Human-Computer Interaction: Gesture Spotting and Recognition

Human-Computer Interaction: Gesture Spotting and Recognition PDF Author: Mahmoud Elmezain
Publisher: LAP Lambert Academic Publishing
ISBN: 9783659524783
Category :
Languages : en
Pages : 168

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Book Description
Even though automatic hand gesture recognition technology has been applied to real-world applications with relative success, there are still several problems which need to be addressed for wider applications of Human-Computer Interaction. One of such problems which arise in hand gesture recognition is to spot meaningful gestures from the continuous sequence of the hand motions. Another problem is caused by the fact that there is quite a bit of variability (i.e. in shape, trajectory and duration) in the same gesture even for the same person. Throughout literature, the backward spotting technique is used which first detects the end points of gestures and then tracks back through their optimal paths to discover the start points of gestures. Upon the detection of the start and the end points, in between points trajectory is sent to the recognizer for recognition. So, a time delay is observed between the meaningful gesture spotting and recognition. This time delay is unacceptable for online applications. Given the fact of high variability of corresponding gesture to other gestures, modeling the other gesture is a vital issue to accommodate the infinite number of non-gesture patterns.

Human-Computer Interaction: Gesture Spotting and Recognition

Human-Computer Interaction: Gesture Spotting and Recognition PDF Author: Mahmoud Elmezain
Publisher: LAP Lambert Academic Publishing
ISBN: 9783659524783
Category :
Languages : en
Pages : 168

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Book Description
Even though automatic hand gesture recognition technology has been applied to real-world applications with relative success, there are still several problems which need to be addressed for wider applications of Human-Computer Interaction. One of such problems which arise in hand gesture recognition is to spot meaningful gestures from the continuous sequence of the hand motions. Another problem is caused by the fact that there is quite a bit of variability (i.e. in shape, trajectory and duration) in the same gesture even for the same person. Throughout literature, the backward spotting technique is used which first detects the end points of gestures and then tracks back through their optimal paths to discover the start points of gestures. Upon the detection of the start and the end points, in between points trajectory is sent to the recognizer for recognition. So, a time delay is observed between the meaningful gesture spotting and recognition. This time delay is unacceptable for online applications. Given the fact of high variability of corresponding gesture to other gestures, modeling the other gesture is a vital issue to accommodate the infinite number of non-gesture patterns.

Face Detection and Gesture Recognition for Human-Computer Interaction

Face Detection and Gesture Recognition for Human-Computer Interaction PDF Author: Ming-Hsuan Yang
Publisher: Springer Science & Business Media
ISBN: 1461514231
Category : Computers
Languages : en
Pages : 188

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Book Description
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.

Human-Computer Interaction Using Hand Gesture Recognition

Human-Computer Interaction Using Hand Gesture Recognition PDF Author: Pin-Sho Feng
Publisher:
ISBN:
Category :
Languages : en
Pages :

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Book Description


Real-time Hand Gesture Detection and Recognition for Human Computer Interaction

Real-time Hand Gesture Detection and Recognition for Human Computer Interaction PDF Author: Nasser Hasan Abdel-Qader Dardas
Publisher:
ISBN:
Category : Gesture
Languages : en
Pages :

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Book Description
This thesis focuses on bare hand gesture recognition by proposing a new architecture to solve the problem of real-time vision-based hand detection, tracking, and gesture recognition for interaction with an application via hand gestures. The first stage of our system allows detecting and tracking a bare hand in a cluttered background using face subtraction, skin detection and contour comparison. The second stage allows recognizing hand gestures using bag-of-features and multi-class Support Vector Machine (SVM) algorithms. Finally, a grammar has been developed to generate gesture commands for application control. Our hand gesture recognition system consists of two steps: offline training and online testing. In the training stage, after extracting the keypoints for every training image using the Scale Invariance Feature Transform (SIFT), a vector quantization technique will map keypoints from every training image into a unified dimensional histogram vector (bag-of-words) after K-means clustering. This histogram is treated as an input vector for a multi-class SVM to build the classifier. In the testing stage, for every frame captured from a webcam, the hand is detected using my algorithm. Then, the keypoints are extracted for every small image that contains the detected hand posture and fed into the cluster model to map them into a bag-of-words vector, which is fed into the multi-class SVM classifier to recognize the hand gesture. Another hand gesture recognition system was proposed using Principle Components Analysis (PCA). The most eigenvectors and weights of training images are determined. In the testing stage, the hand posture is detected for every frame using my algorithm. Then, the small image that contains the detected hand is projected onto the most eigenvectors of training images to form its test weights. Finally, the minimum Euclidean distance is determined among the test weights and the training weights of each training image to recognize the hand gesture. Two application of gesture-based interaction with a 3D gaming virtual environment were implemented. The exertion videogame makes use of a stationary bicycle as one of the main inputs for game playing. The user can control and direct left-right movement and shooting actions in the game by a set of hand gesture commands, while in the second game, the user can control and direct a helicopter over the city by a set of hand gesture commands.

Gesture Recognition

Gesture Recognition PDF Author: Fouad Sabry
Publisher: One Billion Knowledgeable
ISBN:
Category : Computers
Languages : en
Pages : 125

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Book Description
What is Gesture Recognition Gesture recognition is an area of research and development in computer science and language technology concerned with the recognition and interpretation of human gestures. A subdiscipline of computer vision, it employs mathematical algorithms to interpret gestures. How you will benefit (I) Insights, and validations about the following topics: Chapter 1: Gesture recognition Chapter 2: Pointing device gesture Chapter 3: User interface Chapter 4: Affective computing Chapter 5: Handheld projector Chapter 6: Tangible user interface Chapter 7: Multimodal interaction Chapter 8: Voice user interface Chapter 9: Wired glove Chapter 10: Multi-touch (II) Answering the public top questions about gesture recognition. (III) Real world examples for the usage of gesture recognition in many fields. Who this book is for Professionals, undergraduate and graduate students, enthusiasts, hobbyists, and those who want to go beyond basic knowledge or information for any kind of Gesture Recognition.

Gesture in Human-Computer Interaction and Simulation

Gesture in Human-Computer Interaction and Simulation PDF Author: Sylvie Gibet
Publisher: Springer
ISBN: 3540326251
Category : Computers
Languages : en
Pages : 356

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Book Description
This book constitutes the thoroughly refereed post-proceedings of the 6th International Workshop on Gesture in Human-Computer Interaction and Simulation, GW 2005, held in May 2005. The 22 revised long papers and 14 revised short papers presented together with 2 invited lectures were carefully selected from numerous submissions during two rounds of reviewing and improvement. The papers are organized in topical sections on human perception and production of gesture, sign language representation, sign language recognition, vision-based gesture recognition, gesture analysis, gesture synthesis, gesture and music, and gesture interaction in multimodal systems.

Gesture Recognition

Gesture Recognition PDF Author: Qiguang Miao
Publisher: Elsevier
ISBN: 0443289603
Category : Computers
Languages : en
Pages : 225

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Book Description
Gesture Recognition: Theory and Applications covers this important topic in computer science and language technology that has a goal of interpreting human gestures via mathematical algorithms. The book begins by examining the computer vision-based gesture recognition method, focusing on the theory and related research results of various recent gesture recognition technologies. The book takes the evolutions of gesture recognition technology as a clue, systematically introducing gesture recognition methods based on handcrafted features, convolutional neural networks, recurrent neural networks, multimodal data fusion, and visual attention mechanisms. Three gesture recognition-based HCI (Human Computer Interaction) practical cases are introduced. Finally, the book looks at emerging research trends and application. Focuses on the theory and application of gesture recognition, providing a systematic introduction to commonly used datasets in the field as well as algorithms based on handcrafted features, convolutional neural networks, multimodal fusion, and attention mechanisms Introduces the practical applications of gesture recognition in real-world scenarios, enabling readers to enhance their practical application skills while learning about relevant technologies Demonstrates four main categories of gesture recognition methods and analyzes their associated challenges

Hand Gesture Recognition for Improved Human Computer Interaction

Hand Gesture Recognition for Improved Human Computer Interaction PDF Author: David J. Harmony
Publisher:
ISBN:
Category :
Languages : en
Pages : 92

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Book Description


Posture and Gesture Recognition for Human-Computer Interaction

Posture and Gesture Recognition for Human-Computer Interaction PDF Author: Mahmoud Elmezain
Publisher:
ISBN: 9789533070094
Category :
Languages : en
Pages :

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Book Description


Human-Computer Interaction. Advanced Interaction, Modalities, and Techniques

Human-Computer Interaction. Advanced Interaction, Modalities, and Techniques PDF Author: Masaaki Kurosu
Publisher: Springer
ISBN: 3319072307
Category : Computers
Languages : en
Pages : 819

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Book Description
The 3-volume set LNCS 8510, 8511 and 8512 constitutes the refereed proceedings of the 16th International Conference on Human-Computer Interaction, HCII 2014, held in Heraklion, Crete, Greece in June 2014. The total of 1476 papers and 220 posters presented at the HCII 2014 conferences was carefully reviewed and selected from 4766 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers thoroughly cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas.