• Title/Summary/Keyword: Gesture Training

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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.

A Study on Design and Implementation of Gesture Proposal System (제스처 제안 시스템의 설계 및 구현에 관한 연구)

  • Moon, Sung-Hyun;Yoon, Tae-Hyun;Hwang, In-Sung;Kim, Seok-Kyoo;Park, Jun;Han, Sang-Yong
    • Journal of Korea Multimedia Society
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    • v.14 no.10
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    • pp.1311-1322
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    • 2011
  • Gesture is applied in many applications such as smart-phone, tablet-PC, and web-browser since it is a fast and simple way to invoke commands. For gesture applications, a gesture designer needs to consider both user and system during designing gestures. In spite of development of gesture design tools, some difficulties for gesture design still remains as followings; first, a designer must design every gesture manually one by one, and, second, a designer must repeatedly train gestures. In this paper, we propose a gesture proposal system that automates gesture training and gesture generation to provide more simple gesture design environment. Using automation of gesture training, a designer does not need to manually train gestures. Proposed gesture proposal system would decrease difficulties of gesture design by suggesting gestures of high recognition possibility that are generated based on mahalanobis distance calculation among generated and pre-existing gestures.

Gesture Recognition Algorithm by Analyzing Direction Change of Trajectory (궤적의 방향 변화 분석에 의한 제스처 인식 알고리듬)

  • Park Jahng-Hyon;Kim Minsoo
    • Journal of the Korean Society for Precision Engineering
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    • v.22 no.4
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    • pp.121-127
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    • 2005
  • There is a necessity for the communication between intelligent robots and human beings because of wide spread use of them. Gesture recognition is currently being studied in regards to better conversing. On the basis of previous research, however, the gesture recognition algorithms appear to require not only complicated algorisms but also separate training process for high recognition rates. This study suggests a gesture recognition algorithm based on computer vision system, which is relatively simple and more efficient in recognizing various human gestures. After tracing the hand gesture using a marker, direction changes of the gesture trajectory were analyzed to determine the simple gesture code that has minimal information to recognize. A map is developed to recognize the gestures that can be expressed with different gesture codes. Through the use of numerical and geometrical trajectory, the advantages and disadvantages of the suggested algorithm was determined.

Dynamic Training Algorithm for Hand Gesture Recognition System (손동작 인식 시스템을 위한 동적 학습 알고리즘)

  • Kim, Moon-Hwan;hwang, suen ki;Bae, Cheol-Soo
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.2 no.2
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    • pp.51-56
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    • 2009
  • We developed an augmented new reality tool for vision-based hand gesture recognition in a camera-projector system. Our recognition method uses modified Fourier descriptors for the classification of static hand gestures. Hand segmentation is based on a background subtraction method, which is improved to handle background changes. Most of the recognition methods are trained and tested by the same service-person, and training phase occurs only preceding the interaction. However, there are numerous situations when several untrained users would like to use gestures for the interaction. In our new practical approach the correction of faulty detected gestures is done during the recognition itself. Our main result is the quick on-line adaptation to the gestures of a new user to achieve user-independent gesture recognition.

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Dynamic Training Algorithm for Hand Gesture Recognition System (손동작 인식 시스템을 위한 동적 학습 알고리즘)

  • Bae, Cheol-Soo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.7
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    • pp.1348-1353
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    • 2007
  • We developed an augmented new reality tool for vision-based hand gesture recognition in a camera-projector system. Our recognition method uses modified Fourier descriptors for the classification of static hand gestures. Hand segmentation is based on a background subtraction method, which is improved to handle background changes. Most of the recognition methods are trained and tested by the same service-person, and training phase occurs only preceding the interaction. However, there are numerous situations when several untrained users would like to use gestures for the interaction. In our new practical approach the correction of faulty detected gestures is done during the recognition itself. Our main result is the quick on-line adaptation to the gestures of a new user to achieve user-independent gesture recognition.

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.

Gesture Recognition using Training-effect on image sequences (연속 영상에서 학습 효과를 이용한 제스처 인식)

  • 이현주;이칠우
    • Proceedings of the IEEK Conference
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    • 2000.06d
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    • pp.222-225
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    • 2000
  • Human frequently communicate non-linguistic information with gesture. So, we must develop efficient and fast gesture recognition algorithms for more natural human-computer interaction. However, it is difficult to recognize gesture automatically because human's body is three dimensional object with very complex structure. In this paper, we suggest a method which is able to detect key frames and frame changes, and to classify image sequence into some gesture groups. Gesture is classifiable according to moving part of body. First, we detect some frames that motion areas are changed abruptly and save those frames as key frames, and then use the frames to classify sequences. We symbolize each image of classified sequence using Principal Component Analysis(PCA) and clustering algorithm since it is better to use fewer components for representation of gestures. Symbols are used as the input symbols for the Hidden Markov Model(HMM) and recognized as a gesture with probability calculation.

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A Study of the Physical Experience Using Serious Game Design Traffic Safety Education for Children applied using 3D Depth Gesture Recognition Technology (3차원 동작인식기술을 적용한 어린이 교통안전교육 체감형 기능성 게임디자인 연구)

  • Jang, Chang-Ik
    • Journal of Korea Game Society
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    • v.12 no.6
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    • pp.5-14
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    • 2012
  • The purpose of this paper is to demonstrate how three-dimensional gesture recognition technology, in children's traffic safety programs, can be an effective solution for instructing children in the safest ways to interact with traffic. In terms of traffic accidents, walking unaccompanied is the most dangerous traffic related activity for children. By using a three-dimensional serous game training program that implements gesture recognition, more accurate real life scenarios can be implemented in existing children's traffic training programs. The implementation of this technology will increase the possibility of changing the habits and attitudes of children, which in turn will lower the amount of walking related traffic accidents in children.

A Framework for 3D Hand Gesture Design and Modeling (삼차원 핸드 제스쳐 디자인 및 모델링 프레임워크)

  • Kwon, Doo-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.10
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    • pp.5169-5175
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    • 2013
  • We present a framework for 3D hand gesture design and modeling. We adapted two different pattern matching techniques, Dynamic Time Warping (DTW) and Hidden Markov Models (HMMs), to support the registration and evaluation of 3D hand gestures as well as their recognition. One key ingredient of our framework is a concept for the convenient gesture design and registration using HMMs. DTW is used to recognize hand gestures with a limited training data, and evaluate how the performed gesture is similar to its template gesture. We facilitate the use of visual sensors and body sensors for capturing both locative and inertial gesture information. In our experimental evaluation, we designed 18 example hand gestures and analyzed the performance of recognition methods and gesture features under various conditions. We discuss the variability between users in gesture performance.

Gesture Recognition by Analyzing a Trajetory on Spatio-Temporal Space (시공간상의 궤적 분석에 의한 제스쳐 인식)

  • 민병우;윤호섭;소정;에지마 도시야끼
    • Journal of KIISE:Software and Applications
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    • v.26 no.1
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    • pp.157-157
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    • 1999
  • Researches on the gesture recognition have become a very interesting topic in the computer vision area, Gesture recognition from visual images has a number of potential applicationssuch as HCI (Human Computer Interaction), VR(Virtual Reality), machine vision. To overcome thetechnical barriers in visual processing, conventional approaches have employed cumbersome devicessuch as datagloves or color marked gloves. In this research, we capture gesture images without usingexternal devices and generate a gesture trajectery composed of point-tokens. The trajectory Is spottedusing phase-based velocity constraints and recognized using the discrete left-right HMM. Inputvectors to the HMM are obtained by using the LBG clustering algorithm on a polar-coordinate spacewhere point-tokens on the Cartesian space .are converted. A gesture vocabulary is composed oftwenty-two dynamic hand gestures for editing drawing elements. In our experiment, one hundred dataper gesture are collected from twenty persons, Fifty data are used for training and another fifty datafor recognition experiment. The recognition result shows about 95% recognition rate and also thepossibility that these results can be applied to several potential systems operated by gestures. Thedeveloped system is running in real time for editing basic graphic primitives in the hardwareenvironments of a Pentium-pro (200 MHz), a Matrox Meteor graphic board and a CCD camera, anda Window95 and Visual C++ software environment.