• Title/Summary/Keyword: Gesture Recognition.

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Gestures Recognition for Smart Device using Contact less Electronic Potential Sensor (스마트 장치에서 비접촉식 전위계차 센서 신호를 이용한 동작 인식 기법)

  • Oh, KangHan;Kim, Soohyung;Na, Inseop;Kim, Young Chul;Moon, Changhub
    • Smart Media Journal
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    • v.3 no.2
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    • pp.14-19
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    • 2014
  • This paper presents a novel approach to recognize human gestures using k-NN and DTW based on Con tactless Electronic Potential Sensor(CEPS) in the smart devices such as smart TV and smart-phone in the proposed method, we used a Kalman filter to remove noise on gesture signal from CEPS and a PCA algorithm is utilized for reducing the dimensionality of gesture signal without data losses. And then in order to categorize gesture signals, k-NN classifier with DTW distance measure is considered. In the experimental result, we evaluate recognition performance with CEPS gesutres signal form the above two types of smart devices, and we can successfully identify five different gestures with more than 90% of recognition accuracy.

Morphological Hand-Gesture Recognition Algorithm (형태론적 손짓 인식 알고리즘)

  • Choi Jong-Ho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.8 no.8
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    • pp.1725-1731
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    • 2004
  • The use of gestures provides an attractive alternate to cumbersome interface devices for human-computer interaction. This has motivated a very active research area concerned with computer vision-based analysis and interpretation of hand gestures. The most important issues in gesture recognition are the simplification of algorithm and the reduction of processing time. The mathematical morphology based on geometrical set theory is best used to perform the processing. A key idea of proposed algorithm in this paper is to apply morphological shape decomposition. The primitive elements extracted to a hand gesture include in very important information on the directivity of the hand gestures. Based on this characteristic, we proposed the morphological gesture recognition algorithm using feature vectors calculated to lines connecting the center points of a main-primitive element and sub-primitive elements. Through the experiment, we demonstrated the efficiency of proposed algorithm. Coupling natural interactions such as hand gesture with an appropriately designed interface is a valuable and powerful component in the building of TV switch navigating and video contents browsing system.

Gesture Spotting by Web-Camera in Arbitrary Two Positions and Fuzzy Garbage Model (임의 두 지점의 웹 카메라와 퍼지 가비지 모델을 이용한 사용자의 의미 있는 동작 검출)

  • Yang, Seung-Eun
    • KIPS Transactions on Software and Data Engineering
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    • v.1 no.2
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    • pp.127-136
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    • 2012
  • Many research of hand gesture recognition based on vision system have been conducted which enable user operate various electronic devices more easily. 3D position calculation and meaningful gesture classification from similar gestures should be executed to recognize hand gesture accurately. A simple and cost effective method of 3D position calculation and gesture spotting (a task to recognize meaningful gesture from other similar meaningless gestures) is described in this paper. 3D position is achieved by calculation of two cameras relative position through pan/tilt module and a marker regardless with the placed position. Fuzzy garbage model is proposed to provide a variable reference value to decide whether the user gesture is the command gesture or not. The reference is achieved from fuzzy command gesture model and fuzzy garbage model which returns the score that shows the degree of belonging to command gesture and garbage gesture respectively. Two-stage user adaptation is proposed that off-line (batch) adaptation for inter-personal difference and on-line (incremental) adaptation for intra-difference to enhance the performance. Experiment is conducted for 5 different users. The recognition rate of command (discriminate command gesture) is more than 95% when only one command like meaningless gesture exists and more than 85% when the command is mixed with many other similar gestures.

Emotion Recognition Method using Gestures and EEG Signals (제스처와 EEG 신호를 이용한 감정인식 방법)

  • Kim, Ho-Duck;Jung, Tae-Min;Yang, Hyun-Chang;Sim, Kwee-Bo
    • Journal of Institute of Control, Robotics and Systems
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    • v.13 no.9
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    • pp.832-837
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    • 2007
  • Electroencephalographic(EEG) is used to record activities of human brain in the area of psychology for many years. As technology develope, neural basis of functional areas of emotion processing is revealed gradually. So we measure fundamental areas of human brain that controls emotion of human by using EEG. Hands gestures such as shaking and head gesture such as nodding are often used as human body languages for communication with each other, and their recognition is important that it is a useful communication medium between human and computers. Research methods about gesture recognition are used of computer vision. Many researchers study Emotion Recognition method which uses one of EEG signals and Gestures in the existing research. In this paper, we use together EEG signals and Gestures for Emotion Recognition of human. And we select the driver emotion as a specific target. The experimental result shows that using of both EEG signals and gestures gets high recognition rates better than using EEG signals or gestures. Both EEG signals and gestures use Interactive Feature Selection(IFS) for the feature selection whose method is based on a reinforcement learning.

A Personalized Hand Gesture Recognition System using Soft Computing Techniques (소프트 컴퓨팅 기법을 이용한 개인화된 손동작 인식 시스템)

  • Jeon, Moon-Jin;Do, Jun-Hyeong;Lee, Sang-Wan;Park, Kwang-Hyun;Bien, Zeung-Nam
    • Journal of the Korean Institute of Intelligent Systems
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    • v.18 no.1
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    • pp.53-59
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    • 2008
  • Recently, vision-based hand gesture recognition techniques have been developed for assisting elderly and disabled people to control home appliances. Frequently occurred problems which lower the hand gesture recognition rate are due to the inter-person variation and intra-person variation. The recognition difficulty caused by inter-person variation can be handled by using user dependent model and model selection technique. And the recognition difficulty caused by intra-person variation can be handled by using fuzzy logic. In this paper, we propose multivariate fuzzy decision tree learning and classification method for a hand motion recognition system for multiple users. When a user starts to use the system, the most appropriate recognition model is selected and used for the user.

A Structure and Framework for Sign Language Interaction

  • Kim, Soyoung;Pan, Younghwan
    • Journal of the Ergonomics Society of Korea
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    • v.34 no.5
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    • pp.411-426
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    • 2015
  • Objective: The goal of this thesis is to design the interaction structure and framework of system to recognize sign language. Background: The sign language of meaningful individual gestures is combined to construct a sentence, so it is difficult to interpret and recognize the meaning of hand gesture for system, because of the sequence of continuous gestures. This being so, in order to interpret the meaning of individual gesture correctly, the interaction structure and framework are needed so that they can segment the indication of individual gesture. Method: We analyze 700 sign language words to structuralize the sign language gesture interaction. First of all, we analyze the transformational patterns of the hand gesture. Second, we analyze the movement of the transformational patterns of the hand gesture. Third, we analyze the type of other gestures except hands. Based on this, we design a framework for sign language interaction. Results: We elicited 8 patterns of hand gesture on the basis of the fact on whether the gesture has a change from starting point to ending point. And then, we analyzed the hand movement based on 3 elements: patterns of movement, direction, and whether hand movement is repeating or not. Moreover, we defined 11 movements of other gestures except hands and classified 8 types of interaction. The framework for sign language interaction, which was designed based on this mentioned above, applies to more than 700 individual gestures of the sign language, and can be classified as an individual gesture in spite of situation which has continuous gestures. Conclusion: This study has structuralized in 3 aspects defined to analyze the transformational patterns of the starting point and the ending point of hand shape, hand movement, and other gestures except hands for sign language interaction. Based on this, we designed the framework that can recognize the individual gestures and interpret the meaning more accurately, when meaningful individual gesture is input sequence of continuous gestures. Application: When we develop the system of sign language recognition, we can apply interaction framework to it. Structuralized gesture can be used for using database of sign language, inventing an automatic recognition system, and studying on the action gestures in other areas.

The Chinese Characters Learning Contents Based on Gesture Recognition Using HMM Algorithm (HMM을 이용한 제스처 인식 기반 한자 학습 콘텐츠)

  • Song, Dae-Hyeon;Kim, Dong-Min;Lee, Chil-Woo
    • Journal of Korea Multimedia Society
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    • v.15 no.8
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    • pp.1067-1074
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    • 2012
  • In this paper, we proposed a contents of Chinese characters learning based on gesture recognition using HMM(hidden markov model) algorithm. Input image of the system is obtained in 3-dimensional information from the TOF camera, and the method of gesture recognition is consisted of part of forecasting user's posture in two infrared images and part of recognizing gestures from continuous poses. In the communication between human and computer, this system provided convenience that user can manipulate it easily by not using any further equipment but action. Because this system raise immersion and interest by using two large display and various multimedia factor, it can maximize information transmission. The edutainment Chinese character contents proposed in this paper provide educational effect that use can master Chinese character naturally with interest, and it can be expected a synergy effect via content experience because it is based on gesture recognition.

A Study on Tangible Gesture Interface Prototype Development of the Quiz Game (퀴즈게임의 체감형 제스처 인터페이스 프로토타입 개발)

  • Ahn, Jung-Ho;Ko, Jae-Pil
    • Journal of Digital Contents Society
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    • v.13 no.2
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    • pp.235-245
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    • 2012
  • This paper introduce a quiz game contents based on gesture interface. We analyzed the off-line quiz games, extracted its presiding components, and digitalized them so that the proposed game contents is able to substitute for the off-line quiz games. We used the Kinect camera to obtain the depth images and performed the preprocessing including vertical human segmentation, head detection and tracking and hand detection, and gesture recognition for hand-up, hand vertical movement, fist shape, pass and fist-and-attraction. Especially, we defined the interface gestures designed as a metaphor for natural gestures in real world so that users are able to feel abstract concept of movement, selection and confirmation tangibly. Compared to our previous work, we added the card compensation process for completeness, improved the vertical hand movement and the fist shape recognition methods for the example selection and presented an organized test to measure the recognition performance. The implemented quiz application program was tested in real time and showed very satisfactory gesture recognition results.

A Study on the VR Payment System using Hand Gesture Recognition (손 제스쳐 인식을 활용한 VR 결제 시스템 연구)

  • Kim, Kyoung Hwan;Lee, Won Hyung
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.129-135
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    • 2018
  • Electronic signatures, QR codes, and bar codes are used in payment systems used in real life. Research has begun on the payment system implemented in the VR environment. This paper proposes a VR electronic sign system that uses hand gesture recognition to implement an existing payment system in a VR environment. In a VR system, you can not hit the keyboard or touch the mouse. There can be several ways to configure a payment system with a VR controller. Electronic signage using hand gesture recognition is one of them, and hand gesture recognition can be classified by the Warping Methods, Statistical Methods, and Template Matching methods. In this paper, the payment system was configured in VR using the $p algorithm belonging to the Template Matching method. To create a VR environment, we implemented a paypal system where actual payment is made using Unity3D and Vive equipment.

Design and Implementation of Hand Gesture Recognizer Based on Artificial Neural Network (인공신경망 기반 손동작 인식기의 설계 및 구현)

  • Kim, Minwoo;Jeong, Woojae;Cho, Jaechan;Jung, Yunho
    • Journal of Advanced Navigation Technology
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    • v.22 no.6
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    • pp.675-680
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    • 2018
  • In this paper, we propose a hand gesture recognizer using restricted coulomb energy (RCE) neural network, and present hardware implementation results for real-time learning and recognition. Since RCE-NN has a flexible network architecture and real-time learning process with low complexity, it is suitable for hand recognition applications. The 3D number dataset was created using an FPGA-based test platform and the designed hand gesture recognizer showed 98.8% recognition accuracy for the 3D number dataset. The proposed hand gesture recognizer is implemented in Intel-Altera cyclone IV FPGA and confirmed that it can be implemented with 26,702 logic elements and 258Kbit memory. In addition, real-time learning and recognition verification were performed at an operating frequency of 70MHz.