Real Time Vision For Human Computer Interaction
Download Real Time Vision For Human Computer Interaction full books in PDF, epub, and Kindle. Read online free Real Time Vision For Human Computer Interaction ebook anywhere anytime directly on your device. Fast Download speed and no annoying ads. We cannot guarantee that every ebooks is available!
Author | : Branislav Kisacanin |
Publisher | : Springer Science & Business Media |
Total Pages | : 324 |
Release | : 2005-08-23 |
Genre | : Computers |
ISBN | : 9780387276977 |
The need for natural and effective Human-Computer Interaction (HCI) is increasingly important due to the prevalence of computers in human activities. Computer vision and pattern recognition continue to play a dominant role in the HCI realm. However, computer vision methods often fail to become pervasive in the field due to the lack of real-time, robust algorithms, and novel and convincing applications. This state-of-the-art contributed volume is comprised of articles by prominent experts in computer vision, pattern recognition and HCI. It is the first published text to capture the latest research in this rapidly advancing field with exclusive focus on real-time algorithms and practical applications in diverse and numerous industries, and it outlines further challenges in these areas. Real-Time Vision for Human-Computer Interaction is an invaluable reference for HCI researchers in both academia and industry, and a useful supplement for advanced-level courses in HCI and Computer Vision.
Author | : Roberto Cipolla |
Publisher | : Cambridge University Press |
Total Pages | : 364 |
Release | : 1998-07-13 |
Genre | : Computers |
ISBN | : 9780521622530 |
Leading scientists describe how advances in computer vision can change how we interact with computers.
Author | : Nicu Sebe |
Publisher | : Springer |
Total Pages | : 240 |
Release | : 2005-09-30 |
Genre | : Computers |
ISBN | : 3540321292 |
Human-Computer Interaction (HCI) lies at the crossroads of many scienti?c areas including arti?cial intelligence, computer vision, face recognition, motion tracking, etc. In order for HCI systems to interact seamlessly with people, they need to understand their environment through vision and auditory input. Mo- over, HCI systems should learn how to adaptively respond depending on the situation. The goal of this workshop was to bring together researchers from the ?eld of computer vision whose work is related to human-computer interaction. The selected articles for this workshop address a wide range of theoretical and - plication issues in human-computer interaction ranging from human-robot - teraction, gesture recognition, and body tracking, to facial features analysis and human-computer interaction systems. This year 74 papers from 18 countries were submitted and 22 were accepted for presentation at the workshop after being reviewed by at least 3 members of the Program Committee. We had therefore a very competitive acceptance rate of less than 30% and as a consequence we had a very-high-quality workshop. Wewouldliketo thankallmembersofthe ProgramCommitteefor their help in ensuring the quality of the papers accepted for publication. We are grateful to Dr. Jian Wang for giving the keynote address. In addition, we wish to thank the organizers of the 10th IEEE International Conference on Computer Vision and our sponsors, University of Amsterdam, Leiden Institute of Advanced Computer Science, and the University of Illinois at Urbana-Champaign, for support in setting up our workshop.
Author | : Devendra Kumar Sharma |
Publisher | : Springer Nature |
Total Pages | : 735 |
Release | : 2020-04-02 |
Genre | : Technology & Engineering |
ISBN | : 9811523290 |
This book presents selected papers from the 3rd International Conference on Micro-Electronics and Telecommunication Engineering, held at SRM Institute of Science and Technology, Ghaziabad, India, on 30-31 August 2019. It covers a wide variety of topics in micro-electronics and telecommunication engineering, including micro-electronic engineering, computational remote sensing, computer science and intelligent systems, signal and image processing, and information and communication technology.
Author | : Stéphane Natkin |
Publisher | : Springer Science & Business Media |
Total Pages | : 355 |
Release | : 2009-08-28 |
Genre | : Computers |
ISBN | : 3642040519 |
This book constitutes the thoroughly refereed proceedings of the 8th International Conference on Entertainment Computing, ICEC 2009, held in Paris, France, in September 2009, under the auspices of IFIP. The 14 revised long papers, 19 short papers and 23 poster papers and demos presented were carefully reviewed and selected from 105 submissions for inclusion in the book. The papers cover all main domains of entertainment computing, from interactive music to games, taking a wide range of scientific domains from aesthetic to computer science.
Author | : Kikuo Asai |
Publisher | : BoD – Books on Demand |
Total Pages | : 396 |
Release | : 2008-10-01 |
Genre | : Computers |
ISBN | : 9537619141 |
The book consists of 20 chapters, each addressing a certain aspect of human-computer interaction. Each chapter gives the reader background information on a subject and proposes an original solution. This should serve as a valuable tool for professionals in this interdisciplinary field. Hopefully, readers will contribute their own discoveries and improvements, innovative ideas and concepts, as well as novel applications and business models related to the field of human-computer interaction. It is our wish that the reader consider not only what our authors have written and the experimentation they have described, but also the examples they have set.
Author | : Christine Faulkner |
Publisher | : |
Total Pages | : 224 |
Release | : 1998 |
Genre | : Computers |
ISBN | : |
The Prentice Hall Essence of Computer Science Series provides a concise, practical and uniform introduction to the core components of an undergraduate Computer Science degree. Acknowledging recent changes within higher education, this approach uses a variety of pedagogical tools - case-studies, worked examples and self-test questions - to underpin the student's learning.The Essence of Human-Computer Interaction provides a concise, no-nonsense introduction to studying HCI. It covers all of the essential elements of a standard Human-Computer Interaction course, including Artificial Intelligence, Psychology and Cognitive Science, and suggests ways in which to further develop areas of interest in the subject. It provides examples from everyday life as well as computer systems, such as "real" interfacing problems and solutions. It also includes practical "experiments" for the reader to try, through an examination of subjects such as ergonomics and other HCI issues.
Author | : Thomas S. Huang |
Publisher | : Springer |
Total Pages | : 130 |
Release | : 2006-05-04 |
Genre | : Computers |
ISBN | : 3540342036 |
This book constitutes the refereed proceedings of the International Workshop on Human-Computer Interaction, HCI/ECCV 2006. The 11 revised full papers presented were carefully reviewed and selected from 27 submissions. The papers address a wide range of theoretical and application issues in human-computer interaction ranging from face analysis, gesture and emotion recognition, and event detection to various applications in those fields.
Author | : Annelies Braffort |
Publisher | : Springer Science & Business Media |
Total Pages | : 322 |
Release | : 2000-01-12 |
Genre | : Computers |
ISBN | : 3540669353 |
This book constitutes the thoroughly refereed post-proceedings of the International Gesture Workshop, GW'99, held in Gif-sur-Yvette, France, in March 1999. The 16 revised long papers and seven revised short papers were carefully reviewed for inclusion in the book. Also included are four invited papers and the transcription of a round table discussion. The papers are organized in sections on human perception and production of gesture, localization and segmentation, recognition, sign language, gesture synthesis and animation, and multimodality.
Author | : Ming-Hsuan Yang |
Publisher | : Springer Science & Business Media |
Total Pages | : 188 |
Release | : 2012-12-06 |
Genre | : Computers |
ISBN | : 1461514231 |
Traditionally, scientific fields have defined boundaries, and scientists work on research problems within those boundaries. However, from time to time those boundaries get shifted or blurred to evolve new fields. For instance, the original goal of computer vision was to understand a single image of a scene, by identifying objects, their structure, and spatial arrangements. This has been referred to as image understanding. Recently, computer vision has gradually been making the transition away from understanding single images to analyzing image sequences, or video understanding. Video understanding deals with understanding of video sequences, e. g. , recognition of gestures, activities, facial expressions, etc. The main shift in the classic paradigm has been from the recognition of static objects in the scene to motion-based recognition of actions and events. Video understanding has overlapping research problems with other fields, therefore blurring the fixed boundaries. Computer graphics, image processing, and video databases have obvious overlap with computer vision. The main goal of computer graphics is to gener ate and animate realistic looking images, and videos. Researchers in computer graphics are increasingly employing techniques from computer vision to gen erate the synthetic imagery. A good example of this is image-based rendering and modeling techniques, in which geometry, appearance, and lighting is de rived from real images using computer vision techniques. Here the shift is from synthesis to analysis followed by synthesis.