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NATURAL USER INTERFACE SENSORS FOR HUMAN BODY MEASUREMENT
J. Boehm
University College London, Department of Civil, Environmental and Geomatic Engineering, Gower Street, London
WCIE 6BT UK
Commission V, WG V/4
KEY WORDS: Human Body Measurement, Range Camera, Kinect, NUI
ABSTRACT:
The recent push for natural user interfaces (NUI) in the entertainment and gaming industry has ushered in a new era of low cost
three-dimensional sensors. While the basic idea of using a three-dimensional sensor for human gesture recognition dates some years
back it is not until recently that such sensors became available on the mass market. The current market leader is PrimeSense who
provide their technology for the Microsoft Xbox Kinect. Since these sensors are developed to detect and observe human users they
should be ideally suited to measure the human body. We describe the technology of a line of NUI sensors and assess their
performance in terms of repeatability and accuracy. We demonstrate the implementation of a prototype scanner integrating several
NUI sensors to achieve full body coverage. We present the results of the obtained surface model of a human body.
1. INTRODUCTION
Human body measurement has an established history of
measurement systems and applications over the past 30 years.
Applications are varied and range from medical applications to
applications in fashion and entertainment. Measurement
systems are typically purpose-built optical scanners. The optical
measurement principles employed by existing commercial
solutions are laser line triangulation, active triangulation using
white light pattern projection and monocular vision. An
overview of systems and principles is given by (D'Apuzzo,
2005). Literature reports prices of commercial scanners ranging
from $35,000 up to $500,000, which has prevented the
widespread use of these systems so far.
Natural User Interfaces (NUI) have been promoted for some
years as the natural successor and addition to Touch User
Interfaces (TUI) and Graphical User Interfaces (GUI). The idea
is to free the user from having to hold an input device such as a
mouse or a stylus or interact on a predefined surface such as a
touch screen. Instead the user’s natural gestures such as waving
and pointing are to be recognised and interpreted as input.
Different sensor systems from monocular cameras to time-of-
flight cameras have been suggested to capture a user’s gestures.
However it was not until Microsoft’s introduction of the Kinect
as a NUI controller to their video game console Xbox 360 that a
NUI sensor became widely available at a consumer price. The
impact on the market was immediate. One million Kinect
sensors were sold in just 10 days after the launch (Microsoft
Corp., 2010). Adding to these numbers more than 10 million
units were sold within the first 5 month.
This easily makes it the 3D sensor with the highest number of
units sold at probably the lowest price, which has dropped
below $99 by the time of writing. While originally intended
only for the use with Microsoft’s video game console, the
sensor soon attracted applications beyond gaming. However,
since the sensor is tuned to recognize the human body and its
pose, applications to measure the human body are the most
evident.
Within this paper we will demonstrate the application of a NUI
sensor to human body measurement. We will describe the
sensor characteristic beyond its specifications given by the
manufacturer. In order to determine its fit for purpose we also
report on our tests of the sensor’s repeatability and accuracy.
While tests of Kinect-like sensors have been performed before,
we add to these in that we test not only single units but a whole
set of units to show variations due to production tolerances. We
report on our prototype implementation of an 8 sensor set-up
and show first data sets captured with the system.
2. RELATED WORK
Weiss et al. (2011) have proposed a single sensor body scanner
for home use based on the Microsoft Kinect. In order to capture
the full body the user has to move into different poses in front
of the fixed sensor. When users are moving into different poses
their body shapes are obviously changing. Approaches based on
the single fixed sensor principle thus have to accommodate for
the changes in shape. The authors use a body model named
SCAPE which considers 3D body shape and pose variations.
The full 3D model thus is not a direct result of sensor readings
but a combination of sensor readings and an underlying body
model.
Newcombe and Davison (2010) have developed a structure
from motion (SFM) approach to integrate depth maps from a
moving Kinect sensor. The system has been further developed
into the KinectFusion system (Newcombe et al., 2011). A single
sensor is slowly moved around an object or a scene to fully
capture it. The main contribution is the real-time capability of
the system, which allows a user to interactively build (capture)
a full scene. The downside to capturing whole body models is
that due to the nature of the SFM approach, displacements
between frames should be small to allow for optimal alignment.
Thus motion is slow and it takes some time to capture a full
body model during which the captured human may not move.
Other notable contributions of this work include the innovative
representation of the scene as volumetric elements and the
introduction of bilateral filtering to depth maps from a NUI
Sensor.