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Face Detection and Gesture Recognition for Human-Computer Interaction

Part of the book series: The International Series in Video Computing (VICO, volume 1)

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Table of contents (7 chapters)

  1. Front Matter

    Pages i-xii
  2. Introduction

    • Ming-Hsuan Yang, Narendra Ahuja
    Pages 1-5
  3. Detecting Faces in Still Images

    • Ming-Hsuan Yang, Narendra Ahuja
    Pages 7-52
  4. Recognizing Hand Gestures Using Motion Trajectories

    • Ming-Hsuan Yang, Narendra Ahuja
    Pages 53-81
  5. Skin Color Model

    • Ming-Hsuan Yang, Narendra Ahuja
    Pages 83-95
  6. Face Detection Using Multimodal Density Models

    • Ming-Hsuan Yang, Narendra Ahuja
    Pages 97-122
  7. Learning to Detect Faces with Snow

    • Ming-Hsuan Yang, Narendra Ahuja
    Pages 123-150
  8. Conclusion and Future Work

    • Ming-Hsuan Yang, Narendra Ahuja
    Pages 151-153
  9. Back Matter

    Pages 155-182

About this book

Traditionally, scientific fields have defined boundaries, and scientists work on research problems within those boundaries. However, from time to time those boundaries get shifted or blurred to evolve new fields. For instance, the original goal of computer vision was to understand a single image of a scene, by identifying objects, their structure, and spatial arrangements. This has been referred to as image understanding. Recently, computer vision has gradually been making the transition away from understanding single images to analyzing image sequences, or video understanding. Video understanding deals with understanding of video sequences, e. g. , recognition of gestures, activities, facial expressions, etc. The main shift in the classic paradigm has been from the recognition of static objects in the scene to motion-based recognition of actions and events. Video understanding has overlapping research problems with other fields, therefore blurring the fixed boundaries. Computer graphics, image processing, and video databases have obvious overlap with computer vision. The main goal of computer graphics is to gener­ ate and animate realistic looking images, and videos. Researchers in computer graphics are increasingly employing techniques from computer vision to gen­ erate the synthetic imagery. A good example of this is image-based rendering and modeling techniques, in which geometry, appearance, and lighting is de­ rived from real images using computer vision techniques. Here the shift is from synthesis to analysis followed by synthesis.

Authors and Affiliations

  • Honda Fundamental Research Laboratories, Honda R&D Americas, Inc., USA

    Ming-Hsuan Yang

  • Beckman Institute and Department of Computer Science, University of Illinois at Urbana-Champaign, USA

    Narendra Ahuja

Bibliographic Information

Buy it now

Buying options

eBook USD 84.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book USD 109.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book USD 109.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Other ways to access