The eye blink rate, a major human physiological response, directly affects ocular diseases, such as keratitis and dry eye syndrome. It has been shown that the eye blink rate in normal eyes has a certain frequency for individuals, from 6–30 times/min. It was suggested in a previous study that the eye blink rate can be decreased during the viewing of high-intensity and realistic content. Therefore, in this paper, we examine the change of the eye blink rate during the HMD (head-mounted display) viewing of VR (virtual reality) contents; accordingly, we propose an algorithm to measure the eye blink rate as well as compare and analyze this rate in three different environments (natural, monitor, and HMD). We confirmed that IPD (interpupillary distance) and phoria affected the eye blink rate in each environment. In this experiment, 21 subjects (28.38 ± 6.87 years) were selected, and a paired t-test was performed for changes in the eye blink rate over 1 min for each environment. The IPD and phoria effects on the eye blink rate were confirmed using the Spearman’s correlation coefficient. In this experiment, the eye blink rate was decreased in the monitor and HMD environments compared with the natural environment, while that in the HMD environment was decreased compared with the monitor environment. The results of the correlation analysis of far IPD and the eye blink rate show no statistical significance or correlation. The correlation analysis of near IPD and the eye blink rate showed a strong positive correlation of the eye blink rate in the monitor environment. The correlation analysis of distance phoria and the eye blink rate showed a strong negative correlation of the eye blink rate in the HMD environment. The correlation analysis of near-field phoria and the eye blink rate showed a strong negative correlation of the eye blink rate in the HMD environment. It is expected that the results of this study will be used as a VR-viewing recommendation.
The use of human gesturing to interact with devices such as computers or smartphones has presented several problems. This form of interaction relies on gesture interaction technology such as Leap Motion from Leap Motion, Inc, which enables humans to use hand gestures to interact with a computer. The technology has excellent hand detection performance, and even allows simple games to be played using gestures. Another example is the contactless use of a smartphone to take a photograph by simply folding and opening the palm. Research on interaction with other devices via hand gestures is in progress. Similarly, studies on the creation of a hologram display from objects that actually exist are also underway. We propose a hand gesture recognition system that can control the Tabletop holographic display based on an actual object. The depth image obtained using the latest Time-of-Flight based depth camera Azure Kinect is used to obtain information about the hand and hand joints by using the deep-learning model CrossInfoNet. Using this information, we developed a real time system that defines and recognizes gestures indicating left, right, up, and down basic rotation, and zoom in, zoom out, and continuous rotation to the left and right.
Vehicle detection is an important research area that provides background information for the diversity of unmanned-aerial-vehicle (UAV) applications. In this paper, we propose a vehicle-detection method using a convolutional-neural-network (CNN)-based object detector. We design our method, DRFBNet300, with a Deeper Receptive Field Block (DRFB) module that enhances the expressiveness of feature maps to detect small objects in the UAV imagery. We also propose the UAV-cars dataset that includes the composition and angular distortion of vehicles in UAV imagery to train our DRFBNet300. Lastly, we propose a Split Image Processing (SIP) method to improve the accuracy of the detection model. Our DRFBNet300 achieves 21 mAP with 45 FPS in the MS COCO metric, which is the highest score compared to other lightweight single-stage methods running in real time. In addition, DRFBNet300, trained on the UAV-cars dataset, obtains the highest AP score at altitudes of 20–50 m. The gap of accuracy improvement by applying the SIP method became larger when the altitude increases. The DRFBNet300 trained on the UAV-cars dataset with SIP method operates at 33 FPS, enabling real-time vehicle detection.
RGB-D cameras have been commercialized, and many applications using them have been proposed. In this paper, we propose a robust registration method of multiple RGB-D cameras. We use a human body tracking system provided by Azure Kinect SDK to estimate a coarse global registration between cameras. As this coarse global registration has some error, we refine it using feature matching. However, the matched feature pairs include mismatches, hindering good performance. Therefore, we propose a registration refinement procedure that removes these mismatches and uses the global registration. In an experiment, the ratio of inliers among the matched features is greater than 95% for all tested feature matchers. Thus, we experimentally confirm that mismatches can be eliminated via the proposed method even in difficult situations and that a more precise global registration of RGB-D cameras can be obtained.
Multi-object tracking is a significant field in computer vision since it provides essential information for video surveillance and analysis. Several different deep learning-based approaches have been developed to improve the performance of multi-object tracking by applying the most accurate and efficient combinations of object detection models and appearance embedding extraction models. However, two-stage methods show a low inference speed since the embedding extraction can only be performed at the end of the object detection. To alleviate this problem, single-shot methods, which simultaneously perform object detection and embedding extraction, have been developed and have drastically improved the inference speed. However, there is a trade-off between accuracy and efficiency. Therefore, this study proposes an enhanced single-shot multi-object tracking system that displays improved accuracy while maintaining a high inference speed. With a strong feature extraction and fusion, the object detection of our model achieves an AP score of 69.93% on the UA-DETRAC dataset and outperforms previous state-of-the-art methods, such as FairMOT and JDE. Based on the improved object detection performance, our multi-object tracking system achieves a MOTA score of 68.5% and a PR-MOTA score of 24.5% on the same dataset, also surpassing the previous state-of-the-art trackers.
Treatment of facial palsy is essential because neglecting this disorder can lead to serious sequelae and further damage. For an objective evaluation and consistent rehabilitation training program of facial palsy patients, a clinician’s evaluation must be simultaneously performed alongside quantitative evaluation. Recent research has evaluated facial palsy using 68 facial landmarks as features. However, facial palsy has numerous features, whereas existing studies use relatively few landmarks; moreover, they do not confirm the degree of improvement in the patient. In addition, as the face of a normal person is not perfectly symmetrical, it must be compared with previous images taken at a different time. Therefore, we introduce three methods to numerically approach measuring the degree of facial palsy after extracting 478 3D facial landmarks from 2D RGB images taken at different times. The proposed numerical approach performs registration to compare the same facial palsy patients at different times. We scale landmarks by performing scale matching before global registration. After scale matching, coarse registration is performed with global registration. Point-to-plane ICP is performed using the transformation matrix obtained from global registration as the initial matrix. After registration, the distance symmetry, angular symmetry, and amount of landmark movement are calculated for the left and right sides of the face. The degree of facial palsy at a certain point in time can be approached numerically and can be compared with the degree of palsy at other times. For the same facial expressions, the degree of facial palsy at different times can be measured through distance and angle symmetry. For different facial expressions, the simultaneous degree of facial palsy in the left and right sides can be compared through the amount of landmark movement. Through experiments, the proposed method was tested using the facial palsy patient database at different times. The experiments involved clinicians and confirmed that using the proposed numerical approach can help assess the progression of facial palsy.