A stable skeletonization for tabletop gesture recognition Andoni - - PowerPoint PPT Presentation

a stable skeletonization for tabletop gesture recognition
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A stable skeletonization for tabletop gesture recognition Andoni - - PowerPoint PPT Presentation

A stable skeletonization for tabletop gesture recognition Andoni Beristain, Manuel Graa Computational Intelligence Group, Universidad del Pais Vasco ICCSA 2010, Fukuoka, Japan 1 Contents Introduction Skeletonization algorithm


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A stable skeletonization for tabletop gesture recognition

Andoni Beristain, Manuel Graña Computational Intelligence Group, Universidad del Pais Vasco

1 ICCSA 2010, Fukuoka, Japan

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Contents

  • Introduction
  • Skeletonization algorithm
  • Results

– Real time implementation – Classification of gestures for tabletop interaction

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Introduction

  • Aim: gestual interaction with tabletop

systems

– Naturalness of the interaction – Basic gestures: grabbing, pointing, passing a page.

  • Approach:

– Skeleton as a key feature extraction – Classification based on skeleton features

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Introduccion

  • Skeletonization procedure

– Voronoi skeleton – Two Pruning steps

  • Removing edges crossing the object boundary
  • Discrete Curve Evolution based approach

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Skeletonization algorithm

  • Starting from the boundary of the object
  • Four steps

– Shape boundary subsampling – Voronoi Tessellation computation:

  • the Voronoi edges inside the form are the skeleton

branches

– Discrete Curve Evolution computation (DCE)

  • n the boundary

– Pruning

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  • Voronoi tesselation & skeleton

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  • Voronoi skeleton

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Skeletonization algorithm

  • Discrete Curve Evolution

– The contour is iteratively simplified removing the points with the lowest saliency curvature coefficient – The stopping criterion is the minimal number

  • f points in the contour

– Remaining vertices are joined by lines to form the simplified contour

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  • Result of DCE for the hand shape

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  • First pruning: removing Voronoi edges

crossing the boundary

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  • Pruning speedup

– Only the two extreme points of the Voronoi segment need to be tested to determine if the whole segment belongs to the object

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  • Second pruning step

– Compute the convex hull on the DCE contour – Voronoi edges with generative points belonging to the same convex hull segment are removed

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  • Segments removed in the second pruning

step

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Results

  • Real time implementation
  • http://www.ehu.es/ccwintco/index.php/2009-10-24-video-skeleton

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Results

  • Tabletop gesture interaction database
  • Generated in-house
  • Made available to the public

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  • Distance between skeletons computed by a

greedy matching algorithm

– Nodes are extreme vertices of the Voronoi edges – Associate nodes in pairs following the order from the closest to the image window boundary to its center

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  • Patter recognition:

– K-NN algorithms based on the greedy graph distance

  • Validation over the tabletop gesture

database

– Perform ten-fold cross validation – Compare with the Bai skeletonization algorithm

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Conclusions

  • Our algorithm (Beris) outperforms the Bai

algorithm recognition in most of cases.

  • Higher values of the α parameter in the

Node Distance produce better results.

– This results mean that the geometrical position of nodes is more important for matching than the DT value.

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  • Against our expectations, less DCE pruning does

not produce better recognition results.

– it seems that higher DCE pruning parameter values add clutter to the representation, instead of enriching it.

  • The confusion between the grab and page turn

classes can be explained as follows:

  • We are classifying all the instantaneous poses of a gesture

as this gesture.

  • Some of the intermediate poses of these classes are nearly

indistigu- ishable.

  • The classification of these poses is at the surce of

confussion.

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