Window Phone augmented reality and shape recognition - windows-phone

I am a beginner in Windows Phone app development. My goal is to create a simple augmented reality application which will include shape recognition (ex. hand or face). Additionally I would like to draw 3D objects on screen and place them in reality. The question is what is the best way to start development? Especially which toolkits do You advise to use? My current idea is to detect motion using Motion Class built in WP-SDK and use EmguCV to dectect and recognise shapes. And which library should I use to draw shapes (Direct3d or XNA) ? Is it a good way to start? I am confused if EmguCV is available on Windows Phone platform at all?
Additional info:
- platform will be WP7.5 or WP8

i'm working also on windows phone project, it was about face recognition but because lack libraries that can used in other things i change my project.
but there is FACESDK that could help you for Face recognition.
http://research.microsoft.com/en-us/projects/facesdk/

Related

How to achieve Image recognition using phone camera

I'm trying to build an app to make image recognition using the phone camera... I saw a lot of videos where using the camara the app identify where is the person or which feelings they have or things like that in real time.
I need to do a built an app like this, I know it's not an easy task, but I need to know which technologies can be use in order to achieve this in a mobile app?
Is it tensor flow?
Are there some libraries that helps to achieve this?
Or do I need to build a full Machine Learning with IA app?
Sorry to make such a general question but I need some insights.
Redgards
If you are trying to do this for the iOS platform, you could use a starter kit here: https://developer.ibm.com/patterns/build-an-ios-game-powered-by-core-ml-and-watson-visual-recognition/ for step-by-step instructions.
https://github.com/IBM/rainbow is a repo which it references.
You train your vision model on the IBM Cloud using Watson Visual Recognition, which just needs example images to learn from. Then you download the model into your iOS app and deploy with XCode. It will "scan" the live camera feed for the classes defined in your model.
I see you tagged TF (which is not part of this starter kit) but if you're open to other technologies, I think it would be very helpful.

Test methodology for Hand gesture recognition application in Kinect

I am developing an Immersive image navigation project in Kinect, which uses hands-free gestures. I have decided upon a set of gestures, which I shall use in the project.
I am working on the algorithms. What I want to know what is the general methodology for testing the various components of such Kinect related projects.
How must I design the test suite, what will be its fields? How must the different gesture recognition algorithms be tested? What is an optimum number of tests which establish data worth presenting? How many participants must be involved? And what set of data must be collected for the required coverage of test information?
With Kinect SDK you can record the gestures and then replay them to verify that your code can properly detect them.
Doing gestion recognition is hard, though - try to record different people doing different gestures and then see if your code can recognize them all.
Most of the time machine learning is involved in creating such recognizers - for machine learning to be working you need to record many many people for training the recognizer - I would advise against this and reuse the gestures offered by the Kinect SDK (grip, release for example) unless you know what you are doing.

Need to add an interactive 3D model to my otherwise non-3D app

As briefly as I can; are there any frameworks available that I can drop into an iPad app I'm working on, along with a 3D model, and allow me to add a view that will present the model in an interactive format?
Model needs to be rotatable, and ideally I would like to be able to add interactive points on to the model that pop up modal views when tapped.
I have never worked with 3D before in any respect so I'm coming at that part as a complete novice. The 3D model is being supplied to me and will be available in "various formats". The rest of the app is pure Objective-C in which I'm proficient enough.
I have Googled and Googled and have come up with nothing so far.
Failing there being any drop-in frameworks, how much of a challenge is it likely to be to get myself up to speed with what I would need to know? Are there any good starting points to expand my knowledge here?
3D is a complex matter, if you don't see your future dealing with it on a regular basis I wouldn't recommend writing your own solutions for it.
The closest you can find to a drag and drop framework would be the SDK of the iPhone / iPad GPU's manufacturer. It's pretty easy to use.
PowerVR SDK Download
After a free registration on their website, you can download the SDK that contains lots of samples with source code. Their framework displays 3D models in their own POD format, which is of course heavily optimized for the iOS devices. Ask your 3D model provider to give you the models in POD format (you can find POD converters / exporters for Maya etc. on PowerVR's website as well).

Getting started with image processing on Mac OS X

I recently moved from a PC to a MacBook Pro. I'm starting to go through tutorials on Objective-C and developing in Cocoa. I do a lot of image processing algorithm development work (pixel by pixel manipulation) in my day job so I'd like to get create a test image processing app or two for OS X. I'm struggling to figure out where to start - let's say I want to create a simple application (that I could reuse) like the following:
load an image from an open file option within a file menu
display this within the GUI.
Click a button to apply pixel by pixel processing
Update the displayed image
Save the processed image from the save option within the file menu
Any pointers or links would be most appreciated.
Thanks
Other info:
I'm pretty familiar with OpenCV within Linux - haven't looked at using it within Objective-C/Cocoa/Xcode environment yet though - not even sure if this would be a good idea?
I guess it would be nice to use GPU acceleration as well, but I'm not familiar with OpenGL/OpenCL - so I might have to put that one on the long finger for the moment.
As you are looking at the Apple platform, you should look into the CoreImage framework - it will provide you most of pre-baked cookies ready to be consumed in your application.
For more advanced purposes, you can start off with openCV.
Best of luck!!
As samfisher suggests, OpenCV is not that hard to get working on the Mac, and Core Image is a great Cocoa framework for doing GPU-accelerated image processing. I'm working on porting my GPUImage framework from iOS to the Mac, and it's entirely geared around making accelerated image processing easy to work with, but unfortunately that isn't working right now.
If you're just getting started on the Mac, one tool that I can point out which you might overlook is Quartz Composer. You have to download the separate Graphics Tools package from Apple's developer site to install Quartz Composer, because it's no longer shipped with Xcode.
Quartz Composer is a graphical development tool that lets you drag and drop modules, connect inputs and outputs, and do rapid development of some fairly interesting things. One task it's great for is doing rapid prototyping of image processing, either using Core Image or OpenGL shaders. I've even heard of people using OpenCV with this using custom patches. You can easily connect an image or camera source into a filter chain, then edit the filters and see live updates as you work on them, without requiring a compile-run cycle.
If you want some sample QC projects to play with, I have a couple of them linked from this article I wrote a couple of years ago. They both do the same color-based object tracking, with one using Core Image and the other OpenGL shaders. You can dig into that and play around to see how that works, without having to get too far into writing any code.

recognizing facial expressions using Kinect SDK

I am trying to do some work using Kinect and the Kinect SDK.
I was wondering whether it is possible to detect facial expressions (e.g. wink, smile etc) using the Kinect SDK Or, getting raw data that can help in recognizing these.
Can anyone kindly suggest any links for this ? Thanks.
I am also working on this and i considered 2 options:
Face.com API:
there is a C# client library and there are a lot of examples in their documentation
EmguCV
This guy Talks about the basic face detection using EmguCV and Kinect SDK and you can use this to recognize faces
Presently i stopped developing this but if you complete this please post a link to your code.
This is currently not featured within the Kinect for Windows SDK due to the limitations of Kinect in producing high-resolution images. That being said, libraries such as OpenCV and AForge.NET have been sucessfuly used to detected finger and facial recognition from both the raw images that are returned from Kinect, and also RGB video streams from web cams. I would use this computer vision libraries are a starting point.
Just a note, MS is releasing the "Kinect for PC" along with a new SDK version in february. This has a new "Near Mode" which will offer better resolution for close-up images. Face and finger recognition might be possible with this. You can read a MS press release here, for example:
T3.com
The new Kinect SDK1.5 is released and contains the facial detection and recognition
you can download the latest SDK here
and check this website for more details about kinect face tracking