• Title/Summary/Keyword: Body Gesture Recognition

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Intelligent interface using hand gestures recognition based on artificial intelligence (인공지능 기반 손 체스처 인식 정보를 활용한 지능형 인터페이스)

  • Hangjun Cho;Junwoo Yoo;Eun Soo Kim;Young Jae Lee
    • Journal of Platform Technology
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    • v.11 no.1
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    • pp.38-51
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    • 2023
  • We propose an intelligent interface algorithm using hand gesture recognition information based on artificial intelligence. This method is functionally an interface that recognizes various motions quickly and intelligently by using MediaPipe and artificial intelligence techniques such as KNN, LSTM, and CNN to track and recognize user hand gestures. To evaluate the performance of the proposed algorithm, it is applied to a self-made 2D top-view racing game and robot control. As a result of applying the algorithm, it was possible to control various movements of the virtual object in the game in detail and robustly. And the result of applying the algorithm to the robot control in the real world, it was possible to control movement, stop, left turn, and right turn. In addition, by controlling the main character of the game and the robot in the real world at the same time, the optimized motion was implemented as an intelligent interface for controlling the coexistence space of virtual and real world. The proposed algorithm enables sophisticated control according to natural and intuitive characteristics using the body and fine movement recognition of fingers, and has the advantage of being skilled in a short period of time, so it can be used as basic data for developing intelligent user interfaces.

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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
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    • v.9 no.5
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    • pp.105-115
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    • 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.

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Human-Computer Natur al User Inter face Based on Hand Motion Detection and Tracking

  • Xu, Wenkai;Lee, Eung-Joo
    • Journal of Korea Multimedia Society
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    • v.15 no.4
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    • pp.501-507
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    • 2012
  • Human body motion is a non-verbal part for interaction or movement that can be used to involves real world and virtual world. In this paper, we explain a study on natural user interface (NUI) in human hand motion recognition using RGB color information and depth information by Kinect camera from Microsoft Corporation. To achieve the goal, hand tracking and gesture recognition have no major dependencies of the work environment, lighting or users' skin color, libraries of particular use for natural interaction and Kinect device, which serves to provide RGB images of the environment and the depth map of the scene were used. An improved Camshift tracking algorithm is used to tracking hand motion, the experimental results show out it has better performance than Camshift algorithm, and it has higher stability and accuracy as well.

Combining Dynamic Time Warping and Single Hidden Layer Feedforward Neural Networks for Temporal Sign Language Recognition

  • Thi, Ngoc Anh Nguyen;Yang, Hyung-Jeong;Kim, Sun-Hee;Kim, Soo-Hyung
    • International Journal of Contents
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    • v.7 no.1
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    • pp.14-22
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    • 2011
  • Temporal Sign Language Recognition (TSLR) from hand motion is an active area of gesture recognition research in facilitating efficient communication with deaf people. TSLR systems consist of two stages: a motion sensing step which extracts useful features from signers' motion and a classification process which classifies these features as a performed sign. This work focuses on two of the research problems, namely unknown time varying signal of sign languages in feature extraction stage and computing complexity and time consumption in classification stage due to a very large sign sequences database. In this paper, we propose a combination of Dynamic Time Warping (DTW) and application of the Single hidden Layer Feedforward Neural networks (SLFNs) trained by Extreme Learning Machine (ELM) to cope the limitations. DTW has several advantages over other approaches in that it can align the length of the time series data to a same prior size, while ELM is a useful technique for classifying these warped features. Our experiment demonstrates the efficiency of the proposed method with the recognition accuracy up to 98.67%. The proposed approach can be generalized to more detailed measurements so as to recognize hand gestures, body motion and facial expression.

Implementation of EPS Motion Signal Detection and Classification system Based on LabVIEW (LabVIEW 기반 EPS 동작신호 검출 및 분석 시스템 구현)

  • Cheon, Woo Young;Lee, Suk Hyun;Kim, Young Chul
    • Smart Media Journal
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    • v.5 no.3
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    • pp.25-29
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    • 2016
  • This paper presents research for non-contact gesture recognition system using EPS(Electronic Potential Sensor) for measuring the human body of electromagnetic fields. It implemented a signal acquisition and signal processing system for designing a system suitable for motion recognition using the data coming from the sensors. we transform AC-type data into DC-type data by applying a 10Hz LPF considering H/W sampling rate. in addition, we extract 2-dimensional movement information by taking difference value between two cross-diagonal deployed sensor.

Accelerometer-based Gesture Recognition for Robot Interface (로봇 인터페이스 활용을 위한 가속도 센서 기반 제스처 인식)

  • Jang, Min-Su;Cho, Yong-Suk;Kim, Jae-Hong;Sohn, Joo-Chan
    • Journal of Intelligence and Information Systems
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    • v.17 no.1
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    • pp.53-69
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    • 2011
  • Vision and voice-based technologies are commonly utilized for human-robot interaction. But it is widely recognized that the performance of vision and voice-based interaction systems is deteriorated by a large margin in the real-world situations due to environmental and user variances. Human users need to be very cooperative to get reasonable performance, which significantly limits the usability of the vision and voice-based human-robot interaction technologies. As a result, touch screens are still the major medium of human-robot interaction for the real-world applications. To empower the usability of robots for various services, alternative interaction technologies should be developed to complement the problems of vision and voice-based technologies. In this paper, we propose the use of accelerometer-based gesture interface as one of the alternative technologies, because accelerometers are effective in detecting the movements of human body, while their performance is not limited by environmental contexts such as lighting conditions or camera's field-of-view. Moreover, accelerometers are widely available nowadays in many mobile devices. We tackle the problem of classifying acceleration signal patterns of 26 English alphabets, which is one of the essential repertoires for the realization of education services based on robots. Recognizing 26 English handwriting patterns based on accelerometers is a very difficult task to take over because of its large scale of pattern classes and the complexity of each pattern. The most difficult problem that has been undertaken which is similar to our problem was recognizing acceleration signal patterns of 10 handwritten digits. Most previous studies dealt with pattern sets of 8~10 simple and easily distinguishable gestures that are useful for controlling home appliances, computer applications, robots etc. Good features are essential for the success of pattern recognition. To promote the discriminative power upon complex English alphabet patterns, we extracted 'motion trajectories' out of input acceleration signal and used them as the main feature. Investigative experiments showed that classifiers based on trajectory performed 3%~5% better than those with raw features e.g. acceleration signal itself or statistical figures. To minimize the distortion of trajectories, we applied a simple but effective set of smoothing filters and band-pass filters. It is well known that acceleration patterns for the same gesture is very different among different performers. To tackle the problem, online incremental learning is applied for our system to make it adaptive to the users' distinctive motion properties. Our system is based on instance-based learning (IBL) where each training sample is memorized as a reference pattern. Brute-force incremental learning in IBL continuously accumulates reference patterns, which is a problem because it not only slows down the classification but also downgrades the recall performance. Regarding the latter phenomenon, we observed a tendency that as the number of reference patterns grows, some reference patterns contribute more to the false positive classification. Thus, we devised an algorithm for optimizing the reference pattern set based on the positive and negative contribution of each reference pattern. The algorithm is performed periodically to remove reference patterns that have a very low positive contribution or a high negative contribution. Experiments were performed on 6500 gesture patterns collected from 50 adults of 30~50 years old. Each alphabet was performed 5 times per participant using $Nintendo{(R)}$ $Wii^{TM}$ remote. Acceleration signal was sampled in 100hz on 3 axes. Mean recall rate for all the alphabets was 95.48%. Some alphabets recorded very low recall rate and exhibited very high pairwise confusion rate. Major confusion pairs are D(88%) and P(74%), I(81%) and U(75%), N(88%) and W(100%). Though W was recalled perfectly, it contributed much to the false positive classification of N. By comparison with major previous results from VTT (96% for 8 control gestures), CMU (97% for 10 control gestures) and Samsung Electronics(97% for 10 digits and a control gesture), we could find that the performance of our system is superior regarding the number of pattern classes and the complexity of patterns. Using our gesture interaction system, we conducted 2 case studies of robot-based edutainment services. The services were implemented on various robot platforms and mobile devices including $iPhone^{TM}$. The participating children exhibited improved concentration and active reaction on the service with our gesture interface. To prove the effectiveness of our gesture interface, a test was taken by the children after experiencing an English teaching service. The test result showed that those who played with the gesture interface-based robot content marked 10% better score than those with conventional teaching. We conclude that the accelerometer-based gesture interface is a promising technology for flourishing real-world robot-based services and content by complementing the limits of today's conventional interfaces e.g. touch screen, vision and voice.

A Finger Counting Method for Gesture Recognition (제스처 인식을 위한 손가락 개수 인식 방법)

  • Lee, DoYeob;Shin, DongKyoo;Shin, DongIl
    • Journal of Internet Computing and Services
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    • v.17 no.2
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    • pp.29-37
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    • 2016
  • Humans develop and maintain relationship through communication. Communication is largely divided into verbal communication and non-verbal communication. Verbal communication involves the use of a language or characters, while non-verbal communication utilizes body language. We use gestures with language together in conversations of everyday life. Gestures belong to non-verbal communication, and can be offered using a variety of shapes and movements to deliver an opinion. For this reason, gestures are spotlighted as a means of implementing an NUI/NUX in the fields of HCI and HRI. In this paper, using Kinect and the geometric features of the hand, we propose a method for recognizing the number of fingers and detecting the hand area. A Kinect depth image can be used to detect the hand region, with the finger number identified by comparing the distance of outline and the central point of a hand. Average recognition rate for recognizing the number of fingers is 98.5%, from the proposed method, The proposed method would help enhancing the functionality of the human computer interaction by increasing the expression range of gestures.

Gesture Control Gaming for Motoric Post-Stroke Rehabilitation

  • Andi Bese Firdausiah Mansur
    • International Journal of Computer Science & Network Security
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    • v.23 no.10
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    • pp.37-43
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    • 2023
  • The hospital situation, timing, and patient restrictions have become obstacles to an optimum therapy session. The crowdedness of the hospital might lead to a tight schedule and a shorter period of therapy. This condition might strike a post-stroke patient in a dilemma where they need regular treatment to recover their nervous system. In this work, we propose an in-house and uncomplex serious game system that can be used for physical therapy. The Kinect camera is used to capture the depth image stream of a human skeleton. Afterwards, the user might use their hand gesture to control the game. Voice recognition is deployed to ease them with play. Users must complete the given challenge to obtain a more significant outcome from this therapy system. Subjects will use their upper limb and hands to capture the 3D objects with different speeds and positions. The more substantial challenge, speed, and location will be increased and random. Each delegated entity will raise the scores. Afterwards, the scores will be further evaluated to correlate with therapy progress. Users are delighted with the system and eager to use it as their daily exercise. The experimental studies show a comparison between score and difficulty that represent characteristics of user and game. Users tend to quickly adapt to easy and medium levels, while high level requires better focus and proper synchronization between hand and eye to capture the 3D objects. The statistical analysis with a confidence rate(α:0.05) of the usability test shows that the proposed gaming is accessible, even without specialized training. It is not only for therapy but also for fitness because it can be used for body exercise. The result of the experiment is very satisfying. Most users enjoy and familiarize themselves quickly. The evaluation study demonstrates user satisfaction and perception during testing. Future work of the proposed serious game might involve haptic devices to stimulate their physical sensation.

A Serious Game Design and Prototype Development for Rehabilitation using KINECT Tools (KINECT를 활용한 재활 치료용 기능성 게임 개발)

  • Chae, Young Soog
    • Journal of Korea Multimedia Society
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    • v.17 no.2
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    • pp.248-256
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    • 2014
  • This paper designs a serious game for rehabilitation of patients with body pains because they sit down for a long time in the same position, or less physical movement. Activity-based game induces to player improvements in physical exercise with fun elements of the game through entertainment to help the body function and substantially increases the player's commitment during challenging goal. This research is a game design that combines the treatment of color and movement of body to the rhythm of the music. We constructed with XNA Game Studio and KINECT interface with gesture recognition technology. We need to research of evaluation system and test for the actual effect of the treatment and advanced functions of game playes like adding various musics and variety of motion.

Scenario and Content Design System for Immersive Stage Direction (몰입형 무대 연출을 위한 시나리오 및 콘텐츠 설계 시스템)

  • Wen, Mingyun;Xi, Yulong;Kook, Yoonchang;Hong, Tony;Kim, Junoh;Cho, Kyungeun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.04a
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    • pp.1079-1080
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    • 2017
  • Today multimedia technologies are playing an increasingly important role in games, movies, and live performances. In this paper, we design a flexible interactive system integrated with gesture recognition, skeleton tracking, internet communication, and content edition using multi-sensors to direct and control the performance on stage. In this system, the performer can control the elements showed on stage through corresponding gestures and body movements during the performance. The system provides an easier way for users to change the content of the performance if they intent to do.