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Träfflista för sökning "WFRF:(Halawani Alaa 1974 ) "

Sökning: WFRF:(Halawani Alaa 1974 )

  • Resultat 1-8 av 8
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1.
  • Halawani, Alaa, 1974-, et al. (författare)
  • 100 lines of code for shape-based object localization
  • 2016
  • Ingår i: Pattern Recognition. - : Elsevier. - 0031-3203 .- 1873-5142. ; 60, s. 458-472
  • Tidskriftsartikel (refereegranskat)abstract
    • We introduce a simple and effective concept for localizing objects in densely cluttered edge images based on shape information. The shape information is characterized by a binary template of the object's contour, provided to search for object instances in the image. We adopt a segment-based search strategy, in which the template is divided into a set of segments. In this work, we propose our own segment representation that we callone-pixel segment (OPS), in which each pixel in the template is treated as a separate segment. This is done to achieve high flexibility that is required to account for intra-class variations. OPS representation can also handle scale changes effectively. A dynamic programming algorithm uses the OPS representation to realize the search process, enabling a detailed localization of the object boundaries in the image. The concept's simplicity is reflected in the ease of implementation, as the paper's title suggests. The algorithm works directly with very noisy edge images extracted using the Canny edge detector, without the need for any preprocessing or learning steps. We present our experiments and show that our results outperform those of very powerful, state-of-the-art algorithms.
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2.
  • Halawani, Alaa, 1974-, et al. (författare)
  • Active vision for controlling an electric wheelchair
  • 2012
  • Ingår i: Intelligent Service Robotics. - : Springer. - 1861-2776 .- 1861-2784. ; 5:2, s. 89-98
  • Tidskriftsartikel (refereegranskat)abstract
    • Most of the electric wheelchairs available in the market are joystick-driven and therefore assume that the user is able to use his hand motion to steer the wheelchair. This does not apply to many users that are only capable of moving the head like quadriplegia patients. This paper presents a vision-based head motion tracking system to enable such patients of controlling the wheelchair. The novel approach that we suggest is to use active vision rather than passive to achieve head motion tracking. In active vision-based tracking, the camera is placed on the user’s head rather than in front of it. This makes tracking easier, more accurate and enhances the resolution. This is demonstrated theoretically and experimentally. The proposed tracking scheme is then used successfully to control our electric wheelchair to navigate in a real world environment.
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3.
  • Halawani, Alaa, 1974-, et al. (författare)
  • Active Vision for Tremor Disease Monitoring
  • 2015
  • Ingår i: 6th International Conference on Applied Human Factors and Ergonomics (AHFE 2015) and the Affiliated Conferences AHFE 2015. - : Elsevier BV. ; , s. 2042-2048
  • Konferensbidrag (refereegranskat)abstract
    • The aim of this work is to introduce a prototype for monitoring tremor diseases using computer vision techniques.  While vision has been previously used for this purpose, the system we are introducing differs intrinsically from other traditional systems. The essential difference is characterized by the placement of the camera on the user’s body rather than in front of it, and thus reversing the whole process of motion estimation. This is called active motion tracking. Active vision is simpler in setup and achieves more accurate results compared to traditional arrangements, which we refer to as “passive” here. One main advantage of active tracking is its ability to detect even tiny motions using its simple setup, and that makes it very suitable for monitoring tremor disorders. 
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4.
  • Halawani, Alaa, 1974-, et al. (författare)
  • FingerInk : Turn your glass into a digital board
  • 2013
  • Ingår i: Proceedings of the 25th Australian Computer-Human Interaction Conference. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450325257 ; , s. 393-396
  • Konferensbidrag (refereegranskat)abstract
    • We present a robust vision-based technology for hand and finger detection and tracking that can be used in many CHI scenarios. The method can be used in real-life setups and does not assume any predefined conditions. Moreover, it does not require any additional expensive hardware. It fits well into user's environment without major changes and hence can be used in ambient intelligence paradigm. Another contribution is the interaction using glass which is a natural, yet challenging environment to interact with. We introduce the concept of "invisible information layer" embedded into normal window glass that is used as an interaction medium thereafter.
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5.
  • Halawani, Alaa, 1974-, et al. (författare)
  • Human Ear Localization : A Template-based Approach
  • 2015
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • We propose a simple and yet effective technique for shape-based ear localization. The idea is based on using a predefined binary ear template that is matched to ear contours in a given edge image. To cope with changes in ear shapes and sizes, the template is allowed to deform. Deformation is achieved by dividing the template into segments. The dynamic programming search algorithm is used to accomplish the matching process, achieving very robust localization results in various cluttered and noisy setups.
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6.
  • Halawani, Alaa, 1974-, et al. (författare)
  • Personal Relative Time: Towards Internet of Watches
  • 2011
  • Ingår i: 2011 IEEE International Conferences on Internet of Things and Cyber, Physical and Social Computing. - Los Alamitos : IEEE Computer Society. - 9781457719769 ; , s. 678-682
  • Konferensbidrag (refereegranskat)abstract
    • We introduce an idea for connecting timekeeping devices through the Internet, aiming at assigning people their individual personal time to loosen the strict rule of time synchronization that, in many cases, causes problems in access of available resources. Information about these resources, users, and their plans are utilized to accomplish the task. Time scheduling to assign users their individual time and readjustment of their timekeeping devices is done implicitly so that they do not feel any abnormal changes during their day. This will lead to a nonlinear relationship between real (absolute) time and personal time. We explain the concept, give examples, and suggest a framework for the system.
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7.
  • Lu, Zhihan, et al. (författare)
  • Multimodal Hand and Foot Gesture Interaction for Handheld Devices
  • 2014
  • Ingår i: ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP). - : Association for Computing Machinery (ACM). - 1551-6857 .- 1551-6865. ; 11:1
  • Tidskriftsartikel (refereegranskat)abstract
    • We present a hand-and-foot-based multimodal interaction approach for handheld devices. Our method combines input modalities (i.e., hand and foot) and provides a coordinated output to both modalities along with audio and video. Human foot gesture is detected and tracked using contour-based template detection (CTD) and Tracking-Learning-Detection (TLD) algorithm. 3D foot pose is estimated from passive homography matrix of the camera. 3D stereoscopic and vibrotactile are used to enhance the immersive feeling. We developed a multimodal football game based on the multimodal approach as a proof-of-concept. We confirm our systems user satisfaction through a user study.
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8.
  • Lv, Zhihan, et al. (författare)
  • Touch-less interactive augmented reality game on vision-based wearable device
  • 2015
  • Ingår i: Personal and Ubiquitous Computing. - : Springer Science and Business Media LLC. - 1617-4909 .- 1617-4917. ; 19:3-4, s. 551-567
  • Tidskriftsartikel (refereegranskat)abstract
    • There is an increasing interest in creating pervasive games based on emerging interaction technologies. In order to develop touch-less, interactive and augmented reality games on vision-based wearable device, a touch-less motion interaction technology is designed and evaluated in this work. Users interact with the augmented reality games with dynamic hands/feet gestures in front of the camera, which triggers the interaction event to interact with the virtual object in the scene. Three primitive augmented reality games with eleven dynamic gestures are developed based on the proposed touch-less interaction technology as proof. At last, a comparing evaluation is proposed to demonstrate the social acceptability and usability of the touch-less approach, running on a hybrid wearable framework or with Google Glass, as well as workload assessment, user's emotions and satisfaction.
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  • Resultat 1-8 av 8

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