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Dissertations / Theses on the topic 'Head Gestures'

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1

Derry, Matthew O. "Evaluating Head Gestures for Panning 2-D Spatial Information." DigitalCommons@CalPoly, 2009. https://digitalcommons.calpoly.edu/theses/193.

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New, often free, spatial information applications such as mapping tools, topological imaging, and geographic information systems are becoming increasingly available to the average computer user. These systems, which were once available only to government, scholastic, and corporate institutions with highly skilled operators, are driving a need for new and innovative ways for the average user to navigate and control spatial information intuitively, accurately, and efficiently. Gestures provide a method of control that is well suited to navigating the large datasets often associated with spatial
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Perricos, Constantine. "Head gestures as a means of human-computer communication in rehabilitation applications." Thesis, University of Cambridge, 1995. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.362859.

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3

Harwin, William. "Computer recognition of the unconstrained and intentional head gestures of physically disabled people." Thesis, University of Cambridge, 1991. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.386211.

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4

Coburn, Joshua Q. "An Analysis of Enabling Techniques for Highly-Accessible Low-Cost Virtual Reality Hardware in the Collaborative Engineering Design Process." BYU ScholarsArchive, 2017. https://scholarsarchive.byu.edu/etd/6815.

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While there currently exists a great deal of research in the literature demonstrating various engineering applications for virtual reality (VR) and the benefits of these applications, VR adoption has been slow in part because of the high cost and resources required to setup and maintain the hardware for these applications. However, in the last 5 years, a new generation of VR hardware has emerged with cost and resource requirements which are a small fraction of previous hardware. This work begins with a survey of this newly available hardware summarizing recent advances for providing virtual in
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Chandrasekhar, Chaya. "Pāla-Period Buddha Images: their hands, hand gestures, and hand-held attributes." The Ohio State University, 2004. http://rave.ohiolink.edu/etdc/view?acc_num=osu1092830047.

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Chandrasekhar, Chaya. "Påla-period Buddha images their hands, hand gestures, and hand-held attributes /." Connect to this title online, 2004. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1092830047.

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Thesis (Ph. D.)--Ohio State University, 2004.<br>Document formatted into pages; contains xvi,375 p.; also contains graphics. Includes bibliographical references. Abstract available online via OhioLINK's ETD Center; full text release delayed at author's request until 2009 Aug. 18.
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7

Guness, Shivanand Prabhoolall. "Development and evaluation of facial gesture recognition and head tracking for assistive technologies." Thesis, University of Kent, 2015. https://kar.kent.ac.uk/60990/.

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Globally, the World Health Organisation estimates that there are about 1 billion people suffering from disabilities and the UK has about 10 million people suffering from neurological disabilities in particular. In extreme cases these individuals with disabilities such as Motor Neuron Disease(MND), Cerebral Palsy(CP) and Multiple Sclerosis(MS) may only be able to perform limited head movement, move their eyes or make facial gestures. The aim of this research is to investigate low-cost and reliable assistive devices using automatic gesture recognition systems that will enable the most severely d
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Singh, Aditi. "AUTOMATED DECLARATIVE GESTURE GENERATION FOR NON-EMOTIONAL HUMAN HUMANOID CONVERSATION." Kent State University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=kent1512001558726767.

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9

Blonski, Brian M. "THE USE OF CONTEXTUAL CLUES IN REDUCING FALSE POSITIVES IN AN EFFICIENT VISION-BASED HEAD GESTURE RECOGNITION SYSTEM." DigitalCommons@CalPoly, 2010. https://digitalcommons.calpoly.edu/theses/295.

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This thesis explores the use of head gesture recognition as an intuitive interface for computer interaction. This research presents a novel vision-based head gesture recognition system which utilizes contextual clues to reduce false positives. The system is used as a computer interface for answering dialog boxes. This work seeks to validate similar research, but focuses on using more efficient techniques using everyday hardware. A survey of image processing techniques for recognizing and tracking facial features is presented along with a comparison of several methods for tracking and ident
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Medin, Robin. "Gesture-Driven Interaction in Head-Mounted Display AR: Guidelines for Design Within the Context of the Order Picking Process in Logistic Warehouses." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23677.

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This thesis investigates how gesture-driven interfaces, integrated in HMD- based (Head-Mounted Display) Augmented Reality (AR) devices can be used in the context of order picking processes in logistic warehouses as a substitute to existing solutions for visualisation and interaction with order picking lists: which hand gestures should be used? What qualities are essential for designing a successful substitute? By applying an User-Centered Design approach, generative ideation methodologies, prototyping and usability testing this research results in a contribution to a framework of design guidel
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Abedan, Kondori Farid. "Bring Your Body into Action : Body Gesture Detection, Tracking, and Analysis for Natural Interaction." Doctoral thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-88508.

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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 e
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12

Shields, Christopher. "2D vs 3D in a touch-free hand gesture based interface : An exploration of how 2D and 3D visual aids affect a user’s ability to learn a new interface." Thesis, Linnéuniversitetet, Institutionen för medieteknik (ME), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-37748.

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3D is a popular topic as an increasing amount of media and technology begin to support 3D interaction.  With the rise of interest in 3D interaction, the question of why there is a demand and desire for 3D over 2D interaction becomes relevant. This thesis compares the differences between a 3D heads up display and a 2D heads up display for a touch free gesture based virtual keyboard.  The gesture interface used in the tests is a way of communicating with a system using gestures of the hands tracked by a motion sensor.  This thesis tested 16 users where half of the users used a 2D version of a he
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Gharibpour, Sohrab. "Going beyond the Visual Domain : Improving the UX of Sonic Interaction." Thesis, Umeå universitet, Institutionen för informatik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-105050.

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Sonic Interaction is an area of Interaction Design which has the focus on the sound related interactive system designs. This area of interaction design has not been researched as much as visual interactive systems and because of this, sonic interactive systems are not as much developed and enhanced; This study tries to examine the possibility of improving and enhancing the sonic interactive systems by combining Embodied interaction with Sonic interaction. The main concern of this study is to combine the user’s head movements in a manner of embodiment with sonic interactive systems and explore
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14

Yang, Hua-Chih, and 楊華智. "Classifying Head Gestures by Wearable Devices through Machine Learning." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/8ydu5g.

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碩士<br>國立交通大學<br>資訊學院資訊學程<br>105<br>With the improving on mobile computing and sensing technologies, the wearable device change our lifestyle gradually. In this trend, the interface between human and computing devices continue to evolve. The body language such as hand gesture and posture etc., they become a part of the human-computer interface and thus add many new applications. Although there are some studies have been dedicated to identify the head pose by computer-automated way, but most studies are based on image processing technology and less related research about head wearable. So this s
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15

Moberg, William, and Joachim Pettersson. "Interacting with Hand Gestures in Augmented Reality : A Typing Study." Thesis, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-15112.

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Smartphones are used today to accomplish a variety of different tasks, but it has some issues that might be solved with new technology. Augmented Reality is a developing technology that in the future can be used in our daily lives to solve some of the problems that smartphones have. Before people will adopt the new augmented technology it is important to have an intuitive method to interact with it. Hand gesturing has always been a vital part of human interaction. Using hand gestures to interact with devices has the potential to be a more natural and familiar method than traditional methods, s
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16

Yu, Chao-Chun, and 游超群. "Head Gesture Recognition Using Hidden Markov Model." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/22316041349750533701.

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碩士<br>輔仁大學<br>電子工程學系<br>94<br>Head gesture is one kind of body language which is often used to communicate among people. Developing a good head gesture recognition system will let the user interface more humanistic. In this paper, we propose a head gesture recognition system with principal component analysis (PCA). At first, we use PCA to analyze multi-angle head gesture images to obtain the eigenface of each face image. Then we use the Gaussian mixture model (GMM) to cluster high-dimensional feature vector. Finally we use the hidden Markov model (HMM) for the recognition of head nodding and s
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17

HUANG, CHIAO-CHIEN, and 黃喬健. "Similarity-Based Weighted Head-Shoulder Detection and Gesture Measurement for Rehabilitation." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/q8acr2.

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碩士<br>國立中正大學<br>資訊工程研究所<br>104<br>This paper is proposed two methods to detect the head-shoulder area of a frontal pedestrian by using a similarity-based weighted template and measuring the similar gestures. The common idea of these two systems is that similarity-based algorithms. There are two procedures in head-shoulder detection system. The first procedure is Viola-Jones face detection, which focuses on the face’s position and then generates the corresponding local HOG (Histogram of Oriented Gradients) descriptor. The second one is the similarity-based weighted estimation, which provides a
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18

Li, Sheng-Feng, and 李昇峰. "Head-Movement Gesture Recognition Using 3-Axis Sensors and Image Processing." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/01243770277728862891.

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碩士<br>國立臺灣科技大學<br>電機工程系<br>101<br>This study aims to establish a system which can recognize the gestures of the head movement. Two real-time and effective methods are presented herein to identify the gestures of the head movement. The first method is to utilize the 3-axis sensor with an accelerometer, a gyroscope and a magnetometer mounted on user’s head for respectively measuring the gravity acceleration, angular velocity and magnetic flux to estimate the inclination and orientation angles of the head gesture. Finally, Kalman filter is employed to eliminate the Gauss noise. On the basis of in
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19

Manghisi, Vito Modesto. "Operator 4.0: Industrial Augmented Reality, Interfaces and Ergonomics." Doctoral thesis, 2019. http://hdl.handle.net/11589/161097.

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Il programma Industry 4.0, in Germania, e le corrispondenti iniziative internazionali continueranno a trasformare la forza e l’ambiente di lavoro nell’industria fino al 2025. Parallelamente all'evoluzione del settore, la storia dell'interazione dell’operatori con le varie tecnologie di produzione industriale e digitale può essere riassunta come un'evoluzione generazionale verso la generazione dell’Operatore 4.0. Questo lavoro di tesi mira ad applicare le tecnologie abilitanti di Industry 4.0 per progettare e sviluppare, metodi e applicazioni a supporto della figura di Operator 4.0 rispetto
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