...ABSTRACT The field of humanoids robotics is widely recognized as the current challenge for robotics research .The humanoid research is an approach to understand and realize the complex real world interactions between a robot, an environment, and a human. The humanoid robotics motivates social interactions such as gesture communication or co-operative tasks in the same context as the physical dynamics. This is essential for three-term interaction, which aims at fusing physical and social interaction at fundamental levels. People naturally express themselves through facial gestures and expressions. Our goal is to build a facial gesture human-computer interface fro use in robot applications. This system does not require special illumination or facial make-up. By using multiple Kalman filters we accurately predict and robustly track facial features. Since we reliably track the face in real-time we are also able to recognize motion gestures of the face. Our system can recognize a large set of gestures (13) ranging from “yes”, ”no” and “may be” to detecting winks, blinks and sleeping. Chapter 1 ROLE OF HUMANOIDS 1. INTRODUCTION.: The field of humanoids robotics, widely recognized as the current challenge for robotics research, is attracting the interest of many research groups worldwide. Important efforts have been devoted to the objective of developing humanoids and impressive results have been produced, from the technological point of view, especially...
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...International Journal of Science, Engineering and Technology Research (IJSETR), Volume 3, Issue 10, October 2014 3D Mouse Controlling with Wrist Watch Jayaprakash Nagaruru Abstract: Human Computer Interaction plays a key role in daily life like controlling Mouse operations, Keyboard operations and Gaming modes like Xbox. Human Computer interaction occurs in three different ways 1.Physical 2.Cognitive and 3. Affective. In our work, we are concentrated on Cognitive Mouse Pointer Controlling and Virtual Mouse Pointer Control Using RGB Technique .Cognitive Mouse Control is based on RF Communication with the help of MSP430 Transmitter inbuilt in watch and Watch as a Transmitter and USB RF CC1111 as a receiver. User can control the mouse movements and it operations by tilting the watch in 3-Axis/3-D and Fitt‟s law play‟s the key role in mouse controlling. In Cognitive Mouse control user controls the mouse action by establishing the RF Communication between user and system. It works in >1GHz frequency range and in virtual mouse is based on Image Subtraction Algorithm and user has to wear different colour sticker to control the operations. Keywords: Human Computer Interaction, Image Processing, RF Communication, Texas MSP430, Fitt‟s law. V.Ravi Kumar Manasa Nagaruru Much of our technology for creating and displaying colour is based on empirical observation that a wide variety of colours can be obtained by mixing green, red and blue light in different proportions. For this...
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...Abstract: Hand gesture password might be the most natural and intuitive way to communicate between people and machines, since it closely mimics how human interact with each other. Its intuitiveness and naturalness have spawned many applications in exploring large and complex data, computer games, virtual reality, health care, etc. Although the market for hand gesture password is huge, building a robust hand gesture recognition system remains a challenging problem for traditional vision-based approaches, which are greatly limited by the quality of the input from optical sensors. In this paper, we use their gesture in order to login or authenticate to the system. And then we introduce a novel method to create a gesture pattern that act as a password. This hand gesture recognition system performs robustly despite variations in hand orientation, scale or articulation. Moreover, it works well in uncontrolled environments with background clusters. Key words: Password Recognition, Authentication, Gesture password INTRODUCTION The advent of relatively cheap image and depth sensors has spurred research in the field of object tracking and gesture recognition. One of the more popular devices used to do this type of research is Microsoft’s Kinect, which has sensors that capture both rgb and depth data. Using similar data, researchers have developed algorithms that not only identify humans in a scene, but perform full body tracking; they can infer a person’s skeletal structure in real-time, allowing...
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...knowledge for my own branch and giving me guidelines to present a seminar report. It helped me a lot to realize of what we study for. Secondly, I would like to thank my parents who patiently helped me as i went through my work and helped to modify and eliminate some of the irrelevant or un-necessary stuffs. Thirdly, I would like to thank my friends who helped me to make my work more organized and well-stacked till the end. Next, I would thank Microsoft for developing such a wonderful tool like MS Word. It helped my work a lot to remain error-free. Last but clearly not the least,I would thank The Almighty for giving me strength to complete my report on time. 3 www.studymafia.org Content Introduction System architecture Real-time facial gesture recognition system The vision system Tracking the face: Conclusion References 4 www.studymafia.org...
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... ON Human-Oriented Interaction With An Anthropomorphic Robot CONTENTS ➢ Abstract ➢ Index Terms ➢ Introduction ➢ Related Work ➢ Robot Hardware ➢ Detecting And Tracking People * Face Detection * Voice Detection * Memory-Based Person Tracking ➢ Integrating Interaction Capabilities * Speech And Dialog * Emotions And Facial Expressions * Using Deictic Gestures * Object Attention * Dynamic Topic Tracking * Bringing It All Together ➢ Experiments * Scenario 1: Multiple Person Interaction * Scenario 2: Showing Objects to BARTHOC * Scenario 3: Reading Out a Fairy Tale ➢ Conclusion ➢ References Abstract A very important aspect in developing robots capable of human-robot interaction (HRI) is the research in natural, human-like communication, and subsequently, the development of a research platform with multiple HRI capabilities for evaluation. Besides a flexible dialog system and speech understanding, an anthropomorphic appearance has the potential to support intuitive usage and understanding of a robot, e.g .. human-like facial expressions and deictic gestures can as well be produced and also understood by the robot. As a consequence of our effort in creating an anthropomorphic appearance and to come close to a human-human interaction model for a robot, we decided...
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...B-TECH DEGRE in COMPUTER SCIENCE AND ENGINEERING SCHOOL OF ENGINEERING COCHIN UNIVERSIY OF SCIENCE AND TECHNOLOGY KOCHI-682022 JULY 2010 Division of Computer Engineering School of Engineering Cochin University of Science & Technology Kochi-682022 _________________________________________________________ CERTIFICATE Certified that this is a bona fide record of the Seminar work entitled BLUE EYES TECHNOLOGY Done by BINYAMIN M of VII semester Computer Science & Engineering in the year 2010 in partial fulfillment of the requirements for the award of Degree of Bachelor of Technology in Computer Science & Engineering of Cochin University of Science & Technology Dr. David Peter S Head of the Division REVATHY .R. Seminar Guide BLUE EYES TECHNOLOGY ACKNOWLEDGEMENTS I express my sincere thanks to Dr. David Peter (Head of the Department, Computer Science and Engineering), Mr. Sudeep P.Elayidom (Staff incharge) and my seminar guide Miss Revathy R. for their kind co-operation for presenting the seminar. I also extend my sincere thanks to all other members of the faculty of Computer Science and Engineering Department and my friends for their cooperation and encouragement. BINYAMIN M DIVISON OF COMPUTER ENGINEERING BLUE EYES TECHNOLOGY ABSTRACT Is it possible to create a computer, which can interact with us as we interact each other? For example imagine in a fine morning you walk on to your computer room and switch on...
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...Chapter 3 Augmented Reality – Where it Started from and Where It’s Going Veronika Szucs, Silvia Paxian and Cecília Sik Lanyi Additional information is available at the end of the chapter http://dx.doi.org/10.5772/59796 1. Introduction This study provides an overview of augmented reality (Augmented Reality, AR) and some of its important and popular areas of application. Augmented reality technology integrates 3D virtual objects into a real 3D environment, in real time. This book chapter presents the areas of everyday life where AR can be used (including, but not limited to): medical informatics, production repair, visualization, route planning, entertainment and military applications, marketing tasks and education. The basic characteristics of AR systems, the need for compro‐ mise in their applicability, and optical and video mixing approaches are presented in the chapter. The chapter introduces the two main areas of sensor errors, which are considered as a basic problem during the design of efficient augmented reality systems. We summarize how the current devices are able to solve these problems. The expected future direction of AR technology developments and the areas where further research is needed are simultaneously introduced. 1.1. Aims In the course of preparing the study, the actualities of augmented reality technologies have been reviewed. Questions associated with differing scope of application, design and imple‐ mentation problems of augmented...
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...one of the modules of annotation. Valuable low level cue information is obtained by the module for performing high-level tasks of motion analysis, like motion estimation, tracking, etc. In recent research, 3D scene reconstruction and geometric model matching are the basis of perception where a 3D sample point cloud are used to match with the trained features. A semantic perception method...
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...TECHNOLOGY Abhinav Sharma, Mukesh Agarwal, Anima Sharma, Sachin Gupta B.Tech, Computer Science and Engineering, JECRC Jaipur, Rajasthan, India, (abhi4u247@gmail.com) Professor, Computer Science and Engineering, JECRC Jaipur, Rajasthan, India, (mukeshsir@gmail.com) 3. Sr. Lecturer, Computer Science and Engineering, JECRC Jaipur, Rajasthan, India, (animasharma2004@yahoo.co.in) 4. Lecturer, Computer Science and Engineering, JECRC Jaipur, Rajasthan, India, (sachingupta.cse@jecrc.ac.in) 2. 1. Abstract: ‘Sixth Sense’ is a wearable gesture interface that augments the physical world around us with digital information and lets us use natural hand gestures to interact with that information. Steve Mann is considered as the father of Sixth Sense Technology who made wearable computer in 1990. He implemented the Sixth Sense Technology as the neck worn projector with a camera system. Then his work was carried forward by Pranav Mistry (Ph.D student in the Fluid Interfaces Group at the MIT Media Lab) [1]. Sixth Sense Technology may change how we look at the world forever. Sure, it is a system that projects information about what surrounds you over objects' surfaces, but it's also much more. By using a camera and a tiny projector, Sixth Sense sees what you see and visually augments any surfaces or objects we are interacting with [1]. The camera and the projector are coupled with a smart phone which acts as the computer and connected to the Cloud, all the information stored on the web [2]. It project...
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...1. Introduction Processing speeds of computers have increased dramatically, and computers have advanced to a point where they can assist humans in complex tasks. However, the major bottleneck in this is still the input. Users spend majority of their time inputting the information. Thus the total time required for performing any job would still be dependent on the time taken for providing the input to the machines. Thus working on automating the input entering process using the technology could come to the rescue. Recognising this potential, a lot of growth has been made in the ‘Gesture Recognition Technology’. Now, gestures can be used as a form of input. They will help in bridging the gap between humans and machines. Now, with the advent of this technology, the need of a physical touch on the machine would be eliminated, and the machines would be able to interpret these gestures and operate. Using the concept of gesture recognition, it would be possible to point a finger at the computer screen so that the cursor will move accordingly. This could potentially make the potential input devices such as mouse, keyboard redundant. The report presents the details of the ‘Gesture Recognition Technology’, throws light on the fields where the technology can be applied, provides the technical know-how of the technology- how it works, and discusses the major solution Providers along with the product offerings. The report concludes with the mentioning possible issues which could limit...
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...OCTOBER 29, 2015 INTERNET OF THINGS ROHAN VERMA IST659, MSIM Syracuse University Internet of Things ii When American author and politician Bruce Barton said “Talker have always ruled. They will continue to rule. The smart thing is to join them”, probably he considered only human beings to be able to communicate. However, we understand, backed by research, that all animals and plants communicate with each other and with ever advancing technologies, it has been possible for humans to communicate effectively with the modern machines as well. Which brings us to the question, can machines communicate with other machines? Can we envisage an environment in which objects, animals or people have communication channels which do not require human-to-human or human-to-computer interaction for interaction? The Internet of Things(IoT) helps create an environment in which machines can interact amongst themselves or with living beings (human, animals and plants), where each entity is provided with unique identifiers and the ability to transfer data over a network without any human-to-human or human-to-machine interaction (Wigmore, 2014). IoT is a generic term and all entities play an active role owing to their connection to the Internet. It provides access to information, media and services, through wired and wireless broadband connections. The IoT feeds from the connections set up between the Consumer, Business and Industrial Internet to help create new services...
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...employs 550 people and has projected annual earnings of $46 million US dollars. Riordan Manufacturing is broken up into multiple plants. Plastic beverage containers are currently in production in Albany, Georgia, custom plastic parts production is in Pontiac, Michigan, and plastic fan parts production is in Hangzhou, China. The research and development facility currently resides at the corporate headquarters in San Jose, California. The majority of their customers are automotive parts manufacturers, aircraft manufactures, the Department of Defense, beverage makers and bottlers, and appliance manufactures. The mission of Riordan Manufacturing focuses in achieving and maintaining reasonable profitability to assure that the financial and human capital is available for sustained growth. Using Six Sigma, leading edge R&D and exceeding ISO 9000 standards, are the attitudes and abilities by which Riordan Manufacturing are defined. Riordan Manufacturing will continue to lead the industry in using polymer materials to provide solutions to meet their customer’s challenges. The responsibility of the Stakeholders for the Riordan Manufacturing Service Request is to utilize the following request from the respective departments and design the best in class system that will rapidly achieve...
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...` , J. Vitria a,b a Computer Vision Center, Edifici ‘‘O’’ – Campus UAB, 08193 Bellaterra, Barcelona, Spain Computer Science Department, Autonomous University of Barcelona, 08193 Bellaterra, Barcelona, Spain Available online 14 September 2007 Abstract Since its birth, more than five decades ago, one of the biggest challenges of artificial intelligence remained the building of intelligent machines. Despite amazing advancements, we are still far from having machines that reach human intelligence level. The current paper tries to offer a possible explanation of this situation. For this purpose, we make a review of different learning strategies and context types that are involved in the learning process. We also present the results of a study on cognitive development applied to the problem of face recognition for social robotics. Ó 2007 Elsevier B.V. All rights reserved. Keywords: Intelligent systems; Cognitive development; Context; Social robotics; Face recognition 1. Introduction The golden dream of artificial intelligence (AI) remains to design and build systems showing human-like intelligence. Nowadays, the machines can perform remarkable things: there are chess algorithms able to play at international masters complexity levels, applications to coordinate the deployment of troops on the battle field, computer aided tools which allow us to design from the most powerful microprocessors to the most sophisticated airplanes. But, on the other hand, despite of the high complexity...
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...clear insight into data input, processing and output without thinking about the computer system that may eventually be used. Data collection This process is sometimes referred to (or sometimes taken to include) fact finding. The classic fact-finding methods are: * Conduct interviews * Carry out questionnaires * Study existing documents * Search the literature for other solutions to the same problem. * Observe people working with the existing system Each of these methods has advantages and disadvantages which can be summarised as follows: Method | Advantages and disadvantages | interviews | Detailed data, can change questions during process (not like questionnaire). Time-consuming, problems classifying/quantifying data | questionnaires | Can reach a lot of people, quickly (comp to interview/observation); Numerical analysis possible. Questions may be mis-interpreted; people may not respond at all or may do only some questions. | document search | The data required for the system can be identified accurately. Documents may be lacking, out-of-date etc (interview could discover this) | literature search | Can find descriptions/problems of previous implementations (saves work). Problem may not be described (or in detail). Again, working without experienced users. | observation | Observations are independent of user bias (unlike interview/questionnaire). Time consuming and observer can affect process "Hawthorne Effect". | As implied...
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...Abbreviated version of this report is published as "Trends in Computer Science Research" Apirak Hoonlor, Boleslaw K. Szymanski and M. Zaki, Communications of the ACM, 56(10), Oct. 2013, pp.74-83 An Evolution of Computer Science Research∗ Apirak Hoonlor, Boleslaw K. Szymanski, Mohammed J. Zaki, and James Thompson Abstract Over the past two decades, Computer Science (CS) has continued to grow as a research field. There are several studies that examine trends and emerging topics in CS research or the impact of papers on the field. In contrast, in this article, we take a closer look at the entire CS research in the past two decades by analyzing the data on publications in the ACM Digital Library and IEEE Xplore, and the grants awarded by the National Science Foundation (NSF). We identify trends, bursty topics, and interesting inter-relationships between NSF awards and CS publications, finding, for example, that if an uncommonly high frequency of a specific topic is observed in publications, the funding for this topic is usually increased. We also analyze CS researchers and communities, finding that only a small fraction of authors attribute their work to the same research area for a long period of time, reflecting for instance the emphasis on novelty (use of new keywords) and typical academic research teams (with core faculty and more rapid turnover of students and postdocs). Finally, our work highlights the dynamic research landscape in CS, with its focus constantly ...
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