• Title/Summary/Keyword: human pose and shape

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Human Pose Matching Using Skeleton-type Active Shape Models (뼈대-구조 능동형태모델을 이용한 사람의 자세 정합)

  • Jang, Chang-Hyuk
    • Journal of KIISE:Software and Applications
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    • v.36 no.12
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    • pp.996-1008
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    • 2009
  • This paper proposes a novel approach for the model-based pose matching of a human body using Active Shape Models. To improve the processing time of model creation and registration, we use a skeleton-type model instead of the conventional silhouette-based models. The skeleton model defines feature information that is used to match the human pose. Images used to make the model are for 600 human bodies, and the model has 17 landmarks which indicate the body junction and key features of a human pose. When applying primary Active Shape Models to the skeleton-type model in the matching process, a problem may occur in the proximal joints of the arm and leg due to the color variations on a human body and the insufficient information for the fore-rear directions of profile normals. This problem is solved by using the background subtraction information of a body region in the input image and adding a 4-directions feature of the profile normal in the proximal parts of the arm and leg. In the matching process, the maximum iteration is less than 30 times. As a result, the execution time is quite fast, and was observed to be less than 0.03 sec in an experiment.

Developing Interactive Game Contents using 3D Human Pose Recognition (3차원 인체 포즈 인식을 이용한 상호작용 게임 콘텐츠 개발)

  • Choi, Yoon-Ji;Park, Jae-Wan;Song, Dae-Hyeon;Lee, Chil-Woo
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.619-628
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    • 2011
  • Normally vision-based 3D human pose recognition technology is used to method for convey human gesture in HCI(Human-Computer Interaction). 2D pose model based recognition method recognizes simple 2D human pose in particular environment. On the other hand, 3D pose model which describes 3D human body skeletal structure can recognize more complex 3D pose than 2D pose model in because it can use joint angle and shape information of body part. In this paper, we describe a development of interactive game contents using pose recognition interface that using 3D human body joint information. Our system was proposed for the purpose that users can control the game contents with body motion without any additional equipment. Poses are recognized comparing current input pose and predefined pose template which is consist of 14 human body joint 3D information. We implement the game contents with the our pose recognition system and make sure about the efficiency of our proposed system. In the future, we will improve the system that can be recognized poses in various environments robustly.

An Evaluation Method of Taekwondo Poomsae Performance

  • Thi Thuy Hoang;Heejune Ahn
    • Journal of information and communication convergence engineering
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    • v.21 no.4
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    • pp.337-345
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    • 2023
  • In this study, we formulated a method that evaluates Taekwondo Poomsae performance using a series of choreographed training movements. Despite recent achievements in 3D human pose estimation (HPE) performance, the analysis of human actions remains challenging. In particular, Taekwondo Poomsae action analysis is challenging owing to the absence of time synchronization data and necessity to compare postures, rather than directly relying on joint locations owing to differences in human shapes. To address these challenges, we first decomposed human joint representation into joint rotation (posture) and limb length (body shape), then synchronized a comparison between test and reference pose sequences using DTW (dynamic time warping), and finally compared pose angles for each joint. Experimental results demonstrate that our method successfully synchronizes test action sequences with the reference sequence and reflects a considerable gap in performance between practitioners and professionals. Thus, our method can detect incorrect poses and help practitioners improve accuracy, balance, and speed of movement.

An Improved Approach for 3D Hand Pose Estimation Based on a Single Depth Image and Haar Random Forest

  • Kim, Wonggi;Chun, Junchul
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.8
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    • pp.3136-3150
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    • 2015
  • A vision-based 3D tracking of articulated human hand is one of the major issues in the applications of human computer interactions and understanding the control of robot hand. This paper presents an improved approach for tracking and recovering the 3D position and orientation of a human hand using the Kinect sensor. The basic idea of the proposed method is to solve an optimization problem that minimizes the discrepancy in 3D shape between an actual hand observed by Kinect and a hypothesized 3D hand model. Since each of the 3D hand pose has 23 degrees of freedom, the hand articulation tracking needs computational excessive burden in minimizing the 3D shape discrepancy between an observed hand and a 3D hand model. For this, we first created a 3D hand model which represents the hand with 17 different parts. Secondly, Random Forest classifier was trained on the synthetic depth images generated by animating the developed 3D hand model, which was then used for Haar-like feature-based classification rather than performing per-pixel classification. Classification results were used for estimating the joint positions for the hand skeleton. Through the experiment, we were able to prove that the proposed method showed improvement rates in hand part recognition and a performance of 20-30 fps. The results confirmed its practical use in classifying hand area and successfully tracked and recovered the 3D hand pose in a real time fashion.

Head Pose Estimation by using Morphological Property of Disparity Map

  • Jun, Se-Woong;Park, Sung-Kee;Lee, Moon-Key
    • 제어로봇시스템학회:학술대회논문집
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    • 2005.06a
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    • pp.735-739
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    • 2005
  • This paper presents a new system to estimate the head pose of human in interactive indoor environment that has dynamic illumination change and large working space. The main idea of this system is to suggest a new morphological feature for estimating head angle from stereo disparity map. When a disparity map is obtained from stereo camera, the matching confidence value can be derived by measurements of correlation of the stereo images. Applying a threshold to the confidence value, we also obtain the specific morphology of the disparity map. Therefore, we can obtain the morphological shape of disparity map. Through the analysis of this morphological property, the head pose can be estimated. It is simple and fast algorithm in comparison with other algorithm which apply facial template, 2D, 3D models and optical flow method. Our system can automatically segment and estimate head pose in a wide range of head motion without manual initialization like other optical flow system. As the result of experiments, we obtained the reliable head orientation data under the real-time performance.

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Interface of Interactive Contents using Vision-based Body Gesture Recognition (비전 기반 신체 제스처 인식을 이용한 상호작용 콘텐츠 인터페이스)

  • Park, Jae Wan;Song, Dae Hyun;Lee, Chil Woo
    • Smart Media Journal
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    • v.1 no.2
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    • pp.40-46
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    • 2012
  • In this paper, we describe interactive contents which is used the result of the inputted interface recognizing vision-based body gesture. Because the content uses the imp which is the common culture as the subject in Asia, we can enjoy it with culture familiarity. And also since the player can use their own gesture to fight with the imp in the game, they are naturally absorbed in the game. And the users can choose the multiple endings of the contents in the end of the scenario. In the part of the gesture recognition, KINECT is used to obtain the three-dimensional coordinates of each joint of the limb to capture the static pose of the actions. The vision-based 3D human pose recognition technology is used to method for convey human gesture in HCI(Human-Computer Interaction). 2D pose model based recognition method recognizes simple 2D human pose in particular environment On the other hand, 3D pose model which describes 3D human body skeletal structure can recognize more complex 3D pose than 2D pose model in because it can use joint angle and shape information of body part Because gestures can be presented through sequential static poses, we recognize the gestures which are configured poses by using HMM In this paper, we describe the interactive content which is used as input interface by using gesture recognition result. So, we can control the contents using only user's gestures naturally. And we intended to improve the immersion and the interest by using the imp who is used real-time interaction with user.

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Detection of Face and Facial Features in Complex Background from Color Images (복잡한 배경의 칼라영상에서 Face and Facial Features 검출)

  • 김영구;노진우;고한석
    • Proceedings of the IEEK Conference
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    • 2002.06d
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    • pp.69-72
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    • 2002
  • Human face detection has many applications such as face recognition, face or facial feature tracking, pose estimation, and expression recognition. We present a new method for automatically segmentation and face detection in color images. Skin color alone is usually not sufficient to detect face, so we combine the color segmentation and shape analysis. The algorithm consists of two stages. First, skin color regions are segmented based on the chrominance component of the input image. Then regions with elliptical shape are selected as face hypotheses. They are certificated to searching for the facial features in their interior, Experimental results demonstrate successful detection over a wide variety of facial variations in scale, rotation, pose, lighting conditions.

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3D Human Reconstruction from Video using Quantile Regression (분위 회귀 분석을 이용한 비디오로부터의 3차원 인체 복원)

  • Han, Jisoo;Park, In Kyu
    • Journal of Broadcast Engineering
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    • v.24 no.2
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    • pp.264-272
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    • 2019
  • In this paper, we propose a 3D human body reconstruction and refinement method from the frames extracted from a video to obtain natural and smooth motion in temporal domain. Individual frames extracted from the video are fed into convolutional neural network to estimate the location of the joint and the silhouette of the human body. This is done by projecting the parameter-based 3D deformable model to 2D image and by estimating the value of the optimal parameters. If the reconstruction process for each frame is performed independently, temporal consistency of human pose and shape cannot be guaranteed, yielding an inaccurate result. To alleviate this problem, the proposed method analyzes and interpolates the principal component parameters of the 3D morphable model reconstructed from each individual frame. Experimental result shows that the erroneous frames are corrected and refined by utilizing the relation between the previous and the next frames to obtain the improved 3D human reconstruction result.

Stereo-based Robust Human Detection on Pose Variation Using Multiple Oriented 2D Elliptical Filters (방향성 2차원 타원형 필터를 이용한 스테레오 기반 포즈에 강인한 사람 검출)

  • Cho, Sang-Ho;Kim, Tae-Wan;Kim, Dae-Jin
    • Journal of KIISE:Software and Applications
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    • v.35 no.10
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    • pp.600-607
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    • 2008
  • This paper proposes a robust human detection method irrespective of their pose variation using the multiple oriented 2D elliptical filters (MO2DEFs). The MO2DEFs can detect the humans regardless of their poses unlike existing object oriented scale adaptive filter (OOSAF). To overcome OOSAF's limitation, we introduce the MO2DEFs whose shapes look like the oriented ellipses. We perform human detection by applying four different 2D elliptical filters with specific orientations to the 2D spatial-depth histogram and then by taking the thresholds over the filtered histograms. In addition, we determine the human pose by using convolution results which are computed by using the MO2DEFs. We verify the human candidates by either detecting the face or matching head-shoulder shapes over the estimated rotation. The experimental results showed that the accuracy of pose angle estimation was about 88%, the human detection using the MO2DEFs outperformed that of using the OOSAF by $15{\sim}20%$ especially in case of the posed human.

A 3D Face Reconstruction and Tracking Method using the Estimated Depth Information (얼굴 깊이 추정을 이용한 3차원 얼굴 생성 및 추적 방법)

  • Ju, Myung-Ho;Kang, Hang-Bong
    • The KIPS Transactions:PartB
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    • v.18B no.1
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    • pp.21-28
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    • 2011
  • A 3D face shape derived from 2D images may be useful in many applications, such as face recognition, face synthesis and human computer interaction. To do this, we develop a fast 3D Active Appearance Model (3D-AAM) method using depth estimation. The training images include specific 3D face poses which are extremely different from one another. The landmark's depth information of landmarks is estimated from the training image sequence by using the approximated Jacobian matrix. It is added at the test phase to deal with the 3D pose variations of the input face. Our experimental results show that the proposed method can efficiently fit the face shape, including the variations of facial expressions and 3D pose variations, better than the typical AAM, and can estimate accurate 3D face shape from images.