Multiple Kinect V2 Calibration
نویسندگان
چکیده
منابع مشابه
Evaluating Pointing Accuracy on Kinect V2 Sensor
In this short paper we present an accuracy analysis of the new Kinect V2 depth sensor solely used as a pointing device based on 3D joint positions of the user’s arm. Computation of the pointing vector has been done in two ways. First calculated from elbow and wrist position and then from shoulder and wrist position. Based on the evaluation of Fitts’ Law we have examined the sensor capabilities ...
متن کاملReal Time Facial Emotion Recognition using Kinect V2 Sensor
The emotional facial expression is an important element in human communication, along with other forms of non-verbal communication, such as gestures and postures. The human facial expression, with its cunning and moment movements, carries an amazing amount of information that can reflect emotional feelings. Observing people’s facial expressions can help a person understand their emotions. The n...
متن کاملEye Gaze Correction for Video Conferencing Using Kinect v2
In video conferencing, eye gaze correction is beneficial for effective communication. In this era, video conferencing at homes using laptops is straightforward. In this paper, we propose an eye gaze correction method with a low-cost simple setup using Kinect v2. Our method detects an ellipse that connects edge points of the face after identifying several feature points within the face using Kin...
متن کاملAssessment and Calibration of a RGB-D Camera (Kinect v2 Sensor) Towards a Potential Use for Close-Range 3D Modeling
In the last decade, RGB-D cameras also called range imaging cameras have known a permanent evolution. Because of their limited cost and their ability to measure distances at a high frame rate, such sensors are especially appreciated for applications in robotics or computer vision. The Kinect v1 (Microsoft) release in November 2010 promoted the use of RGB-D cameras, so that a second version of t...
متن کاملKinect Fusion Improvement Using Depth Camera Calibration
Scene’s 3D modelling, gesture recognition and motion tracking are fields in rapid and continuous development which have caused growing demand on interactivity in video-game and e-entertainment market. Starting from the idea of creating a sensor that allows users to play without having to hold any remote controller, the Microsoft Kinect device was created. The Kinect has always attract researche...
متن کاملذخیره در منابع من
با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید
ژورنال
عنوان ژورنال: Automatika
سال: 2016
ISSN: 0005-1144,1848-3380
DOI: 10.7305/automatika.2017.02.1758