Search results for: gesture
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 55

Search results for: gesture

25 Pakistan Sign Language Recognition Using Statistical Template Matching

Authors: Aleem Khalid Alvi, M. Yousuf Bin Azhar, Mehmood Usman, Suleman Mumtaz, Sameer Rafiq, RaziUr Rehman, Israr Ahmed

Abstract:

Sign language recognition has been a topic of research since the first data glove was developed. Many researchers have attempted to recognize sign language through various techniques. However none of them have ventured into the area of Pakistan Sign Language (PSL). The Boltay Haath project aims at recognizing PSL gestures using Statistical Template Matching. The primary input device is the DataGlove5 developed by 5DT. Alternative approaches use camera-based recognition which, being sensitive to environmental changes are not always a good choice.This paper explains the use of Statistical Template Matching for gesture recognition in Boltay Haath. The system recognizes one handed alphabet signs from PSL.

Keywords: Gesture Recognition, Pakistan Sign Language, DataGlove, Human Computer Interaction, Template Matching, BoltayHaath

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24 Development of a Computer Vision System for the Blind and Visually Impaired Person

Authors: Roselyn A. Maaño

Abstract:

Eyes are an essential and conspicuous organ of the human body. Human eyes are outward and inward portals of the body that allows to see the outside world and provides glimpses into ones inner thoughts and feelings. Inevitable blindness and visual impairments may results from eye-related disease, trauma, or congenital or degenerative conditions that cannot be corrected by conventional means. The study emphasizes innovative tools that will serve as an aid to the blind and visually impaired (VI) individuals. The researchers fabricated a prototype that utilizes the Microsoft Kinect for Windows and Arduino microcontroller board. The prototype facilitates advanced gesture recognition, voice recognition, obstacle detection and indoor environment navigation. Open Computer Vision (OpenCV) performs image analysis, and gesture tracking to transform Kinect data to the desired output. A computer vision technology device provides greater accessibility for those with vision impairments.

Keywords: Algorithms, Blind, Computer Vision, Embedded Systems, Image Analysis.

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23 A Robust Method for Hand Tracking Using Mean-shift Algorithm and Kalman Filter in Stereo Color Image Sequences

Authors: Mahmoud Elmezain, Ayoub Al-Hamadi, Robert Niese, Bernd Michaelis

Abstract:

Real-time hand tracking is a challenging task in many computer vision applications such as gesture recognition. This paper proposes a robust method for hand tracking in a complex environment using Mean-shift analysis and Kalman filter in conjunction with 3D depth map. The depth information solve the overlapping problem between hands and face, which is obtained by passive stereo measuring based on cross correlation and the known calibration data of the cameras. Mean-shift analysis uses the gradient of Bhattacharyya coefficient as a similarity function to derive the candidate of the hand that is most similar to a given hand target model. And then, Kalman filter is used to estimate the position of the hand target. The results of hand tracking, tested on various video sequences, are robust to changes in shape as well as partial occlusion.

Keywords: Computer Vision and Image Analysis, Object Tracking, Gesture Recognition.

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22 Analysis of Driver Point of Regard Determinations with Eye-Gesture Templates Using Receiver Operating Characteristic

Authors: Siti Nor Hafizah binti Mohd Zaid, Mohamed Abdel-Maguid, Abdel-Hamid Soliman

Abstract:

An Advance Driver Assistance System (ADAS) is a computer system on board a vehicle which is used to reduce the risk of vehicular accidents by monitoring factors relating to the driver, vehicle and environment and taking some action when a risk is identified. Much work has been done on assessing vehicle and environmental state but there is still comparatively little published work that tackles the problem of driver state. Visual attention is one such driver state. In fact, some researchers claim that lack of attention is the main cause of accidents as factors such as fatigue, alcohol or drug use, distraction and speeding all impair the driver-s capacity to pay attention to the vehicle and road conditions [1]. This seems to imply that the main cause of accidents is inappropriate driver behaviour in cases where the driver is not giving full attention while driving. The work presented in this paper proposes an ADAS system which uses an image based template matching algorithm to detect if a driver is failing to observe particular windscreen cells. This is achieved by dividing the windscreen into 24 uniform cells (4 rows of 6 columns) and matching video images of the driver-s left eye with eye-gesture templates drawn from images of the driver looking at the centre of each windscreen cell. The main contribution of this paper is to assess the accuracy of this approach using Receiver Operating Characteristic analysis. The results of our evaluation give a sensitivity value of 84.3% and a specificity value of 85.0% for the eye-gesture template approach indicating that it may be useful for driver point of regard determinations.

Keywords: Advanced Driver Assistance Systems, Eye-Tracking, Hazard Detection.

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21 Vision Based Hand Gesture Recognition Using Generative and Discriminative Stochastic Models

Authors: Mahmoud Elmezain, Samar El-shinawy

Abstract:

Many approaches to pattern recognition are founded on probability theory, and can be broadly characterized as either generative or discriminative according to whether or not the distribution of the image features. Generative and discriminative models have very different characteristics, as well as complementary strengths and weaknesses. In this paper, we study these models to recognize the patterns of alphabet characters (A-Z) and numbers (0-9). To handle isolated pattern, generative model as Hidden Markov Model (HMM) and discriminative models like Conditional Random Field (CRF), Hidden Conditional Random Field (HCRF) and Latent-Dynamic Conditional Random Field (LDCRF) with different number of window size are applied on extracted pattern features. The gesture recognition rate is improved initially as the window size increase, but degrades as window size increase further. Experimental results show that the LDCRF is the best in terms of results than CRF, HCRF and HMM at window size equal 4. Additionally, our results show that; an overall recognition rates are 91.52%, 95.28%, 96.94% and 98.05% for CRF, HCRF, HMM and LDCRF respectively.

Keywords: Statistical Pattern Recognition, Generative Model, Discriminative Model, Human Computer Interaction.

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20 Eye-Gesture Analysis for Driver Hazard Awareness

Authors: Siti Nor Hafizah binti Mohd Zaid, Mohamed Abdel-Maguid, Abdel-Hamid Soliman

Abstract:

Because road traffic accidents are a major source of death worldwide, attempts have been made to create Advanced Driver Assistance Systems (ADAS) able to detect vehicle, driver and environmental conditions that are cues for possible potential accidents. This paper presents continued work on a novel Nonintrusive Intelligent Driver Assistance and Safety System (Ni-DASS) for assessing driver attention and hazard awareness. It uses two onboard CCD cameras – one observing the road and the other observing the driver-s face. The windscreen is divided into cells and analysis of the driver-s eye-gaze patterns allows Ni-DASS to determine the windscreen cell the driver is focusing on using eye-gesture templates. Intersecting the driver-s field of view through the observed windscreen cell with subsections of the camera-s field of view containing a potential hazard allows Ni-DASS to estimate the probability that the driver has actually observed the hazard. Results have shown that the proposed technique is an accurate enough measure of driver observation to be useful in ADAS systems.

Keywords: Advanced Driver Assistance Systems (ADAS), Driver Hazard Awareness, Driver Vigilance, Eye Tracking

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19 Eye Gesture Analysis with Head Movement for Advanced Driver Assistance Systems

Authors: Siti Nor Hafizah bt Mohd Zaid, Mohamed Abdel Maguid, Abdel Hamid Soliman

Abstract:

Road traffic accidents are a major cause of death worldwide. In an attempt to reduce accidents, some research efforts have focused on creating Advanced Driver Assistance Systems (ADAS) able to detect vehicle, driver and environmental conditions and to use this information to identify cues for potential accidents. This paper presents continued work on a novel Non-intrusive Intelligent Driver Assistance and Safety System (Ni-DASS) for assessing driver point of regard within vehicles. It uses an on-board CCD camera to observe the driver-s face. A template matching approach is used to compare the driver-s eye-gaze pattern with a set of eye-gesture templates of the driver looking at different focal points within the vehicle. The windscreen is divided into cells and comparison of the driver-s eye-gaze pattern with templates of a driver-s eyes looking at each cell is used to determine the driver-s point of regard on the windscreen. Results indicate that the proposed technique could be useful in situations where low resolution estimates of driver point of regard are adequate. For instance, To allow ADAS systems to alert the driver if he/she has positively failed to observe a hazard.

Keywords: Head rotation, Eye-gestures, Windscreen, Template matching.

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18 Online Multilingual Dictionary Using Hamburg Notation for Avatar-Based Indian Sign Language Generation System

Authors: Sugandhi, Parteek Kumar, Sanmeet Kaur

Abstract:

Sign Language (SL) is used by deaf and other people who cannot speak but can hear or have a problem with spoken languages due to some disability. It is a visual gesture language that makes use of either one hand or both hands, arms, face, body to convey meanings and thoughts. SL automation system is an effective way which provides an interface to communicate with normal people using a computer. In this paper, an avatar based dictionary has been proposed for text to Indian Sign Language (ISL) generation system. This research work will also depict a literature review on SL corpus available for various SL s over the years. For ISL generation system, a written form of SL is required and there are certain techniques available for writing the SL. The system uses Hamburg sign language Notation System (HamNoSys) and Signing Gesture Mark-up Language (SiGML) for ISL generation. It is developed in PHP using Web Graphics Library (WebGL) technology for 3D avatar animation. A multilingual ISL dictionary is developed using HamNoSys for both English and Hindi Language. This dictionary will be used as a database to associate signs with words or phrases of a spoken language. It provides an interface for admin panel to manage the dictionary, i.e., modification, addition, or deletion of a word. Through this interface, HamNoSys can be developed and stored in a database and these notations can be converted into its corresponding SiGML file manually. The system takes natural language input sentence in English and Hindi language and generate 3D sign animation using an avatar. SL generation systems have potential applications in many domains such as healthcare sector, media, educational institutes, commercial sectors, transportation services etc. This research work will help the researchers to understand various techniques used for writing SL and generation of Sign Language systems.

Keywords: Avatar, dictionary, HamNoSys, hearing-impaired, Indian Sign Language, sign language.

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17 An Efficient Motion Recognition System Based on LMA Technique and a Discrete Hidden Markov Model

Authors: Insaf Ajili, Malik Mallem, Jean-Yves Didier

Abstract:

Human motion recognition has been extensively increased in recent years due to its importance in a wide range of applications, such as human-computer interaction, intelligent surveillance, augmented reality, content-based video compression and retrieval, etc. However, it is still regarded as a challenging task especially in realistic scenarios. It can be seen as a general machine learning problem which requires an effective human motion representation and an efficient learning method. In this work, we introduce a descriptor based on Laban Movement Analysis technique, a formal and universal language for human movement, to capture both quantitative and qualitative aspects of movement. We use Discrete Hidden Markov Model (DHMM) for training and classification motions. We improve the classification algorithm by proposing two DHMMs for each motion class to process the motion sequence in two different directions, forward and backward. Such modification allows avoiding the misclassification that can happen when recognizing similar motions. Two experiments are conducted. In the first one, we evaluate our method on a public dataset, the Microsoft Research Cambridge-12 Kinect gesture data set (MSRC-12) which is a widely used dataset for evaluating action/gesture recognition methods. In the second experiment, we build a dataset composed of 10 gestures(Introduce yourself, waving, Dance, move, turn left, turn right, stop, sit down, increase velocity, decrease velocity) performed by 20 persons. The evaluation of the system includes testing the efficiency of our descriptor vector based on LMA with basic DHMM method and comparing the recognition results of the modified DHMM with the original one. Experiment results demonstrate that our method outperforms most of existing methods that used the MSRC-12 dataset, and a near perfect classification rate in our dataset.

Keywords: Human Motion Recognition, Motion representation, Laban Movement Analysis, Discrete Hidden Markov Model.

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16 Usability Evaluation Framework for Computer Vision Based Interfaces

Authors: Muhammad Raza Ali, Tim Morris

Abstract:

Human computer interaction has progressed considerably from the traditional modes of interaction. Vision based interfaces are a revolutionary technology, allowing interaction through human actions, gestures. Researchers have developed numerous accurate techniques, however, with an exception to few these techniques are not evaluated using standard HCI techniques. In this paper we present a comprehensive framework to address this issue. Our evaluation of a computer vision application shows that in addition to the accuracy, it is vital to address human factors

Keywords: Usability evaluation, cognitive walkthrough, think aloud, gesture recognition.

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15 Combining Skin Color and Optical Flow for Computer Vision Systems

Authors: Muhammad Raza Ali, Tim Morris

Abstract:

Skin color is an important visual cue for computer vision systems involving human users. In this paper we combine skin color and optical flow for detection and tracking of skin regions. We apply these techniques to gesture recognition with encouraging results. We propose a novel skin similarity measure. For grouping detected skin regions we propose a novel skin region grouping mechanism. The proposed techniques work with any number of skin regions making them suitable for a multiuser scenario.

Keywords: Bayesian tracking, chromaticity space, optical flowgesture recognition

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14 Impairments Correction of Six-Port Based Millimeter-Wave Radar

Authors: Dan Ohev Zion, Alon Cohen

Abstract:

In recent years, the presence of short-range millimeter-wave radar in civil application has increased significantly. Autonomous driving, security, 3D imaging and high data rate communication systems are a few examples. The next challenge is the integration inside small form-factor devices, such as smartphones (e.g. gesture recognition). The main challenge is implementation of a truly low-power, low-complexity high-resolution radar. The most popular approach is the Frequency Modulated Continuous Wave (FMCW) radar, with an analog multiplication front-end. In this paper, we present an approach for adaptive estimation and correction of impairments of such front-end, specifically implemented using the Six-Port Device (SPD) as the multiplier element. The proposed algorithm was simulated and implemented on a 60 GHz radar lab prototype.

Keywords: Radar, millimeter-wave, six-port, FMCW Radar, IQ mismatch.

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13 Augmented Reality Interaction System in 3D Environment

Authors: Sunhyoung Lee, Askar Akshabayev, Beisenbek Baisakov, Youngjoon Han, Hernsoo Hahn

Abstract:

It is important to give input information without other device in AR system. One solution is using hand for augmented reality application. Many researchers have proposed different solutions for hand interface in augmented reality. Analyze Histogram and connecting factor is can be example for that. Various Direction searching is one of robust way to recognition hand but it takes too much calculating time. And background should be distinguished with skin color. This paper proposes a hand tracking method to control the 3D object in augmented reality using depth device and skin color. Also in this work discussed relationship between several markers, which is based on relationship between camera and marker. One marker used for displaying virtual object and three markers for detecting hand gesture and manipulating the virtual object.

Keywords: Augmented Reality, depth map, hand recognition, kinect, marker, YCbCr color model.

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12 Intelligibility of Cued Speech in Video

Authors: P. Heribanová, J. Polec, S. Ondrušová, M. Hosťovecký

Abstract:

This paper discusses the cued speech recognition methods in videoconference. Cued speech is a specific gesture language that is used for communication between deaf people. We define the criteria for sentence intelligibility according to answers of testing subjects (deaf people). In our tests we use 30 sample videos coded by H.264 codec with various bit-rates and various speed of cued speech. Additionally, we define the criteria for consonant sign recognizability in single-handed finger alphabet (dactyl) analogically to acoustics. We use another 12 sample videos coded by H.264 codec with various bit-rates in four different video formats. To interpret the results we apply the standard scale for subjective video quality evaluation and the percentual evaluation of intelligibility as in acoustics. From the results we construct the minimum coded bit-rate recommendations for every spatial resolution.

Keywords: cued speech, inteligibility, logatom, video

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11 A Post Processing Method for Quantum Prime Factorization Algorithm based on Randomized Approach

Authors: Mir Shahriar Emami, Mohammad Reza Meybodi

Abstract:

Prime Factorization based on Quantum approach in two phases has been performed. The first phase has been achieved at Quantum computer and the second phase has been achieved at the classic computer (Post Processing). At the second phase the goal is to estimate the period r of equation xrN ≡ 1 and to find the prime factors of the composite integer N in classic computer. In this paper we present a method based on Randomized Approach for estimation the period r with a satisfactory probability and the composite integer N will be factorized therefore with the Randomized Approach even the gesture of the period is not exactly the real period at least we can find one of the prime factors of composite N. Finally we present some important points for designing an Emulator for Quantum Computer Simulation.

Keywords: Quantum Prime Factorization, RandomizedAlgorithms, Quantum Computer Simulation, Quantum Computation.

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10 Developing Vision-Based Digital Public Display as an Interactive Media

Authors: Adrian Samuel Limanto, Yunli Lee

Abstract:

Interactive public displays give access as an innovative media to promote enhanced communication between people and information. However, digital public displays are subject to a few constraints, such as content presentation. Content presentation needs to be developed to be more interesting to attract people’s attention and motivate people to interact with the display. In this paper, we proposed idea to implement contents with interaction elements for vision-based digital public display. Vision-based techniques are applied as a sensor to detect passers-by and theme contents are suggested to attract their attention for encouraging them to interact with the announcement content. Virtual object, gesture detection and projection installation are applied for attracting attention from passers-by. Preliminary study showed positive feedback of interactive content designing towards the public display. This new trend would be a valuable innovation as delivery of announcement content and information communication through this media is proven to be more engaging.

Keywords: Digital announcement, digital public display, human-information interaction, interactive media.

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9 Experiences and Coping of Adults with Death of Siblings during Childhood in Chinese Context: Implications for Therapeutic Interventions

Authors: Sze Yee Lee

Abstract:

The death of a sibling in childhood leads to significant impacts on both personal and family development of the surviving siblings, however, both short-term and long-term effects of sibling loss in Chinese societies such as Hong Kong have been inadequately documented in the literature. This paper explores the experience of encountering siblings’ death during childhood with the use of semi-structured interviews. Through thematic analysis, the author explores the impacts on surviving siblings’ emotions, coping styles, struggles and challenges and personal development. Furthermore, the influences on family dynamics are explored thoroughly, including the changes in family atmosphere, family roles, family relationship, family communication and parenting styles. More importantly, the author identifies (i) existing continuing bonds; (ii) crying; (iii) adequate social support; (iv) hiding own emotions as a gesture of protecting parents as the crucial elements pertinent to surviving siblings’ successful adaptation in the face of sibling loss. In addition, “child-centered” and “family-centered” service implications of families with a sibling's death in a Chinese context are discussed.

Keywords: Surviving children, sibling’s death, child-centered, family-centered.

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8 On-line Recognition of Isolated Gestures of Flight Deck Officers (FDO)

Authors: Deniz T. Sodiri, Venkat V S S Sastry

Abstract:

The paper presents an on-line recognition machine (RM) for continuous/isolated, dynamic and static gestures that arise in Flight Deck Officer (FDO) training. RM is based on generic pattern recognition framework. Gestures are represented as templates using summary statistics. The proposed recognition algorithm exploits temporal and spatial characteristics of gestures via dynamic programming and Markovian process. The algorithm predicts corresponding index of incremental input data in the templates in an on-line mode. Accumulated consistency in the sequence of prediction provides a similarity measurement (Score) between input data and the templates. The algorithm provides an intuitive mechanism for automatic detection of start/end frames of continuous gestures. In the present paper, we consider isolated gestures. The performance of RM is evaluated using four datasets - artificial (W TTest), hand motion (Yang) and FDO (tracker, vision-based ). RM achieves comparable results which are in agreement with other on-line and off-line algorithms such as hidden Markov model (HMM) and dynamic time warping (DTW). The proposed algorithm has the additional advantage of providing timely feedback for training purposes.

Keywords: On-line Recognition Algorithm, IsolatedDynamic/Static Gesture Recognition, On-line Markovian/DynamicProgramming, Training in Virtual Environments.

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7 The Use of Music Therapy to Improve Non-Verbal Communication Skills for Children with Autism

Authors: Maria Vinca Novenia

Abstract:

The number of school-aged children with autism in Indonesia has been increasing each year. Autism is a developmental disorder which can be diagnosed in childhood. One of the symptoms is the lack of communication skills. Music therapy is known as an effective treatment for children with autism. Music elements and structures create a good space for children with autism to express their feelings and communicate their thoughts. School-aged children are expected to be able to communicate non-verbally very well, but children with autism experience the difficulties of communicating non-verbally. The aim of this research is to analyze the significance of music therapy treatment to improve non-verbal communication tools for children with autism. This research informs teachers and parents on how music can be used as a media to communicate with children with autism. The qualitative method is used to analyze this research, while the result is described with the microanalysis technique. The result is measured specifically from the whole experiment, hours of every week, minutes of every session, and second of every moment. The samples taken are four school-aged children with autism in the age range of six to 11 years old. This research is conducted within four months started with observation, interview, literature research, and direct experiment. The result demonstrates that music therapy could be effectively used as a non-verbal communication tool for children with autism, such as changes of body gesture, eye contact, and facial expression.

Keywords: Autism, non-verbal communication, microanalysis, music therapy, school-aged children.

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6 Recognition Machine (RM) for On-line and Isolated Flight Deck Officer (FDO) Gestures

Authors: Deniz T. Sodiri, Venkat V S S Sastry

Abstract:

The paper presents an on-line recognition machine (RM) for continuous/isolated, dynamic and static gestures that arise in Flight Deck Officer (FDO) training. RM is based on generic pattern recognition framework. Gestures are represented as templates using summary statistics. The proposed recognition algorithm exploits temporal and spatial characteristics of gestures via dynamic programming and Markovian process. The algorithm predicts corresponding index of incremental input data in the templates in an on-line mode. Accumulated consistency in the sequence of prediction provides a similarity measurement (Score) between input data and the templates. The algorithm provides an intuitive mechanism for automatic detection of start/end frames of continuous gestures. In the present paper, we consider isolated gestures. The performance of RM is evaluated using four datasets - artificial (W TTest), hand motion (Yang) and FDO (tracker, vision-based ). RM achieves comparable results which are in agreement with other on-line and off-line algorithms such as hidden Markov model (HMM) and dynamic time warping (DTW). The proposed algorithm has the additional advantage of providing timely feedback for training purposes.

Keywords: On-line Recognition Algorithm, IsolatedDynamic/Static Gesture Recognition, On-line Markovian/DynamicProgramming, Training in Virtual Environments.

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5 3D Star Skeleton for Fast Human Posture Representation

Authors: Sungkuk Chun, Kwangjin Hong, Keechul Jung

Abstract:

In this paper, we propose an improved 3D star skeleton technique, which is a suitable skeletonization for human posture representation and reflects the 3D information of human posture. Moreover, the proposed technique is simple and then can be performed in real-time. The existing skeleton construction techniques, such as distance transformation, Voronoi diagram, and thinning, focus on the precision of skeleton information. Therefore, those techniques are not applicable to real-time posture recognition since they are computationally expensive and highly susceptible to noise of boundary. Although a 2D star skeleton was proposed to complement these problems, it also has some limitations to describe the 3D information of the posture. To represent human posture effectively, the constructed skeleton should consider the 3D information of posture. The proposed 3D star skeleton contains 3D data of human, and focuses on human action and posture recognition. Our 3D star skeleton uses the 8 projection maps which have 2D silhouette information and depth data of human surface. And the extremal points can be extracted as the features of 3D star skeleton, without searching whole boundary of object. Therefore, on execution time, our 3D star skeleton is faster than the “greedy" 3D star skeleton using the whole boundary points on the surface. Moreover, our method can offer more accurate skeleton of posture than the existing star skeleton since the 3D data for the object is concerned. Additionally, we make a codebook, a collection of representative 3D star skeletons about 7 postures, to recognize what posture of constructed skeleton is.

Keywords: computer vision, gesture recognition, skeletonization, human posture representation.

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4 Burnout Recognition for Call Center Agents by Using Skin Color Detection with Hand Poses

Authors: El Sayed A. Sharara, A. Tsuji, K. Terada

Abstract:

Call centers have been expanding and they have influence on activation in various markets increasingly. A call center’s work is known as one of the most demanding and stressful jobs. In this paper, we propose the fatigue detection system in order to detect burnout of call center agents in the case of a neck pain and upper back pain. Our proposed system is based on the computer vision technique combined skin color detection with the Viola-Jones object detector. To recognize the gesture of hand poses caused by stress sign, the YCbCr color space is used to detect the skin color region including face and hand poses around the area related to neck ache and upper back pain. A cascade of clarifiers by Viola-Jones is used for face recognition to extract from the skin color region. The detection of hand poses is given by the evaluation of neck pain and upper back pain by using skin color detection and face recognition method. The system performance is evaluated using two groups of dataset created in the laboratory to simulate call center environment. Our call center agent burnout detection system has been implemented by using a web camera and has been processed by MATLAB. From the experimental results, our system achieved 96.3% for upper back pain detection and 94.2% for neck pain detection.

Keywords: Call center agents, fatigue, skin color detection, face recognition.

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3 Pictorial Multimodal Analysis of Selected Paintings of Salvador Dali

Authors: Shaza Melies, Abeer Refky, Nihad Mansoor

Abstract:

Multimodality involves the communication between verbal and visual components in various discourses. A painting represents a form of communication between the artist and the viewer in terms of colors, shades, objects, and the title. This paper aims to present how multimodality can be used to decode the verbal and visual dimensions a painting holds. For that purpose, this study uses Kress and van Leeuwen’s theoretical framework of visual grammar for the analysis of the multimodal semiotic resources of selected paintings of Salvador Dali. This study investigates the visual decoding of the selected paintings of Salvador Dali and analyzing their social and political meanings using Kress and van Leeuwen’s framework of visual grammar. The paper attempts to answer the following questions: 1. How far can multimodality decode the verbal and non-verbal meanings of surrealistic art? 2. How can Kress and van Leeuwen’s theoretical framework of visual grammar be applied to analyze Dali’s paintings? 3. To what extent is Kress and van Leeuwen’s theoretical framework of visual grammar apt to deliver political and social messages of Dali? The paper reached the following findings: the framework’s descriptive tools (representational, interactive, and compositional meanings) can be used to analyze the paintings’ title and their visual elements. Social and political messages were delivered by appropriate usage of color, gesture, vectors, modality, and the way social actors were represented.

Keywords: Multimodality, multimodal analysis, paintings analysis, Salvador Dali, visual grammar.

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2 Females’ Usage Patterns of Information and Communication Technologies (ICTs) in the Vhembe District, South Africa

Authors: F. O. Maphiri-Makananise

Abstract:

This paper explores and provides substantiated evidence on the usage patterns of Information and Communication Technologies (ICTs) by female users at Vhembe District in Limpopo- Province, South Africa. The study presents a comprehensive picture on the usage of ICTs from female users’ perspective. The significance of this study stems from the need to assess the role, relevance and usage patterns of ICTs such as smartphones, computers, laptops, and iPods, the internet and social networking sites among females following the developments of new media technologies in society. The objective of the study is to investigate the usability and accessibility of ICTs to empower female users in South Africa. The study used quantitative and qualitative research methods to determine the major ideas, perceptions and usage patterns of ICTs by users. Data collection involved the use of structured selfadministered questionnaire from two groups of respondents who participated in this study. Thus, (n=50) female students at the University of Venda provided their ideas and perceptions about the usefulness and usage patterns of ICTs such as smartphones, the Internet and computers at the university level, whereas, the second group were (n=50) learners from Makhado Comprehensive School who provided their perceptions and ideas about the use of ICTs at the high school level. The researcher also noted that the findings of the study were useful as a guideline and model for ICT intervention that could work as an empowerment to women in South Africa. It was observed that the central purpose of ICTs among female users was to search for information regarding assignment writing, conducting research, dating, exchanging ideas and networking with friends and relatives. This was demonstrated by a high number of females who used ICTs for e-learning (62%) and social purposes (85%). Therefore, the study revealed that most females used ICTs for social purposes and accessing the internet rather than for entertainment, a gesture that provides an opportune space to empower rural women in South Africa.

Keywords: Female users, Information and Communication Technologies, Internet, Usage patterns.

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1 Affective Robots: Evaluation of Automatic Emotion Recognition Approaches on a Humanoid Robot towards Emotionally Intelligent Machines

Authors: Silvia Santano Guillén, Luigi Lo Iacono, Christian Meder

Abstract:

One of the main aims of current social robotic research is to improve the robots’ abilities to interact with humans. In order to achieve an interaction similar to that among humans, robots should be able to communicate in an intuitive and natural way and appropriately interpret human affects during social interactions. Similarly to how humans are able to recognize emotions in other humans, machines are capable of extracting information from the various ways humans convey emotions—including facial expression, speech, gesture or text—and using this information for improved human computer interaction. This can be described as Affective Computing, an interdisciplinary field that expands into otherwise unrelated fields like psychology and cognitive science and involves the research and development of systems that can recognize and interpret human affects. To leverage these emotional capabilities by embedding them in humanoid robots is the foundation of the concept Affective Robots, which has the objective of making robots capable of sensing the user’s current mood and personality traits and adapt their behavior in the most appropriate manner based on that. In this paper, the emotion recognition capabilities of the humanoid robot Pepper are experimentally explored, based on the facial expressions for the so-called basic emotions, as well as how it performs in contrast to other state-of-the-art approaches with both expression databases compiled in academic environments and real subjects showing posed expressions as well as spontaneous emotional reactions. The experiments’ results show that the detection accuracy amongst the evaluated approaches differs substantially. The introduced experiments offer a general structure and approach for conducting such experimental evaluations. The paper further suggests that the most meaningful results are obtained by conducting experiments with real subjects expressing the emotions as spontaneous reactions.

Keywords: Affective computing, emotion recognition, humanoid robot, Human-Robot-Interaction (HRI), social robots.

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