WebQuest: substantiating education in edutainment through interactive learning games
Proceedings of the fifth international World Wide Web conference on Computer networks and ISDN systems
Pfinder: Real-Time Tracking of the Human Body
IEEE Transactions on Pattern Analysis and Machine Intelligence
The visual analysis of human movement: a survey
Computer Vision and Image Understanding
W4: Real-Time Surveillance of People and Their Activities
IEEE Transactions on Pattern Analysis and Machine Intelligence
Analyzing Video Sequences of Multiple Humans
Analyzing Video Sequences of Multiple Humans
Computer and Robot Vision
Morphological Image Analysis: Principles and Applications
Morphological Image Analysis: Principles and Applications
Real-time Human Motion Analysis by Image Skeletonization
WACV '98 Proceedings of the 4th IEEE Workshop on Applications of Computer Vision (WACV'98)
3-D Articulated Pose Tracking for Untethered Diectic Reference
ICMI '02 Proceedings of the 4th IEEE International Conference on Multimodal Interfaces
Skin Detection in Video under Changing Illumination Conditions
ICPR '00 Proceedings of the International Conference on Pattern Recognition - Volume 1
Stochastic Meta-Descent for Tracking Articulated Structures
CVPRW '04 Proceedings of the 2004 Conference on Computer Vision and Pattern Recognition Workshop (CVPRW'04) Volume 1 - Volume 01
Bayesian Approach for Morphology-Based 2-D Human Motion Capture
IEEE Transactions on Multimedia
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This paper presents a novel technique for three-dimensional (3D) human motion capture using a set of two non-calibrated cameras. The user's five extremities (head, hands and feet) are extracted, labeled and tracked after silhouette segmentation. As they are the minimal number of points that can be used in order to enable whole body gestural interaction, we will henceforth refer to these features as crucial points. Features are subsequently labelled using 3D triangulation and inter-image tracking. The crucial point candidates are defined as the local maxima of the geodesic distance with respect to the center of gravity of the actor region that lie on the silhouette boundary. Due to its low computational complexity, the system can run at real-time paces on standard personal computers, with an average error rate range between 4% and 9% in realistic situations, depending on the context and segmentation quality.