Dissertations / Theses on the topic 'Kinect'
Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles
Consult the top 50 dissertations / theses for your research on the topic 'Kinect.'
Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.
You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.
Browse dissertations / theses on a wide variety of disciplines and organise your bibliography correctly.
Manuylova, Ekaterina. "Investigations of stereo setup for Kinect." Thesis, Linköpings universitet, Institutionen för teknik och naturvetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-75855.
Full textNordmark, Anton. "Kinect 3D Mapping." Thesis, Linköpings universitet, Datorseende, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-85158.
Full textEagle, James. "Kinect Surface Tracking." Thesis, University of Canterbury. Physics and Astronomy, 2014. http://hdl.handle.net/10092/10283.
Full textKharchenko, N. I. "Technology of kinect." Thesis, Sumy State University, 2014. http://essuir.sumdu.edu.ua/handle/123456789/45412.
Full textDal, Monte Sara. "Kinect based personal trainer." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2017.
Find full textHillman, Joel. "Kinect in retro games." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-5201.
Full textBengtsson, Morgan. "Indoor 3D Mapping using Kinect." Thesis, Linköpings universitet, Datorseende, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-106145.
Full textUnder de senaste åren har flera olika avståndskameror lanserats på konsumentmarkanden. Detta har skapat många intressanta applikationer både i professionella system samt för underhållningssyfte. Ett exempel på en sådan kamera är Microsoft Kinect som utvecklades för Microsofts spelkonsol Xbox 360. I detta examensarbete presenteras ett system som använder Kinect för att skapa en så exakt rekonstruktion i 3D av en innomhusmiljö som möjligt. Den främsta innovationen i systemet är en datastruktur baserad på signed distance fields (SDF) och octrees, vilket används för att representera den rekonstruerade miljön.
Czompál, Zsolt. "Ovládání desktopu pomocí senzoru Kinect." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2012. http://www.nusl.cz/ntk/nusl-236428.
Full textBrodd-Reijer, Christoffer. "Dance quantification with Kinect : Adjusting music volume by using depth data from a Kinect sensor." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-181928.
Full textCandefors, Joakim, and Mikael Söderqvist. "3D-ansiktsigenkänning med Kinect : En studie i ansiktsigenkänning med Kinect och dess beroende påansiktets horisontella rotation." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-157682.
Full textThis report aims to explore and show the possibilities of face recognition, which are made available to the public through Microsoft Kinect for XBOX 360 and future similar solutions with low resolution 3D sensors. There are many complicating factors in face recognition such as the rotation of the subjects face. The dependency of the face rotation in relation to the Kinect sensor is studied for 5 test subjects by using a 3D based matching algorithm. This is done with the Microsoft Kinect Face Tracking SDK and the 3D face models this SDK provides. The result of the study is in line with the complications with head rotation in facial recognition. For true positive matches frontal subjects gain better results compared with horizontally rotated subject faces. The study shows that the latter are not completely underperforming the frontal matches however, and that Kinect and Face Tracking SDK, without great interventions, handle face recognition rather well.
Moses, Andrew. "Natural Interaction Programming with Microsoft Kinect." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-78418.
Full textPalade, Nicolae. "Autonomous Stroke Rehabilitation with Microsoft Kinect." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-153659.
Full textRamstedt, John. "Implementation av slagbaserat interaktionsmönster för Kinect." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-132767.
Full textUdovenko, Nikita. "3D geometrijos atstatymas panaudojant Kinect jutiklį." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2012. http://vddb.laba.lt/obj/LT-eLABa-0001:E.02~2012~D_20120723_110949-72095.
Full textThe purpose of this thesis is to investigate the possibilities of selective 3D geometry reconstruction using Kinect combined image-depth camera: a mathematical reconstruction model is provided, as well as coefficients to parametrize it and estimates on expected precision; a procedure on filtering out the background from depth image is proposed, depth image noise and possibilities for its removal are studied. Resulting reconstructed geometry is provided using metric system of measurement, and each 3D point also retains it's color data. Resulting application is implemented in C++ programming language and uses OpenCV programming library. It implements 3D geometry reconstruction as described in theory section, removes background from depth image, as well as noise, and is able to save the resulting 3D geometry to a 3D modeling applications readable file format. Structure: introduction, 3 chapters, conclusions, references. Thesis consists of – 61 p. of text, 43 figures, 4 tables, 22 bibliographical entries.
Cardia, Neto João Baptista. "Reconhecimento de faces 3D com Kinect /." São José do Rio Preto, 2014. http://hdl.handle.net/11449/127666.
Full textBanca: Adilson Gonzaga
Banca: Antonio Carlos Sementille
Resumo: Para identificação de pessoas o reconhecimento facila possui várias vantagens sobre outros tipos de biometria, principalmente por sua alta universalidade, coletabilidade e aceitabilidade. Quando lidando com reconhecimento de faces 2D vários probelmas aparecem normalmente relacionaos com pose, iluminação e espressão facial. Para aumentar a performance de métodos de reconhecimento facial vários algoritmos que utilizam modelos 3D foram propostos, uma vez que esse tipo de dado permite maios facilidade para tratamento dos problemas já mencionados. Com um modelo 3D é possível rotacionar a face em qualquer eixo, projetar iluminação e corrigir deformações ocasionadas por expressão. Os maiores problemas com reconhecimento de faces 3D são vinculados com seus scanners, o alto custo e a forma intrusiva que eles funcionam. Alguns scanners 3D necessitam que a pessoa fique parada por todo o tempo de captura do modelo e, portanto, limitado a sua aplicação. Uma alternativa para scanners 3D tradicionais é a utilização do Kinect, um dispositivo criado pela Microsoft para aumentar a interação dos usuários com jogos no Xbox 360. O maior problema com o Kinect é que ele gera imagens de baixa resolução, dificultando a utilização desses dados para o reconhecimento de faces 3D. O principal objetivo dessa dissertação é analisar alguns métodos que foram propostos para o reconhecimento de faces 3D e propor novas formas de realizar essa função utilizando os dados do Kinect, com isso propromos um método que combina os descritores 3DLBP e o HAOG. Resultados experimentais obtidos no database EURECOM 3D mostraam que a fusão dos métodos melhora o desempenho de ambos. Também foram propostas formas de melhorar a qualidade das faces quando houver obstrução parcial da face usando preenchimento simétrico
Abstract: For person identification, facil recognition has several advantages over other biometric traits due mostly to its high universelly, collectability, and acceptability. When dealing with 2D face images several problems arise related to pose, illumination, and facial expressions. To increase the performance of facial recognition, 3D mehtods have been proposed and developedm since working with 3D objects allow us to handle better the aforementioned problems. With 3D object, it is possible to rotate the face around any axis, generate illumination that matches the one in the enviroment and even correct the deformation in the model due to facial expression. The mais problems with 3D facial recognition are: the high cost of the 3D cameras that have been generally employed, and intrusive way that such devices work. Some of them require that the subject remais completely still for several minutes while scanning, limiting, therefpre, the application deployment for uncontrollable enviroments. One alternative to those expensive cameras is the Kinect, a device developed by Microsoft to enchance gaming in the Xbok 360 console. Due to its capacites to generate depth images, Kinect is candidate device to be use for 3D face recognition, replacing the traditional 3D cameras. The mais problem with the Kinect is that it generates low-resolution images, making difficult the ask of precise facial recognition. The mais objective of this dissertation was to ptoposed some mehtods that have been proposed recently for 3D face recognition and to propose a neu method that combines 3DLBP and HAOG features. Experimental results obtained on the EURECOM 3D face database show that when 3DLBP and HAOG features are combineted the results can be better than they are used alone. We Have also proposed a method that increase the facial recognition performance when the faces present partial obstructions, by utilizing a symetric filling approach
Mestre
Wang, Chun-Kai M. Eng Massachusetts Institute of Technology. "Multiple mice tracking using Microsoft Kinect." Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/85517.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (pages 65-66).
Mouse tracking is integral to any attempt to automate mouse behavioral analysis in neuroscience. Systems that rely on vision have successfully tracked a single mouse in one cage[10], but when attempting to track multiple mice, video-based systems often struggle when the mice interact physically. In this thesis, I develop a novel vision-based tracking system that addresses the challenge of tracking multiple deformable mice with identical appearance, especially during complex occlusions. The system integrates both image and depth modalities to identify the boundary of two occluding mice, and then performs pose estimation to locate nose and tail locations of each mouse. Detailed performance evaluation shows that the system is robust and reliable, with low rate of identity swap after each occlusion event and accurate pose estimation during occlusion. To evaluate the tracking system, I introduce a dataset containing two 30-minute videos recorded with Microsoft's Kinect from the top view. Each video records the social reciprocal experiment of a pair of mice. I also explore applying the new tracking system to automated social behavior analysis, by detecting social interactions defined with position- and orientation-based features from tracking data. The preliminary results enable us to characterize lowered social activity of the Shank3 knockout mouse, and demonstrate the potential of this system for quantitaive study of mice social behavior.
by Chun-Kai Wang.
M. Eng.
Cardia, Neto João Baptista [UNESP]. "Reconhecimento de faces 3D com Kinect." Universidade Estadual Paulista (UNESP), 2014. http://hdl.handle.net/11449/127666.
Full textCoordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
Para identificação de pessoas o reconhecimento facila possui várias vantagens sobre outros tipos de biometria, principalmente por sua alta universalidade, coletabilidade e aceitabilidade. Quando lidando com reconhecimento de faces 2D vários probelmas aparecem normalmente relacionaos com pose, iluminação e espressão facial. Para aumentar a performance de métodos de reconhecimento facial vários algoritmos que utilizam modelos 3D foram propostos, uma vez que esse tipo de dado permite maios facilidade para tratamento dos problemas já mencionados. Com um modelo 3D é possível rotacionar a face em qualquer eixo, projetar iluminação e corrigir deformações ocasionadas por expressão. Os maiores problemas com reconhecimento de faces 3D são vinculados com seus scanners, o alto custo e a forma intrusiva que eles funcionam. Alguns scanners 3D necessitam que a pessoa fique parada por todo o tempo de captura do modelo e, portanto, limitado a sua aplicação. Uma alternativa para scanners 3D tradicionais é a utilização do Kinect, um dispositivo criado pela Microsoft para aumentar a interação dos usuários com jogos no Xbox 360. O maior problema com o Kinect é que ele gera imagens de baixa resolução, dificultando a utilização desses dados para o reconhecimento de faces 3D. O principal objetivo dessa dissertação é analisar alguns métodos que foram propostos para o reconhecimento de faces 3D e propor novas formas de realizar essa função utilizando os dados do Kinect, com isso propromos um método que combina os descritores 3DLBP e o HAOG. Resultados experimentais obtidos no database EURECOM 3D mostraam que a fusão dos métodos melhora o desempenho de ambos. Também foram propostas formas de melhorar a qualidade das faces quando houver obstrução parcial da face usando preenchimento simétrico
For person identification, facil recognition has several advantages over other biometric traits due mostly to its high universelly, collectability, and acceptability. When dealing with 2D face images several problems arise related to pose, illumination, and facial expressions. To increase the performance of facial recognition, 3D mehtods have been proposed and developedm since working with 3D objects allow us to handle better the aforementioned problems. With 3D object, it is possible to rotate the face around any axis, generate illumination that matches the one in the enviroment and even correct the deformation in the model due to facial expression. The mais problems with 3D facial recognition are: the high cost of the 3D cameras that have been generally employed, and intrusive way that such devices work. Some of them require that the subject remais completely still for several minutes while scanning, limiting, therefpre, the application deployment for uncontrollable enviroments. One alternative to those expensive cameras is the Kinect, a device developed by Microsoft to enchance gaming in the Xbok 360 console. Due to its capacites to generate depth images, Kinect is candidate device to be use for 3D face recognition, replacing the traditional 3D cameras. The mais problem with the Kinect is that it generates low-resolution images, making difficult the ask of precise facial recognition. The mais objective of this dissertation was to ptoposed some mehtods that have been proposed recently for 3D face recognition and to propose a neu method that combines 3DLBP and HAOG features. Experimental results obtained on the EURECOM 3D face database show that when 3DLBP and HAOG features are combineted the results can be better than they are used alone. We Have also proposed a method that increase the facial recognition performance when the faces present partial obstructions, by utilizing a symetric filling approach
Chaumpanich, Kritsakorn. "Kinect™ Based Biology Education System." University of Akron / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=akron1427864008.
Full textChiday, Soumya. "Developing a Kinect based Holoportation System." Wright State University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=wright1547564945866049.
Full textLudvigsson, Mattias, and Eric Jennebo. "Kinect – utvecklande till och undersökning av styrenheten." Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-12782.
Full textThis report is about Kinect and our work with it as a new controldevice developed by Microsoft. In this report we answer questions such as: how to program to Kinect, how the technic behind it works, for how long you can play it before you get tired and if Kinect can make a classic game more fun. To answer these questions we have developed controls to a PC-game, we also wrote some questions which we had users answer after they tested Kinect. Our conclusion is that programming for Kinect is easy with the right knowledge and it has great potential. It can however be hard to adjust classic games to Kinects controls to make them more fun.
Albrektsen, Sigurd Mørkved. "Using the Kinect Sensor for Social Robotics." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for teknisk kybernetikk, 2011. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-13862.
Full textHUNG, VICTOR, and LARS LARSSON. "Positionsbaserad och hastighetsbaseradrobotstyrning med Kinect & handkontroll." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-157470.
Full textRobots are becoming more and more complex and are used in more and more situations. Thus creating tougher requirementsof the control of robots in order to as certain that the robots are effectively utilized. The aim of this report is to compare position and velocity based controltechniques against each other. This is done in order to seeif any of them are more effective than the other as a controltechnique for executing a set of tasks with a specific simulatedrobot that is controlled by either a Microsoft Xbox360Kinect or a Microsoft Xbox360 gamepad. The results from the user tests concluded that each technique was superior to the other on the tasks that were specifically designed for that control technique. The respective control techniquesdid however perform better than expected when used on the tasks that they were not designed for and therefore arestill viable options if the implementation is done more thorough
Geries, Simon, and Julius Bladh. "Känsloigenkänning i form av ansiktsuttryck med Kinect." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-157634.
Full textAnsiktsuttryck är en del av vårt kroppsspråk som hjälper oss att förtydliga den verbala kommunikationen mellan oss människor. Vi använder ansiktsuttryck varje dag, medvetet eller omedvetet, för att uttrycka känslor och attityder till de situationer vi befinner oss i. Frågeställningen i denna rapport är: Givet ett ansiktsuttryck, hur bra kan Microsoft Kinect som inmatningsmetod avgöra en persons känslor med algoritmerna Naive Bayes och Sequential Minimal Optimization? Känslorna avgränsas till glad, ledsen, förvånad och äcklad. Med hjälp av Kinect kan en persons ansiktsdata, både koordinater på ansiktet och parametriserad data, sparas ner och användas för maskininlärning. Två fältstudier gjordes, där 30 respektive 31 personer deltog och fick i uppdrag att simulera varje ansiktsuttryck. I första fältstudien sparades koordinater på vissa specifika delar av ansiktet medan i andra fältstudien sparades parametriserad data av ansiktet. All data skickades in i maskininlärningsprogrammet Weka och bearbetades med algoritmerna Naive Bayes och Sequential Minimal Optimazation. Det bästa resultatet gavs av fältstudie 2, där både algoritmerna Naive Bayes och Sequential Minimal Optimization, gav en träffsäkerhet på 56,45 %. Slutsatsen för rapporten är att det finns en möjlighet för Kinect att med dessa algoritmer känna igen ansiktsuttryck, dock krävs förmodligen en mycket större mängd data för inlärningsprocessen än vad som används i denna rapports undersökning.
Aarts, Marcel. "Using Kinect to interact with presentation software." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-20866.
Full textRamnor, Björn, and Mathias Persson. "En undersökning av interaktion med Microsoft Kinect." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-93217.
Full textThis report describes a thesis done at Linköping University in the autumn of 2012 and the spring of 2013. The intent of the work was to explore the different interaction possibilities of Microsoft Kinect and what can be developed for this platform. In this work, a preliminary study to determine existing methods and how they work was performed. Based on this study the research questions below were formulated. How to use Microsoft Kinect to identify physical objects on a surface? Can we use Kinect to classify objects? Can we develop a product that can be used in the home? The method for answering these questions includes the creation of a scenario where the Kinect can be used for object identification. The scenario in question involves the Kinect’s object detection capability, which is used to interact with a game that was developed during the process. Also, the techniques were refined and improved and could therefore be used in more ways than they were initially intended. The development resulted in a finished product and a number of classes that other developers can use to create custom applications using the techniques that this work resulted in.
Sinkus, Skirmantas. "Kinect įrenginiui skirtų gestų atpažinimo algoritmų tyrimas." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2014. http://vddb.library.lt/obj/LT-eLABa-0001:E.02~2014~D_20140806_143213-09689.
Full textMicrosoft Kinect device was released in 2010. It was designed for Microsoft Xbox 360 gaming console, later on in 2012 was presented Kinect device for Windows personal computer. So this device is new and current. Many games has been created for Microsoft Kinect device, but this device could be used not only in games, one of the areas where we can use it its sport, specific training, which can be performed at home. At this moment in world are huge variety of games, software, training programs which allows user to control training course by following a person properly perform training provided movements. Since in Lithuania similar software is not available, so it is necessary to create software that would allow Lithuania coaches create training focused on the use of this device. The main goal of this work is to perform research of the Kinect device gesture recognition algorithms to study exactly how they can recognize gestures or gesture. It will focus on this issue mainly, but does not address the criteria for recognition as the time and difficulty of realization. In this paper, a program that recognizes movements and gestures are using the Golden section search algorithm. Algorhithm compares the two models or templates, and if it can not find a match, this is the first template slightly rotated and comparison process is started again, also a certain variable helping, we can modify the algorithm accuracy. Also for comparison we can use Hidden Markov models algorhithm received... [to full text]
Varanasi, Srikanth, and Vinay Kanth Devu. "3D Object Reconstruction Using XBOX Kinect V2.0." Thesis, Blekinge Tekniska Högskola, Institutionen för tillämpad signalbehandling, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-13614.
Full textCrussell, Matthew. "Workplace Posture Assessment and Biofeedback with Kinect." DigitalCommons@CalPoly, 2017. https://digitalcommons.calpoly.edu/theses/1710.
Full textRafibakhsh, Nima. "Industrial Applications of Microsoft Xbox Kinect Sensor." Thesis, Southern Illinois University at Edwardsville, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=1549815.
Full textSensing and site data acquisition are active areas of research for industrial applications, particularly, for construction engineering and management. A number of research initiatives around the globe are focused on noble sensing applications for managing site safety, productivity improvements, progress monitoring, site lay out planning, and for innovative approaches to supply chain management. Time of Flight (TOF) cameras and laser scanners are the tools of choice for real time and near real time decision making on jobsites. However, most of these applications are limited to academic research and limited field trials have been carried out. A number of operational decisions are necessary before sensing equipment can be deployed. These decisions are challenging for companies and researchers alike as there is limited test data available regarding the performance characteristics for the various equipment options. Recently with technological advances, Microsoft introduced a very affordable new TOF sensor, Xbox Kinect for video games. The objective of this research is to investigate potential industrial applications of this device to monitor industrial environment for safety and modeling purposes. First we conducted designed experiments and characterized the accuracy and resolution of Xbox Kinect sensors as well as the interference between multiple Xbox Kinect sensors. The experiments provided quantitative knowledge about the performance of XBOX Kinect sensors in terms of spatial modeling. Second, using the experimental results as the baseline for Kinect performance, we developed optimal placement methods of Kinect sensors to maximize detection area or performance using fuzzy and heuristic algorithms. Third, we investigated the application of Kinect sensors for 3D reconstruction and rapid modeling and reported its performance in comparison with two other methods..
Pilch, Petr. "3D mapování vnitřního prostředí senzorem Microsoft Kinect." Master's thesis, Vysoké učení technické v Brně. Fakulta strojního inženýrství, 2013. http://www.nusl.cz/ntk/nusl-231012.
Full textLinder, Johannes, and Magnus Gudmandsen. "Telepresence using Kinect and an animated robotic face : An experimental study regarding the sufficiency of using a subset of the CANDIDE-3 model and the Microsoft Kinect Face Tracking device for capturing and animating the most typical facial expressions." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-177115.
Full textDenna kandidatuppsats inom Datateknik undersöker hur väl den parametriserade animationsmodellen CANDIDE-3 (J.Ahlberg, 2001) kan användas för att visa ansiktsuttryck inom Telepresence-sammanhang med hjälp av relativt billig hårdvara. En experimentell studie utfördes för att undersöka hur väl en implementation som använder Microsoft Kinects ansiktsigenkänning kunde fånga och animera de 6 klassiska ansiktsuttrycken: glädje, sorg, förvåning, ilska, rädsla och avsky. Totalt deltog 80 personer i undersökningen där deras uppgift var att klassificera känslomässiga tillstånd från fotograferade och animerade ansikten. De animerade ansiktena skapades med hjälp av det prototypsystem som byggdes i undersökningens syfte och renderades på det robotiserade Furhat-ansiktet (Al Moubayed, S., Skantze, G., Beskow, J., Stefanov, K., & Gustafson, J, 2012). Resultat visade att en persons känslomässiga tillstånd väldigt väl bevaras genom animationstekniken som används, och för några grundläggande känslor, såsom glädje och sorg, kunde animationen till och med förstärka det känslomässiga tillståndet för åskådaren. De 6 AU-enheterna som fångas av Kinect-enheten var dock inte tillräckliga för att särskilja till och med några av de mest grundläggande känslomässiga tillstånden (såsom avsky, ilska).
Mathi, Krishna Chaithanya. "Augment HoloLens’ Body Recognition and Tracking Capabilities Using Kinect." Wright State University / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=wright1484670493776915.
Full textI, Made Satrya Rudana. "Kinect-based Music Application for Children with Severe Physical Disabilities : Kinect-based Music Application for Children with Severe Physical Disabilities." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-322535.
Full textLindqvist, Erik. "Microsoft Kinect i öppenvårdsapplikationer : Utvärdering av Microsoft Kinect som kliniskt längdmätningsverktyg som led i att minimera antalet tagytor i öppenvården." Thesis, KTH, Maskinkonstruktion (Inst.), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-168840.
Full textThis report aims to present the approach in the development of a new method for contactless measuring of height, using the advanced image sensor Microsoft Kinect. The method has been developed as part of a project to provide the Childrens oncology department at Astrid Lindgren Children’s Hospital with a self check-in module to remedy problems concerning the daily flow of patients at the department. The developed method makes use of the depth camera of the Kinect sensor, which takes a picture of the patient. Next, the sensor’s integrated circuit for frame analysis identifies the patient’s head and its position relative to the sensor. Since the sensor’s vertical position is known, it is possible to calculate the patient’s height. The method has been evaluated by taking the mesurements of nine children aged 3-16 years, collecting a set of eleven separate measurements per child. The data set provided have been compared to a reference height value taken for each child with a conventional stadiometer. The data accuracy has been considered acceptable when coinciding with the reference measurement, given that both was rounded off to integer values, which was the department’s accuracy requirementto provide relevant patient nutritional status. The results show that only 58 % of the data are considered acceptable. It is worth mentioning that the corresponding number in the group aged 10-16 is 85 % and 23 % in the group aged 3-9. With these results in mind, the author's recommendation is that the method presented in this report only is to be seen as a marker for the Kinect sensors potential within the clinical field. Preferably the method is to be optimized or reworked, to improve the accuracy and to fix the method flaws that have been revealed, for example the usage of anthropometric data. Furthermore, more user tests should be conducted to collect data from a more randomized set of test objects (patients).
Samini, Ali. "Large scale audience interaction with a Kinect sensor." Thesis, Linköpings universitet, Institutionen för teknik och naturvetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-75520.
Full textChumpitaz, Luna Edinson Ricardo, and Morales Diana Vonneth Paredes. "Sistema de aprendizaje de matemática con Kinect v2." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2016. http://hdl.handle.net/10757/620793.
Full textPresenta una solución innovadora para abordar esta problemática ofreciendo una alternativa para enseñar los conceptos matemáticos de una forma natural y divertida, utilizando la tecnología de vanguardia. El proyecto Sistema de Aprendizaje de Matemática con Kinect v2 (SAMK), tiene como objetivo apoyar la enseñanza de competencias matemáticas de “Números y Relaciones” para los estudiantes de 6 años mediante juegos educativos que se controlan a través de un sensor de captura de movimiento Kinect. El empleo del sistema SAMK en un centro educativo cuenta con dos grandes beneficios. El primero es mejorar los métodos de enseñanza de matemática para que estos sean efectivos utilizando juegos educativos controlados por el movimiento del cuerpo. El segundo es informar al profesor el estado actual de conocimiento de cada estudiante en las competencias matemáticas de “Números y Relaciones” a través de reportes que permiten identificar qué capacidades se está cumpliendo. Para satisfacer los beneficios anteriormente mencionados, el proyecto SAMK cuenta con dos módulos; el módulo de juegos está desarrollado con el motor de desarrollo de juegos Unity 3D donde el estudiante puede interactuar con los juegos haciendo uso del dispositivo Kinect v2 bajo supervisión de un profesor, y el módulo de reportes es una aplicación Windows Store donde se muestra información relevante sobre el aprendizaje del estudiante. En el primer capítulo del presente documento se enuncia qué se busca solucionar, cuál es el objetivo general, objetivos específicos, indicadores de éxito y los beneficios que conlleva la implementación del proyecto en la educación. Además, se detalla la planificación del proyecto en base a la guía del PMBOK. En el segundo capítulo describe el marco teórico del proyecto. Se describe el estado actual de la educación en matemática en el Perú, la psicología del niño según la teoría de Piaget, el sensor de movimiento Kinect y el motor de desarrollo Unity 3D. En el tercer capítulo describe los diferentes trabajos realizados en la literatura que tienen fuerte relación con el proyecto SAMK. Se incluye un listado de proyectos y una explicación detallada de los proyectos más importantes. El cuarto capítulo describe del proyecto SAMK, sus juegos y reportes según las características planteadas por los especialistas. Además, se detalla los resultados obtenidos de la puesta en marcha realizada en un colegio. El quinto y último capítulo describe el cumplimiento del alcance planteado en el proyecto, así como todas las gestiones realizadas en base a lo planificado detallando cómo se llevaron a cabo cada una y los problemas que surgieron. Por último, se indican las lecciones aprendidas a lo largo del proyecto.
Palmeiro, Miguel Alexandre Martins dos Anjos. "Kinect-sign." Master's thesis, 2014. http://hdl.handle.net/10362/14417.
Full textCosta, Rui. "Superficies interativas com Kinect." Dissertação, 2013. http://hdl.handle.net/10216/74017.
Full textCheng, Yung-Chin, and 鄭永欽. "Kinect-Driven Animation Generation." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/k2ey97.
Full text國立中正大學
資訊工程研究所
102
With a rapidly increasing use of the interactive 3D animation in the video games and virtual environments, more and more animation information is applied to the commercial game. How to generate the realistic animation e±ciently has been an signi¯cant issue. Traditionally, we use the motion capture system to generate the realistic animation. However, the motion capture system is expensive and complex setting process. To tackle this issue, we develop the animation generation system for Kinect device, which enables users to generate the realistic animation easily. In this work we provide the animation generation using the "Motion Graph" method. We develop the system with two steps. First, we collect the motions and analyze motion data. Second, we perform a motion graph model to blend new motions. And, we experiment on a motion database with several kinds of motion types, and the experiment shows that our approach is more helpful for generating realistic animation.
Costa, Rui Miguel Costeira Alves da. "Superficies interativas com Kinect." Master's thesis, 2013. https://repositorio-aberto.up.pt/handle/10216/68055.
Full textHsiao, Wei-Ting, and 蕭維廷. "Kinect-Based Facial Reconstruction." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/59780966140334143869.
Full text銘傳大學
資訊傳播工程學系碩士班
102
In 2013, KinectFusion, which enables the scanning and reconstruction of point cloud models, was integrated into the newest SDK. However, point cloud models are not suitable for direct animation because (1) dense point clouds (approximately 50&;#8201;000 points) require substantial computational resources; (2) no feature point can control rigging; and (3) the grid triangles do not follow the muscular structure for feasible rigging. The purpose of this study was to seamlessly integrate face tracking and KinectFusion to solve the three aforementioned issues by constructing a feasible model for automatic facial animation without using face markers or manual post-processing. The main contribution of this research is the proposed rapid facial scanning and reconstruction method. Based on the KinectFusion results , which generated only a static and non-animatable point cloud model, face tracking using an active appearance model (AAM) to identify facial features was also adopted for this study. KinectFusion was employed for two purposes, that is, (1) to regenerate a superior depth map for mapping 2D facial features in 3D space with enhanced accuracy, and (2) to adjust the fit of a predefined generic head model using radial basis functions following feature alignment. Thus, a highly accurate and animatable head model ready for animation can be achieved.
Costa, Rui Miguel Costeira Alves da. "Superficies interativas com Kinect." Dissertação, 2013. https://repositorio-aberto.up.pt/handle/10216/68055.
Full textCheng, Ya-Hsuan, and 鄭雅軒. "See-through Display with Kinect." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/31334523347275197932.
Full text銘傳大學
資訊傳播工程學系碩士班
103
This research proposes a system to see through an object by using Kinect V2. In this system, we display the hidden view on the pillar surface. This system can be applied to the A-Pillar or B-Pillar (pillars are the vertical supports of a car''s window area) to let people safer. The system integrates three parts: tracking eyes for VR display, finding camera trajectory, and displaying hidden object on arbitrary surface. First, we implement single view and stereo view VR display based on eye position. Second, the camera pose recovery in KinectFusion finds the camera trajectory to discover the rotation and translation transform of two RGBD cameras. Third, the transform matrix converts the hidden object to the front view coordinate. Then the 3D model with texture of hidden object is re-projected to the surface in the front. Finally the see-through display system can see the hidden object. This research contributes to modification of original KinectFusion algorithm. Two threshold parameters let the trajectory estimation be more accuracy. Finally, we project hidden point cloud onto arbitrary surface to reduce the occlusion problem. Keywords: Kinect V2, head tracking, trajectory tracking, projection mapping, see-through display
Martins, Gonçalo dos Santos. "Kinect - Innovative Face Recognition System." Master's thesis, 2013. https://repositorio-aberto.up.pt/handle/10216/68885.
Full textChang, Shu-Yuan, and 張書淵. "Use kinect to analyze dementia." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/20672701358279956899.
Full text國立交通大學
資訊科學與工程研究所
104
With the aging of the population , dementia disease is getting more and more. Biological scholars want to improve the way they examine dementia disease. This thesis is discussing about if we can find a way using programs on XBOX KINECT to further analyze dementia disease. Nowadays, we use a evaluation form which is called MMSE (Mini-Mental State Examination) to evaluate dementia disease. MMSE has six testing subjects. They are Orientation to time and place, Registration, Attention, calculation, Language and Complex commands. We want to add a subject which is comprehension ability in three dimensions space by us-ing our program. We want to improve the accuracy and efficiency of MMSE.
Huang, Zheng-jie, and 黃政杰. "3D modeling based on kinect." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/97947743045016193633.
Full text國立臺灣科技大學
資訊管理系
101
The purpose of this thesis is to make use of Microsoft’s KINECT for a rapid 3D model construction of objects in the real word. As KINECT is equipped with both the capability of capturing both color and depth, it can be used to construct a 3D mesh, together with the color and texture of mesh. The main technique involved is Iterative Closest Point, or ICP in short, to align the point clouds captured from multiple viewing angles by KINECT, so that a more complete model can be obtained. As ICP is a time-consuming process, and the data for alignment is huge, a preprocessing step is performed to build a multi-resolution pyramid to reduce the data size and to speed up the ICP computation as a result. In addition, the global motion can be detected in the low-frequency component, while the local motion in the high-frequency component. ICP can be used to align two point clouds captured at different times, and the goal is to find the correspondence in between. We start with the low-frequency component in the pyramid for ICP, and gradually refine to high-frequency component for the points which do not match well, until the correspondence of all points can be found. For each alignment, the derived transformation is performed to align a group of point cloud to the other. Finally the color/texture information acquired previously can be applied to achieve the 3D model construction.
Cha, Chung-MIn, and 查忠敏. "A Kinect-based Interactive Laboratory." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/32983278641795053357.
Full text國立中央大學
資訊工程學系
101
This thesis presents a gesture-based interactive laboratory simulation system. The proposed system is consisted of two main modules. The first module is the “gesture recognition module” and the second one is the “interactive laboratory simulation module”. The proposed system provides users with a simulation environment to conduct experiments with the real sense of the operations via gestures. The current proposed “Kinect-based interactive laboratory” is developed to simulate the chemical experiments designed for students at senior high-schools. Ten basic gestures which were induced from many elementary chemical experiments consist of the main action units for the simulation system. These ten gestures can be categorized into two action units according to their size range of activities: the large-scale gesture action unit and the small-scale gesture action unit. While the large-scale gesture action unit refers to the gestures which will involve in a wide range of hand movements during the operations of experiment equipment, the small-scale gesture action unit refers to the gestures of which activity scopes are confined to the palm portion. In this thesis, a Kinect sensor is utilized as a motion capture device, providing relevant gesture information to the "gesture recognition module”. Then this module adopts a two-stage approach to gesture recognition. First of all, this module classifies large-scale gestures based on the skeleton information. It will extract salient gesture features proposed by this thesis from hand movements. The radial basis function network (RBFN) is adopted as the gesture recognition unit for classifying the small-scale gestures. In the following, the "Interactive laboratory simulation module" provides a simple interactive interface to combine the recognition results achieved by the "gesture recognition module" to complete the simulation of chemical experiments. In addition, an authoring tool is designed for teachers to allow them to be able to easily add and modify the system for the preparations of the future experiments designed by them. In this thesis, many different aspects of experiments were design to verify the performance of the system. This system will first discuss the generalization degree of the system to non-specific users and then the system robustness degree to the changes in the operating environment. In the experiments of non-specific users’ generalization testing, the users were divided into the specific user group consisted of 3 subjects and the non-specific user group consisted of 8 subjects. The data collected from specific user group was used to train RBF networks. Then data collected from non-specific user group were utilized to test the generalization performance of the trained RBF networks. As for the verification of the system robustness to the environmental changes, the experiments were designed to explore whether the user's different standing locations and the viewing angles will result in the changes of the recognition rates. Experimental results showed that under the same environment, the recognition rate could achieve at least 97% and 96% correct for the specific user and non-specific group. As for the specific users under the different environment, the recognition rate varied from 90% to 96%. For the non-specific user, the recognition rate varied from 85% to 91% due to the changes in either the locations or the viewing angles. Therefore, the influence of the changes in the operating environment was more apparent than the changes in the users.
Chen, Chih-Hao, and 陳志豪. "Smoking Event Analysis Using Kinect." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/51127915166416312032.
Full text國立臺灣海洋大學
電機工程學系
101
" Indoor workplaces and public spaces smoking ban " has become an important global issues, the traditional methods for indoor monitor surveillance, requires considered human cost, and does not guarantee that no one will be missed when events happen. The conventional automatic vision based system usually adopts background subtraction to detect objects. But it often fail to work due to the following problems such as the substantial change of light and shadows, tracking objects similar to the background color or background objects disturbance problems. In order to overcome the above problems, this paper adopts depth information via Kinect to analyze various human behaviors. First of all, different human skeletons are extracted from depth information and then recorded in various codebooks. To analyze various human behaviors caused by hand-held objects, a novel hand-held object detection scheme is proposed to detect them directly from videos. With the statuses of hand-held objects and human skeletons, we can analyze various human actions via a codebook technique. Experimental results show that our proposed system can detect various interaction events between human and hand-held objects such as smoking, drinking, phoning, and taking a photograph, and so on.
Weigl, Libor. "Využití platformy Kinect pro marketing." Master's thesis, 2013. http://www.nusl.cz/ntk/nusl-167746.
Full textMartins, Gonçalo dos Santos. "Kinect - Innovative Face Recognition System." Dissertação, 2013. https://repositorio-aberto.up.pt/handle/10216/68885.
Full text