Eye Gesture Analysis with Head Movement for Advanced Driver Assistance Systems

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.

Treatment or Re-Victimizing the Victims

Severe symptoms, such as dissociation, depersonalization, self-mutilation, suicidal ideations and gestures, are the main reasons for a person to be diagnosed with Borderline Personality Disorder (BPD) and admitted to an inpatient Psychiatric Hospital. However, these symptoms are also indicators of a severe traumatic history as indicated by the extensive research on the topic. Unfortunately patients with such clinical presentation often are treated repeatedly only for their symptomatic behavior, while the main cause for their suffering, the trauma itself, is usually left unaddressed therapeutically. All of the highly structured, replicable, and manualized treatments lack the recognition of the uniqueness of the person and fail to respect his/her rights to experience and react in an idiosyncratic manner. Thus the communicative and adaptive meaning of such symptomatic behavior is missed. Only its pathological side is recognized and subjected to correction and stigmatization, and the message that the person is damaged goods that needs fixing is conveyed once again. However, this time the message would be even more convincing for the victim, because it is sent by mental health providers, who have the credibility to make such a judgment. The result is a revolving door of very expensive hospitalizations for only a temporary and patchy fix. In this way the patients, once victims of abuse and hardship are left invalidated and thus their re-victimization is perpetuated in their search for understanding and help. Keywordsborderline personality disorder (BPD), complex PTSD, integrative treatment of trauma, re-victimization of trauma victims.

Parametric Primitives for Hand Gesture Recognition

Imitation learning is considered to be an effective way of teaching humanoid robots and action recognition is the key step to imitation learning. In this paper an online algorithm to recognize parametric actions with object context is presented. Objects are key instruments in understanding an action when there is uncertainty. Ambiguities arising in similar actions can be resolved with objectn context. We classify actions according to the changes they make to the object space. Actions that produce the same state change in the object movement space are classified to belong to the same class. This allow us to define several classes of actions where members of each class are connected with a semantic interpretation.

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

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.

Intention Recognition using a Graph Representation

The human friendly interaction is the key function of a human-centered system. Over the years, it has received much attention to develop the convenient interaction through intention recognition. Intention recognition processes multimodal inputs including speech, face images, and body gestures. In this paper, we suggest a novel approach of intention recognition using a graph representation called Intention Graph. A concept of valid intention is proposed, as a target of intention recognition. Our approach has two phases: goal recognition phase and intention recognition phase. In the goal recognition phase, we generate an action graph based on the observed actions, and then the candidate goals and their plans are recognized. In the intention recognition phase, the intention is recognized with relevant goals and user profile. We show that the algorithm has polynomial time complexity. The intention graph is applied to a simple briefcase domain to test our model.

FSM-based Recognition of Dynamic Hand Gestures via Gesture Summarization Using Key Video Object Planes

The use of human hand as a natural interface for humancomputer interaction (HCI) serves as the motivation for research in hand gesture recognition. Vision-based hand gesture recognition involves visual analysis of hand shape, position and/or movement. In this paper, we use the concept of object-based video abstraction for segmenting the frames into video object planes (VOPs), as used in MPEG-4, with each VOP corresponding to one semantically meaningful hand position. Next, the key VOPs are selected on the basis of the amount of change in hand shape – for a given key frame in the sequence the next key frame is the one in which the hand changes its shape significantly. Thus, an entire video clip is transformed into a small number of representative frames that are sufficient to represent a gesture sequence. Subsequently, we model a particular gesture as a sequence of key frames each bearing information about its duration. These constitute a finite state machine. For recognition, the states of the incoming gesture sequence are matched with the states of all different FSMs contained in the database of gesture vocabulary. The core idea of our proposed representation is that redundant frames of the gesture video sequence bear only the temporal information of a gesture and hence discarded for computational efficiency. Experimental results obtained demonstrate the effectiveness of our proposed scheme for key frame extraction, subsequent gesture summarization and finally gesture recognition.

Gesture Recognition by Data Fusion of Time-of-Flight and Color Cameras

In the last years numerous applications of Human- Computer Interaction have exploited the capabilities of Time-of- Flight cameras for achieving more and more comfortable and precise interactions. In particular, gesture recognition is one of the most active fields. This work presents a new method for interacting with a virtual object in a 3D space. Our approach is based on the fusion of depth data, supplied by a ToF camera, with color information, supplied by a HD webcam. The hand detection procedure does not require any learning phase and is able to concurrently manage gestures of two hands. The system is robust to the presence in the scene of other objects or people, thanks to the use of the Kalman filter for maintaining the tracking of the hands.

Vision Based Hand Gesture Recognition

With the development of ubiquitous computing, current user interaction approaches with keyboard, mouse and pen are not sufficient. Due to the limitation of these devices the useable command set is also limited. Direct use of hands as an input device is an attractive method for providing natural Human Computer Interaction which has evolved from text-based interfaces through 2D graphical-based interfaces, multimedia-supported interfaces, to fully fledged multi-participant Virtual Environment (VE) systems. Imagine the human-computer interaction of the future: A 3Dapplication where you can move and rotate objects simply by moving and rotating your hand - all without touching any input device. In this paper a review of vision based hand gesture recognition is presented. The existing approaches are categorized into 3D model based approaches and appearance based approaches, highlighting their advantages and shortcomings and identifying the open issues.

Development of Online Islamic Medication Expert System (OIMES)

This paper presents an overview of the design and implementation of an online rule-based Expert Systems for Islamic medication. T his Online Islamic Medication Expert System (OIMES) focuses on physical illnesses only. Knowledge base of this Expert System contains exhaustively the types of illness together with their related cures or treatments/therapies, obtained exclusively from the Quran and Hadith. Extensive research and study are conducted to ensure that the Expert System is able to provide the most suitable treatment with reference to the relevant verses cited in Quran or Hadith. These verses come together with their related 'actions' (bodily actions/gestures or some acts) to be performed by the patient to treat a particular illness/sickness. These verses and the instructions for the 'actions' are to be displayed unambiguously on the computer screen. The online platform provides the advantage for patient getting treatment practically anytime and anywhere as long as the computer and Internet facility exist. Patient does not need to make appointment to see an expert for a therapy.

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

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.

Augmented Reality Interaction System in 3D Environment

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.

Hand Gesture Recognition: Sign to Voice System (S2V)

Hand gesture is one of the typical methods used in sign language for non-verbal communication. It is most commonly used by people who have hearing or speech problems to communicate among themselves or with normal people. Various sign language systems have been developed by manufacturers around the globe but they are neither flexible nor cost-effective for the end users. This paper presents a system prototype that is able to automatically recognize sign language to help normal people to communicate more effectively with the hearing or speech impaired people. The Sign to Voice system prototype, S2V, was developed using Feed Forward Neural Network for two-sequence signs detection. Different sets of universal hand gestures were captured from video camera and utilized to train the neural network for classification purpose. The experimental results have shown that neural network has achieved satisfactory result for sign-to-voice translation.

Intelligibility of Cued Speech in Video

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.

Real-Time Hand Tracking and Gesture Recognition System Using Neural Networks

This paper introduces a hand gesture recognition system to recognize real time gesture in unstrained environments. Efforts should be made to adapt computers to our natural means of communication: Speech and body language. A simple and fast algorithm using orientation histograms will be developed. It will recognize a subset of MAL static hand gestures. A pattern recognition system will be using a transforrn that converts an image into a feature vector, which will be compared with the feature vectors of a training set of gestures. The final system will be Perceptron implementation in MATLAB. This paper includes experiments of 33 hand postures and discusses the results. Experiments shows that the system can achieve a 90% recognition average rate and is suitable for real time applications.

Combining Skin Color and Optical Flow for Computer Vision Systems

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.

2-Dimensional Finger Gesture Based Mobile Robot Control Using Touch Screen

The purpose of this study was to present a reliable mean for human-computer interfacing based on finger gestures made in two dimensions, which could be interpreted and adequately used in controlling a remote robot's movement. The gestures were captured and interpreted using an algorithm based on trigonometric functions, in calculating the angular displacement from one point of touch to another as the user-s finger moved within a time interval; thereby allowing for pattern spotting of the captured gesture. In this paper the design and implementation of such a gesture based user interface was presented, utilizing the aforementioned algorithm. These techniques were then used to control a remote mobile robot's movement. A resistive touch screen was selected as the gesture sensor, then utilizing a programmed microcontroller to interpret them respectively.

Implementing a Visual Servoing System for Robot Controlling

Nowadays, with the emerging of the new applications like robot control in image processing, artificial vision for visual servoing is a rapidly growing discipline and Human-machine interaction plays a significant role for controlling the robot. This paper presents a new algorithm based on spatio-temporal volumes for visual servoing aims to control robots. In this algorithm, after applying necessary pre-processing on video frames, a spatio-temporal volume is constructed for each gesture and feature vector is extracted. These volumes are then analyzed for matching in two consecutive stages. For hand gesture recognition and classification we tested different classifiers including k-Nearest neighbor, learning vector quantization and back propagation neural networks. We tested the proposed algorithm with the collected data set and results showed the correct gesture recognition rate of 99.58 percent. We also tested the algorithm with noisy images and algorithm showed the correct recognition rate of 97.92 percent in noisy images.

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

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.

3D Star Skeleton for Fast Human Posture Representation

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.

Usability Evaluation Framework for Computer Vision Based Interfaces

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