Abstract: To explore how the brain may recognise objects in its
general,accurate and energy-efficient manner, this paper proposes the
use of a neuromorphic hardware system formed from a Dynamic
Video Sensor (DVS) silicon retina in concert with the SpiNNaker
real-time Spiking Neural Network (SNN) simulator. As a first step
in the exploration on this platform a recognition system for dynamic
hand postures is developed, enabling the study of the methods used
in the visual pathways of the brain. Inspired by the behaviours of
the primary visual cortex, Convolutional Neural Networks (CNNs)
are modelled using both linear perceptrons and spiking Leaky
Integrate-and-Fire (LIF) neurons.
In this study’s largest configuration using these approaches, a
network of 74,210 neurons and 15,216,512 synapses is created and
operated in real-time using 290 SpiNNaker processor cores in parallel
and with 93.0% accuracy. A smaller network using only 1/10th of the
resources is also created, again operating in real-time, and it is able
to recognise the postures with an accuracy of around 86.4% - only
6.6% lower than the much larger system. The recognition rate of the
smaller network developed on this neuromorphic system is sufficient
for a successful hand posture recognition system, and demonstrates
a much improved cost to performance trade-off in its approach.
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.
Abstract: It is hard to percept the interaction process with machines when visual information is not available. In this paper, we have addressed this issue to provide interaction through visual techniques. Posture recognition is done for American Sign Language to recognize static alphabets and numbers. 3D information is exploited to obtain segmentation of hands and face using normal Gaussian distribution and depth information. Features for posture recognition are computed using statistical and geometrical properties which are translation, rotation and scale invariant. Hu-Moment as statistical features and; circularity and rectangularity as geometrical features are incorporated to build the feature vectors. These feature vectors are used to train SVM for classification that recognizes static alphabets and numbers. For the alphabets, curvature analysis is carried out to reduce the misclassifications. The experimental results show that proposed system recognizes posture symbols by achieving recognition rate of 98.65% and 98.6% for ASL alphabets and numbers respectively.
Abstract: This paper presents various classifiers results from a system that can automatically recognize four different static human body postures in video sequences. The considered postures are standing, sitting, squatting, and lying. The three classifiers considered are a naïve one and two based on the belief theory. The belief theory-based classifiers use either a classic or restricted plausibility criterion to make a decision after data fusion. The data come from the people 2D segmentation and from their face localization. Measurements consist in distances relative to a reference posture. The efficiency and the limits of the different classifiers on the recognition system are highlighted thanks to the analysis of a great number of results. This system allows real-time processing.