Book Image

Computer Vision for the Web

By : Foat Akhmadeev
Book Image

Computer Vision for the Web

By: Foat Akhmadeev

Overview of this book

This book will give you an insight into controlling your applications with gestures and head motion and readying them for the web. Packed with real-world tasks, it begins with a walkthrough of the basic concepts of Computer Vision that the JavaScript world offers us, and you’ll implement various powerful algorithms in your own online application. Then, we move on to a comprehensive analysis of JavaScript functions and their applications. Furthermore, the book will show you how to implement filters and image segmentation, and use tracking.js and jsfeat libraries to convert your browser into Photoshop. Subjects such as object and custom detection, feature extraction, and object matching are covered to help you find an object in a photo. You will see how a complex object such as a face can be recognized by a browser as you move toward the end of the book. Finally, you will focus on algorithms to create a human interface. By the end of this book, you will be familiarized with the application of complex Computer Vision algorithms to develop your own applications, without spending much time learning sophisticated theory.
Table of Contents (13 chapters)

Chapter 5. May JS Be with You! Control Your Browser with Motion

Imagine how exciting it would be to be able to control your browser using neither the keyboard nor mouse. There are many fields in computer science that tend to create a good human interface. One of those fields is Computer Vision. It provides outstanding methods that can help you to create something useful rapidly and you do not even need devices such as Kinect! The human interface in Computer Vision highly depends on object tracking. In the previous chapter, we already saw some object tracking examples, such as Camshift. Here, we will introduce more algorithms to play with. First, we will start with the basic tracking algorithms, which do not have any assumptions about an object from a previous frame. Next, we will move on to Head-coupled perspective; this is a technique that uses the head (or eye) position to simulate a 3D environment on a screen. This will be covered by the headtrackr library, which we have seen in the previous...