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48
Visual Tracking of High DOF Articulated Structures: an Application to Human Hand Tracking
- In European Conference on Computer Vision
, 1994
"... . Passive sensing of human hand and limb motion is important for a wide range of applications from human-computer interaction to athletic performance measurement. High degree of freedom articulated mechanisms like the human hand are difficult to track because of their large state space and complex i ..."
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Cited by 147 (9 self)
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. Passive sensing of human hand and limb motion is important for a wide range of applications from human-computer interaction to athletic performance measurement. High degree of freedom articulated mechanisms like the human hand are difficult to track because of their large state space and complex image appearance. This article describes a model-based hand tracking system, called DigitEyes, that can recover the state of a 27 DOF hand model from ordinary gray scale images at speeds of up to 10 Hz. 1 Introduction Sensing of human hand and limb motion is important in applications from Human-Computer Interaction (HCI) to athletic performance measurement. Current commercially available solutions are invasive, and require the user to don gloves [15] or wear targets [8]. This paper describes a noninvasive visual hand tracking system, called DigitEyes. We have demonstrated hand tracking at speeds of up to 10 Hz using line and point features extracted from gray scale images of unadorne...
CHARADE: Remote Control of Objects using FreeHand Gestures
- Communications of the ACM
, 1993
"... This paper presents an application that uses hand gesture input to control a computer while giving a presentation. In order to develop a prototype of this application, we have defined an interaction model, a notation for gestures, and a set of guidelines to design gestural command sets. This works a ..."
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Cited by 111 (1 self)
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This paper presents an application that uses hand gesture input to control a computer while giving a presentation. In order to develop a prototype of this application, we have defined an interaction model, a notation for gestures, and a set of guidelines to design gestural command sets. This works aims to define interaction styles that work in computerized reality environments. In our application, gestures are used for interacting with the computer as well as for communicating with other people or operating other devices. KEYWORDS Hand gesture input, Interaction model, Computerized reality, Remote controlled user interfaces, Computer-aided presentations.
Worlds within Worlds : Metaphors for Exploring n-Dimensional Virtual Worlds
, 1990
"... 1 Introduction One common problem in graphical user interface design has been n-Vision is a testbed for exploring n-dimensional worlds the need to manipulate and view 3D environments using containing functions of an arbitrary number of variables. inherently 2D interaction devices and displays. Alth ..."
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Cited by 102 (3 self)
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1 Introduction One common problem in graphical user interface design has been n-Vision is a testbed for exploring n-dimensional worlds the need to manipulate and view 3D environments using containing functions of an arbitrary number of variables. inherently 2D interaction devices and displays. Although Although our interaction devices and display hardware are graphics researchers have long been developing true 3D inherently 3D, we demonstrate how they can be used to support interaction and display devices [SUTH65; VICK70; KILP76], it is interaction with these higher-dimensional objects. We introduce a only over the past decade that high-performance 3D graphics new interaction metaphor developed for the system, which we call workstations have been coupled with commercially available 3D "worlds within worlds": nested heterogeneous coordinate devices such as polarized liquid crystal shutters for stereo viewing systems that allow the user to view and manipulate functions. [TEKT87; STER89]...
Two-handed virtual manipulation
- ACM Transactions on Computer-Human Interaction
, 1998
"... We discuss a two-handed user interface designed to support three-dimensional neurosurgical visualization. By itself, this system is a “point design, ” an example of an advanced user interface technique. In this work, we argue that in order to understand why interaction techniques do or do not work, ..."
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Cited by 67 (4 self)
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We discuss a two-handed user interface designed to support three-dimensional neurosurgical visualization. By itself, this system is a “point design, ” an example of an advanced user interface technique. In this work, we argue that in order to understand why interaction techniques do or do not work, and to suggest possibilities for new techniques, it is important to move beyond point design and to introduce careful scientific measurement of human behavioral principles. In particular, we argue that the common-sense viewpoint that “two hands save time by working in parallel ” may not always be an effective way to think about two-handed interface design because the hands do not necessarily work in parallel (there is a structure to two-handed manipulation) and because two hands do more than just save time over one hand (two hands provide the user with more information and can structure how the user thinks about a task). To support these claims, we present an interface design developed in collaboration with neurosurgeons which has undergone extensive informal usability testing, as well as a pair of formal experimental studies which investigate behavioral aspects of two-handed virtual object manipulation. Our hope is that this discussion will help others to apply the lessons learned in our neurosurgery application to future two-handed user interface
DigitEyes: Vision-Based Human Hand Tracking
, 1993
"... Passive sensing of human hand and limb motion is important for a wide range of applications from human-computer interaction to athletic performance measurement. High degree of freedom articulated mechanisms like the human hand are difficult to track because of their large state space and complex ima ..."
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Cited by 66 (5 self)
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Passive sensing of human hand and limb motion is important for a wide range of applications from human-computer interaction to athletic performance measurement. High degree of freedom articulated mechanisms like the human hand are difficult to track because of their large state space and complex image appearance. This article describes a model-based hand tracking system, called DigitEyes, that can recover the state of a 27 DOF hand model from gray scale images at speeds of up to 10 Hz. We employ kinematic and geometric hand models, along with a high temporal sampling rate, to decompose global image patterns into incremental, local motions of simple shapes. Hand pose and joint angles are estimated from line and point features extracted from images of unmarked, unadorned hands, taken from one or more viewpoints. We present some preliminary results on a 3D mouse interface based on the DigitEyes sensor. Contents 1 Introduction 2 2 The Articulated Mechanism Tracking Problem 2 3 State Mod...
User And Discourse Models For Multimodal Communication
, 1991
"... In face-to-face conversation humans frequently use deicfic gestures parallel to verbal descriptions for referent identification. Such a multimodal form of communication is of great importance for intelligent interfaces, because it simplifies and speeds up reference to objects in a visual context. ..."
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Cited by 52 (4 self)
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In face-to-face conversation humans frequently use deicfic gestures parallel to verbal descriptions for referent identification. Such a multimodal form of communication is of great importance for intelligent interfaces, because it simplifies and speeds up reference to objects in a visual context. Natural pointing behavior is very flexible, but possibly ambiguous or vague, so that without a careful analysis of the discourse context of a gesture there would be a high risk of reference failure. The subject of this paper is how the user and discourse models of an intelligent interface influence the comprehension and, production of natural language with coordinated pointing, and conversely how multimodal communication influences the user model and the discourse model.
Interactive Shadows
, 1992
"... It is often difficult in computer graphics applications to understand spatial relationships between objects in a 3D scene or effect changes to those objects without specialized visualization and manipulation techniques. We present a set of three-dimensional tools (widgets) called "shadows" that not ..."
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Cited by 46 (1 self)
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It is often difficult in computer graphics applications to understand spatial relationships between objects in a 3D scene or effect changes to those objects without specialized visualization and manipulation techniques. We present a set of three-dimensional tools (widgets) called "shadows" that not only provide valuable perceptual cues about the spatial relationships between objects, but also provide a direct manipulation interface to constrained transformation techniques. These shadow widgets provide two advancesover previous techniques. First, they provide high correlation between their own geometric feedback and their effects on the objects they control. Second, unlike some other 3D widgets, they do not obscure the objects they control. Keywords Direct Manipulation, 3D Widgets, Interactive Systems 1 Introduction A wide variety of techniques for visualizing and manipulating objects have beenimplemented in interactive 3D graphics applications for modeling, animation, simulation an...
The Information Cube: Using Transparency in 3D Information Visualization
- In Proceedings of the Third Annual Workshop on Information Technologies & Systems (WITS'93
, 1993
"... In this paper, we propose a new 3D visualization technique for hierarchical information. This technique is based on the nested box metaphor, a familiar concept for any users. By using semi-transparent rendering, the system controls the complexity of the information presented to the user. With severa ..."
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Cited by 35 (0 self)
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In this paper, we propose a new 3D visualization technique for hierarchical information. This technique is based on the nested box metaphor, a familiar concept for any users. By using semi-transparent rendering, the system controls the complexity of the information presented to the user. With several 3D interaction techniques provided by the system, the user can recognize and inspect the information structure intuitively. Normally, the user puts on the VR equipment to use the system, but the system is also accessible through a conventional CRT display. 1 Introduction Today, we must face many kinds of information which are difficult to represent in 1D or 2D, because they are too complex and do not fit into the current display's size and resolution. Examples of such information include large software structures, database schemes, organization structures, a huge project's PERT chart, traffic control information, and network management. All of them are huge, and it is quite hard to visual...
Fast Tracking of Hands and Fingertips in Infrared Images for Augmented Desk Interface
- In Proc. of the Fourth IEEE International Conference on Automatic Face and Gesture Recognition
, 2000
"... In this paper, we introduce a fast and robust method for tracking positions of the centers and the fingertips of both right and left hands. Our method makes use of infraredcamera images for reliable detection of user's hands, and uses template matching strategy for finding fingertips. This method is ..."
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Cited by 34 (3 self)
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In this paper, we introduce a fast and robust method for tracking positions of the centers and the fingertips of both right and left hands. Our method makes use of infraredcamera images for reliable detection of user's hands, and uses template matching strategy for finding fingertips. This method is an essential part of our augmented desk interface in which a user can, with natural hand gestures, simultaneously manipulate both physical objects and electronically projected objects on a desk, e.g., a textbook and related WWW pages. Previous tracking methods which are typically basedoncolor segmentation or background subtraction simply do not perform well in this type of application because an observedcolor of human skin and image backgrounds may change significantly due to projection of various objects onto a desk. In contrast, our proposed method was shown to be effective even in such a challenging situation through demonstration in our augmented desk interface. This paper describes the...
A Usable Real-Time 3D Hand Tracker
- In Proceedings 28th Asilomar Conference on Signals, Systems and Computers
, 1995
"... This paper presents a computer vision system for tracking human hands. The algorithms used to extract the 3D position and planar orientation of the hand, and the joint angles of the fingers are described. The combined system is able to track a natural hand at 30 frames per second on a standard works ..."
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Cited by 33 (0 self)
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This paper presents a computer vision system for tracking human hands. The algorithms used to extract the 3D position and planar orientation of the hand, and the joint angles of the fingers are described. The combined system is able to track a natural hand at 30 frames per second on a standard workstation with no special image processing hardware other than a frame grabber. The tracker has been used as an interface for navigating around virtual worlds. 1 Introduction Is it feasible to build a practical and non-intrusive hand tracking device? The answer is at least a partial "yes". In this paper I give an overview of two working systems, based on computer vision, for extracting the 3D position, planar orientation, and the finger joint angles of natural hands. 1 The primary motivation of this work has been the development of an ideal interface for manipulating three dimensional objects and for navigating around three dimensional environments. It is clear that our hands are our primar...

