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1

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.

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The main purpose of this work is to investigate the behavior of the recently released by Microsoft company the Kinect sensor, which contains the properties that go beyond ordinary cameras. Normally, in order to create a 3D reconstruction of the scene two cameras are required. Whereas, the Kinect device, due to the properties of the Infrared projector and sensor allows to create the same type of the reconstruction using only one device. However, the depth images, which are generated by the Infrared laser projector and monochrome sensor in Kinect can contain undefined values. Therefore, in addition to other investigations this project contains an idea how to improve the quality of the depth images. However, the base aim of this work is to perform a reconstruction of the scene based on the color images using pair of Kinects which will be compared with the results generated by using depth information from one Kinect. In addition, the report contains the information how to check that all the performed calculations were done correctly. All  the algorithms which were used in the project as well as the achieved results will be described and discussed in the separate chapters in the current report.
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2

Nordmark, Anton. "Kinect 3D Mapping." Thesis, Linköpings universitet, Datorseende, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-85158.

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This is a master thesis of the Master of Science degree program in Applied Physics and Electrical Engineering at Linköping University. The goal of this thesis is to find out how the Microsoft Kinect can be used as a part of a camera rig to create accurate 3D-models of an indoor environment. The Microsoft Kinect is marketed as a touch free game controller for the Microsoft Xbox 360 game console. The Kinect contains a color and a depth camera. The depth camera works by constantly projecting a near infrared dot pattern that is observed with a near infrared camera. In this thesis it is described how to model the near infrared projector pattern to enable external near infrared cameras to be used to improve the measurement precision. The depth data that the Kinect output have been studied to determine what types of errors it contains. The finding was that the Kinect uses an online calibration algorithm that changes the depth data.
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3

Eagle, James. "Kinect Surface Tracking." Thesis, University of Canterbury. Physics and Astronomy, 2014. http://hdl.handle.net/10092/10283.

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A cost effective method for evaluating patient motion during external beam radiotherapy has been developed. This system consists of a 3D depth camera and tracking software. The system was tested using a range of custom built phantoms and motion platforms. Kinect v1 and v2 sensors were chosen for this project due to their low cost and high resolution as compared to other depth cameras. Various tracking algorithms were evaluated to determine the optimal method for the system. Testing determined that the Kinect v2 was the more suitable sensor primarily due to the significantly lower depth variation of 0.6mm as compared to the Kinect v1 of 2.4mm. An analysis of tracking methods was performed and concluded that the least squares method provides the most accurate tracking in the clinical environment. This method is able to determine an object’s actual position accurate to 1.5mm 66% of the time.
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Kharchenko, N. I. "Technology of kinect." Thesis, Sumy State University, 2014. http://essuir.sumdu.edu.ua/handle/123456789/45412.

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Kinect (codenamed in development as Project Natal) is a line of motion sensing input devices by Microsoft. Based on a peripheral addition, it enables users to control and interact with their computer without the need for a game controller, through a natural user interface using gestures and spoken commands. The first-generation Kinect was first introduced in November 2010 in an attempt to broaden Xbox 360's audience.
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Dal, Monte Sara. "Kinect based personal trainer." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2017.

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6

Hillman, 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.

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Have you ever asked yourself whether new technology mixed with older might have a great outcome? How about using a modern kind of input control, such as a camera with gesture recognition in an older game? This study is meant to nd out whether or not camera-based input is suitable in older retro games and how it di ers in comparison to standard gamepad input. A modi ed version of In nite Super Mario is used to receive input from a Kinect application and control the character inside the game. Questionnaires and logging is added into the application to collect research data to help in answering the research questions. The evaluation consists of a pre-survey to collect background information about the player, empirical analysis of statistics collected during game play to measure performance and a post-survey to nd out the reactions of the subjects. T-tests are used to nd signi cant di erences in the test results and the participants are grouped based on their preference, former gamepad- and Kinect experience. The results indicate that players with lower gaming experience have a higher satisfaction using the Kinect as input method. Additionally gesture recognition appears to add an another fun factor to the game.
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7

Bengtsson, Morgan. "Indoor 3D Mapping using Kinect." Thesis, Linköpings universitet, Datorseende, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-106145.

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In recent years several depth cameras have emerged on the consumer market, creating many interesting possibilities forboth professional and recreational usage. One example of such a camera is the Microsoft Kinect sensor originally usedwith the Microsoft Xbox 360 game console. In this master thesis a system is presented that utilizes this device in order to create an as accurate as possible 3D reconstruction of an indoor environment. The major novelty of the presented system is the data structure based on signed distance fields and voxel octrees used to represent the observed environment.
Under 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.
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8

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.

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The aim of this master's thesis was to create a user interface that allows controlling the PC using voice commands, static poses and dynamic gestures. It contains an implementation of a natural user interface that emulates the functionality of the keyboard and the mouse. In this thesis for detecting and tracking the user was used the sensor Kinect. For implementation I have chosen platform Windows and the Kinect for Windows SDK with programming language C#. During the implementation and testing of the interface, sensor Kinect for Xbox 360 was used. The result of this master's thesis is a natural user interface that allows controlling desktop applications without using keyboard or mouse, and that is comfortable and user-friendly.
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9

Brodd-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.

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Humans interact with computers in many various ways. Different interaction models are suited for different situations and tasks. This thesis explores the motion based interaction made possible by the Kinect for Windows device. A stand-alone library is built for interpreting, analyzing and quantifying movements in a room. It highlights the complexity in movement analysis in real time and discusses various algorithms for interpolation and filtering. The finished library is integrated into an existing music application by expanding its plugin system, allowing users to control the volume level of the playing music with the quantity of their body movements. The results are evaluated by subjective interviews with test subjects and objective measurements such as execution time and memory consumption. The results show that it is possible to properly quantify movement in real time with little memory consumption while still getting satisfying results, ending in a greater incentive to dance.
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Candefors, 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.

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Denna rapport syftar till att utforska och visa på möjligheten till ansiktsigenkänning vilket görs lättillgängligt för allmänheten genom Microsoft Kinect for XBOX360 och eventuella framtida liknande lösningar med lågupplösta 3D-sensorer. Det finns många komplicerande faktorer inom ansiktsigenkänning och däribland ansiktsrotation. Beroendet på ansiktets horisontella vinklar i förhållande till Kinectenheten undersöks för 5 testsubjekt genom användandet av en 3D-baserad matchningsalgoritm.Detta sker med en metod baserad på Microsoft Kinect Face Tracking SDK och de ansiktsmodeller i 3D denna levererar. Undersökningens resultat är i linje med ansiktsigenkänningens problematik. Ett bättre resultat fås för sant positiva matchningar mellan frontala subjekt jämfört med horisontellt roterade ansikten. Undersökningen visar dock på att ansiktsigenkänning inte är helt underpresterande för de senare och att Kinect och Face Trackings SDK, utan större ingrepp, hanterar ansiktsigenkänning ganska bra.
This 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.
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11

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.

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This report has the purpose of exploring the area of developing a natural interaction game using Microsoft Kinect. The launch of Kinect for Microsoft Xbox 360 has given us hardware for tracking humans, face recognition, speech recognition and 3D reconstruction for a relatively cheap price. This has created other areas of usage for Kinect than just in the area of games for Xbox. In this report I find out which development tools that are available today for developing applications for the PC platform and what they offer. I also choose one of them and develop a game with it with the purpose of evaluating the tool and also for getting the experience of creating an application with a natural user interface. The report is also part of a pre-study to introduce natural user interface applications into a game course at the university. This raises some requirements on the tools and therefore many of the discussions and results are with those requirements in mind. Those requirements being mainly that the tools should be available on the Windows platform and that they should be easy to use. The results shows that the area of developing natural interaction applications is new and therefore the tools available today are not totally mature yet. There are free tools from open source communities and tools from companies that you have to purchase to use. Both of them are trying to find their own way when it comes to the features and distribution of the tools and therefore which way to take is not obvious. Also developing a natural user interface is not always that straight forward. When there are no buttons available at all, it changes what you can do and how you do things. I will share my experiences and thoughts of both the development tools and the game I created throughout the report.
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12

Palade, 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.

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The aim of the work is to design and prototype an autonomous stroke rehabilitation system using the Microsoft Kinect camera that allows patients to undergo their rehab therapy from home without the constant need of specialized staff involvement in the rehab process. The rehab system tracks and computes a set of measurable indicators that reflect the rehab progress. Today, patients that have suffered a stroke usually have to visit specialized centers to perform the rehabilitation program. This proves to be hard for the patients with motion disorders, especially in the northern parts of Sweden with large distances to the closest specialized center. A prototype rehabilitation system for stroke patients has been designed and built. The system is autonomous and does not need constant staff involvement in the rehab process. The system tracks a set of rehabilitation indicators that reflect the patient rehabilitation progress (joint range of motion, reaction time, precision of motion, energy expenditure and training time). The system is constantly monitoring the patient to make sure the exercises are done correctly. Attention has been paid at making the system more engaging and fun by adding some gamification features like providing real time feedback while exercising and by computing the training statistics with personal best indicators and progress meant to increase patient engagement and motivation. At last but not at least, the system has a multimodal interface including audio feedback that makes usage much more intuitive and simple. The system was designed and implemented and tested on regular users. The results prove that the system is able to achieve good results in automating the rehabilitation process and providing
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13

Ramstedt, 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.

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Kinect är en spelkontroll för rörelse- och gestbaserade spel. Genom specifika interaktionsmönster interagerar en spelare med en spelapplikation. I denna studie utvecklades en spelapplikation där spelaren ska boxa till måltavlor som dyker upp på en spelplan. I studien undersöktes hur man kan gå tillväga för att utveckla en slagbaserad spelapplikation för Kinect. Olika typer av visuell återkoppling samt olika sätt att styra spelplanen implementerades och testades. Metoderna analyserades utifrån hur de påverkade spelupplevelsen. Studien visar att den visuella återkopplingen från en spelapplikation är viktig eftersom den påverkar spelupplevelsen.
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14

Udovenko, 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.

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Šiame darbe yra tiriamos atrankiojo aplinkos 3D geometrijos atstatymo galimybės panaudojant Kinect jutiklio kombinuotą vaizdo-gylio kamerą: pateikiamas matematinis atstatymo modelis, jo parametrizavimui reikalingi koeficientai, apibūdinama tikėtinų paklaidų apimtis, siūloma aktualių scenos duomenų išskyrimo iš scenos procedūra, tiriamas gaunamo modelio triukšmas ir jo pašalinimo galimybės ir metodai. Atstatyta geometrija yra pateikiama metrinėje matų sistemoje, ir kiekvienas 3D scenos taškas papildomai saugo savo spalvinę informaciją. Praktinėje dalyje pateikiama sukurta taikomoji programa yra įgyvendinta naudojant C++ ir OpenCV matematines programavimo bibliotekas. Ji atlieka 3D geometrijos atstatymą pagal pateiktą teorinį modelį, išskiria aktualius scenos duomenis, pašalina triukšmą ir gali išsaugoti gautus duomenis į 3D modeliavimo programoms suprantamą PLY formato bylą. Darbą sudaro: įvadas, 3 skyriai, išvados ir literatūros sąrašas. Darbo apimtis – 61 p. teksto be priedų, 43 paveikslai, 4 lentelės, 22 bibliografiniai šaltiniai.
The 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.
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15

Cardia, Neto João Baptista. "Reconhecimento de faces 3D com Kinect /." São José do Rio Preto, 2014. http://hdl.handle.net/11449/127666.

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Aparecido Nilceu Marana
Banca: 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
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16

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.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2013.
Cataloged 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.
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17

Cardia, Neto João Baptista [UNESP]. "Reconhecimento de faces 3D com Kinect." Universidade Estadual Paulista (UNESP), 2014. http://hdl.handle.net/11449/127666.

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Made available in DSpace on 2015-09-17T15:24:52Z (GMT). No. of bitstreams: 0 Previous issue date: 2014-12-18. Added 1 bitstream(s) on 2015-09-17T15:47:06Z : No. of bitstreams: 1 000844097.pdf: 1535133 bytes, checksum: 699b70aed69809f3d4b5c8d779c22c04 (MD5)
Coordenação 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
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18

Chaumpanich, Kritsakorn. "Kinect™ Based Biology Education System." University of Akron / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=akron1427864008.

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19

Chiday, Soumya. "Developing a Kinect based Holoportation System." Wright State University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=wright1547564945866049.

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20

Ludvigsson, 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.

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Den här rapporten innehåller vårt arbete om Kinect, en ny styrenhet lanserad av Microsoft. I den här rapporten så svarar vi på frågor som t ex: hur det är att programmera till Kinect, hur tekniken bakom Kinect fungerar, hur länge man orkar spela med Kinect och om ett klassiskt spel blir roligare att spela med Kinect. För att kunna svara på de här frågorna så har vi utvecklat kontroller till ett PC-spel, vi har även skrivit några frågor som vi sedan lät användare svara på efter dem testat Kinect. Vår slutsats är att programmering till Kinect är relativt enkel och har stor potential. Dessutom kan det vara svårt att anpassa klassiska spel till Kinect för att öka upplevelsen.
This 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.
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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.

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This thesis presents an innovative approach to social robotics through gesture recognition. The focus is on recognizing gestures because this is an important aspect regarding interpretation of a person's intent when he or she gives commands to a robot.The equipment used is a Kinect sensor, developed by Microsoft, attached to a moving platform. The Kinect communicates with software running on a PC through the OpenNI interface and uses the NITE middleware by PrimeSense.The results of this thesis are: - a broad literature study presenting the state of the art of gesture recognition - a system which handles the problems that arise when the Kinect is non-stationary - a gesture recognizer that observes and analyzes human actionsThere are mainly two problems that are solved by the implemented system. First, user labels might be incorrectly swapped when the Kinect's standard algorithm loses track of a user for a few frames. Second, false-positive users are detected, as the Kinect is assumed stationary. Because of this, everything that moves relative to the Kinect is marked as a user. The first problem is counteracted by mapping the observed label to where it was last seen. The second problem is solved using a combination of optical flow and feature analysis.The gesture recognizer has been developed to allow robust and efficient segmentation, joint detection and gesture recognition. To achieve both high efficiency and good results, these algorithms are tailored to be used with the high quality user silhouettes detected by the Kinect. In addition, the default Kinect algorithm needs some time to initialize when a new human user is detected. The implemented gesture recognizer has no such delay.
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HUNG, 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.

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Robotar blir allt mer komplexa och används i allt fler situationer. Detta ställer stora krav på styrningen av robotarna för att de ska kunna användas effektivt. Denna rapport avser att jämföra positionsbaserade och hastighetsbaserade styrmetoder mot varandra. Detta görs för att se om någon av dem är en effektivare styrmetod till att utföra en mängd uppgifter med en specifik simulerad robot som styrs med hjälp av antingen en Microsoft Xbox 360 Kinect elleren Microsoft Xbox 360 handkontroll. Resultaten från användartesterna visade att vardera styrmetod var överlägsen den andre för de uppgifter som var speciellt konstruerade för den styrmetoden. Däremot presterade de respektive styrmetoderna bättre än förväntat för de uppgifter som de inte var konstruerade för. Därför är de fortfarande lämpliga styrtekniker om implementationen görs mer ingående.
Robots 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
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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.

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Facial expressions are a part of our body language that helps us to clarify the verbal communication between humans. We use our facial expressions every day, both consciously and unconsciously, to express emotions and attitudes depending on the situation. The hypothesis of the study is: Given a facial expression, how well can Microsoft Kinect, as an input method, determine a person’s feelings with the two algorithms Naive Bayes and Sequential Minimal Optimization? The feelings are limited to happy, sad, surprised and disgusted. With the help of Kinect, a person’s facial data, both coordinates of the face and parameterized data, were saved and used for machine learning. Two field studies were conducted, where 30 respectively 31 people attended and were instructed to simulate every facial expression mentioned above. In the first field study, coordinates were saved of specific parts of the face, while in the other field study; parameterized data of the face was saved. All data was sent into the machine learning software Weka and was processed with the two algorithms Naive Bayes and Sequential Minimal Optimazation. The best result was given by field study 2, were both Naive Bayes algorithm and Sequential Minimal Optimization gave a success rate of 56,45%. The conclusion of this report is that there is evidence supporting the hypothesis that Kinect, with the help of both algorithms, do recognize facial expressions to a certain extent. However, for the study outcome to be successful a larger sample of data is required for the learning process than what is used in this reports survey.
Ansiktsuttryck 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.
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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.

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Imagination Studios is a company specialized in motion capturing and animation. Part of their daily business is working at trade shows where they have a booth to keep close contact with existing customers and also to find new ones. However, usually only two to three people will be working at the booth, and frequently, these people will be in meetings with potential customers. During a time like this, nobody is free to attend to other people checking out the booth. This can result in a potential loss of a new customer. This project seeks a way to alleviate that problem.The idea behind this project was to create an application that trade show visitors can interact with in a playful and innovative way while also giving them a feel of what Imagination Studios is all about while looking for information about the company. To do this it was decided to let users interact with the system by using a Microsoft Kinect. The Kinect allows for easy implementation of a user interface based on motion capturing while also being very cost effective. A new user interface was to be designed as well, without copying already existing solutions and without simply expanding a traditional UI with new elements. To achieve this several design sketches were made, and the most interesting ones were then turned into storyboards. These were then used to decide on the final design, which was then elaborated on by use of video sketches and a collage in Adobe Photoshop.Several tools were used during the actual implementation. For the actual visualization and graphical design, the Unreal Engine 3 in combination with UDK was decided upon. To connect Kinect and Unreal Engine 3, a third party addon called NIUI which makes use of the open source SDK OpenNI was used. For ease of debugging and programming in Unrealscript, the programming language used by the Unreal Engine 3, an addon for Microsoft Visual Studio 2010 called nFringe (Pixel Mine, Inc., 2010) was used.
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Ramnor, 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.

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Denna rapport beskriver ett examensarbete som gjorts vid Linköpings Universitet under hösten 2012 och våren 2013. Arbetet gick ut på att utforska de olika interaktionsmöjligheterna för Microsoft Kinect samt vad man själv kan utveckla till denna plattform. I detta arbete gjordes en förstudie för att utröna existerande metoder och hur dessa fungerar. Utifrån denna studie formulerades en frågeställning enligt nedan. Hur kan man använda Microsoft Kinect för att identifiera fysiska objekt på en yta? Kan vi använda Kinect för att klassificera objekt? Kan vi utveckla en produkt som kan användas i hemmet? Metoden för att svara på dessa frågor innefattar skapandet av ett scenario där Kinecten kan användas för objektidentifiering. Scenariot i fråga innefattar att Kinectens objektidentifieringsmöjligheter används för att interagera med ett spel som utvecklades i samband med arbetet. Under arbetets gång förfinades och förbättrades teknikerna och kunde därmed börja användas på fler sätt än de initialt var tänkta för. Utvecklingen resulterade i en färdig produkt samt ett flertal klasser som andra utvecklare kan använda för att skapa egna applikationer som använder de tekniker detta arbete resulterade i.
This 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.
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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.

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Microsoft Kinect įrenginys išleistas tik 2010 metais. Jis buvo skirtas Microsoft Xbox 360 vaizdo žaidimų konsolei, vėliau 2012 metais buvo pristatytas Kinect ir Windows personaliniams kompiuteriams. Taigi tai palyginus naujas įrenginys ir aktualus šiai dienai. Daugiausiai yra sukurta kompiuterinių žaidimų, kurie naudoja Microsoft Kinect įrenginį, bet šį įrenginį galima panaudoti daug plačiau ne tik žaidimuose, viena iš sričių tai sportas, konkrečiau treniruotės, kurias būtų galima atlikti namuose. Šiuo metu pasaulyje yra programinės įrangos, žaidimų, sportavimo programų, kuri leidžia kontroliuoti treniruočių eigą sekdama ar žmogus teisingai atlieka treniruotėms numatytus judesius. Kadangi Lietuvoje panašios programinės įrangos nėra, taigi reikia sukurti įrangą, kuri leistų Lietuvos treneriams kurti treniruotes orientuotas į šio įrenginio panaudojimą. Šio darbo pagrindinis tikslas yra atlikti Kinect įrenginiui skirtų gestų atpažinimo algoritmų tyrimą, kaip tiksliai jie gali atpažinti gestus ar gestą. Pagrindinis dėmesys skiriamas šiai problemai, taip pat keliami, bet netyrinėjami kriterijai kaip atpažinimo laikas, bei realizacijos sunkumas. Šiame darbe sukurta programa, judesius bei gestus atpažįsta naudojant Golden Section Search algoritmą. Algoritmas palygina du modelius ar šablonus, ir jei neranda atitikmens, tai pirmasis šablonas šiek tiek pasukamas ir lyginimo procesas paleidžiamas vėl, taipogi tam tikro kintamojo dėka galime keisti algoritmo tikslumą. Taipogi... [toliau žr. visą tekstą]
Microsoft 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]
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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.

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Three dimensional image processing and analysis, particularly, the imaging and reconstruction of an environment in three dimensions  has received significant attention, interest and concern  during the recent years. In the light of this background, this research study intends to provide an efficient way to reconstruct an irregular surfaced object, for example "the sole of a shoe", with good precision at a low cost using XBOX Kinect V2.0 sensor. Three dimensional reconstruction can be achieved either by using active or passive methods. Active methods make use of light source such as lasers or infra-red emitters for scanning a given environment and measuring the depth, to create a depth map. In contrast, in passive methods, colour images of the environment in different perspectives are used to create a three dimensional model of the environment. In this study, an active method using a set of depth maps of the object of interest is implemented, where the object of interest is represented by a sole of a shoe. Firstly, a set of depth maps of the object of interest are acquired in different perspectives. The acquired depth maps are first pre-processed for removing any outliers in the data acquired and are then enhanced. Enhanced depth maps are converted into 3D point clouds using the intrinsic parameters of the Kinect sensor. These obtained point clouds are subsequently registered into a single position using the Iterative Closest Point(ICP) algorithm. Aligned point clouds of the object of interest are then merged to form a single dense point cloud of the object of interest. Analysis of the generated single dense point cloud has shown that accurate 3D reconstruction of the real object of the interest has been achieved.
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Crussell, Matthew. "Workplace Posture Assessment and Biofeedback with Kinect." DigitalCommons@CalPoly, 2017. https://digitalcommons.calpoly.edu/theses/1710.

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With the prevalence of computing, many workers today are confined to desk within an office. By sitting in these positions for long periods of time, workers are prone to develop one of many musculoskeletal disorders (MSDs), such as carpal tunnel syndrome. In order to prevent MSDs in the long term, workers must employ good sitting habits. One promising method to ensure good workplace posture is through camera monitoring. To date, camera systems have been used in determining posture in a clean environment. However, an occluded and cluttered background, which is typical in an office setting, imposes a great challenge for a computer vision system to detect desired objects. In this thesis, we design and propose components that assess good posture using information gathered from a Microsoft Kinect camera. To do so, we generate a data set of posture captures to test and train, applying crowd-sourced voting to determine ratings for a subset of these captures. Leveraging this data set, we apply machine learning to develop a classification tool. Finally, we explore and compare the usage of depth information in conjunction with a traditional RGB sensor array and present novel implementations of a wrist locating method.
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Rafibakhsh, Nima. "Industrial Applications of Microsoft Xbox Kinect Sensor." Thesis, Southern Illinois University at Edwardsville, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=1549815.

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Sensing 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..

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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.

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This work is focused on creating 3D maps of indoor enviroment using Microsoft Kinect sensor. The first part shows the description of Microsoft Kinect sensor, the methods for acquisition and processing of depth data and their registration using different algorithms. The second part shows application of algorithms for map registration and final 3D maps of indoor enviroment.
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Linder, 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.

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This Bachelor’s Thesis in Computer Science investigates the use of the parameterised facial animation model named CANDIDE-3 (J. Ahlberg, 2001) in Telepresence communication with relatively cheap hardware. An experimental study was conducted to evaluate how well an implementation using the Microsoft Kinect Face Tracking device could capture and animate the 6 classical emotional states: joy, sadness, surprise, anger, fear and disgust. A total of 80 test candidates took part in a survey where they were to try and classify the emotional states of images of photographed and animated faces. The animated faces were created using the prototype system built for the purpose of the survey and rendered onto the robotic Furhat face (Al Moubayed, S., Skantze, G., Beskow, J., Stefanov, K., & Gustafson, J, 2012). Results showed that a person’s emotional state is preserved very well through the animation technique used, and for some basic emotions, like joy or sadness, the animation could even amplify the emotional state for the viewer. However, the 6 Action Units captured from the Kinect device were not enough to sufficiently distinguish between even some of most the basic emotional states (e.g. disgust, anger).
Denna 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).
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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.

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I, 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.

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Based on initial interviews with music teachers at Årstra SpecialSchool, Uppsala, it was found that each child in a music playing session has different preferences of type and sound of a musical instrument. However, most of them have combined cognitive and physical impairments, preventing them from playing the instrument that theymight like.Starting from this idea, we developed a music application using virtual instruments, so that various types of instruments and sound can be used during a single music playing session. As an input device, we used aKinect sensor developed by Microsoft, i.e., a camera based sensor thatdetects human gestures. Our application used this Kinect sensor capability to allow users to control and play the sound by just movingtheir arms in the air. Our study has shown promising results of this applicatio, such as the positive response from the participant towards the application and the ability to change the sound of an instrument to match the participant's preference easily. However there are still some things to consider before releasing it as a consumer product, for instance bettercalibration and accuracy.
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Lindqvist, 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.

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Denna rapport avser att presentera tillvägagångssättet vid framtagandet av en ny metod för beröringslös längdmätning med den avancerade bildsensorn Microsoft Kinect. Metoden har tagits fram som del i ett projekt att förse Barnonkologen på Astrid Lindgrens barnsjukhus med en incheckningsmodul för att avhjälpa problem kring det dagliga flödet av patienter på avdelningen. Den utvecklade metoden innebär att patienten avfotograferas med Kinectsensornsdjupkamera, varpå sensorns integrerade krets för bildruteanalys identifierar patientens huvud och dess position i förhållande till sensorn. Då sensorns vertikalaplacering är känd, kan patientens längd räknas ut. Metoden har utvärderats genom avmätningar av nio barn i åldrarna 3-16 år, med elva separata mätningar per barn. Dessa mätvärden har matchats mot en referensmätning gjord för respektive barn med en konventionell stadiometer. Ett mätresultats noggrannhet har ansetts godtagbart då det, vid avrundning till hela centimeter, överensstämt med referensmätningens avrundade värde, vilket var avdelningens noggrannhetskrav för relevant nutritionsstatus. Resultatet av mätningarnavisar att endast 58 % anses vara godtagbara. Nämnvärt är att motsvarande siffra i gruppen 10-16 år är 85 %, respektive 23 % i gruppen 3-9 år. Med dessa resultat i åtanke är det artikelförfattarens rekommendation att metoden som den presenteras i denna rapport tillsvidare endast skall ses som en markör för Kinectsensorns potential inom klinisk användning. Önskvärt är att försöka optimera, alternativt omarbeta, metoden för att förbättra noggrannheten och avhjälpa de metodsvagheter som framkommit, exempelvis användandet av antropometrisk data. Därutöver bör ytterligare användartester utföras för att frambringa testdata från ett mer randomiserat urval av testobjekt (patienter).
This 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).
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35

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.

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We present investigation and designing of a system that interacts with big audience, sitting in a dimmed theater environment. The goal is to automatically detect audiences and some of their actions. Test results indicate that because of low light condition we can’t rely on RGB camera footage in a dimmed environment. We use Microsoft Kinect Sensor to collect data from environment. Kinect is designed to be used with Microsoft Xbox 360 for gaming purposes. It has both RGB and Infrared depth camera. Change in amount of visible light doesn’t affect data from depth camera. Kinect is not a strong camera so it has limitations that we should deal with. Viewing angles of both cameras and depth range of Infrared camera are limited. Viewing angles of depth camera are 43° vertical and 57° horizontal. Most accurate range of depth camera is 1 meter to 4 meters from camera. Non-infrared reflective surfaces cause gaps in depth data. We evaluate possibility of using Kinect camera in a large environment with big audience. “Dome 3D theater” in Norrkoping Visualization Center C, is selected as environment to investigate and test the system. We ran some tests to find the best place and best height for camera to have most coverage. Our system works with optimized image processing algorithms that use 3D depth data instead of regular RGB or Grayscale image. We use “libfreenect”, Open Kinect library to get Kinect sensor up and running. C++ and OpenGL are used as programing languages and graphics interface, respectively. Open GLUT (OpenGL Utility Toolkit) is used for system’s user interface. It was not possible to use Dome environment for every test during the programming period so we recorded some depth footage and used for later tests. While evaluating the possibility of using Kinect in Dome environment, we realized that implementing a voting system would make a good demonstration and test application. Our system counts votes after audiences raise their hands to vote for something.
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36

Chumpitaz, 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.

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La tesis contiene información adicional sobre los códigos fuentes, manuales, diccionario de datos, diseño de arquitectura, entre otros documentos. Para ello acceder al siguiente enlace: http://hdl.handle.net/10757/620794
Presenta 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.
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37

Palmeiro, Miguel Alexandre Martins dos Anjos. "Kinect-sign." Master's thesis, 2014. http://hdl.handle.net/10362/14417.

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A nova era da informação que se está a assistir tem possibilitado a criação de novas e vastas coleções de intelecto virtual, como por exemplo o Wikipedia, Corsera, entre outros. Estas ferramentas vieram possibilitar a procura por cultura, resoluções de problemas do quotidiano, novos métodos de aprendizagem, por parte da sociedade em geral. Porém, como é habitual, tem-se vindo a verificar uma certa dificuldade inerente por parte de certas minorias sociais, que não possuem as mesmas capacidades de um indivíduo “normal“. Esta dissertação tem como objetivo a criação de uma ferramenta, em formato de jogo sério, para apoiar o ensino de Língua Gestual Portuguesa a um público ouvinte o -“Kinect Sign”. Com este estudo pretende-se explorar as mais recentes ferramentas de desenvolvimento de jogos, mais conhecidas como Authoring Tools e a sua integração com Natural User interfaces, concretamente o sensor Kinect. A solução apresentada neste documento propõe a utilização desta ferramenta a todos os indivíduos iniciantes que necessitem de uma introdução a esta forma de comunicação, para tornar um pouco menos agressiva a entrada no complexo mundo da linguagem gestual. A validação deste trabalho consistiu no desenvolvimento de um jogo protótipo que incentive os jogadores a aprenderem enquanto jogam. Analisaram-se problemas e tecnologias atuais para se chegar a uma estruturação semelhante a um jogo comum disponível em qualquer superfície comercial e websites dedicados ao género. Posterior apresentação a uma população selecionada a fim de analisar a sua opinião e utilidade do modelo desenvolvido, seguindo-se a resposta a um pequeno questionário.
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38

Costa, Rui. "Superficies interativas com Kinect." Dissertação, 2013. http://hdl.handle.net/10216/74017.

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39

Cheng, Yung-Chin, and 鄭永欽. "Kinect-Driven Animation Generation." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/k2ey97.

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碩士
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.
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40

Costa, Rui Miguel Costeira Alves da. "Superficies interativas com Kinect." Master's thesis, 2013. https://repositorio-aberto.up.pt/handle/10216/68055.

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41

Hsiao, Wei-Ting, and 蕭維廷. "Kinect-Based Facial Reconstruction." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/59780966140334143869.

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碩士
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.
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42

Costa, Rui Miguel Costeira Alves da. "Superficies interativas com Kinect." Dissertação, 2013. https://repositorio-aberto.up.pt/handle/10216/68055.

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43

Cheng, Ya-Hsuan, and 鄭雅軒. "See-through Display with Kinect." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/31334523347275197932.

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碩士
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
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44

Martins, Gonçalo dos Santos. "Kinect - Innovative Face Recognition System." Master's thesis, 2013. https://repositorio-aberto.up.pt/handle/10216/68885.

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45

Chang, Shu-Yuan, and 張書淵. "Use kinect to analyze dementia." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/20672701358279956899.

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碩士
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.
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46

Huang, Zheng-jie, and 黃政杰. "3D modeling based on kinect." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/97947743045016193633.

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碩士
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.
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47

Cha, Chung-MIn, and 查忠敏. "A Kinect-based Interactive Laboratory." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/32983278641795053357.

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碩士
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.
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48

Chen, Chih-Hao, and 陳志豪. "Smoking Event Analysis Using Kinect." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/51127915166416312032.

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碩士
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.
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49

Weigl, Libor. "Využití platformy Kinect pro marketing." Master's thesis, 2013. http://www.nusl.cz/ntk/nusl-167746.

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50

Martins, Gonçalo dos Santos. "Kinect - Innovative Face Recognition System." Dissertação, 2013. https://repositorio-aberto.up.pt/handle/10216/68885.

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