Face Detection and Gesture Recognition for Human-Computer Interaction

  • Ming-Hsuan Yang
  • Narendra Ahuja

Part of the The International Series in Video Computing book series (VICO, volume 1)

Table of contents

  1. Front Matter
    Pages i-xii
  2. Ming-Hsuan Yang, Narendra Ahuja
    Pages 1-5
  3. Ming-Hsuan Yang, Narendra Ahuja
    Pages 7-52
  4. Ming-Hsuan Yang, Narendra Ahuja
    Pages 53-81
  5. Ming-Hsuan Yang, Narendra Ahuja
    Pages 83-95
  6. Ming-Hsuan Yang, Narendra Ahuja
    Pages 97-122
  7. Ming-Hsuan Yang, Narendra Ahuja
    Pages 123-150
  8. Ming-Hsuan Yang, Narendra Ahuja
    Pages 151-153
  9. Back Matter
    Pages 155-182

About this book

Introduction

Traditionally, scientific fields have defined boundaries, and scientists work on research problems within those boundaries. However, from time to time those boundaries get shifted or blurred to evolve new fields. For instance, the original goal of computer vision was to understand a single image of a scene, by identifying objects, their structure, and spatial arrangements. This has been referred to as image understanding. Recently, computer vision has gradually been making the transition away from understanding single images to analyzing image sequences, or video understanding. Video understanding deals with understanding of video sequences, e. g. , recognition of gestures, activities, facial expressions, etc. The main shift in the classic paradigm has been from the recognition of static objects in the scene to motion-based recognition of actions and events. Video understanding has overlapping research problems with other fields, therefore blurring the fixed boundaries. Computer graphics, image processing, and video databases have obvious overlap with computer vision. The main goal of computer graphics is to gener­ ate and animate realistic looking images, and videos. Researchers in computer graphics are increasingly employing techniques from computer vision to gen­ erate the synthetic imagery. A good example of this is image-based rendering and modeling techniques, in which geometry, appearance, and lighting is de­ rived from real images using computer vision techniques. Here the shift is from synthesis to analysis followed by synthesis.

Keywords

Human Computer Interaction algorithms cognition gesture recognition hand gesture human-computer interaction (HCI) learning pattern recognition performance

Authors and affiliations

  • Ming-Hsuan Yang
    • 1
  • Narendra Ahuja
    • 2
  1. 1.Honda Fundamental Research LaboratoriesHonda R&D Americas, Inc.USA
  2. 2.Beckman Institute and Department of Computer ScienceUniversity of Illinois at Urbana-ChampaignUSA

Bibliographic information

  • DOI https://doi.org/10.1007/978-1-4615-1423-7
  • Copyright Information Kluwer Academic Publishers 2001
  • Publisher Name Springer, Boston, MA
  • eBook Packages Springer Book Archive
  • Print ISBN 978-1-4613-5546-5
  • Online ISBN 978-1-4615-1423-7
  • Series Print ISSN 1571-5205
  • About this book