Book contents
- Frontmatter
- Contents
- Foreword: Out of Sight, Out of Mind
- Preface
- Part one New Interfaces and Novel Applications
- Part two Tracking Human Action
- 6 Tracking Faces
- 7 Towards Automated, Real-time, Facial Animation
- 8 Interfacing through Visual Pointers
- 9 Monocular Tracking of the Human Arm in 3D
- 10 Looking at People in Action – An Overview
- Part three Gesture Recognition and Interpretation
- Acknowledgements
- Bibliography
- List of contributors
9 - Monocular Tracking of the Human Arm in 3D
from Part two - Tracking Human Action
Published online by Cambridge University Press: 06 July 2010
- Frontmatter
- Contents
- Foreword: Out of Sight, Out of Mind
- Preface
- Part one New Interfaces and Novel Applications
- Part two Tracking Human Action
- 6 Tracking Faces
- 7 Towards Automated, Real-time, Facial Animation
- 8 Interfacing through Visual Pointers
- 9 Monocular Tracking of the Human Arm in 3D
- 10 Looking at People in Action – An Overview
- Part three Gesture Recognition and Interpretation
- Acknowledgements
- Bibliography
- List of contributors
Summary
Abstract
The motion of the human body can in itself be a useful human-machine interface, and computer vision can provide a method for tracking the body in an unobtrusive fashion. In this chapter, we describe a system capable of tracking the human arm in 3D using only a single camera and no special markers on the body. The real-time implementation has a manipulation resolution of 1 cm and has been tested as a novel 3D input device.
Introduction and Motivation
Visual estimation and tracking of the motion and gestures of the human body is an interesting and exciting computational problem for two reasons: (a) from the engineering standpoint, a non-invasive machine that could track body motion would be invaluable in facilitating most human-machine interactions and, (b) it is an important scientific problem in its own right. Observing the human body in motion is key to a large number of activities and applications:
Security – In museums, factories and other locations that are either dangerous or sensitive it is crucial to detect the presence of humans and monitor/classify their behavior based upon their gait and gestures.
Animation – The entertainment industry makes increasing use of actor-to-cartoon animation where the motion of cartoon figures and rendered models is obtained by tracking the motion of a real person.
Virtual reality – The motion of the user of a virtual reality system is necessary to adjust display parameters and animations.
- Type
- Chapter
- Information
- Computer Vision for Human-Machine Interaction , pp. 155 - 170Publisher: Cambridge University PressPrint publication year: 1998
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