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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Hand gesture recognition using sEMG and deep learning

Nasri, Nadia 17 June 2021 (has links)
In this thesis, a study of two blooming fields in the artificial intelligence topic is carried out. The first part of the present document is about 3D object recognition methods. Object recognition in general is about providing the ability to understand what objects appears in the input data of an intelligent system. Any robot, from industrial robots to social robots, could benefit of such capability to improve its performance and carry out high level tasks. In fact, this topic has been largely studied and some object recognition methods present in the state of the art outperform humans in terms of accuracy. Nonetheless, these methods are image-based, namely, they focus in recognizing visual features. This could be a problem in some contexts as there exist objects that look alike some other, different objects. For instance, a social robot that recognizes a face in a picture, or an intelligent car that recognizes a pedestrian in a billboard. A potential solution for this issue would be involving tridimensional data so that the systems would not focus on visual features but topological features. Thus, in this thesis, a study of 3D object recognition methods is carried out. The approaches proposed in this document, which take advantage of deep learning methods, take as an input point clouds and are able to provide the correct category. We evaluated the proposals with a range of public challenges, datasets and real life data with high success. The second part of the thesis is about hand pose estimation. This is also an interesting topic that focuses in providing the hand's kinematics. A range of systems, from human computer interaction and virtual reality to social robots could benefit of such capability. For instance to interface a computer and control it with seamless hand gestures or to interact with a social robot that is able to understand human non-verbal communication methods. Thus, in the present document, hand pose estimation approaches are proposed. It is worth noting that the proposals take as an input color images and are able to provide 2D and 3D hand pose in the image plane and euclidean coordinate frames. Specifically, the hand poses are encoded in a collection of points that represents the joints in a hand, so that they can be easily reconstructed in the full hand pose. The methods are evaluated on custom and public datasets, and integrated with a robotic hand teleoperation application with great success.
2

Fine-Grained Hand Pose Estimation System based on Channel State Information

Yao, Weijie January 2020 (has links)
No description available.
3

Contributions to 3D object recognition and 3D hand pose estimation using deep learning techniques

Gomez-Donoso, Francisco 18 September 2020 (has links)
In this thesis, a study of two blooming fields in the artificial intelligence topic is carried out. The first part of the present document is about 3D object recognition methods. Object recognition in general is about providing the ability to understand what objects appears in the input data of an intelligent system. Any robot, from industrial robots to social robots, could benefit of such capability to improve its performance and carry out high level tasks. In fact, this topic has been largely studied and some object recognition methods present in the state of the art outperform humans in terms of accuracy. Nonetheless, these methods are image-based, namely, they focus in recognizing visual features. This could be a problem in some contexts as there exist objects that look alike some other, different objects. For instance, a social robot that recognizes a face in a picture, or an intelligent car that recognizes a pedestrian in a billboard. A potential solution for this issue would be involving tridimensional data so that the systems would not focus on visual features but topological features. Thus, in this thesis, a study of 3D object recognition methods is carried out. The approaches proposed in this document, which take advantage of deep learning methods, take as an input point clouds and are able to provide the correct category. We evaluated the proposals with a range of public challenges, datasets and real life data with high success. The second part of the thesis is about hand pose estimation. This is also an interesting topic that focuses in providing the hand's kinematics. A range of systems, from human computer interaction and virtual reality to social robots could benefit of such capability. For instance to interface a computer and control it with seamless hand gestures or to interact with a social robot that is able to understand human non-verbal communication methods. Thus, in the present document, hand pose estimation approaches are proposed. It is worth noting that the proposals take as an input color images and are able to provide 2D and 3D hand pose in the image plane and euclidean coordinate frames. Specifically, the hand poses are encoded in a collection of points that represents the joints in a hand, so that they can be easily reconstructed in the full hand pose. The methods are evaluated on custom and public datasets, and integrated with a robotic hand teleoperation application with great success.
4

Deep Learning for estimation of fingertip location in 3-dimensional point clouds : An investigation of deep learning models for estimating fingertips in a 3D point cloud and its predictive uncertainty

Hölscher, Phillip January 2021 (has links)
Sensor technology is rapidly developing and, consequently, the generation of point cloud data is constantly increasing. Since the recent release of PointNet, it is possible to process this unordered 3-dimensional data directly in a neural network. The company TLT Screen AB, which develops cutting-edge tracking technology, seeks to optimize the localization of the fingertips of a hand in a point cloud. To do so, the identification of relevant 3D neural network models for modeling hands and detection of fingertips in various hand orientations is essential. The Hand PointNet processes point clouds of hands directly and generate estimations of fixed points (joints), including fingertips, of the hands. Therefore, this model was selected to optimize the localization of fingertips for TLT Screen AB and forms the subject of this research. The model has advantages over conventional convolutional neural networks (CNN). First of all, in contrast to the 2D CNN, the Hand PointNet can use the full 3-dimensional spatial information. Compared to the 3D CNN, moreover, it avoids unnecessarily voluminous data and enables more efficient learning. The model was trained and evaluated on the public dataset MRSA Hand. In contrast to previously published work, the main object of this investigation is the estimation of only 5 joints, for the fingertips. The behavior of the model with a reduction from the usual 21 to 11 and only 5 joints are examined. It is found that the reduction of joints contributed to an increase in the mean error of the estimated joints. Furthermore, the examination of the distribution of the residuals of the estimate for fingertips is found to be less dense. MC dropout to study the prediction uncertainty for the fingertips has shown that the uncertainty increases when the joints are decreased. Finally, the results show that the uncertainty is greatest for the prediction of the thumb tip. Starting from the tip of the thumb, it is observed that the uncertainty of the estimates decreases with each additional fingertip.
5

Bring Your Body into Action : Body Gesture Detection, Tracking, and Analysis for Natural Interaction

Abedan Kondori, Farid January 2014 (has links)
Due to the large influx of computers in our daily lives, human-computer interaction has become crucially important. For a long time, focusing on what users need has been critical for designing interaction methods. However, new perspective tends to extend this attitude to encompass how human desires, interests, and ambitions can be met and supported. This implies that the way we interact with computers should be revisited. Centralizing human values rather than user needs is of the utmost importance for providing new interaction techniques. These values drive our decisions and actions, and are essential to what makes us human. This motivated us to introduce new interaction methods that will support human values, particularly human well-being. The aim of this thesis is to design new interaction methods that will empower human to have a healthy, intuitive, and pleasurable interaction with tomorrow’s digital world. In order to achieve this aim, this research is concerned with developing theories and techniques for exploring interaction methods beyond keyboard and mouse, utilizing human body. Therefore, this thesis addresses a very fundamental problem, human motion analysis. Technical contributions of this thesis introduce computer vision-based, marker-less systems to estimate and analyze body motion. The main focus of this research work is on head and hand motion analysis due to the fact that they are the most frequently used body parts for interacting with computers. This thesis gives an insight into the technical challenges and provides new perspectives and robust techniques for solving the problem.
6

From Human to Robot Grasping

Romero, Javier January 2011 (has links)
Imagine that a robot fetched this thesis for you from a book shelf. How doyou think the robot would have been programmed? One possibility is thatexperienced engineers had written low level descriptions of all imaginabletasks, including grasping a small book from this particular shelf. A secondoption would be that the robot tried to learn how to grasp books from yourshelf autonomously, resulting in hours of trial-and-error and several bookson the floor.In this thesis, we argue in favor of a third approach where you teach therobot how to grasp books from your shelf through grasping by demonstration.It is based on the idea of robots learning grasping actions by observinghumans performing them. This imposes minimum requirements on the humanteacher: no programming knowledge and, in this thesis, no need for specialsensory devices. It also maximizes the amount of sources from which therobot can learn: any video footage showing a task performed by a human couldpotentially be used in the learning process. And hopefully it reduces theamount of books that end up on the floor. This document explores the challenges involved in the creation of such asystem. First, the robot should be able to understand what the teacher isdoing with their hands. This means, it needs to estimate the pose of theteacher's hands by visually observing their in the absence of markers or anyother input devices which could interfere with the demonstration. Second,the robot should translate the human representation acquired in terms ofhand poses to its own embodiment. Since the kinematics of the robot arepotentially very different from the human one, defining a similarity measureapplicable to very different bodies becomes a challenge. Third, theexecution of the grasp should be continuously monitored to react toinaccuracies in the robot perception or changes in the grasping scenario.While visual data can help correcting the reaching movement to the object,tactile data enables accurate adaptation of the grasp itself, therebyadjusting the robot's internal model of the scene to reality. Finally,acquiring compact models of human grasping actions can help in bothperceiving human demonstrations more accurately and executing them in a morehuman-like manner. Moreover, modeling human grasps can provide us withinsights about what makes an artificial hand design anthropomorphic,assisting the design of new robotic manipulators and hand prostheses. All these modules try to solve particular subproblems of a grasping bydemonstration system. We hope the research on these subproblems performed inthis thesis will both bring us closer to our dream of a learning robot andcontribute to the multiple research fields where these subproblems arecoming from. / QC 20111125
7

Towards Color-Based Two-Hand 3D Global Pose Estimation

Lin, Fanqing 14 June 2022 (has links)
Pose estimation and tracking is essential for applications involving human controls. Specifically, as the primary operating tool for human activities, hand pose estimation plays a significant role in applications such as hand tracking, gesture recognition, human-computer interaction and VR/AR. As the field develops, there has been a trend to utilize deep learning to estimate the 2D/3D hand poses using color-based information without depth data. Within the depth-based as well as color-based approaches, the research community has primarily focused on single-hand scenarios in a localized/normalized coordinate system. Due to the fact that both hands are utilized in most applications, we propose to push the frontier by addressing two-hand pose estimation in the global coordinate system using only color information. Our first chapter introduces the first system capable of estimating global 3D joint locations for both hands via only monocular RGB input images. To enable training and evaluation of the learning-based models, we propose to introduce a large-scale synthetic 3D hand pose dataset Ego3DHands. As knowledge in synthetic data cannot be directly applied to the real-world domain, a natural two-hand pose dataset is necessary for real-world applications. To this end, we present a large-scale RGB-based egocentric hand dataset Ego2Hands in two chapters. In chapter 2, we address the task of two-hand segmentation/detection using images in the wild. In chapter 3, we focus on the task of two-hand 2D/3D pose estimation using real-world data. In addition to research in hand pose estimation, chapter 4 includes our work on interactive refinement that generalizes the backpropagating refinement technique for dense prediction models.

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