This paper presents a simultaneous shear and pressure displacement sensor based on the microstrip patch antenna technology. The antenna sensor consists of a dual-frequency patch antenna, a superstrate, and a rectangular director. The two fundamental resonant frequencies of the patch antenna are influenced by the lateral and vertical positions of the director with respect to its radiation patch. Therefore, the shear and pressure displacements of the director can be determined simultaneously from two fundamental antenna resonant frequencies. The antenna sensor was designed, fabricated, and tested to characterize its sensing performance. An algorithm was developed to inversely determine the shear and pressure displacements from the measured antenna frequencies. We validated that the typical measurement uncertainties of the antenna sensor is ±0.3 mm for the shear displacement and ±0.15 mm for the pressure displacement. The presented shear/pressure displacement sensor is intended for monitoring the interaction between the human body and assistive medical devices (e.g., prosthetic liners, diabetic shoes, seat cushions, and so on).
Hand-gesture recognition systems have recently gained more popularity. Moreover, there is a growing interest in building games for other purposes apart from entertainment, such as education and rehabilitation. This paper focuses on developing a novel game-based system for wrist rehabilitation, called HandReha. The idea is to automatically recognize pre-defined hand gestures using a web-camera, so to control an avatar in a three dimensional maze run game. The pre-defined gestures are picked from a pool of well-defined gestures suitable for wrist rehabilitation. Deep learning techniques were utilized to perform real-time hand gesture recognition from the images. To evaluate the performance of the developed wrist rehabilitation system, a preliminary study with 12 healthy participants was conducted. The results showed that the developed wrist rehabilitation system is intuitive and engages the user, which is crucial for rehabilitation purposes.
Deep learning solutions for hand pose estimation are now very reliant on comprehensive datasets covering diverse camera perspectives, lighting conditions, shapes, and pose variations. While acquiring such datasets is a challenging task, several studies circumvent this problem by exploiting synthetic data, but this does not guarantee that they will work well in real situations mainly due to the gap between the distribution of synthetic and real data. One recent popular solution to the domain shift problem is learning the mapping function between different domains through generative adversarial networks. In this study, we present a comprehensive study on effective hand pose estimation approaches, which are comprised of the leveraged generative adversarial network (GAN), providing a comprehensive training dataset with different modalities. Benefiting from GAN, these algorithms can augment data to a variety of hand shapes and poses where data manipulation is intuitively controlled and greatly realistic. Next, we present related hand pose datasets and performance comparison of some of these methods for the hand pose estimation problem. The quantitative and qualitative results indicate that the state-of-the-art hand pose estimators can be greatly improved with the aid of the training data generated by these GAN-based data augmentation methods. These methods are able to beat the baseline approaches with better visual quality and higher values in most of the metrics (PCK and ME) on both the STB and NYU datasets. Finally, in conclusion, the limitation of the current methods and future directions are discussed.
Existing learning-based methods require a large number of labeled data to produce accurate part segmentation labels. However, acquiring ground truth labels is costly, giving rise to a need for methods that either require fewer labels or can utilize other currently available labels as a form of weak supervision for training. In this paper, in order to mitigate the burden of labeled-data acquisition, we propose a data-driven method for hand part segmentation on depth maps without any need for extra effort to obtain segmentation labels. The proposed method uses the labels already provided by public datasets in terms of major 3D hand joint locations to learn to estimate the hand shape and pose given a depth map. Given the pose and shape of a hand, the corresponding 3D hand mesh is generated using a deformable hand model and then rendered to a color image using a texture based on Linear Blend Skinning (LBS) weights of the hand model. The segmentation labels are then computed from the rendered color image. Since segmentation labels are not provided with current public datasets, we manually annotate a subset of the NYU dataset to perform quantitative evaluation of our method and show that a mIoU of 42% can be achieved with a model trained without using segmentation-based labels. Both qualitative and quantitative results confirm the effectiveness of our method. The code is publicly available for research purposes at: https://git.io/JmCBS.
Hand pose estimation is getting a lot of attention in many areas such as Human-Computer Interaction and Sign Language Recognition. A fundamental step to accurately estimate the hand pose involves detecting and localizing fingertips in an image. Despite the progress of 2-D hand pose estimation in recent studies, accurate and robust detection and localization of fingertips still remains a challenging task due to low resolution of a fingertip in images and varying lightning condition. Inspired by the progress of the Generative Adversarial Network (GAN) and image-style transfer, we propose a two-stage pipeline to accurately localize the fingertip position even in varying lighting and severe self occlusion on depth images. The idea is to use a Cycle-consistent Generative Adversarial Network (Cycle-GAN) to apply unpaired image-to-image translation and generate a depth image with colored predictions on the fingertips, wrist, and palm given a real depth image. The model is trained in a semi-supervised manner using a collection of images from source and target domains that do not need to be related in anyway. Then, by applying color segmentation techniques, we localize the center of each colored area which results in finding the location of each fingertip along with center of the wrist and the palm. The proposed method achieves visually promising results on noisy depth images captured using the Microsoft Kinect. Experiments on the challenging NYU hand dataset have demonstrated that our approach not only generates plausible samples, but also outperforms state-of-the-art approaches on 2-D fingertip estimation by a significant margin even in the presence of severe self-occlusion and varying lighting conditions. Moreover, fingertips would be detected irrespective of user orientation using this method.