dan pendekatan basis data. Pendekatan flat file memiliki kelemahan seperti redundansi data sedangkan pendekatan basis data menyimpan data secara terpusat di database umum yang dapat dibagikan pengguna lain.
This document discusses strategies for reducing buprenorphine diversion and pill mills while improving access to treatment. It notes that limiting access to buprenorphine treatment is associated with increased diversion, while expanded access to quality treatment decreases diversion and overdose deaths. The document recommends educating prescribers, using medically-derived prescribing standards, ensuring adequate insurance coverage of safe prescribing practices, and addressing diversion risks for other controlled medications. It argues against onerous new regulations that could limit treatment access. The goal is to identify and support high-quality treatment while prosecuting criminal operations.
The document shows two multi-step subtraction problems being solved. In the first problem, 17-8 is solved as 17-7-1 to get the answer of 9. In the second problem, 18-9 is solved in the same way by breaking it into multiple steps to get the final answer of 9.
A revolution in computer interface design is changing the way we think about computers. Rather than typing on a keyboard and watching a television monitor, Augmented Reality lets people use familiar, everyday objects in ordinary ways. A revolution in computer interface design is changing the way we think about computers. Rather than typing on a keyboard and watching a television monitor, Augmented Reality lets people use familiar, everyday objects in ordinary ways. This paper surveys the field of Augmented Reality, in which 3-D virtual objects are integrated into a 3-D real environment in real time. It describes the medical, manufacturing, visualization, path planning, entertainment and military applications that have been explored. This paper describes the characteristics of Augmented Reality systems. Registration and sensing errors are two of the biggest problems in building effective Augmented Reality systems, so this paper throws light on problems. Future directions and areas requiring further research are discussed. This survey provides a starting point for anyone interested in researching or using Augmented Reality.
The document discusses the three I's of virtual reality: immersion, interaction, and imagination. It states that virtual reality provides interactive and immersive experiences, but also relies on human imagination to develop applications that can solve real problems. The imagination aspect refers to how virtual objects can be perceived even if they don't physically exist. The document then discusses early commercial VR technologies in the 1980s-1990s including data gloves, head mounted displays, and full VR systems. It also covers different types of 3D position trackers used for tracking objects in VR and their important performance parameters.
Real Time Vision Hand Gesture Recognition Based Media Control via LAN & Wirel...IJMER
International Journal of Modern Engineering Research (IJMER) is Peer reviewed, online Journal. It serves as an international archival forum of scholarly research related to engineering and science education.
Hand gesture recognition using support vector machinetheijes
1) The document describes a system for hand gesture recognition using support vector machines. It uses Canny's edge detection algorithm and histogram of gradients (HOG) for feature extraction from input images of hand gestures.
2) The system is trained using a dataset of predefined hand gestures. During testing, it compares the features extracted from new input images to those in the training dataset and classifies the gesture using an SVM classifier.
3) Experimental results found the system could accurately recognize 20 different static hand gestures in complex backgrounds. However, the authors note that future work could focus on real-time gesture recognition and reducing complexity for faster processing.
Real time hand gesture recognition system for dynamic applicationsijujournal
Virtual environments have always been considered as a means for more visceral and efficient human computer interaction by a diversified range of applications. The spectrum of applications includes analysis of complex scientific data, medical training, military simulation, phobia therapy and virtual prototyping.
Evolution of ubiquitous computing, current user interaction approaches with keyboard, mouse and pen are
not sufficient for the still widening spectrum of Human computer interaction. Gloves and sensor based trackers are unwieldy, constraining and uncomfortable to use. Due to the limitation of these devices the useable command set based diligences is also limited. Direct use of hands as an input device is an
innovative method for providing natural Human Computer Interaction which has its inheritance from textbased interfaces through 2D graphical-based interfaces, multimedia-supported interfaces, to full-fledged multi-participant Virtual Environment (VE) systems. Conceiving a future era of human-computer
interaction with the implementations of 3D application where the user may be able to move and rotate objects simply by moving and rotating his hand - all without help of any input device.
Real time hand gesture recognition system for dynamic applicationsijujournal
Virtual environments have always been considered as a means for more visceral and efficient human computer interaction by a diversified range of applications. The spectrum of applications includes analysis of complex scientific data, medical training, military simulation, phobia therapy and virtual prototyping. Evolution of ubiquitous computing, current user interaction approaches with keyboard, mouse and pen are not sufficient for the still widening spectrum of Human computer interaction. Gloves and sensor based trackers are unwieldy, constraining and uncomfortable to use. Due to the limitation of these devices the useable command set based diligences is also limited. Direct use of hands as an input device is an innovative method for providing natural Human Computer Interaction which has its inheritance from textbased interfaces through 2D graphical-based interfaces, multimedia supported interfaces, to full-fledged multi-participant Virtual Environment (VE) systems. Conceiving a future era of human-computer interaction with the implementations of 3D application where the user may be able to move and rotate objects simply by moving and rotating his hand - all without help of any input device. The research effort centralizes on the efforts of implementing an application that employs computer vision algorithms and gesture recognition techniques which in turn results in developing a low cost interface device for interacting with objects in virtual environment using hand gestures. The prototype architecture of the application comprises of a central computational module that applies the camshift technique for tracking of hands and its gestures. Haar like technique has been utilized as a classifier that is creditworthy for locating hand position and classifying gesture. The patterning of gestures has been done for recognition by mapping the number of defects that is formed in the hand with the assigned gestures. The virtual objects are produced using Open GL library. This hand gesture recognition technique aims to substitute the use of mouse for interaction with the virtual objects. This will be useful to promote controlling applications like virtual games, browsing images etc in virtual environment using hand gestures.
IRJET- Convenience Improvement for Graphical Interface using Gesture Dete...IRJET Journal
This document discusses a proposed system for improving graphical user interfaces using hand gesture detection. The system aims to allow users to access information from the internet without using input devices like a mouse or keyboard. It uses a webcam to capture images of hand gestures, which are then processed using techniques like skin color segmentation, principal component analysis, and template matching to recognize the gestures. The recognized gestures can then be linked to retrieving specific data from pre-defined URLs. An evaluation of the system found it had an accuracy rate of 90% in real-time testing for retrieving data from 10 different URLs using 10 unique hand gestures. The proposed system provides a more convenient interface compared to traditional mouse and keyboard methods.
Hand Gesture Recognition using OpenCV and Pythonijtsrd
Hand gesture recognition system has developed excessively in the recent years, reason being its ability to cooperate with machine successfully. Gestures are considered as the most natural way for communication among human and PCs in virtual framework. We often use hand gestures to convey something as it is non verbal communication which is free of expression. In our system, we used background subtraction to extract hand region. In this application, our PCs camera records a live video, from which a preview is taken with the assistance of its functionalities or activities. Surya Narayan Sharma | Dr. A Rengarajan "Hand Gesture Recognition using OpenCV and Python" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Volume-5 | Issue-2 , February 2021, URL: https://www.ijtsrd.com/papers/ijtsrd38413.pdf Paper Url: https://www.ijtsrd.com/computer-science/other/38413/hand-gesture-recognition-using-opencv-and-python/surya-narayan-sharma
At the present time, hand gestures recognition system could be used as a more expected and useable
approach for human computer interaction. Automatic hand gesture recognition system provides us a new
tactic for interactive with the virtual environment. In this paper, a face and hand gesture recognition
system which is able to control computer media player is offered. Hand gesture and human face are the key
element to interact with the smart system. We used the face recognition scheme for viewer verification and
the hand gesture recognition in mechanism of computer media player, for instance, volume down/up, next
music and etc. In the proposed technique, first, the hand gesture and face location is extracted from the
main image by combination of skin and cascade detector and then is sent to recognition stage. In
recognition stage, first, the threshold condition is inspected then the extracted face and gesture will be
recognized. In the result stage, the proposed technique is applied on the video dataset and the high
precision ratio acquired. Additional the recommended hand gesture recognition method is applied on static
American Sign Language (ASL) database and the correctness rate achieved nearby 99.40%. also the
planned method could be used in gesture based computer games and virtual reality.
Human motion is fundamental to understanding behaviour. In spite of advancement on single image 3 Dimensional pose and estimation of shapes, current video-based state of the art methods unsuccessful to produce precise and motion of natural sequences due to inefficiency of ground-truth 3 Dimensional motion data for training. Recognition of Human action for programmed video surveillance applications is an interesting but forbidding task especially if the videos are captured in an unpleasant lighting environment. It is a Spatial-temporal feature-based correlation filter, for concurrent observation and identification of numerous human actions in a little-light environment. Estimated the presentation of a proposed filter with immense experimentation on night-time action datasets. Tentative results demonstrate the potency of the merging schemes for vigorous action recognition in a significantly low light environment.
SLIDE PRESENTATION BY HAND GESTURE RECOGNITION USING MACHINE LEARNINGIRJET Journal
The document discusses a slide presentation controlled by hand gesture recognition using machine learning. It describes how different hand gestures can be used to control slide presentation functions, such as using the index finger to draw, three fingers to undo drawing, the little finger to move to the next slide, and the thumb to move to the previous slide. The system uses a camera and machine learning techniques like neural networks to recognize hand gestures in real-time and map them to slide navigation and other presentation controls.
A Study on Sparse Representation and Optimal Algorithms in Intelligent Comput...MangaiK4
This document summarizes research on sparse representation techniques and optimal algorithms for computer vision tasks. It discusses how sparse representation can provide efficient encoding of images and signals. Two key computer vision problems discussed are face recognition and human pose estimation. The document proposes a model that uses sparse representation and parallel processing algorithms to recognize faces, estimate poses, and convert that information into voice signals to assist visually impaired users in understanding images.
A Study on Sparse Representation and Optimal Algorithms in Intelligent Comput...MangaiK4
Abstract -Computer vision is a dynamic research field which involves analyzing, modifying, and high-level understanding of images. Its goal is to determine what is happening in front of a camera and use the facts understood to control a computer or a robot, or to provide the users with new images that are more informative or esthetical pleasing than the original camera images. It uses many advanced techniques in image representation to obtain efficiency in computation. Sparse signal representation techniqueshave significant impact in computer vision, where the goal is to obtain a compact high-fidelity representation of the input signal and to extract meaningful information. Segmentation and optimal parallel processing algorithms are expected to further improve the efficiency and speed up in processing.
Interactive full body motion capture using infrared sensor networkijcga
Traditional motion capture (mocap) has been
well
-
stud
ied in visual science for
the last decades
. However
the fie
ld is mostly about capturing
precise animation to be used in
specific
application
s
after
intensive
post
processing such as studying biomechanics or rigging models in movies. These data set
s are normally
captured in complex laboratory environments with
sophisticated
equipment thus making motion capture a
field that is mostly exclusive to professional animators.
In
addition
, obtrusive sensors must be attached to
actors and calibrated within t
he capturing system, resulting in limited and unnatural motion.
In recent year
the rise of computer vision and interactive entertainment opened the gate for a different type of motion
capture which focuses on producing
optical
marker
less
or mechanical sens
orless
motion capture.
Furtherm
ore a wide array of low
-
cost
device are released that are easy to use
for less mission critical
applications
.
This paper
describe
s
a new technique of using multiple infrared devices to process data from
multiple infrared sensors to enhance the flexibility and accuracy of the markerless mocap
using commodity
devices such as Kinect
. The method involves analyzing each individual sensor
data, decompose and rebuild
them into a uniformed skeleton across all sensors. We then assign criteria to define the confidence level of
captured signal from
sensor. Each sensor operates on its own process and communicates through MPI.
Our method emphasize
s on the need of minimum calculation overhead for better real time performance
while being able to maintain good scalability
The document describes a gesture recognition system that uses computer vision techniques. It discusses different approaches to hand gesture recognition including vision-based, glove-based, and depth-based techniques. The proposed system uses computer vision and media pipe libraries to track hand landmarks and recognize gestures in real-time. It then uses those gestures to control functions like a virtual mouse, change volume, and zoom in/out. The system aims to provide natural human-computer interaction through contactless hand gesture recognition.
Mouse Simulation Using Two Coloured Tapesijistjournal
In this paper, we present a novel approach for Human Computer Interaction (HCI) where, we control cursor movement using a real-time camera. Current methods involve changing mouse parts such as adding more buttons or changing the position of the tracking ball. Instead, our method is to use a camera and computer vision technology, such as image segmentation and gesture recognition, to control mouse tasks (left and right clicking, double-clicking, and scrolling) and we show how it can perform everything as current mouse devices can.
The software will be developed in JAVA language. Recognition and pose estimation in this system are user independent and robust as we will be using colour tapes on our finger to perform actions. The software can be used as an intuitive input interface to applications that require multi-dimensional control e.g. computer games etc.
Mouse Simulation Using Two Coloured Tapes ijistjournal
In this paper, we present a novel approach for Human Computer Interaction (HCI) where, we control cursor movement using a real-time camera. Current methods involve changing mouse parts such as adding more buttons or changing the position of the tracking ball. Instead, our method is to use a camera and computer vision technology, such as image segmentation and gesture recognition, to control mouse tasks (left and right clicking, double-clicking, and scrolling) and we show how it can perform everything as current mouse devices can.
The software will be developed in JAVA language. Recognition and pose estimation in this system are user independent and robust as we will be using colour tapes on our finger to perform actions. The software can be used as an intuitive input interface to applications that require multi-dimensional control e.g. computer games etc.
Interactive Full-Body Motion Capture Using Infrared Sensor Network ijcga
The document describes a new technique for interactive full-body motion capture using multiple infrared sensors. It processes data from each sensor independently and then combines the results to enhance flexibility and accuracy. The method aims to maintain real-time performance while improving on issues like limited actor orientation, inaccurate joint tracking, and conflicting data from individual sensors.
Media Control Using Hand Gesture MomentsIRJET Journal
This document discusses a system for controlling media players using hand gestures. The system uses a webcam to capture images of hand gestures. It then uses neural networks trained on large gesture datasets to recognize the gestures. The recognized gestures can control functions of a media player like increasing/decreasing volume, playing, pausing, rewinding and forwarding. The system achieves recognition rates of 90-95% for different gestures. It provides a more natural user interface than keyboards and mice by allowing control through hand movements.
Human-machine interactions based on hand gesture recognition using deep learn...IJECEIAES
Human interaction with computers and other machines is becoming an increasingly important and relevant topic in the modern world. Hand gesture recognition technology is an innovative approach to managing computers and electronic devices that allows users to interact with technology through gestures and hand movements. This article presents deep learning methods that allow you to efficiently process and classify hand gestures and hand gesture recognition technologies for interacting with computers. This paper discusses modern deep learning methods such as convolutional neural networks (CNN) and recurrent neural networks (RNN), which show excellent results in gesture recognition tasks. Next, the development and implementation of a human-machine interaction system based on hand gesture recognition is discussed. System architectures are described, as well as technical and practical aspects of their application. In conclusion, the article summarizes the research results and outlines the prospects for the development of hand gesture recognition technology to improve human- machine interaction. The advantages and limitations of the technology are analyzed, as well as possible areas of its application in the future.
Similar to Detection of Virtual Passive Pointer (20)
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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Philippine Edukasyong Pantahanan at Pangkabuhayan (EPP) CurriculumMJDuyan
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𝐄𝐱𝐩𝐥𝐚𝐢𝐧 𝐭𝐡𝐞 𝐍𝐚𝐭𝐮𝐫𝐞 𝐚𝐧𝐝 𝐒𝐜𝐨𝐩𝐞 𝐨𝐟 𝐚𝐧 𝐄𝐧𝐭𝐫𝐞𝐩𝐫𝐞𝐧𝐞𝐮𝐫:
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it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
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Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
1. Naren Vira & Shaleen Vira
International Journal of Image Processing (IJIP), Volume (3) : Issue (2) 55
Detection of a Virtual Passive Pointer
Naren Vira nvira@howard.edu
Professor
Department of Mechanical Engineering
Howard University
Washington, DC 20059, USA
Shaleen Vira svira@nyu.edu
Medical Student
School of Medicine
New York University
New York, NY 10016, USA
ABSTRACT
The paper presents a methodology for detecting a virtual passive pointer. The
passive pointer or device does not have any active energy source within it (as
opposed to a laser pointer) and thus cannot easily be detected or identified. The
modeling and simulation task is carried out by generating high resolution color
images of a pointer viewing via two digital cameras with a popular three-
dimensional (3D) computer graphics and animation program, Studio 3D Max by
Discreet. These images are then retrieved for analysis into a Microsoft’s Visual
C++
program developed based on the theory of image triangulation. The program
outputs a precise coordinates of the pointer in the 3D space in addition to it’s
projection on a view screen located in a large display/presentation room. The
computational results of the pointer projection are compared with the known
locations specified by the Studio 3D Max for different simulated configurations.
High pointing accuracy is achieved: a pointer kept 30 feet away correctly hits the
target location within a few inches. Thus this technology can be used in
presenter-audience applications.
Keywords: Modeling and Simulation, Image Processing, Triangulation Technique, Virtual Pointer
Detection, Interactive Large Display
1. INTRODUCTION
Pointing devices, namely laser pointers, are commonly used to indicate a specific position on a
viewing screen to an audience. Laser pointers utilize an active energy source, a concentrated
photon/energy beam that streams from the device to the nearest physical object, hopefully the
slide/screen. Occasionally, accidental pointing is hazardous. This work demonstrates the use of a
passive device, one that does not require any energy source. However, external detecting
mechanisms to precisely identify where the pointer is pointing to are required. To achieve this
requisite, two high resolution color cameras and image triangulation methodology for pointer
detection analysis were employed.
2. Naren Vira & Shaleen Vira
International Journal of Image Processing (IJIP), Volume (3) : Issue (2) 56
Another limitation of laser pointers is that every audience member does not have one (or carries it
around to every meeting!) and thus resort to hand gestures along with verbal cues (“No, not
there, over there”) to instruct the presenter where to look when asking a question pertaining to a
specific point in a slide/view screen. This ineffective communication method is exacerbated in a
large room with a large audience. Similarly, a presenter pointing to information on the display by
hand during the presentation cannot clearly be visualized and understood by the audience. The
proposed technique overcomes these difficulties by allowing both parties to interact
simultaneously with the use of many inexpensive passive pointers. And these multiple pointers
can be tracked with the use of two cameras that view the room containing the audience and
presenter. The monitoring computer outputs different color dots on the view screen for precise
pointing direction by either party, resulting in intelligent and communicable interaction between
audience and presenter.
Furthermore, the long term thrust of the work is to explore gesture recognition technology
applicable for an interactive large display environment (see Section 1.1). The method of tracking
a passive pointer can easily be adopted for its use in gesture detection and control. Obviously the
gesture grammar, a set of rules on which the gestures are interpreted, needs to be incorporated
(refer Section 1.2 for details on gesture recognition). This work is also a stepping stone for
3. Naren Vira & Shaleen Vira
International Journal of Image Processing (IJIP), Volume (3) : Issue (2) 57
developing an intelligent non-touch computer screen interface. Let us visualize two web cameras
mounted on top of a computer screen viewing the computer user. The camera can track a non-
touch passive pointer or user’s finger as it approaches the screen. Once the camera and
associated interface identify the pointing location on the screen, it can zoom in or out showing
details as the finger, respectively, move towards or away from the screen. A simple example
would be to view a geographical map with zooming in and out capability. The interface can also
pop out or display additional details/information, if needed, in another window of the pointing
location. The example for this scenario would be its use in a tower simulator when a controller
points at an aircraft; the necessary detail information regarding aircraft can appear on the large
screen display, a personalized small screen display, or even on their own head worn display. The
output information can thus be quickly accessed and utilized.
1.1 Commercial Application
This section briefly outlines the use of passive pointers in a large room setting. Figure 1 shows a
few potential uses of adopting the present work: airport control centers, air traffic simulators, bank
centers and the US Air Force interactive DataWall. These settings represent a large display area
to address the problem of information management in the 21
st
century. One can also incorporate
several multimedia capabilities such as audio/visual, conventional computing, tractable laser
pointers and wireless interactive technology. For additional information on interactive DataWall of
4. Naren Vira & Shaleen Vira
International Journal of Image Processing (IJIP), Volume (3) : Issue (2) 58
AFRL (multimedia display with combined resolution of 3840 x 1024 pixel across a 12’ x 3’ screen
area), refer to the web pointer presented in Reference [1].
1.2 Gesture Recognition Technology
Hand gestures provide a useful interface for humans to interact with not only other humans but
also machines. For high degree-of-freedom manipulation tasks such as the operation of three-
dimensional (3D) objects in virtual scenes, the traditional interface composed of a keyboard and
mouse is neither intuitive nor easy to operate. For such a task, we consider direct manipulation
with hand gestures as an alternative method. This would allow a user to directly indicate 3D
points and issue manipulation commands with his/her own hand.
In the past, this idea has led to many gesture-based systems using glove-type sensing devices in
the early days of virtual reality research. Such contact-type devices, however, are troublesome to
put on and take off, and continuous use results in fatigue. To overcome these disadvantages,
vision researchers tried to develop non-contact type systems to direct human hand motion [2, 3,
4]. These works had some instability problems particular to vision based systems. The most
significant problem is occlusion: vision systems conventionally require match of detected feature
points between images to reconstructed 3D information. However, for moving non-rigid objects
like a human hand, detection and matching of feature points is difficult to accomplish correctly.
Providing a computer with the ability to interpret human hand is a step toward more natural
human-machine interactions. Existing input systems augmented with this, as well as such other
human-like modalities such as speech recognition and facial expression understanding, will add a
powerful new dimension to the range of future, as well as current, computer applications. A wide
spectrum of research is underway on the problem of gesture interpretation. The primary reason
for the advancement is the continuously declining expenses of hardware and image grabbing and
processing. Even color processing is now available and it is fast enough for pattern recognition.
Currently there is no universal definition of what a gesture recognition system should do or even
what is a gesture. Our definition of gesture from the perspective of a computer is simply a
temporal sequence of hand images. An element from a finite set of static hand poses is the
expected content with an image frame. A gesture is, therefore, a sequence of static hand poses.
Poses are assumed to contain the identity of the hand shape and (possibly) the orientation,
translation and distance from camera information. The spatio-temporal nature of the gesture data
make the gesture state unmeasurable at a given instance in time, but for each time step we can
determine the static hand pose. A general gesture recognition system is depicted in Figure 2.
Visual images of gestures are acquired by one or more cameras. They are processed in the
5. Naren Vira & Shaleen Vira
International Journal of Image Processing (IJIP), Volume (3) : Issue (2) 59
analysis stage where the gesture model parameters are estimated. Using the estimated
parameters and some higher level knowledge, the observed gestures are inferred in the
recognition stage. The grammar provides a set of rules on which the gestures are interpreted.
2. METHODOLOGY
This section outlines the modeling theory considered for detecting the passive pointer.
2.1 Camera and Image Processing
Consider a system with two cameras of focal length f and baseline distance b as shown in Figure
3. The optical axes of the two cameras are converging with an angle θ and that all geometrical
parameters (b, f, and θ) are a priori known or estimated using a camera calibration technique
Refs. [5 - 8]. A feature in the scene depicted at the point P is viewed by the two cameras at
different positions in the image planes (I1 and I2). The origins of each camera’s coordinate system
are located at the camera’s center which is at a distance f away from the corresponding image
planes I1 and I2, respectively. It is assumed, without loss of generality, that the world coordinate
system (Cartesian coordinates X, Y, and Z) coincides with the coordinate system of camera 1 (left
camera), while the coordinate system of camera 2 (right camera) is obtained from the former
through rotation and translations.
The plane passing through the camera centers and the feature point in the scene is called the
epipolar plane. The intersection of the epipolar plane with the image plane defines the epipolar
line as shown in Figure 4. For the model shown in the figure, every feature in one image will lie on
the same row in the second image. In practice, there may be a vertical disparity due to
misregistration of the epipolar lines. Many formulations of binocular stereo algorithms assume
zero vertical disparity.
6. Naren Vira & Shaleen Vira
International Journal of Image Processing (IJIP), Volume (3) : Issue (2) 60
As illustrated in Figure 3, point P with the world coordinates (X, Y, and Z) is projected on image
plane Il as point (x1, y1) and image plane I2 as point (x2, y2). Then, assuming a perspective
projection scheme, a simple relation between the left camera coordinates (x1, y1) and world
coordinates (X, Y, and Z) can be written as
x1 = f *X / Z and y1 = f *Y / Z (1)
Similarly, we can write for right camera as
x2 = f * x2
∧
/ z2
∧
and y2 = f * y2
∧
/ z2
∧
(2)
Where, coordinate system of camera 2 (x2
∧
, y2
∧
and z2
∧
) is related with respect to the world
coordinate system by simply translation and rotation as
x2
∧
= c X + s Z – b c’
y2
∧
= Y (3)
z2
∧
= -s X + c Z + b s’
Here, symbols c = cos (θ) and s = sin (θ), c’ = cos (θ/2) and s’ = sin (θ/2) are used. Substituting
Eq. (3) into Eq. (2), we can write
x2 = f [(c X + s Z – b c’) / (-s X + c Z + b s’)] (4)
y2 = f [Y/( -s X + c Z + b s’)]
Combining Eq. (1) and Eq. (4), lead to
x2 = f [(f s +x1 c )Z – f b c’] / [(f c – x1 s )Z + f b s’] (5)
y2 = (f Z y1) / [(f c – x1 s)Z + f b s’]
7. Naren Vira & Shaleen Vira
International Journal of Image Processing (IJIP), Volume (3) : Issue (2) 61
It can be observed for Eq. (5) that the depth Z of the scene point P can be estimated if its
projections (x1, y1) and (x2, y2) on image planes I1 and I2, respectively, are known. That is for a
given point (x1, y1) on I1, its corresponding point (x2, y2) on I2 should be found. Hence, we can
define a disparity vector d = [dx, dy]
T
at location (x2, y2) of camera 2 with respect to camera 1 as
dx = x1 – x2 (6)
f b (f c’ + x1 s’) + [ x1(f c – x1s) - f (f s + x1c) ]Z
= _____________________________________
( f c – x1 s)Z + f b s’
dy = y1 – y2 (7)
f b s’ y1 +[ (f c – x1 s) - f ] y1 Z
= _____________________________
( f c – x1 s)Z + f b s’
When the disparity vector d is known, equations 6 and 7 reduce to an over determined linear
system of two equations with a single unknown, Z (the depth) and a least-squares solution can be
obtained [9]. When cameras axes are parallel (i.e., θ = 0) these equations (Equations (6-7)) can
be simplified to (see Reference [10] and Figure 5)
dx = f b / Z and dy = 0 (8)
Thus, the depth at various scene points may be recovered by knowing disparities of
corresponding image points.
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2.2 Color Representation and Pointer Modeling
The intensity of each image pixel in RGB color space can be represented in a vector form as
P (I, J) = R (I, J) e1 + G (I, J) e2 + B (I, J) e3 (9)
The symbol I and J stand for pixel coordinates, and e1, e2 and e3 are unit vectors along R, G, and
B color space, respectively. The terms R (I, J), G (I, J), and B (I, J), respectively, represent red,
green and blue color intensities. As opposed to stereo matching algorithm (correspondence of
every image pixel is found), here we are only interested in identifying those pixels that
corresponds to the pointer in one image and respective matching pixels in another image viewed
from a second camera. More precisely, if we marked the pointer’s ends with two distinct colors
then only those pixels are required to be matched in both images. Without loss of generality, let
us say that one end is marked with red color and other is with blue. Because we are only
interested in matching the pointer’s red or blue color end pixels of each image, Equation (9) can
be rewritten as
P (I, J) = R (I, J) (10)
for the red color end pixels and
P (I, J) = B (I, J) (11)
for the blue color end pixels. Alternatively, we scan the whole image to identify all pixel-
coordinates I and J that represent either red or blue color end of the pointer. From this
information, we compute the centroid of each color end. That is P1 (I, J) centroid for the red color
end as shown in Figure 6, image 1 (left), we have
P1 (I, J) = R1 (Imid, Jmid) (12)
Where,
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Imid = Imin + (Imax – Imin)/2
Jmid = Jmin + (Jmax – Jmin)/2
The terms mid, min, and max correspond to the mid point, minimum location, and maximum
location of the color within that particular color end. Note that the image has to be searched to
find the min and max locations. The term centroid and mid point of the color end are
interchangeable because of two dimensional coordinate system representation. Furthermore, the
pointer size is very small in comparison to image size. Similarly, we can compute the centroid of
the red color end in image 2 (right) as
P2 (x, y) = R2 (Imid, Jmid) (13)
We assume that the centroid points P1 (I, J) and P2 (I, J) represent the matching points. This
assumption is valid because the pointer dimensions are relatively small with respect to the
physical dimension of the room (note the image size). Thus, the implication is that the process of
disparity analysis needed for stereo matching is not required and the task of finding matching
pixels is considerably simplified. The same analysis can be applied for finding the matching points
corresponding to the blue color end of the pointer. It should be emphasized that we deliberately
chosen two distinct color-ends to simplify and speed up the process of image scanning. One can
choose other pixel matching methods depending upon the application.
By knowing the x and y coordinates of each centroid point (after correlating image pixels with the
space coordinates) of the pointer in a single image, we can mathematically pass a line through
these two points to describe a pointer in a 2D space. Now the process of triangulation in required
to compute the three-dimensional coordinates of the pointer from these two images (i.e., from
four centroid points).
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2.3 Three-dimensional Triangulation Technique
We apply ray casting analysis to triangulate three-dimensional coordinates of each image pixel
point in a space as it is viewed by two cameras with respect to a chosen reference frame. Without
loss of generality, the reference fame could be at one of the cameras’ center. We have chosen
the center location of camera 2 as the frame of reference. Each ray is cast from the viewpoint (in
this case, center of the camera) through each pixel of the projection plane (in this case, image
planes 1 and 2) into the volume dataset. The two rays wherever they intersect in a 3D space
determine the coordinates of a point viewed by both cameras as shown in Figure 7. By
connecting all intersecting points in the volume dataset, we can generate a 3D point cloud floating
in a space. We utilize four points at a time (two in each image) to compute the three-dimensional
coordinates of the pointer’s end. Thus, the location of the pointer can be identified in a 3D space
from the knowledge of its two ends.
2.3.1 Two Intersecting Line Problem
The computation of a common point from two rays reduces to a problem of two-line intersection
each radiating from the center of a camera. The ray line is generated by two points in each image
as shown in Figure 8. One point on the line is defined by the camera center and the second point
by the centroidal pixel of the pointer end in the image plane (i.e., P1 or P2 in Figures 6, 7 and 8).
Note that P1 and P2 are image matched points.
Considering a frame of reference (x, y, z), the point sets (C1, P1) and (C2, P2) are situated on the
ray lines 1 and 2, respectively, as depicted in Figure 8. Since the points P1 (I, J) and P2 (I, J) are
identified by the pixel coordinates, they need to be converted into the physical space. Thus, the
following linear space transformation is used:
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f * tan (half view angle of camera)
x distance per pixel = --------------------------------------- (14)
(Image width in pixel) / 2
Similarly, y distance per pixel can be correlated. Note that f denotes camera focal length.
Because we are interested in computing coordinates of the common point P, let us define each
point on the line in x, y, and z reference frames as
P = x i + y j + z k (15)
P1 = Px1 i + Py1 j + Pz1 k
P2 = Px2 i + Py2 j + Pz2 k
C1 = Cx1 i + Cy1 j + Cz1 k
C2 = Cx2 i + Cy2 j + Cz2 k
Where i, j, and k are unit vectors along x, y and z axes, respectively. With the condition that the
four points must be coplanar (when the lines are not skewed), we can write
(C2 – C1) • [(P1 – C1) x (P2 – C2)] = 0 (16)
where symbols “•” and “x” represent vector dot and cross product respectively. If s and t are
scalar quantities then the common point P can be expressed parametrically as
P = C1 + s (P1 – C1) = C1 + s A (17a)
P = C2 + t (P2 – C2) = C2 + t B (17b)
Simultaneous solution of equations (17a) and (17b) yields the value of s as
[(C2 - C1) x B)] • (A x B)
s = ------------------------------- (17c)
| A x B |
2
2.4 Accounting for Camera’s Rotations
Six degrees-of-freedom are required to uniquely describe a point in three-dimensional space.
One can choose three linear and three rotational coordinate axes. Determination of the pointer’s
position defined by three linear coordinates (x, y, z) is presented above, whereas orientation of
the pointer specified by three rotations (θ, φ, ψ) is given in this section. Thus the rotational motion
of the camera is accounted for by the pointer’s position and orientation analysis. Define camera’s
each axis of rotation as pitch, yaw and roll along x, y and z axes, respectively, as depicted in
Figure 9. Hence, each axis transformation is given by
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(18)
(19)
(20)
Where, the notations S(angle) = sin (angle) and C(angle) = cos (angle) are used. The combined
transformation pitch-yaw-roll can be written as PYR
(21)
The world coordinates (x, y, z) are, thus, related to camera’s view coordinates (x’, y’, z’) as
(22)
Note that inverse transformation is used to account for camera rotations.
2.5 Point of Projection on a View Screen
Knowing the three-dimensional coordinates of common point corresponding to each end of the
pointer (after triangulation of red and blue centroids), we can represent the pointer in a 3D space
by a line passing through these two points. Figure 10 depicts the pointer connecting red and blue
centroidal points Pr and Pb respectively. The projection of this line on a plane described by the
view screen is of our interest. Thus, the problem is now simplified to finding coordinates of
intersecting point between line and a plane as shown by point Pi in Figure 10.
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2.5.1 Equation of a Plane Describing the View Screen
The standard equation of a plane in a 3D space is:
Ax + By + Cz + D = 0 (23)
Where, the normal to the plane is the vector (A,B,C). Let us define the plane representing view
screen by three points D1 (x1,y1,z1), D2 (x2,y2,z2), and D3 (x3,y3,z3) in the camera 2 coordinate
system (consistence with earlier calculations). The coefficients in Equation (23) are thus given by
the following determinants.
(24)
Further simplification to Equation (24) leads to
A = y1 (z2 - z3) + y2 (z3 - z1) + y3 (z1 - z2) (25)
B = z1 (x2 - x3) + z2 (x3 - x1) + z3 (x1 - x2)
C = x1 (y2 - y3) + x2 (y3 - y1) + x3 (y1 - y2)
D = - [x1 (y2 z3 - y3 z2) + x2 (y3 z1 - y1 z3) + x3 (y1 z2 - y2 z1)]
Note that if the points are colinear then the normal (A,B,C) will be (0,0,0). The sign of s (which
equals Ax + By + Cz + D) determines which side the point (x,y,z) lies with respect to the plane: if
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s > 0 then the point lies on the same side as the normal (A,B,C); if s < 0 then it lies on the
opposite side; if s = 0 then the point (x,y,z) lies on the plane.
2.5.2 Intersection of a Line and a Plane
The parametric representation of the equation of the line passing through points Pr (rx, ry, rz) and
Pb (bx, by, bz) of the pointer is made as
P = Pr + u (Pb - Pr) (26)
The point of intersection of the line and plane can be found by solving the system of equations
represented by Eqs. (23) and (26). That is
A [rx + u (bx - rx)] + B [ry + u (by - ry)] + C [rz + u (bz - rz)] + D = 0 (27)
Hence value of u is
A * rx + B * ry + C * rz + D
u = ------------------------------------------ (28)
A (rx – bx) + B(ry – by) + C(rz – bz)
Substituting u into the equation of a line given by Eq (26) results in the point of intersection
between line and plane as Pi shown in Figure 10. This projected point is where the pointer is
pointing towards the view screen. Remember, the denominator of u in Eq. (26) is 0, the normal to
the plane is perpendicular to the line. Thus the line is either parallel to the plane and there are no
solutions or the line is on the plane in which case there are infinite solutions.
3. SIMULATION
A virtual pointer of size 2.7 inches was modeled with red and blue color ends in a large
presentation room setting using the popular three-dimensional computer graphics and animation
program called Studio 3D Max by Discreet, a subsidiary of Autodesk Inc. The pointer was
situated at a distance of around 30 feet away from the view/presentation screen of size 12 feet x
3.5 feet. While the pointer was pointing towards view screen, two snap shots with high resolution
(1920 x 1200 pixels) were taken form two cameras located near upper corner of the screen.
Figure 11 depicts left- and right- camera static images clipped to reduce image size for
presentation purpose.
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Several configurations were simulated with different locations of the pointer in the room as well as
various sizes of the pointer (small pointer: 2.7 in., medium pointer: 7 in. and large pointer: 21 in. in
length). Furthermore, two pointers pointing towards screen as shown in Figure 12 were also
investigated. Note that yellow and green colors of the second pointer were chosen primarily for
purpose of image clarity.
Based on the modeling theory described in Section 2 (Methodology), a Visual C
++
program was
written to test the proposed analysis. The program takes images of two cameras as an input and
computes the three-dimensional coordinates of the pointer (both position and orientation). In
addition, the pointer’s pointing projection on the view/presentation screen is outputted. These
computed results were compared with the actual projections retrieved from Studio 3D Max.
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4. RESULTS
Figure 13 describes various reference frames used for the analysis. The output results of the C
++
program executions are grouped into three categories: one, the pointer’s pointing accuracy on the
view screen without rotating any cameras; two, when camera rotations are included in the
analysis; and three, when variation in the pointer’s sizes is included in the analysis. Table 1
presents five different test cases for the group one. The highlighted pink area describes changes
in the configuration with respect to the case # 1. The output of the algorithm (the pointer’s
projection on the view screen) using triangulation method is compared to the corresponding
retrieved values from the 3D Studio Max animation program. The worse case scenario is if it is of
by 0.041 feet in y coordinate. The absolute average position accuracy for all five cases is 0.006
and 0.034 feet in the x and y coordinates, respectively. Note that the pointer is in neighborhood of
30 feet away from the screen. When the maximum absolute average accuracy (0.034 feet) is
compared with 30 feet distance away from the screen, it is off by 0.11 % which is very small.
Alternatively, compared to the size of the view screen (12 feet), it is off by around 0.28 %.
However, it should be emphasized that the pointer’s projection accuracy on the view screen does
not depend upon what size of the screen is chosen in the analysis. Rather, it merely gives relative
judgment on the pointing direction.
Table 2 presents the results when camera rotations are included. Note that case # 9 accounts for
all three-axis camera rotations. These specific angles are considered in order to maximize view
coverage of the presentation room. The accuracy in this category is relatively poor due to errors
in rotational calibration of the camera. This can be considerably improved upon choosing
appropriate calibration techniques.
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Table 3 considers the variation in the pointer’s length. It is very encouraging to see that the
smallest pointer of size 2.7 inches was detected with a high accuracy even with both cameras
rotated. Also, the size of the pointer does not have much effect in the analysis.
5. CONCLUSION
The analysis reveals that the image triangulation method works reasonably well for locating the
pointer in a relatively large three-dimensional room space. Furthermore, the pointer’s projections
on the view screens are accurate well within many presenter-audience applications. The
computational errors are considered to be small when one view the screen from the audience
located in the neighborhood of 30 feet away where precise visualization of pointer’s direction is
not that clear. Future investigation includes choosing actual hardware in the loop and
incorporating most recent image enhancement/ detection schemes [Refs. 11 - 13].
6. ACKNOWLEGEMENT
The authors wish to acknowledge AFRL, Information Directorate, US Air Force, Rome, New York
for their continuing support for this research work.
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