• Title/Summary/Keyword: Gesture based interface

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Gesture Classification Based on k-Nearest Neighbors Algorithm for Game Interface (게임 인터페이스를 위한 최근접 이웃알고리즘 기반의 제스처 분류)

  • Chae, Ji Hun;Lim, Jong Heon;Lee, Joon Jae
    • Journal of Korea Multimedia Society
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    • v.19 no.5
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    • pp.874-880
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    • 2016
  • The gesture classification has been applied to many fields. But it is not efficient in the environment for game interface with low specification devices such as mobile and tablet, In this paper, we propose a effective way for realistic game interface using k-nearest neighbors algorithm for gesture classification. It is time consuming by realtime rendering process in game interface. To reduce the process time while preserving the accuracy, a reconstruction method to minimize error between training and test data sets is also proposed. The experimental results show that the proposed method is better than the conventional methods in both accuracy and time.

Implementation of Gesture Interface for Projected Surfaces

  • Park, Yong-Suk;Park, Se-Ho;Kim, Tae-Gon;Chung, Jong-Moon
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.1
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    • pp.378-390
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    • 2015
  • Image projectors can turn any surface into a display. Integrating a surface projection with a user interface transforms it into an interactive display with many possible applications. Hand gesture interfaces are often used with projector-camera systems. Hand detection through color image processing is affected by the surrounding environment. The lack of illumination and color details greatly influences the detection process and drops the recognition success rate. In addition, there can be interference from the projection system itself due to image projection. In order to overcome these problems, a gesture interface based on depth images is proposed for projected surfaces. In this paper, a depth camera is used for hand recognition and for effectively extracting the area of the hand from the scene. A hand detection and finger tracking method based on depth images is proposed. Based on the proposed method, a touch interface for the projected surface is implemented and evaluated.

Recognition-Based Gesture Spotting for Video Game Interface (비디오 게임 인터페이스를 위한 인식 기반 제스처 분할)

  • Han, Eun-Jung;Kang, Hyun;Jung, Kee-Chul
    • Journal of Korea Multimedia Society
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    • v.8 no.9
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    • pp.1177-1186
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    • 2005
  • In vision-based interfaces for video games, gestures are used as commands of the games instead of pressing down a keyboard or a mouse. In these Interfaces, unintentional movements and continuous gestures have to be permitted to give a user more natural interface. For this problem, this paper proposes a novel gesture spotting method that combines spotting with recognition. It recognizes the meaningful movements concurrently while separating unintentional movements from a given image sequence. We applied our method to the recognition of the upper-body gestures for interfacing between a video game (Quake II) and its user. Experimental results show that the proposed method is on average $93.36\%$ in spotting gestures from continuous gestures, confirming its potential for a gesture-based interface for computer games.

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Multi - Modal Interface Design for Non - Touch Gesture Based 3D Sculpting Task (비접촉식 제스처 기반 3D 조형 태스크를 위한 다중 모달리티 인터페이스 디자인 연구)

  • Son, Minji;Yoo, Seung Hun
    • Design Convergence Study
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    • v.16 no.5
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    • pp.177-190
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    • 2017
  • This research aims to suggest a multimodal non-touch gesture interface design to improve the usability of 3D sculpting task. The task and procedure of design sculpting of users were analyzed across multiple circumstances from the physical sculpting to computer software. The optimal body posture, design process, work environment, gesture-task relationship, the combination of natural hand gesture and arm movement of designers were defined. The preliminary non-touch 3D S/W were also observed and natural gesture interaction, visual metaphor of UI and affordance for behavior guide were also designed. The prototype of gesture based 3D sculpting system were developed for validation of intuitiveness and learnability in comparison to the current S/W. The suggested gestures were proved with higher performance as a result in terms of understandability, memorability and error rate. Result of the research showed that the gesture interface design for productivity system should reflect the natural experience of users in previous work domain and provide appropriate visual - behavioral metaphor.

Dynamic Gesture Recognition using SVM and its Application to an Interactive Storybook (SVM을 이용한 동적 동작인식: 체감형 동화에 적용)

  • Lee, Kyoung-Mi
    • The Journal of the Korea Contents Association
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    • v.13 no.4
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    • pp.64-72
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    • 2013
  • This paper proposes a dynamic gesture recognition algorithm using SVM(Support Vector Machine) which is suitable for multi-dimension classification. First of all, the proposed algorithm locates the beginning and end of the gestures on the video frames at the Kinect camera, spots meaningful gesture frames, and normalizes the number of frames. Then, for gesture recognition, the algorithm extracts gesture features using body parts' positions and relations among the parts based on the human model from the normalized frames. C-SVM for each dynamic gesture is trained using training data which consists of positive data and negative data. The final gesture is chosen with the largest value of C-SVM values. The proposed gesture recognition algorithm can be applied to the interactive storybook as gesture interface.

Design of Contactless Gesture-based Rhythm Action Game Interface for Smart Mobile Devices

  • Ju, Da-Young
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.4
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    • pp.585-591
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    • 2012
  • Objective: The aim of this study is to propose the contactless gesture-based interface on smart mobile devices for especially rhythm action games. Background: Most existing approaches about interactions of smart mobile games are tab on the touch screen. However that way is such undesirable for someone or for sometimes, because of the disabled person, or the inconvenience that users need to touch/tab specific devices. Moreover more importantly, new interaction can derive new possibilities from stranded game genre. Method: In this paper, I present a smart mobile game with contactless gesture-based interaction and the interfaces using computer vision technology. Discovering the gestures which are easy to recognize and research of interaction system that fits to game on smart mobile device are conducted as previous studies. A combination between augmented reality technique and contactless gesture interaction is also tried. Results: The rhythm game allows a user to interact with smart mobile devices using hand gestures, without touching or tabbing the screen. Moreover users can feel fun in the game as other games. Conclusion: Evaluation results show that users make low failure numbers, and the game is able to recognize gestures with quite high precision in real time. Therefore the contactless gesture-based interaction has potentials to smart mobile game. Application: The results are applied to the commercial game application.

Multimodal Interface Based on Novel HMI UI/UX for In-Vehicle Infotainment System

  • Kim, Jinwoo;Ryu, Jae Hong;Han, Tae Man
    • ETRI Journal
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    • v.37 no.4
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    • pp.793-803
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    • 2015
  • We propose a novel HMI UI/UX for an in-vehicle infotainment system. Our proposed HMI UI comprises multimodal interfaces that allow a driver to safely and intuitively manipulate an infotainment system while driving. Our analysis of a touchscreen interface-based HMI UI/UX reveals that a driver's use of such an interface while driving can cause the driver to be seriously distracted. Our proposed HMI UI/UX is a novel manipulation mechanism for a vehicle infotainment service. It consists of several interfaces that incorporate a variety of modalities, such as speech recognition, a manipulating device, and hand gesture recognition. In addition, we provide an HMI UI framework designed to be manipulated using a simple method based on four directions and one selection motion. Extensive quantitative and qualitative in-vehicle experiments demonstrate that the proposed HMI UI/UX is an efficient mechanism through which to manipulate an infotainment system while driving.

A Study on Gesture Interface through User Experience (사용자 경험을 통한 제스처 인터페이스에 관한 연구)

  • Yoon, Ki Tae;Cho, Eel Hea;Lee, Jooyoup
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.6
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    • pp.839-849
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    • 2017
  • Recently, the role of the kitchen has evolved from the space for previous survival to the space that shows the present life and culture. Along with these changes, the use of IoT technology is spreading. As a result, the development and diffusion of new smart devices in the kitchen is being achieved. The user experience for using these smart devices is also becoming important. For a natural interaction between a user and a computer, better interactions can be expected based on context awareness. This paper examines the Natural User Interface (NUI) that does not touch the device based on the user interface (UI) of the smart device used in the kitchen. In this method, we use the image processing technology to recognize the user's hand gesture using the camera attached to the device and apply the recognized hand shape to the interface. The gestures used in this study are proposed to gesture according to the user's context and situation, and 5 kinds of gestures are classified and used in the interface.

Design of Gaming Interaction Control using Gesture Recognition and VR Control in FPS Game (FPS 게임에서 제스처 인식과 VR 컨트롤러를 이용한 게임 상호 작용 제어 설계)

  • Lee, Yong-Hwan;Ahn, Hyochang
    • Journal of the Semiconductor & Display Technology
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    • v.18 no.4
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    • pp.116-119
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    • 2019
  • User interface/experience and realistic game manipulation play an important role in virtual reality first-person-shooting game. This paper presents an intuitive hands-free interface of gaming interaction scheme for FPS based on user's gesture recognition and VR controller. We focus on conventional interface of VR FPS interaction, and design the player interaction wearing head mounted display with two motion controllers; leap motion to handle low-level physics interaction and VIVE tracker to control movement of the player joints in the VR world. The FPS prototype system shows that the design interface helps to enjoy playing immersive FPS and gives players a new gaming experience.

Implementation of Non-Contact Gesture Recognition System Using Proximity-based Sensors

  • Lee, Kwangjae
    • Journal of the Semiconductor & Display Technology
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    • v.19 no.3
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    • pp.106-111
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    • 2020
  • In this paper, we propose the non-contact gesture recognition system and algorithm using proximity-based sensors. The system uses four IR receiving photodiode embedded on a single chip and an IR LED for small area. The goal of this paper is to use the proposed algorithm to solve the problem associated with bringing the four IR receivers close to each other and to implement a gesture sensor capable of recognizing eight directional gestures from a distance of 10cm and above. The proposed system was implemented on a FPGA board using Verilog HDL with Android host board. As a result of the implementation, a 2-D swipe gesture of fingers and palms of 3cm and 15cm width was recognized, and a recognition rate of more than 97% was achieved under various conditions. The proposed system is a low-power and non-contact HMI system that recognizes a simple but accurate motion. It can be used as an auxiliary interface to use simple functions such as calls, music, and games for portable devices using batteries.