Francisco J. Perales

Dr. Francisco J. Perales

Department of Mathematics and Computer Science, University of the Balearic Islands, 07122 Palma, Spain
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Research Focus & Metrics

Academic Career Length

29Years (1998-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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1 November 2005 in ELCVIA Electronic Letters on Computer Vision and Image Analysis
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CMCristina Manresa
Cristina Manresa
JVJavier Varona
Javier Varona
RMRamon Mas
Ramon Mas
Francisco J. PeralesFrancisco J. Perales
Francisco J. Perales
The proposed work is part of a project that aims for the control of a videogame based on hand gesture recognition. This goal implies the restriction of real-time response and unconstrained environments. In this paper we present a real-time algorithm to track and recognise hand gestures for interacting with the videogame. This algorithm is based on three main steps: hand segmentation, hand tracking and gesture recognition from hand features. For the hand segmentation step we use the colour cue due to the characteristic colour values of human skin, its invariant properties and its computational simplicity. To prevent errors from hand segmentation we add a second step, hand tracking. Tracking is performed assuming a constant velocity model and using a pixel labeling approach. From the tracking process we extract several hand features that are fed to a finite state classifier which identifies the hand configuration. The hand can be classified into one of the four gesture classes or one of the four different movement directions. Finally, using the system’s performance evaluation results we show the usability of the algorithm in a video game environment.

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Pravesh YagolPravesh Yagol
Pravesh Yagol
FRFrancisco Ramos
Francisco Ramos
Sergio Trilles OliverSergio Trilles Oliver
Sergio Trilles Oliver
Joaquín Torres-SospedraJoaquín Torres-Sospedra
Joaquín Torres-Sospedra
Francisco J. PeralesFrancisco J. Perales
Francisco J. Perales
The idea of virtuality is not new, as research on visualization and simulation dates back to the early use of ink and paper sketches for alternative design comparisons. As technology has advanced so the way of visualizing simulations as well, but the progress is slow due to difficulties in creating workable simulations models and effectively providing them to the users. Augmented Reality and Virtual Reality, the evolving technologies that have been haunting the tech industry, receiving excessive attention from the media and colossal growing are redefining the way we interact, communicate and work together. From consumer application to manufacturers these technologies are used in different sectors providing huge benefits through several applications. In this work, we demonstrate the potentials of Augmented Reality techniques in a Smart City (Smart Campus) context. A multiplatform mobile app featuring Augmented Reality capabilities connected to GIS services are developed to evaluate different features such as performance, usability, effectiveness and satisfaction of the Augmented Reality technology in the context of a Smart Campus.

1 November 2008 in Journal of Network and Computer Applications
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JVJavier Varona
Javier Varona
Cristina Manresa-YeeCristina Manresa-Yee
Cristina Manresa-Yee
Francisco J. PeralesFrancisco J. Perales
Francisco J. Perales

24 November 2020 in Sensors
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SRSilvia Ramis
Silvia Ramis
JRJose Maria Buades Rubio
Jose Maria Buades Rubio
Francisco J. PeralesFrancisco J. Perales
Francisco J. Perales
In this work an affective computing approach is used to study the human-robot interaction using a social robot to validate facial expressions in the wild. Our global goal is to evaluate that a social robot can be used to interact in a convincing manner with human users to recognize their potential emotions through facial expressions, contextual cues and bio-signals. In particular, this work is focused on analyzing facial expression. A social robot is used to validate a pre-trained convolutional neural network (CNN) which recognizes facial expressions. Facial expression recognition plays an important role in recognizing and understanding human emotion by robots. Robots equipped with expression recognition capabilities can also be a useful tool to get feedback from the users. The designed experiment allows evaluating a trained neural network in facial expressions using a social robot in a real environment. In this paper a comparison between the CNN accuracy and human experts is performed, in addition to analyze the interaction, attention and difficulty to perform a particular expression by 29 non-expert users. In the experiment, the robot leads the users to perform different facial expressions in motivating and entertaining way. At the end of the experiment, the users are quizzed about their experience with the robot. Finally, a set of experts and the CNN classify the expressions. The obtained results allow affirming that the use of social robot is an adequate interaction paradigm for the evaluation on facial expression.

1 September 2020 in Sensors
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NJneziha jaouedi
neziha jaouedi
Francisco J. PeralesFrancisco J. Perales
Francisco J. Perales
JRJose Maria Buades Rubio
Jose Maria Buades Rubio
NBNoureddine Boujnah
Noureddine Boujnah
MBMed Salim Bouhlel
Med Salim Bouhlel
The recognition of human activities is usually considered to be a simple procedure. Problems occur in complex scenes involving high speeds. Activity prediction using Artificial Intelligence (AI) by numerical analysis has attracted the attention of several researchers. Human activities are an important challenge in various fields. There are many great applications in this area, including smart homes, assistive robotics, human–computer interactions, and improvements in protection in several areas such as security, transport, education, and medicine through the control of falling or aiding in medication consumption for elderly people. The advanced enhancement and success of deep learning techniques in various computer vision applications encourage the use of these methods in video processing. The human presentation is an important challenge in the analysis of human behavior through activity. A person in a video sequence can be described by their motion, skeleton, and/or spatial characteristics. In this paper, we present a novel approach to human activity recognition from videos using the Recurrent Neural Network (RNN) for activity classification and the Convolutional Neural Network (CNN) with a new structure of the human skeleton to carry out feature presentation. The aims of this work are to improve the human presentation through the collection of different features and the exploitation of the new RNN structure for activities. The performance of the proposed approach is evaluated by the RGB-D sensor dataset CAD-60. The experimental results show the performance of the proposed approach through the average error rate obtained (4.5%).

1 November 2010 in Interacting with Computers
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Cristina Manresa-YeeCristina Manresa-Yee
Cristina Manresa-Yee
Pere PonsaPere Ponsa
Pere Ponsa
JVJavier Varona
Javier Varona
Francisco J. PeralesFrancisco J. Perales
Francisco J. Perales
When we develop an input device for users to communicate with computers, we have to take into account that end-users must consider the utilization of the device to be effective, efficient and satisfactory. Users whose expectations are unmet by the interface will tend to abandon it. In this paper we present a vision-based interface for motor-impaired users; a multidisciplinary group developed this interface. The user’s preferences are a critical issue when selecting an access device; therefore, user requirements should be included in the design. Usability evaluation should be integrated into relevant phases of software development. In order to evaluate the design, we present a process with multiple user studies at different development stages. We describe the combination of a development project and its implementation, with user experience considerations embedded in the process. Finally, we studied the performance of the interface through several tests, paying special attention to satisfaction and fatigue. From our results we observed that although several users found the interface tiring, their satisfaction level was encouraging, suggesting the interface is usable.