大屏幕人机互动中若干关键技术研究
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摘要
大屏幕多媒体的展示系统越来越多地应用在各种场合,例如科技馆、展览馆等场所,而目前大屏幕人机交互还没有完善的解决方案。手势交互具有交互自然、体验性好等优势,更符合人类交互的的需求,已经成为大屏幕人机交互方案的研究热点。
     大屏幕人机交互主要涉及三个方面的内容,人机交互时交互人体的跟踪,交互手势的跟踪与识别,以及交互时涉及到的文字输入问题。本文论文主要贡献如下:
     在物体检测方面提出了一种高斯背景模型快速更新背景机制,利用即时背景差分和高斯混合模型相结合的方法,解决在光线瞬间变化等情况下,高斯背景由于更新背景速度慢,导致前景误检测问题。
     在人体跟踪方面探讨了基于Meanshift的跟踪算法,针对Meanshift的单一颜色特征和整体目标区域建立模型,在目标尺度变化、光线变化情况下鲁棒性差的问题,提出基于分模块和对每个模块采用纹理和颜色特征建立模型,大大提高了算法的鲁棒性。并探讨了人体遮挡情况下的人体跟踪算法,结合卡尔曼滤波预测算法,在人体完全遮挡的情况下取得了良好的跟踪效果。
     提出了一种简单的双目视觉定位方法,利用摄像头的投影几何原理和空间直线的关系,避免了传统双目视觉定位的复杂的摄像头标定流程,不利于实际场合使用。在精度不变的情况下,提高了实用性。
     提出了一种通过识别静态手势,向拼音输入法输入拼音,以达到利用手势向系统输入汉字功能。利用深度图像分割出静态手势,避免了传统RGB摄像头采集手势时,受惯性、背景复杂性以及光照等影响,提高了鲁棒性。在提取静态手势特征上,采用SIFT特征提取方法,既保留了轮廓的各种旋转,缩放不变形,又加强了局部区域特征,提高识别率。手势分类则采用了SVM方法,构造一个多分类树结合汉字拼音的规则,能提供一分钟十个汉字左右的输入方法,可以有效地满足搜索等需要关键字的文字输入需求。
     在动态手势交互方面,动态手势跟踪利用粒子滤波能够处理非线性目标以及非高斯分布系统的特性,使用粒子滤波算法对手势进行跟踪,获取手势轨迹。传统的粒子滤波在样本重采样过程中,会造成样本的“贫化”问题,本文利用样本周围像素产生样本,利用Hausdorff距离计算个各样本的权值,利用随机平均分布获得随机数,通过周围像素产生的样本获得伪随机样本,解决重采样造成的样本“贫化”问题。得到手势的轨迹,利用16方向角进行离散量化,作为手势识别的输入向量。由于隐式马尔科夫链(HMM)可以同时对空间和时间相关关系建立模型,适用于动态手势识别。传统的HMM初始状态个数是根据经验值,而本文提出一种利用关键点算法对不同的手势初始状态设定不同的值,使得初始状态设定有个参考机制。在选择训练样本时,利用混沌算法,找出训练样本的最优值,使得训练出的HMM模型具有全局最优特性。利用一种阈值的方法,对传统HMM方法进行改进,使得HMM具有一定的拒识率,最大可能地排除输入的错误手势,提高识别率,实验验证了方法的有效性,可以进行人机交互。
     通过实验可以验证,本文有效地解决了的大屏幕多媒体交互中出现的三个问题,可以使用户在大屏幕人机交互中有较好的,更自然的用户体验。
While large Screen multimedia display system is increasingly being used in various occasions, such as science and technology museum, exhibition hall and other places, there isn't a perfect solution for large screen human-computer interaction. Gesture-based interaction has become a research focus in large screen human-computer interaction program, as a result of the advantages of natural operation, well experience and more in line with the requirements of human interaction.
     Large screen human-computer interaction mainly involves three aspects of content, man-machine interactive human body tracking, gesture interaction tracking and identification, as well as the interaction involving text input problem. The main contributions of this paper are listed as follows:
     Firstly, this paper proposed a fast mechanism of updating background based on Gaussian background model for object detection. In the case of instantaneous illumination changing, Gaussian background lead to the problem of foreground error detection because of slow speed of updating background. The method in this paper has resolved it by using the method of combining the background subtraction and gaussian mixture model.
     Secondly, this paper has discussed and improved the tracking algorithm based on Meanshift,and improved its robustness. Aiming at the bad robustness,leaded by building model with the single color feature and single whole target area of Meanshift, in the situation of target scale changing and light changing, this paper presents a model based on modules and the features of texture and color in each model, so that improves the robustness of the algorithm greatly. It also discusses the algorithm of body tracking under the condition of body block in this paper. Combining with Kalman filter prediction algorithm, a good tracking effect is obtained in the case of body blocked completely.
     Thirdly, this paper presents a simple method of binocular vision positioning. In traditional binocular vision positioning method, the way of camera demarcation is complex and is unfit for actual situations. But in precision, we can use the camera projection geometry and spatial linear relationship to improve the computational efficiency, and make it convenient for practical use.
     Forthly, this paper puts forward a way of static gesture recognition to input Chinese characters to the system according to Pinyin input method. When we collect gestures with traditional RGB camera, they are often effected by inertia, complex background and lighting. We can avoid it by using depth image to segment image and get a static gesture, so that it improves the robustness. Extracting the static gesture feature with the way of extracting features of sift, on one hand, it retains the contours of all kinds of ratating and keeps zooming deformation, and stregthens local regional characteristics and improves the recognition rate on the other hand. The method of gesture classification is based on SVM. Constructing a classification tree combining with the rules of Pinyin, we can provide a way to input ten Chinese characters per minute and can effectively meet the needs of searching, where we want to input key Chinese characters.
     Finally, in the dynamic gesture interaction, dynamic gesture tracking with particle filter can deal with nonlinear target and characteristics of non-Gauss distribution system, using particle filter algorithm to track the gesture for gesture trajectory. The color feature is generally used for the traditional particle filter, and the partic' number is fixed. This paper uses gesture contour line according to the current state of motion gestures to dynamically determine the number of particles, and prevent the particles from degradation by the dynamic allocation of the particle weights. Get the gesture trajectories, the discrete quantization using16direction angle as input vector quantization of the gesture recognition. Since the Hidden Markov models (HMM) can be related to space and time model, it can be suitable for dynamic gesture recognition. Although the number of traditional HMM initial states is based on the value of experience, this paper uses the key point algorithm for gesture with different initial states to set different values, which makes the initial state setting have a reference mechanism. In the selection of training samples, using chaos algorithm to find the best training samples can make the HMM model is trained have the global optimal characteristics. Using the method of threshold to improve the traditional HMM method make the HMM have certain rejection rate, exclude the error gesture input, improve the recognition rate, prove that the method is effective, and be interactive.
     As verified by experiments, this paper solves the three problems appeared in large screen multimedia interaction effectively. So the users can get better and more natural experiences during the process of interaction with large screen.
引文
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