In this paper, we propose a novel approach for air drawing that uses image processing techniques to draw on the screen by moving fingers in the air. This approach benefits a wide range of applications such as sign language, in-air drawing, and 'writing' in the air as a new way of input. The approach starts with preparing ROI (Region of Interest) background images by taking a running average in initial camera frames and later subtracting it from the live camera frames to get a binary mask image. We calculate the pointer's position as the top of the contour on the binary image. When drawing a circle on the canvas in that position, it simulates the drawing. Furthermore, we combine the pre-trained Tesseract model for OCR purposes. To address the false contours, we perform hand detection based on the haar cascade before performing the background subtraction. In an experimental setup, we achieved a latency of only 100ms in air drawing. The code used to this research are available in GitHub as https://github.com/q-viper/Contour-Based-Writing
Hand-specific localization has garnered significant interest within the computer vision community. Although there are numerous datasets with hand annotations from various angles and settings, domain transfer techniques frequently struggle in surgical environments. This is mainly due to the limited availability of gloved hand instances and the unique challenges of operating rooms (ORs). Thus, hand-detection models tailored to OR settings require extensive training and expensive annotation processes. To overcome these challenges, we present "RoHan" - a novel approach for robust hand detection in the OR, leveraging advanced semi-supervised domain adaptation techniques to tackle the challenges of varying recording conditions, diverse glove colors, and occlusions common in surgical settings. Our methodology encompasses two main stages: (1) data augmentation strategy that utilizes "Artificial Gloves," a method for augmenting publicly available hand datasets with synthetic images of hands-wearing gloves; (2) semi-supervised domain adaptation pipeline that improves detection performance in real-world OR settings through iterative prediction refinement and efficient frame filtering. We evaluate our method using two datasets: simulated enterotomy repair and saphenous vein graft harvesting. "RoHan" substantially reduces the need for extensive labeling and model training, paving the way for the practical implementation of hand detection technologies in medical settings.
Forensic science plays a crucial role in legal investigations, and the use of advanced technologies, such as object detection based on machine learning methods, can enhance the efficiency and accuracy of forensic analysis. Human hands are unique and can leave distinct patterns, marks, or prints that can be utilized for forensic examinations. This paper compares various machine learning approaches to hand detection and presents the application results of employing the best-performing model to identify images of significant importance in forensic contexts. We fine-tune YOLOv8 and vision transformer-based object detection models on four hand image datasets, including the 11k hands dataset with our own bounding boxes annotated by a semi-automatic approach. Two YOLOv8 variants, i.e., YOLOv8 nano (YOLOv8n) and YOLOv8 extra-large (YOLOv8x), and two vision transformer variants, i.e., DEtection TRansformer (DETR) and Detection Transformers with Assignment (DETA), are employed for the experiments. Experimental results demonstrate that the YOLOv8 models outperform DETR and DETA on all datasets. The experiments also show that YOLOv8 approaches result in superior performance compared with existing hand detection methods, which were based on YOLOv3 and YOLOv4 models. Applications of our fine-tuned YOLOv8 models for identifying hand images (or frames in a video) with high forensic values produce excellent results, significantly reducing the time required by forensic experts. This implies that our approaches can be implemented effectively for real-world applications in forensics or related fields.
Existing approaches of hand reconstruction predominantly adhere to a multi-stage framework, encompassing detection, left-right classification, and pose estimation. This paradigm induces redundant computation and cumulative errors. In this work, we propose HandOS, an end-to-end framework for 3D hand reconstruction. Our central motivation lies in leveraging a frozen detector as the foundation while incorporating auxiliary modules for 2D and 3D keypoint estimation. In this manner, we integrate the pose estimation capacity into the detection framework, while at the same time obviating the necessity of using the left-right category as a prerequisite. Specifically, we propose an interactive 2D-3D decoder, where 2D joint semantics is derived from detection cues while 3D representation is lifted from those of 2D joints. Furthermore, hierarchical attention is designed to enable the concurrent modeling of 2D joints, 3D vertices, and camera translation. Consequently, we achieve an end-to-end integration of hand detection, 2D pose estimation, and 3D mesh reconstruction within a one-stage framework, so that the above multi-stage drawbacks are overcome. Meanwhile, the HandOS reaches state-of-the-art performances on public benchmarks, e.g., 5.0 PA-MPJPE on FreiHand and 64.6\% [email omitted] on HInt-Ego4D. Project page: idea-research.github.io/HandOSweb.
This paper proposes the second version of the widespread Hand Gesture Recognition dataset HaGRID -- HaGRIDv2. We cover 15 new gestures with conversation and control functions, including two-handed ones. Building on the foundational concepts proposed by HaGRID's authors, we implemented the dynamic gesture recognition algorithm and further enhanced it by adding three new groups of manipulation gestures. The ``no gesture" class was diversified by adding samples of natural hand movements, which allowed us to minimize false positives by 6 times. Combining extra samples with HaGRID, the received version outperforms the original in pre-training models for gesture-related tasks. Besides, we achieved the best generalization ability among gesture and hand detection datasets. In addition, the second version enhances the quality of the gestures generated by the diffusion model. HaGRIDv2, pre-trained models, and a dynamic gesture recognition algorithm are publicly available.
The Thai One-Stage Fingerspelling (One-Stage-TFS) dataset is a comprehensive resource designed to advance research in hand gesture recognition, explicitly focusing on the recognition of Thai sign language. This dataset comprises 7,200 images capturing 15 one-stage consonant gestures performed by undergraduate students from Rajabhat Maha Sarakham University, Thailand. The contributors include both expert students from the Special Education Department with proficiency in Thai sign language and students from other departments without prior sign language experience. Images were collected between July and December 2021 using a DSLR camera, with contributors demonstrating hand gestures against both simple and complex backgrounds. The One-Stage-TFS dataset presents challenges in detecting and recognizing hand gestures, offering opportunities to develop novel end-to-end recognition frameworks. Researchers can utilize this dataset to explore deep learning methods, such as YOLO, EfficientDet, RetinaNet, and Detectron, for hand detection, followed by feature extraction and recognition using techniques like convolutional neural networks, transformers, and adaptive feature fusion networks. The dataset is accessible via the Mendeley Data repository and supports a wide range of applications in computer science, including deep learning, computer vision, and pattern recognition, thereby encouraging further innovation and exploration in these fields.
In recent years, 3D hand pose estimation methods have garnered significant attention due to their extensive applications in human-computer interaction, virtual reality, and robotics. In contrast, there has been a notable gap in hand detection pipelines, posing significant challenges in constructing effective real-world multi-hand reconstruction systems. In this work, we present a data-driven pipeline for efficient multi-hand reconstruction in the wild. The proposed pipeline is composed of two components: a real-time fully convolutional hand localization and a high-fidelity transformer-based 3D hand reconstruction model. To tackle the limitations of previous methods and build a robust and stable detection network, we introduce a large-scale dataset with over than 2M in-the-wild hand images with diverse lighting, illumination, and occlusion conditions. Our approach outperforms previous methods in both efficiency and accuracy on popular 2D and 3D benchmarks. Finally, we showcase the effectiveness of our pipeline to achieve smooth 3D hand tracking from monocular videos, without utilizing any temporal components. Code, models, and dataset are available https://rolpotamias.github.io/WiLoR.
Hand-Object Interaction (HOI) is gaining significant attention, particularly with the creation of numerous egocentric datasets driven by AR/VR applications. However, third-person view HOI has received less attention, especially in terms of datasets. Most third-person view datasets are curated for action recognition tasks and feature pre-segmented clips of high-level daily activities, leaving a gap for in-the-wild datasets. To address this gap, we propose ChildPlay-Hand, a novel dataset that includes person and object bounding boxes, as well as manipulation actions. ChildPlay-Hand is unique in: (1) providing per-hand annotations; (2) featuring videos in uncontrolled settings with natural interactions, involving both adults and children; (3) including gaze labels from the ChildPlay-Gaze dataset for joint modeling of manipulations and gaze. The manipulation actions cover the main stages of an HOI cycle, such as grasping, holding or operating, and different types of releasing. To illustrate the interest of the dataset, we study two tasks: object in hand detection (OiH), i.e. if a person has an object in their hand, and manipulation stages (ManiS), which is more fine-grained and targets the main stages of manipulation. We benchmark various spatio-temporal and segmentation networks, exploring body vs. hand-region information and comparing pose and RGB modalities. Our findings suggest that ChildPlay-Hand is a challenging new benchmark for modeling HOI in the wild.
Positioning patients for scanning and interventional procedures is a critical task that requires high precision and accuracy. The conventional workflow involves manually adjusting the patient support to align the center of the target body part with the laser projector or other guiding devices. This process is not only time-consuming but also prone to inaccuracies. In this work, we propose an automated patient positioning system that utilizes a camera to detect specific hand gestures from technicians, allowing users to indicate the target patient region to the system and initiate automated positioning. Our approach relies on a novel multi-stage pipeline to recognize and interpret the technicians' gestures, translating them into precise motions of medical devices. We evaluate our proposed pipeline during actual MRI scanning procedures, using RGB-Depth cameras to capture the process. Results show that our system achieves accurate and precise patient positioning with minimal technician intervention. Furthermore, we validate our method on HaGRID, a large-scale hand gesture dataset, demonstrating its effectiveness in hand detection and gesture recognition.
Surgical tool detection is a fundamental task for understanding egocentric open surgery videos. However, detecting surgical tools presents significant challenges due to their highly imbalanced class distribution, similar shapes and similar textures, and heavy occlusion. The lack of a comprehensive large-scale dataset compounds these challenges. In this paper, we introduce EgoSurgery-Tool, an extension of the existing EgoSurgery-Phase dataset, which contains real open surgery videos captured using an egocentric camera attached to the surgeon's head, along with phase annotations. EgoSurgery-Tool has been densely annotated with surgical tools and comprises over 49K surgical tool bounding boxes across 15 categories, constituting a large-scale surgical tool detection dataset. EgoSurgery-Tool also provides annotations for hand detection with over 46K hand-bounding boxes, capturing hand-object interactions that are crucial for understanding activities in egocentric open surgery. EgoSurgery-Tool is superior to existing datasets due to its larger scale, greater variety of surgical tools, more annotations, and denser scenes. We conduct a comprehensive analysis of EgoSurgery-Tool using nine popular object detectors to assess their effectiveness in both surgical tool and hand detection. The dataset will be released at https://github.com/Fujiry0/EgoSurgery.
In this work, we explore egocentric whole-body motion capture using a single fisheye camera, which simultaneously estimates human body and hand motion. This task presents significant challenges due to three factors: the lack of high-quality datasets, fisheye camera distortion, and human body self-occlusion. To address these challenges, we propose a novel approach that leverages FisheyeViT to extract fisheye image features, which are subsequently converted into pixel-aligned 3D heatmap representations for 3D human body pose prediction. For hand tracking, we incorporate dedicated hand detection and hand pose estimation networks for regressing 3D hand poses. Finally, we develop a diffusion-based whole-body motion prior model to refine the estimated whole-body motion while accounting for joint uncertainties. To train these networks, we collect a large synthetic dataset, EgoWholeBody, comprising 840,000 high-quality egocentric images captured across a diverse range of whole-body motion sequences. Quantitative and qualitative evaluations demonstrate the effectiveness of our method in producing high-quality whole-body motion estimates from a single egocentric camera.
Humans inherently possess generalizable visual representations that empower them to efficiently explore and interact with the environments in manipulation tasks. We advocate that such a representation automatically arises from simultaneously learning about multiple simple perceptual skills that are critical for everyday scenarios (e.g., hand detection, state estimate, etc.) and is better suited for learning robot manipulation policies compared to current state-of-the-art visual representations purely based on self-supervised objectives. We formalize this idea through the lens of human-oriented multi-task fine-tuning on top of pre-trained visual encoders, where each task is a perceptual skill tied to human-environment interactions. We introduce Task Fusion Decoder as a plug-and-play embedding translator that utilizes the underlying relationships among these perceptual skills to guide the representation learning towards encoding meaningful structure for what's important for all perceptual skills, ultimately empowering learning of downstream robotic manipulation tasks. Extensive experiments across a range of robotic tasks and embodiments, in both simulations and real-world environments, show that our Task Fusion Decoder consistently improves the representation of three state-of-the-art visual encoders including R3M, MVP, and EgoVLP, for downstream manipulation policy-learning. Project page: https://sites.google.com/view/human-oriented-robot-learning
Sign language, which conveys meaning through gestures, is the chief means of communication among deaf people. Recognizing sign language in natural settings presents significant challenges due to factors such as lighting, background clutter, and variations in signer characteristics. In this thesis, I study automatic sign language processing in the wild, using signing videos collected from the Internet. This thesis contributes new datasets, tasks, and methods. Most chapters of this thesis address tasks related to fingerspelling, an important component of sign language and yet has not been studied widely by prior work. I present three new large-scale ASL datasets in the wild: ChicagoFSWild, ChicagoFSWild+, and OpenASL. Using ChicagoFSWild and ChicagoFSWild+, I address fingerspelling recognition, which consists of transcribing fingerspelling sequences into text. I propose an end-to-end approach based on iterative attention that allows recognition from a raw video without explicit hand detection. I further show that using a Conformer-based network jointly modeling handshape and mouthing can bring performance close to that of humans. Next, I propose two tasks for building real-world fingerspelling-based applications: fingerspelling detection and search. For fingerspelling detection, I introduce a suite of evaluation metrics and a new detection model via multi-task training. To address the problem of searching for fingerspelled keywords in raw sign language videos, we propose a novel method that jointly localizes and matches fingerspelling segments to text. Finally, I will describe a benchmark for large-vocabulary open-domain sign language translation based on OpenASL. To address the challenges of sign language translation in realistic settings, we propose a set of techniques including sign search as a pretext task for pre-training and fusion of mouthing and handshape features.
In this paper the concept of a machine learning based hands-on detection algorithm is proposed. The hand detection is implemented on the hardware side using a capacitive method. A sensor mat in the steering wheel detects a change in capacity as soon as the driver's hands come closer. The evaluation and final decision about hands-on or hands-off situations is done using machine learning. In order to find a suitable machine learning model, different models are implemented and evaluated. Based on accuracy, memory consumption and computational effort the most promising one is selected and ported on a micro controller. The entire system is then evaluated in terms of reliability and response time.
This study uses domain randomization to generate a synthetic RGB-D dataset for training multimodal instance segmentation models, aiming to achieve colour-agnostic hand localization in cluttered industrial environments. Domain randomization is a simple technique for addressing the "reality gap" by randomly rendering unrealistic features in a simulation scene to force the neural network to learn essential domain features. We provide a new synthetic dataset for various hand detection applications in industrial environments, as well as ready-to-use pretrained instance segmentation models. To achieve robust results in a complex unstructured environment, we use multimodal input that includes both colour and depth information, which we hypothesize helps to improve the accuracy of the model prediction. In order to test this assumption, we analyze the influence of each modality and their synergy. The evaluated models were trained solely on our synthetic dataset; yet we show that our approach enables the models to outperform corresponding models trained on existing state-of-the-art datasets in terms of Average Precision and Probability-based Detection Quality.
Heavily relying on 3D annotations limits the real-world application of 3D object detection. In this paper, we propose a method that does not demand any 3D annotation, while being able to predict fully oriented 3D bounding boxes. Our method, called Recursive Cross-View (RCV), utilizes the three-view principle to convert 3D detection into multiple 2D detection tasks, requiring only a subset of 2D labels. We propose a recursive paradigm, in which instance segmentation and 3D bounding box generation by Cross-View are implemented recursively until convergence. Specifically, our proposed method involves the use of a frustum for each 2D bounding box, which is then followed by the recursive paradigm that ultimately generates a fully oriented 3D box, along with its corresponding class and score. Note that, class and score are given by the 2D detector. Estimated on the SUN RGB-D and KITTI datasets, our method outperforms existing image-based approaches. To justify that our method can be quickly used to new tasks, we implement it on two real-world scenarios, namely 3D human detection and 3D hand detection. As a result, two new 3D annotated datasets are obtained, which means that RCV can be viewed as a (semi-) automatic 3D annotator. Furthermore, we deploy RCV on a depth sensor, which achieves detection at 7 fps on a live RGB-D stream. RCV is the first 3D detection method that yields fully oriented 3D boxes without consuming 3D labels.
We present a robot-to-human object handover algorithm and implement it on a 7-DOF arm equipped with a 3-finger mechanical hand. The system performs a fully autonomous and robust object handover to a human receiver in real-time. Our algorithm relies on two complementary sensor modalities: joint torque sensors on the arm and an eye-in-hand RGB-D camera for sensor feedback. Our approach is entirely implicit, i.e., there is no explicit communication between the robot and the human receiver. Information obtained via the aforementioned sensor modalities is used as inputs to their related deep neural networks. While the torque sensor network detects the human receiver's "intention" such as: pull, hold, or bump, the vision sensor network detects if the receiver's fingers have wrapped around the object. Networks' outputs are then fused, based on which a decision is made to either release the object or not. Despite substantive challenges in sensor feedback synchronization, object, and human hand detection, our system achieves robust robot-to-human handover with 98\% accuracy in our preliminary real experiments using human receivers.
In this work, a real-time hand gesture recognition system-based human-computer interface (HCI) is presented. The system consists of six stages: (1) hand detection, (2) gesture segmentation, (3) use of five pre-trained convolutional neural network models (CNN) and vision transformer (ViT), (4) building an interactive human-machine interface (HMI), (5) development of a gesture-controlled virtual mouse, (6) use of Kalman filter to estimate the hand position, based on that the smoothness of the motion of pointer is improved. In our work, five pre-trained CNN (VGG16, VGG19, ResNet50, ResNet101, and Inception-V1) models and ViT have been employed to classify hand gesture images. Two multi-class datasets (one public and one custom) have been used to validate the models. Considering the model's performances, it is observed that Inception-V1 has significantly shown a better classification performance compared to the other four CNN models and ViT in terms of accuracy, precision, recall, and F-score values. We have also expanded this system to control some desktop applications (such as VLC player, audio player, file management, playing 2D Super-Mario-Bros game, etc.) with different customized gesture commands in real-time scenarios. The average speed of this system has reached 25 fps (frames per second), which meets the requirements for the real-time scenario. Performance of the proposed gesture control system obtained the average response time in milisecond for each control which makes it suitable for real-time. This model (prototype) will benefit physically disabled people interacting with desktops.
This paper introduces an enormous dataset, HaGRID (HAnd Gesture Recognition Image Dataset), to build a hand gesture recognition (HGR) system concentrating on interaction with devices to manage them. That is why all 18 chosen gestures are endowed with the semiotic function and can be interpreted as a specific action. Although the gestures are static, they were picked up, especially for the ability to design several dynamic gestures. It allows the trained model to recognize not only static gestures such as "like" and "stop" but also "swipes" and "drag and drop" dynamic gestures. The HaGRID contains 554,800 images and bounding box annotations with gesture labels to solve hand detection and gesture classification tasks. The low variability in context and subjects of other datasets was the reason for creating the dataset without such limitations. Utilizing crowdsourcing platforms allowed us to collect samples recorded by 37,583 subjects in at least as many scenes with subject-to-camera distances from 0.5 to 4 meters in various natural light conditions. The influence of the diversity characteristics was assessed in ablation study experiments. Also, we demonstrate the HaGRID ability to be used for pretraining models in HGR tasks. The HaGRID and pretrained models are publicly available.
Low-Power Edge-AI capabilities are essential for on-device extended reality (XR) applications to support the vision of Metaverse. In this work, we investigate two representative XR workloads: (i) Hand detection and (ii) Eye segmentation, for hardware design space exploration. For both applications, we train deep neural networks and analyze the impact of quantization and hardware specific bottlenecks. Through simulations, we evaluate a CPU and two systolic inference accelerator implementations. Next, we compare these hardware solutions with advanced technology nodes. The impact of integrating state-of-the-art emerging non-volatile memory technology (STT/SOT/VGSOT MRAM) into the XR-AI inference pipeline is evaluated. We found that significant energy benefits (>=24%) can be achieved for hand detection (IPS=10) and eye segmentation (IPS=0.1) by introducing non-volatile memory in the memory hierarchy for designs at 7nm node while meeting minimum IPS (inference per second). Moreover, we can realize substantial reduction in area (>=30%) owing to the small form factor of MRAM compared to traditional SRAM.