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1.
针对基于视觉的智能电视手势交互中用户认知负荷和操作负荷较重的问题,提出融合显式交互和隐式交互的手势交互算法.通过对基于视觉的智能电视手势交互场景分析,首先建立了基于用户行为和智能电视状态的多层次上下文模型,实现上下文的数据融合与特征提取;其次设计并实现了CDL-DFCM推理模型和显隐信息融合的隐式交互模型,识别交互情景事件并感知用户意图;最后实现用户与智能电视的隐式交互.实验结果表明,与现有算法相比,该算法在操作准确率、时间开销和手势移动距离等方面得到了明显改善,并有效地提升了用户体验.  相似文献   

2.
搭载着加速度传感器的智能移动终端为手势识别提供广泛的应用平台,在已有的基于单枚加速度传感器的手势识别研究中,识别正确率、速度和手势集合难以达到良好的平衡。本文以一种基于加速度符号序列的识别算法为基础,改进了其特征提取方法,并设计了基于加权树结构模板库的匹配方法,实现了大手势集、高正确率、速度快的手势识别。实验表明,所述系统在21个手势组成的手势集合上,实现了95.2%的用户依赖识别率和94.6%的用户非依赖识别率,识别时间小于10毫秒,对手势识别研究有一定的借鉴价值。  相似文献   

3.
《微型机与应用》2019,(9):30-33
研究了基于深度学习算法的可穿戴设备手势识别系统设计。以智能手表为例,利用可穿戴设备的加速度传感器进行数据采集,通过在执行不同手势时三轴加速度数值的不同以及执行时长的差异,使用TensorFlow以及CNN神经网络实现手势识别。实验结果表明该系统对交互手势的识别有着良好稳定的识别率,准确率达到97%以上,并且系统的各项性能指标都较好。所提出的手势识别系统还可以应用到数字签名、个人安全或用户标识等其他领域。  相似文献   

4.
随着智能移动终端的发展及摄像镜头的小型化,自拍变得越来越流行。如何设计新型自拍交互方法使得用户在自拍过程中能够自由、实时地控制相机是自拍相机交互界面的关键问题。提出利用基于视觉的运动手势交互界面的新方法,使自拍过程中用户只要挥一挥手臂就可以实现与自拍相机的交互功能。使用手势交互的方法,用户可以把相机放在任意的平台上,自由地摆出各种自拍姿态,增加了自拍的丰富性,提高了用户体验。主要提出挥手及画圈两种交互手势,通过组合应用可以实现丰富高效的自拍交互控制功能,如快门控制、白平衡,曝光度等。手势的识别利用相机摄像的实时图像进行处理,采用稀疏光流算法来识别运动手势。用户评估实验表明,所提出运动手势自拍交互界面具有较好的交互效率以及良好的用户满意度,两种手势的识别效率约为85%。  相似文献   

5.
基于多屏协同的智能电视人机交互系统定义了移动设备对智能电视的远程操控和文本输入的通信机制,以解决用户对智能电视的操作不灵活的问题,尤其改善用户的文本输入操作体验。该通信机制稳定、可扩展性强,适用于不同平台的远程操控和文本输入需求。该系统基于UPnP协议实现了快速连接移动设备和智能电视,并且以Android系统广播机制和输入机制为依据,提出了基于虚拟驱动的输入扩展机制,达到了原生鼠标键盘事件的效果,实现了利用移动设备对智能电视进行交互控制的设计。实验证明,该人机交互系统,具有无缝连接、操作简单的优点,尤其适合用户进行文本输入操作。  相似文献   

6.
基于触摸屏的手势遥控系统   总被引:1,自引:0,他引:1  
传统遥控方式对用户的限制和束缚降低了用户体验质量。为此,提出一种基于触摸屏的手势遥控系统。通过分析触摸手势元动作,对触摸手势进行分类和数学建模,设计该遥控系统的触摸手势识别算法。该算法充分考虑了用户的认知和行为习惯差异,实现智能电视的手势遥控系统,收集真实用户在使用该遥控系统时的操作习惯,进一步提高触摸手势及其对应的遥控操作的识别准确率。实验结果表明,该算法能较好地区分易引起误操作的触摸手势,使得平均识别准确率达到99%。  相似文献   

7.
王海鹏  龚岩  刘武  李泽  张思美 《计算机科学》2017,44(12):287-291
手势交互作为一种自然便捷的交互方式,在智能家居和智能交通等领域具有日益广泛的应用前景。由于手势行为发生的速度、空间约束和用户差异的影响,同一语义手势表现出具有不同时间和空间尺度的多形态特征,这给保障手势识别的准确率带来了挑战。提出了一种基于动态时间规整DTW(Dynamic Time Warping)方法的时空多尺度手势识别方法SDTW(Spatial-Temporal Dynamic Time Warping),该方法通过对空间形态数据进行分箱操作来达到适应一定程度空间尺度变化的能力。因此,SDTW方法不仅具备DTW方法的时间尺度适应性,而且扩展了空间尺度适应性。文中实现了一个基于智能手机加速度传感设备的SDTW手势识别原型系统。实验测试验证了所提方法能够有效提升手势识别的准确率。  相似文献   

8.
针对传统的基于触摸屏和计算机视觉的手势交互方法无法应对智能可穿戴设备逐渐趋向小型化和低功耗等问题,依据声波的Doppler效应和运动物体能够改变声波频率的特性,提出了一种基于超声波的低功耗鲁棒手势识别方法。该方法利用Goertzel算法进行超声波频率特征提取和分析,得到手势的移动方向并形成时间序列,进而利用隐马尔科夫模型实现用户手势识别。在微软移动终端Surface上的实验表明,此方法在安静和嘈杂的环境下都能达到较高的手势识别准确率、更高的鲁棒性、更低的计算成本和功耗,能够满足可穿戴设备发展对于手势识别的需求。  相似文献   

9.
王雷  王力 《计算机工程与应用》2002,38(22):88-89,111
交互式虚拟现实系统能够为用户提供直观自然的用户接口。使用手势,用户可以更加高效地与虚拟环境进行交互。但随着系统中识别手势的增多,正确手势的识别率和系统的性能会跟着下降。文章提出用交互状态解决手势识别率和系统性能下降问题,并给出了实现方案。  相似文献   

10.
刘蓉  刘明 《计算机工程》2011,37(24):141-143
针对手势交互中手势信号的相似性和不稳定性,设计实现一种基于三轴加速度传感器的手势识别方案。采用MMA7260加速度传感器采集主手腕的手势动作信号,根据手势加速度信号的特点,进行手势动作数据窗口的自动检测、信号去噪和重采样等预处理,通过提取手势动作的关键特征,构造离散隐马尔可夫模型,实现手势动作识别。实验结果证明该方案的识别精度较高。  相似文献   

11.
Abstract This paper describes an approach to the design of interactive multimedia materials being developed in a European Community project. The developmental process is seen as a dialogue between technologists and teachers. This dialogue is often problematic because of the differences in training, experience and culture between them. Conditions needed for fruitful dialogue are described and the generic model for learning design used in the project is explained.  相似文献   

12.
European Community policy and the market   总被引:1,自引:0,他引:1  
Abstract This paper starts with some reflections on the policy considerations and priorities which are shaping European Commission (EC) research programmes. Then it attempts to position the current projects which seek to capitalise on information and communications technologies for learning in relation to these priorities and the apparent realities of the marketplace. It concludes that while there are grounds to be optimistic about the contribution EC programmes can make to the efficiency and standard of education and training, they are still too technology driven.  相似文献   

13.
融合集成方法已经广泛应用在模式识别领域,然而一些基分类器实时性能稳定性较差,导致多分类器融合性能差,针对上述问题本文提出了一种新的基于多分类器的子融合集成分类器系统。该方法考虑在度量层融合层次之上通过对各类基多分类器进行动态选择,票数最多的类别作为融合系统中对特征向量识别的类别,构成一种新的自适应子融合集成分类器方法。实验表明,该方法比传统的分类器以及分类融合方法识别准确率明显更高,具有更好的鲁棒性。  相似文献   

14.
Development of software intensive systems (systems) in practice involves a series of self-contained phases for the lifecycle of a system. Semantic and temporal gaps, which occur among phases and among developer disciplines within and across phases, hinder the ongoing development of a system because of the interdependencies among phases and among disciplines. Such gaps are magnified among systems that are developed at different times by different development teams, which may limit reuse of artifacts of systems development and interoperability among the systems. This article discusses such gaps and a systems development process for avoiding them.  相似文献   

15.
This paper presents control charts models and the necessary simulation software for the location of economic values of the control parameters. The simulation program is written in FORTRAN, requires only 10K of main storage, and can run on most mini and micro computers. Two models are presented - one describes the process when it is operating at full capacity and the other when the process is operating under capacity. The models allow the product quality to deteriorate to a further level before an existing out-of-control state is detected, and they can also be used in situations where no prior knowledge exists of the out-of-control causes and the resulting proportion defectives.  相似文献   

16.
Going through a few examples of robot artists who are recognized worldwide, we try to analyze the deepest meaning of what is called “robot art” and the related art field definition. We also try to highlight its well-marked borders, such as kinetic sculptures, kinetic art, cyber art, and cyberpunk. A brief excursion into the importance of the context, the message, and its semiotics is also provided, case by case, together with a few hints on the history of this discipline in the light of an artistic perspective. Therefore, the aim of this article is to try to summarize the main characteristics that might classify robot art as a unique and innovative discipline, and to track down some of the principles by which a robotic artifact can or cannot be considered an art piece in terms of social, cultural, and strictly artistic interest. This work was presented in part at the 13th International Symposium on Artificial Life and Robotics, Oita, Japan, January 31–February 2, 2008  相似文献   

17.
Although there are many arguments that logic is an appropriate tool for artificial intelligence, there has been a perceived problem with the monotonicity of classical logic. This paper elaborates on the idea that reasoning should be viewed as theory formation where logic tells us the consequences of our assumptions. The two activities of predicting what is expected to be true and explaining observations are considered in a simple theory formation framework. Properties of each activity are discussed, along with a number of proposals as to what should be predicted or accepted as reasonable explanations. An architecture is proposed to combine explanation and prediction into one coherent framework. Algorithms used to implement the system as well as examples from a running implementation are given.  相似文献   

18.
This paper provides the author's personal views and perspectives on software process improvement. Starting with his first work on technology assessment in IBM over 20 years ago, Watts Humphrey describes the process improvement work he has been directly involved in. This includes the development of the early process assessment methods, the original design of the CMM, and the introduction of the Personal Software Process (PSP)SM and Team Software Process (TSP){SM}. In addition to describing the original motivation for this work, the author also reviews many of the problems he and his associates encountered and why they solved them the way they did. He also comments on the outstanding issues and likely directions for future work. Finally, this work has built on the experiences and contributions of many people. Mr. Humphrey only describes work that he was personally involved in and he names many of the key contributors. However, so many people have been involved in this work that a full list of the important participants would be impractical.  相似文献   

19.
基于复小波噪声方差显著修正的SAR图像去噪   总被引:4,自引:1,他引:3  
提出了一种基于复小波域统计建模与噪声方差估计显著性修正相结合的合成孔径雷达(Synthetic Aperture Radar,SAR)图像斑点噪声滤波方法。该方法首先通过对数变换将乘性噪声模型转化为加性噪声模型,然后对变换后的图像进行双树复小波变换(Dualtree Complex Wavelet Transform,DCWT),并对复数小波系数的统计分布进行建模。在此先验分布的基础上,通过运用贝叶斯估计方法从含噪系数中恢复原始系数,达到滤除噪声的目的。实验结果表明该方法在去除噪声的同时保留了图像的细节信息,取得了很好的降噪效果。  相似文献   

20.
Abstract  This paper considers some results of a study designed to investigate the kinds of mathematical activity undertaken by children (aged between 8 and 11) as they learned to program in LOGO. A model of learning modes is proposed, which attempts to describe the ways in which children used and acquired understanding of the programming/mathematical concepts involved. The remainder of the paper is concerned with discussing the validity and limitations of the model, and its implications for further research and curriculum development.  相似文献   

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