Hand-Tracking | Tracking hands using deep learning | Computer Vision library
kandi X-RAY | Hand-Tracking Summary
kandi X-RAY | Hand-Tracking Summary
The main intention behind the project is my sign language project. Many of you complained that the skin detection using histogram backprojection does not work well for you. So I decided to go for hand detection instead of skin colour detection. So you can expect a lot of changes in the sign language program within the mext couple of months.
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- Create a tf example example
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Hand-Tracking Key Features
Hand-Tracking Examples and Code Snippets
Community Discussions
Trending Discussions on Hand-Tracking
QUESTION
I wanna replicate what this guy does. Basically, you go back and forth from one corner of your room to another and rotate the scene when you reach the guardian fence.
...ANSWER
Answered 2021-Jan-13 at 16:52Does the rotation work if you trigger it outside of the event listener? I see you're referring to "rig" in onpinchstarted, does "rig" exist as a variable in that scope?
One solution would be to start with a helper function that does the rotation, then run it in the console to confirm it works. Then, attach it to the scene via a javascript instead of html (doesn't have to be a component, but it might be easier to reuse).
The docs are unclear if onpinchstarted would work vs pinchstarted https://aframe.io/docs/1.1.0/components/hand-tracking-controls.html#events_pinchended
QUESTION
Possibly related to How can I simulate hand rays on HoloLens 1?
I want to use HoloLens 1 devices to simulate basic near interactions as provided by HoloLens 2.
Specifically, how can I perform the following mappings:
- Use hand position during "Ready" gesture to control PokePointer?
- Use hand position during "Tap-and-hold" gesture to control GrabPointer?
Since HL1 does not track hand orientation, I expect these need to be estimated similar to the example with hand rays.
I have tried creating a custom pointer per the answer above, and it works for hand rays but not for poke/grab as far as I can tell.
I've also created a custom poke pointer according to the example for WMR controllers at How to mimic HoloLens 2 hand tracking wIth Windows Mixed Reality controllers [MRTK2]?, and assigned it to the GGV controller in the same fashion, but somehow the hands don't seem to get detected for poke (or grab), only for hand rays.
(I'm using the Grab pose since HL1 does not seem to return index finger pose during Ready gesture, and since pointer pose seems to refer to the gaze pointer for HL1)
...ANSWER
Answered 2020-May-06 at 07:42Ok,
In case someone else is trying to get near interactions on HoloLens 1, this is how I got it working in the end:
- Create a custom input profile
- Based on PokePointer, create a custom poke pointer component for the
GGV (Gaze-Gesture-Voice) Controller of HL1 with the following
modifications:
- use the (grip) Position from the base controller component instead of gaze position.
- calculate the Rotation from Position (interpolate using head position as in the hand ray example)
- updateEnabled toggle set to not check for hand enabled since GGV always returns false during Ready
- make sure to inherit from PokePointer (needed for event handlers that only allow near interactions from PokePointer or derived classes)
- Create a custom pointer prefab that uses the custom pointer component.
- Update the pointer section to use the custom pointer
- Modify buttons to only require proximity, and not require pushing from the front since the push direction is not working/unreliable on HoloLens 1
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Install Hand-Tracking
You can use Hand-Tracking like any standard Python library. You will need to make sure that you have a development environment consisting of a Python distribution including header files, a compiler, pip, and git installed. Make sure that your pip, setuptools, and wheel are up to date. When using pip it is generally recommended to install packages in a virtual environment to avoid changes to the system.
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