• Title/Summary/Keyword: Gesture recognition

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Feature-Strengthened Gesture Recognition Model based on Dynamic Time Warping (Dynamic Time Warping 기반의 특징 강조형 제스처 인식 모델)

  • Kwon, Hyuck Tae;Lee, Suk Kyoon
    • KIPS Transactions on Software and Data Engineering
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    • v.4 no.3
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    • pp.143-150
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    • 2015
  • As smart devices get popular, research on gesture recognition using their embedded-accelerometer draw attention. As Dynamic Time Warping(DTW), recently, has been used to perform gesture recognition on data sequence from accelerometer, in this paper we propose Feature-Strengthened Gesture Recognition(FsGr) Model which can improve the recognition success rate when DTW is used. FsGr model defines feature-strengthened parts of data sequences to similar gestures which might produce unsuccessful recognition, and performs additional DTW on them to improve the recognition rate. In training phase, FsGr model identifies sets of similar gestures, and analyze features of gestures per each set. During recognition phase, it makes additional recognition attempt based on the result of feature analysis to improve the recognition success rate, when the result of first recognition attempt belongs to a set of similar gestures. We present the performance result of FsGr model, by experimenting the recognition of lower case alphabets.

Recognition of hand gestures with different prior postures using EMG signals (사전 자세에 따른 근전도 기반 손 제스처 인식)

  • Hyun-Tae Choi;Deok-Hwa Kim;Won-Du Chang
    • Journal of Internet of Things and Convergence
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    • v.9 no.6
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    • pp.51-56
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    • 2023
  • Hand gesture recognition is an essential technology for the people who have difficulties using spoken language to communicate. Electromyogram (EMG), which is often utilized for hand gesture recognition, is expected to have difficulties in hand gesture recognition because its people's movements varies depending on prior postures, but the study on this subject is rare. In this study, we conducted tests to confirm if the prior postures affect on the accuracy of gesture recognition. Data were recorded from 20 subjects with different prior postures. We achieved average accuracies of 89.6% and 52.65% when the prior states between the training and test data were unique and different, respectively. The accuracy was increased when both prior states were considered, which confirmed the need to consider a variety of prior states in hand gesture recognition with EMG.

Gesture Recognition Method using Tree Classification and Multiclass SVM (다중 클래스 SVM과 트리 분류를 이용한 제스처 인식 방법)

  • Oh, Juhee;Kim, Taehyub;Hong, Hyunki
    • Journal of the Institute of Electronics and Information Engineers
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    • v.50 no.6
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    • pp.238-245
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    • 2013
  • Gesture recognition has been widely one of the research areas for natural user interface. This paper presents a novel gesture recognition method using tree classification and multiclass SVM(Support Vector Machine). In the learning step, 3D trajectory of human gesture obtained by a Kinect sensor is classified into the tree nodes according to their distributions. The gestures are resampled and we obtain the histogram of the chain code from the normalized data. Then multiclass SVM is applied to the classified gestures in the node. The input gesture classified using the constructed tree is recognized with multiclass SVM.

Effective Hand Gesture Recognition by Key Frame Selection and 3D Neural Network

  • Hoang, Nguyen Ngoc;Lee, Guee-Sang;Kim, Soo-Hyung;Yang, Hyung-Jeong
    • Smart Media Journal
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    • v.9 no.1
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    • pp.23-29
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    • 2020
  • This paper presents an approach for dynamic hand gesture recognition by using algorithm based on 3D Convolutional Neural Network (3D_CNN), which is later extended to 3D Residual Networks (3D_ResNet), and the neural network based key frame selection. Typically, 3D deep neural network is used to classify gestures from the input of image frames, randomly sampled from a video data. In this work, to improve the classification performance, we employ key frames which represent the overall video, as the input of the classification network. The key frames are extracted by SegNet instead of conventional clustering algorithms for video summarization (VSUMM) which require heavy computation. By using a deep neural network, key frame selection can be performed in a real-time system. Experiments are conducted using 3D convolutional kernels such as 3D_CNN, Inflated 3D_CNN (I3D) and 3D_ResNet for gesture classification. Our algorithm achieved up to 97.8% of classification accuracy on the Cambridge gesture dataset. The experimental results show that the proposed approach is efficient and outperforms existing methods.

Gesture based Natural User Interface for e-Training

  • Lim, C.J.;Lee, Nam-Hee;Jeong, Yun-Guen;Heo, Seung-Il
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.4
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    • pp.577-583
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    • 2012
  • Objective: This paper describes the process and results related to the development of gesture recognition-based natural user interface(NUI) for vehicle maintenance e-Training system. Background: E-Training refers to education training that acquires and improves the necessary capabilities to perform tasks by using information and communication technology(simulation, 3D virtual reality, and augmented reality), device(PC, tablet, smartphone, and HMD), and environment(wired/wireless internet and cloud computing). Method: Palm movement from depth camera is used as a pointing device, where finger movement is extracted by using OpenCV library as a selection protocol. Results: The proposed NUI allows trainees to control objects, such as cars and engines, on a large screen through gesture recognition. In addition, it includes the learning environment to understand the procedure of either assemble or disassemble certain parts. Conclusion: Future works are related to the implementation of gesture recognition technology for a multiple number of trainees. Application: The results of this interface can be applied not only in e-Training system, but also in other systems, such as digital signage, tangible game, controlling 3D contents, etc.

AdaBoost-Based Gesture Recognition Using Time Interval Trajectory Features (시간 간격 특징 벡터를 이용한 AdaBoost 기반 제스처 인식)

  • Hwang, Seung-Jun;Ahn, Gwang-Pyo;Park, Seung-Je;Baek, Joong-Hwan
    • Journal of Advanced Navigation Technology
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    • v.17 no.2
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    • pp.247-254
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    • 2013
  • The task of 3D gesture recognition for controlling equipments is highly challenging due to the propagation of 3D smart TV recently. In this paper, the AdaBoost algorithm is applied to 3D gesture recognition by using Kinect sensor. By tracking time interval trajectory of hand, wrist and arm by Kinect, AdaBoost algorithm is used to train and classify 3D gesture. Experimental results demonstrate that the proposed method can successfully extract trained gestures from continuous hand, wrist and arm motion in real time.

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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Gesture-Based Emotion Recognition by 3D-CNN and LSTM with Keyframes Selection

  • Ly, Son Thai;Lee, Guee-Sang;Kim, Soo-Hyung;Yang, Hyung-Jeong
    • International Journal of Contents
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    • v.15 no.4
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    • pp.59-64
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    • 2019
  • In recent years, emotion recognition has been an interesting and challenging topic. Compared to facial expressions and speech modality, gesture-based emotion recognition has not received much attention with only a few efforts using traditional hand-crafted methods. These approaches require major computational costs and do not offer many opportunities for improvement as most of the science community is conducting their research based on the deep learning technique. In this paper, we propose an end-to-end deep learning approach for classifying emotions based on bodily gestures. In particular, the informative keyframes are first extracted from raw videos as input for the 3D-CNN deep network. The 3D-CNN exploits the short-term spatiotemporal information of gesture features from selected keyframes, and the convolutional LSTM networks learn the long-term feature from the features results of 3D-CNN. The experimental results on the FABO dataset exceed most of the traditional methods results and achieve state-of-the-art results for the deep learning-based technique for gesture-based emotion recognition.

HSFE Network and Fusion Model based Dynamic Hand Gesture Recognition

  • Tai, Do Nhu;Na, In Seop;Kim, Soo Hyung
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.9
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    • pp.3924-3940
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    • 2020
  • Dynamic hand gesture recognition(d-HGR) plays an important role in human-computer interaction(HCI) system. With the growth of hand-pose estimation as well as 3D depth sensors, depth, and the hand-skeleton dataset is proposed to bring much research in depth and 3D hand skeleton approaches. However, it is still a challenging problem due to the low resolution, higher complexity, and self-occlusion. In this paper, we propose a hand-shape feature extraction(HSFE) network to produce robust hand-shapes. We build a hand-shape model, and hand-skeleton based on LSTM to exploit the temporal information from hand-shape and motion changes. Fusion between two models brings the best accuracy in dynamic hand gesture (DHG) dataset.

A Memory-efficient Hand Segmentation Architecture for Hand Gesture Recognition in Low-power Mobile Devices

  • Choi, Sungpill;Park, Seongwook;Yoo, Hoi-Jun
    • JSTS:Journal of Semiconductor Technology and Science
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    • v.17 no.3
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    • pp.473-482
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    • 2017
  • Hand gesture recognition is regarded as new Human Computer Interaction (HCI) technologies for the next generation of mobile devices. Previous hand gesture implementation requires a large memory and computation power for hand segmentation, which fails to give real-time interaction with mobile devices to users. Therefore, in this paper, we presents a low latency and memory-efficient hand segmentation architecture for natural hand gesture recognition. To obtain both high memory-efficiency and low latency, we propose a streaming hand contour tracing unit and a fast contour filling unit. As a result, it achieves 7.14 ms latency with only 34.8 KB on-chip memory, which are 1.65 times less latency and 1.68 times less on-chip memory, respectively, compare to the best-in-class.