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020 _a9783031018121
024 7 _a10.1007/978-3-031-01812-1
_2doi
040 _aES-MaUEC
_bspa
_cES-MaUEC
_dES-MaUEC
050 4 _aTA1634
_b2014 EB
100 1 _aHua, Gang,
_eautor
_4aut
_4http://id.loc.gov/vocabulary/relators/aut
_9686973
_d1979-
245 1 0 _aVision-Based Interaction
_cby Gang Hua, Matthew Turk
250 _a1st edition 2014
264 1 _aCham
_bSpringer International Publishing
_c2014
300 _a1 recurso en línea (XVIII, 116 páginas)
336 _atexto
_btxt
_2rdacontent
337 _aelectrónico
_bc
_2rdamedia
338 _arecurso electrónico
_bcr
_2rdacarrier
347 _aarchivo de texto
_bPDF
490 0 _aSynthesis Lectures on Computer Vision
_x2153-1064
505 0 _aPreface -- Acknowledgments -- Figure Credits -- Introduction -- Awareness: Detection and Recognition -- Control: Visual Lexicon Design for Interaction -- Multimodal Integration -- Applications of Vision-Based Interaction -- Summary and Future Directions -- Bibliography -- Authors' Biographies.
520 _aIn its early years, the field of computer vision was largely motivated by researchers seeking computational models of biological vision and solutions to practical problems in manufacturing, defense, and medicine. For the past two decades or so, there has been an increasing interest in computer vision as an input modality in the context of human-computer interaction. Such vision-based interaction can endow interactive systems with visual capabilities similar to those important to human-human interaction, in order to perceive non-verbal cues and incorporate this information in applications such as interactive gaming, visualization, art installations, intelligent agent interaction, and various kinds of command and control tasks. Enabling this kind of rich, visual and multimodal interaction requires interactive-time solutions to problems such as detecting and recognizing faces and facial expressions, determining a person's direction of gaze and focus of attention, tracking movement of the body, and recognizing various kinds of gestures. In building technologies for vision-based interaction, there are choices to be made as to the range of possible sensors employed (e.g., single camera, stereo rig, depth camera), the precision and granularity of the desired outputs, the mobility of the solution, usability issues, etc. Practical considerations dictate that there is not a one-size-fits-all solution to the variety of interaction scenarios; however, there are principles and methodological approaches common to a wide range of problems in the domain. While new sensors such as the Microsoft Kinect are having a major influence on the research and practice of vision-based interaction in various settings, they are just a starting point for continued progress in the area. In this book, we discuss the landscape of history, opportunities, and challenges in this area of vision-based interaction; we review the state-of-the-art and seminal works in detecting and recognizing the human body and its components; we explore both static and dynamic approaches to "looking at people" vision problems; and we place the computer vision work in the context of other modalities and multimodal applications. Readers should gain a thorough understanding of current and future possibilities of computer vision technologies in the context of human-computer interaction.
988 _aSynthesis Collection of Technology_2014
650 7 _2embne
_9159793
_aVisión por ordenador
650 7 _2embne
_9155848
_aInteracción hombre-ordenador
700 1 _aTurk, Matthew
_eautor
_4aut
_4http://id.loc.gov/vocabulary/relators/aut
_9686972
776 0 8 _iPrinted edition:
_z9783031006845
776 0 8 _iPrinted edition:
_z9783031029400
856 4 0 _uhttps://go.openathens.net/redirector/universidadeuropea.es?url=https://doi.org/10.1007/978-3-031-01812-1
_zAcceso a este recurso digital (usuarios Universidad Europea de Madrid)
942 _2lcc
_cLE
998 _b04/2023
_dz
_eIG
_zSI