Recognition of gestures in Arabic sign language using neuro-fuzzy systems
Artificial Intelligence
Statistical Gesture Recognition Through Modelling of Parameter Trajectories
GW '99 Proceedings of the International Gesture Workshop on Gesture-Based Communication in Human-Computer Interaction
Techniques for Interactive Audience Participation
ICMI '02 Proceedings of the 4th IEEE International Conference on Multimodal Interfaces
Object tracking using CamShift algorithm and multiple quantized feature spaces
VIP '05 Proceedings of the Pan-Sydney area workshop on Visual information processing
Use your head: exploring face tracking for mobile interaction
CHI '06 Extended Abstracts on Human Factors in Computing Systems
The catchment feature model: a device for multimodal fusion and a bridge between signal and sense
EURASIP Journal on Applied Signal Processing
Nearest neighbor search methods for handshape recognition
Proceedings of the 1st international conference on PErvasive Technologies Related to Assistive Environments
IMPROVING GESTURE RECOGNITION IN THE ARABIC SIGN LANGUAGE USING TEXTURE ANALYSIS
Applied Artificial Intelligence
Vision Based Pose Recognition in Video Game
Edutainment '08 Proceedings of the 3rd international conference on Technologies for E-Learning and Digital Entertainment
Real-Time Road Signs Tracking with the Fuzzy Continuously Adaptive Mean Shift Algorithm
ICAISC '08 Proceedings of the 9th international conference on Artificial Intelligence and Soft Computing
Tracking and recognizing actions of multiple hockey players using the boosted particle filter
Image and Vision Computing
Vision-Based Markerless Gaming Interface
ICIAP '09 Proceedings of the 15th International Conference on Image Analysis and Processing
Robust 3D Marker Localization Using Multi-spectrum Sequences
ISVC '09 Proceedings of the 5th International Symposium on Advances in Visual Computing: Part II
A hand gesture recognition system based on local linear embedding
Journal of Visual Languages and Computing
A computer vision and hearing based user interface for a computer game for children
ERCIM'02 Proceedings of the User interfaces for all 7th international conference on Universal access: theoretical perspectives, practice, and experience
Efficient fingertip tracking and mouse pointer control for a human mouse
ICVS'03 Proceedings of the 3rd international conference on Computer vision systems
Hidden Markov models applied to snakes behavior identification
PSIVT'07 Proceedings of the 2nd Pacific Rim conference on Advances in image and video technology
A database-based framework for gesture recognition
Personal and Ubiquitous Computing
Vision-based hand-gesture applications
Communications of the ACM
Modelling 3D scene based on rapid face tracking and objects recognition
Annales UMCS, Informatica
Multi-dimensional game interface with stereo vision
ICEC'05 Proceedings of the 4th international conference on Entertainment Computing
An improved representation of junctions through asymmetric tensor diffusion
ISVC'06 Proceedings of the Second international conference on Advances in Visual Computing - Volume Part I
A vision based game control method
ICCV'05 Proceedings of the 2005 international conference on Computer Vision in Human-Computer Interaction
Accurate and efficient gesture spotting via pruning and subgesture reasoning
ICCV'05 Proceedings of the 2005 international conference on Computer Vision in Human-Computer Interaction
A comparative study of skin-color models
ICIAR'05 Proceedings of the Second international conference on Image Analysis and Recognition
Squidball: an experiment in large-scale motion capture and game design
INTETAIN'05 Proceedings of the First international conference on Intelligent Technologies for Interactive Entertainment
Edutainment'06 Proceedings of the First international conference on Technologies for E-Learning and Digital Entertainment
Bent fingers' angle calculation using supervised ANN to control electro-mechanical robotic hand
Computers and Electrical Engineering
A real-time system for motion retrieval and interpretation
Pattern Recognition Letters
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The appeal of computer games may be enhanced by vision-based user inputs. The high speed and low cost requirements for near-term, mass-market game applications make system design challenging. The response time of the vision interface should be less than a video frame time and the interface should cost less than $50 U.S. We meet these constraints with algorithms tailored to particular hardware. We have developed a special detector, called the artificial retina chip, which allows for fast, on-chip image processing. We describe two algorithms, based on image moments and orientation histograms, which exploit the capabilities of the chip to provide interactive response to the player's hand or body positions at 10 msec frame time and at low-cost. We show several possible game interactions.