Computer Vision for Human-Machine Interaction by Roberto Cipolla, Alex Pentland
By Roberto Cipolla, Alex Pentland
Contemporary advances within the box of desktop imaginative and prescient are resulting in novel and radical alterations within the method we have interaction with pcs. it's going to quickly be attainable to let a working laptop or computer associated with a video digicam to realize the presence of clients, music faces, fingers and fingers in genuine time, and research expressions and gestures. the consequences for interface layout are big and are anticipated to have significant repercussions for all parts the place pcs are used, from the paintings position to sport. This e-book collects principles and algorithms from the world's best scientists, providing a glimpse of the unconventional alterations round the nook that would regulate the way in which we engage with desktops within the close to destiny.
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Contemporary advances within the box of computing device imaginative and prescient are resulting in novel and radical alterations within the manner we engage with desktops. it's going to quickly be attainable to let a working laptop or computer associated with a video digital camera to notice the presence of clients, music faces, hands and palms in genuine time, and research expressions and gestures.
Plan reputation, job popularity, and rationale popularity jointly mix and unify options from consumer modeling, desktop imaginative and prescient, clever person interfaces, human/computer interplay, self reliant and multi-agent structures, normal language realizing, and computer studying. Plan, task, and cause attractiveness explains the an important function of those suggestions in a large choice of functions together with: .
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Additional resources for Computer Vision for Human-Machine Interaction
Whenever the user changes the head position his/her line of sight is changed. This angle a is measured by the head tracking system and the 3D graphic is rerendered according to the new line of sight (Fig. 16). If the update rate of the system is fast enough (more than 10 frames/sec) the user has the impression of a real 3D object existing inside the volume of the monitor. The effect is similar to a well known experience in real life: Whenever an object cannot be moved we move ourselves around the object and our brain forms the 3D representation.
Suddenly the idea came to him - why 23 24 Maggioni and Kammerer Fig. 1. (a) GestureComputer Set up. (b) Human-human interaction not building a vision-based computer system that is able to recognise human hand gestures. Christoph searched the literature. Recognising that he was not the first person with this idea, he convinced his colleagues at Siemens, built a prototype system, and finally got approval for a research project. The rest of the story to date will be told on the remaining pages. 2 Motivation Many existing and potential domains of computer applications suffer from input and output devices that are not well suited for the task at hand.
The physical layout of the system and the position of the camera depend highly on the application. A natural place to put the camera is on top of the monitor facing the user, where it can also be used for video-conference applications. However, for applications requiring extensive use this is not a very good set-up. Without support for the elbow, raising the hand continually tires the arm (similar problems are encountered in DataGlove applications). The system configuration we use most frequently is to fix the camera above the monitor looking down onto the desk.