• Title/Summary/Keyword: Gesture Recognition Game

Search Result 52, Processing Time 0.022 seconds

A Study on User Interface for Quiz Game Contents using Gesture Recognition (제스처인식을 이용한 퀴즈게임 콘텐츠의 사용자 인터페이스에 대한 연구)

  • Ahn, Jung-Ho
    • Journal of Digital Contents Society
    • /
    • v.13 no.1
    • /
    • pp.91-99
    • /
    • 2012
  • In this paper we introduce a quiz application program that digitizes the analogue quiz game. We digitize the quiz components such as quiz proceeding, participants recognition, problem presentation, volunteer recognition who raises his hand first, answer judgement, score addition, winner decision, etc, which are manually performed in the normal quiz game. For automation, we obtained the depth images from the kinect camera which comes into the spotlight recently, so that we located the quiz participants and recognized the user-friendly defined gestures. Analyzing the depth distribution, we detected and segmented the upper body parts and located the hands' areas. Also, we extracted hand features and designed the decision function that classified the hand pose into palm, fist or else, so that a participant can select the example that he wants among presented examples. The implemented quiz application program was tested in real time and showed very satisfactory gesture recognition results.

Gesture-based Table Tennis Game in AR Environment (증강현실과 제스처를 이용한 비전기반 탁구 게임)

  • Yang, Jong-Yeol;Lee, Sang-Kyung;Kyoung, Dong-Wuk;Jung, Kee-Chul
    • Journal of Korea Game Society
    • /
    • v.5 no.3
    • /
    • pp.3-10
    • /
    • 2005
  • We present the computer table tennis game using player's swing motion. We need to transform a real world coordinate into a virtual world coordinate in order to hit the virtual ball. We can not get a correct 3-dimension position of racket in environment that using one camera or simple image processing. Therefore we use Augmented Reality (AR) concept to develop the game. This paper shows the AR table tennis game using gesture and method to develop the 3D interaction game that only using one camera without any motion detection device or stereo cameras. Also, we use a scan line method to recognize gesture for speedy processing. The game is developed using ARtoolkit and DirectX that is popular tool of SDK for game development.

  • PDF

Implementation of Finger-Gesture Game Controller using CAMShift and Double Circle Tracing Method (CAMShift와 이중 원형 추적법을 이용한 손 동작 게임 컨트롤러 구현)

  • Lee, Woo-Beom
    • Journal of the Institute of Convergence Signal Processing
    • /
    • v.15 no.2
    • /
    • pp.42-47
    • /
    • 2014
  • A finger-gesture game controller using the single camera is implemented in this paper, which is based on the recognition of the number of fingers and the index finger moving direction. Proposed method uses the CAMShift algorithm to trace the end-point of index finger effectively. The number of finger is recognized by using a double circle tracing method. Then, HSI color mode transformation is performed for the CAMShift algorithm, and YCbCr color model is used in the double circle tracing method. Also, all processing tasks are implemented by using the Intel OpenCV library and C++ language. In order to evaluate the performance of the proposed method, we developed a shooting game simulator and validated the proposed method. The proposed method showed the average recognition ratio of more than 90% for each of the game command-mode.

An Efficient Hand Gesture Recognition Method using Two-Stream 3D Convolutional Neural Network Structure (이중흐름 3차원 합성곱 신경망 구조를 이용한 효율적인 손 제스처 인식 방법)

  • Choi, Hyeon-Jong;Noh, Dae-Cheol;Kim, Tae-Young
    • The Journal of Korean Institute of Next Generation Computing
    • /
    • v.14 no.6
    • /
    • pp.66-74
    • /
    • 2018
  • Recently, there has been active studies on hand gesture recognition to increase immersion and provide user-friendly interaction in a virtual reality environment. However, most studies require specialized sensors or equipment, or show low recognition rates. This paper proposes a hand gesture recognition method using Deep Learning technology without separate sensors or equipment other than camera to recognize static and dynamic hand gestures. First, a series of hand gesture input images are converted into high-frequency images, then each of the hand gestures RGB images and their high-frequency images is learned through the DenseNet three-dimensional Convolutional Neural Network. Experimental results on 6 static hand gestures and 9 dynamic hand gestures showed an average of 92.6% recognition rate and increased 4.6% compared to previous DenseNet. The 3D defense game was implemented to verify the results of our study, and an average speed of 30 ms of gesture recognition was found to be available as a real-time user interface for virtual reality applications.

Hand Tracking and Hand Gesture Recognition for Human Computer Interaction

  • Bai, Yu;Park, Sang-Yun;Kim, Yun-Sik;Jeong, In-Gab;Ok, Soo-Yol;Lee, Eung-Joo
    • Journal of Korea Multimedia Society
    • /
    • v.14 no.2
    • /
    • pp.182-193
    • /
    • 2011
  • The aim of this paper is to present the methodology for hand tracking and hand gesture recognition. The detected hand and gesture can be used to implement the non-contact mouse. We had developed a MP3 player using this technology controlling the computer instead of mouse. In this algorithm, we first do a pre-processing to every frame which including lighting compensation and background filtration to reducing the adverse impact on correctness of hand tracking and hand gesture recognition. Secondly, YCbCr skin-color likelihood algorithm is used to detecting the hand area. Then, we used Continuously Adaptive Mean Shift (CAMSHIFT) algorithm to tracking hand. As the formula-based region of interest is square, the hand is closer to rectangular. We have improved the formula of the search window to get a much suitable search window for hand. And then, Support Vector Machines (SVM) algorithm is used for hand gesture recognition. For training the system, we collected 1500 hand gesture pictures of 5 hand gestures. Finally we have performed extensive experiment on a Windows XP system to evaluate the efficiency of the proposed scheme. The hand tracking correct rate is 96% and the hand gestures average correct rate is 95%.

3D Game Control using Gesture Recognition (동작 인식기를 이용한 3D 게임 제어)

  • Lee, Jae-Ho;Park, Chang-Joon;Lee, In-Ho
    • 한국HCI학회:학술대회논문집
    • /
    • 2006.02a
    • /
    • pp.1348-1353
    • /
    • 2006
  • 본 논문은 3 차원 게임 제어를 위한 인간의 동작인식에 대하여 기술하고 있다. 사용자의 편의성을 위하여 게임에 직관적으로 적용할 수 있는 인간의 동작들을 마커프리 모션 캡쳐 장비를 이용하여 취득하고, 이를 실시간으로 인식하는 동작 인식 시스템을 개발하였다. 또한, 개발된 동작인식기를 이용한 3차원 게임으로의 응용시스템의 접근 방식에 대하여 기술하고 있다. 개발된 동작 인식기는 LDA 방식에 기반을 둔 확률적 접근 방식으로 실시간으로 빠르고 정확하게 응용 시스템에 필요한 인간의 동작을 구별할 수 있도록 설계되었다. 개발된 시스템에서는 인식된 결과를 실시간으로 실제 어플리케이션에 전달하여 그 결과를 직접 사용자가 판단하여 다음 동작을 수행 할 수 있도록 되어 있다. 본 논문은, 이러한 실제 시스템의 개발을 통하여, 3 차원 인간 동작의 간단하고 유용한 활용 방법에 대한 해법을 제시하고 있다.

  • PDF

Interface of Interactive Contents using Vision-based Body Gesture Recognition (비전 기반 신체 제스처 인식을 이용한 상호작용 콘텐츠 인터페이스)

  • Park, Jae Wan;Song, Dae Hyun;Lee, Chil Woo
    • Smart Media Journal
    • /
    • v.1 no.2
    • /
    • pp.40-46
    • /
    • 2012
  • In this paper, we describe interactive contents which is used the result of the inputted interface recognizing vision-based body gesture. Because the content uses the imp which is the common culture as the subject in Asia, we can enjoy it with culture familiarity. And also since the player can use their own gesture to fight with the imp in the game, they are naturally absorbed in the game. And the users can choose the multiple endings of the contents in the end of the scenario. In the part of the gesture recognition, KINECT is used to obtain the three-dimensional coordinates of each joint of the limb to capture the static pose of the actions. The vision-based 3D human pose recognition technology is used to method for convey human gesture in HCI(Human-Computer Interaction). 2D pose model based recognition method recognizes simple 2D human pose in particular environment On the other hand, 3D pose model which describes 3D human body skeletal structure can recognize more complex 3D pose than 2D pose model in because it can use joint angle and shape information of body part Because gestures can be presented through sequential static poses, we recognize the gestures which are configured poses by using HMM In this paper, we describe the interactive content which is used as input interface by using gesture recognition result. So, we can control the contents using only user's gestures naturally. And we intended to improve the immersion and the interest by using the imp who is used real-time interaction with user.

  • PDF

Design and Implementation of Motion-based Interaction in AR Game (증강현실 게임에서의 동작 기반 상호작용 설계 및 구현)

  • Park, Jong-Seung;Jeon, Young-Jun
    • Journal of Korea Game Society
    • /
    • v.9 no.5
    • /
    • pp.105-115
    • /
    • 2009
  • This article proposes a design and implementation methodology of a gesture-based interface for augmented reality games. The topic of gesture-based augmented reality games is a promising area in the immersive future games using human body motions. However, due to the instability of the current motion recognition technologies, most previous development processes have introduced many ad hoc methods to handle the shortcomings and, hence, the game architectures have become highly irregular and inefficient This article proposes an efficient development methodology for gesture-based augmented reality games through prototyping a table tennis game with a gesture interface. We also verify the applicability of the prototyping mechanism by implementing and demonstrating the augmented reality table tennis game. In the experiments, the implemented prototype has stably tracked real rackets to allow fast movements and interactions without delay.

  • PDF

Recognition Method of Chinese Finger Number 2, 6, 8 Using Angle Information (각도정보를 이용한 중국식 한손 숫자표현 2,6,8 분류 방법)

  • Lee, Ping;Lee, Hee-Seong;Kim, Mi-Hye
    • Journal of Korea Game Society
    • /
    • v.12 no.6
    • /
    • pp.121-130
    • /
    • 2012
  • Due to recent developments in smart media, the desire for interaction between humans and computers has increased. In order to satisfy these needs, gesture recognition fields have been actively studied using image processing. In this paper, we propose a method to recognize Chinese hand numeric representation using image processing. The method binarizes an input image based on skin color to extract region of interest and check the number using the angular information of stretched fingers. Our proposed method has 95.83% of recognition rate.

Serious Game Design for Rehabilitation Training with Infrared Ray Pen (적외선 펜을 이용한 재활훈련 기능성 게임 콘텐츠 설계)

  • Ok, Soo-Yol;Kam, Dal-Hyun
    • Journal of Korea Game Society
    • /
    • v.9 no.6
    • /
    • pp.151-161
    • /
    • 2009
  • In this paper, we propose a serious game which aims to draw the interest of rehabilitants and increase their locomotive ability with an infrared ray(IR) pen interface. The proposed game focuses on providing easy-to-manipulate cognitive rehabilitation environments. In order to achieve the goal, we devised new game interface composed of a Wiimote controller and a IR pen. Moreover, SVM(support vector machine) algorithm was employed for gesture recognition. The proposed game can be successfully utilized not only for rehabilitants but also for aged persons in preventing dementia and promoting their health.

  • PDF