• Title/Summary/Keyword: gesture

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Development of Gesture-allowed Electronic Ink Editor (제스쳐 허용 전자 잉크 에디터의 개발)

  • 조미경;오암석
    • Journal of Korea Multimedia Society
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    • v.6 no.6
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    • pp.1054-1061
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    • 2003
  • Electronic ink is multimedia data that have emerged from the development of pen-based computers such as PDAs whose major input device is a stylus pen. Recently with the development and supply of pen-based mobile computers, the necessity of data processing techniques of electronic ink has increased. Techniques to develop a gesture-allowed text editor in electronic ink domain were studied in this paper. Gesture and electronic ink data are a promising feature of pen-based user interface, but they have not yet been fully exploited. A new gesture recognition algorithm to identify pen gestures and a segmentation method for electronic ink to execute gesture commands were proposed. An electronic ink editor, called GesEdit was developed using proposed algorithms. The gesture recognition algorithm is based on eight features of input strokes. Convex hull and input time have been used to segment electronic ink data into GC(Gesture Components) unit. A variety of experiments by ten people showed that the average recognition rate reached 99.6% for nine gestures.

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Emotion-based Gesture Stylization For Animated SMS (모바일 SMS용 캐릭터 애니메이션을 위한 감정 기반 제스처 스타일화)

  • Byun, Hae-Won;Lee, Jung-Suk
    • Journal of Korea Multimedia Society
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    • v.13 no.5
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    • pp.802-816
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    • 2010
  • To create gesture from a new text input is an important problem in computer games and virtual reality. Recently, there is increasing interest in gesture stylization to imitate the gestures of celebrities, such as announcer. However, no attempt has been made so far to stylize a gestures using emotion such as happiness and sadness. Previous researches have not focused on real-time algorithm. In this paper, we present a system to automatically make gesture animation from SMS text and stylize the gesture from emotion. A key feature of this system is a real-time algorithm to combine gestures with emotion. Because the system's platform is a mobile phone, we distribute much works on the server and client. Therefore, the system guarantees real-time performance of 15 or more frames per second. At first, we extract words to express feelings and its corresponding gesture from Disney video and model the gesture statistically. And then, we introduce the theory of Laban Movement Analysis to combine gesture and emotion. In order to evaluate our system, we analyze user survey responses.

Implementation of User Gesture Recognition System for manipulating a Floating Hologram Character (플로팅 홀로그램 캐릭터 조작을 위한 사용자 제스처 인식 시스템 구현)

  • Jang, Myeong-Soo;Lee, Woo-Beom
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.2
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    • pp.143-149
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    • 2019
  • Floating holograms are technologies that provide rich 3D stereoscopic images in a wide space such as advertisement, concert. In addition, It is possible to reduce the 3D glasses inconvenience, eye strain, and space distortion, and to enjoy 3D images with excellent realism and existence. Therefore, this paper implements a user gesture recognition system for manipulating a floating hologram characters that can be used in a small space devices. The proposed method detects face region using haar feature-based cascade classifier, and recognizes the user gestures using a user gesture-occurred position information that is acquired from the gesture difference image in real time. And Each classified gesture information is mapped to the character motion in floating hologram for manipulating a character action. In order to evaluate the performance of the proposed user gesture recognition system for manipulating a floating hologram character, we make the floating hologram display devise, and measures the recognition rate of each gesture repeatedly that includes body shaking, walking, hand shaking, and jumping. As a results, the average recognition rate was 88%.

Smartphone Accelerometer-Based Gesture Recognition and its Robotic Application (스마트폰 가속도 센서 기반의 제스처 인식과 로봇 응용)

  • Nam, Sang-Ha;Kim, Joo-Hee;Heo, Se-Kyeong;Kim, In-Cheol
    • KIPS Transactions on Software and Data Engineering
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    • v.2 no.6
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    • pp.395-402
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    • 2013
  • We propose an accelerometer-based gesture recognition method for smartphone users. In our method, similarities between a new time series accelerometer data and each gesture exemplar are computed with DTW algorithm, and then the best matching gesture is determined based on k-NN algorithm. In order to investigate the performance of our method, we implemented a gesture recognition program working on an Android smartphone and a gesture-based teleoperating robot system. Through a set of user-mixed and user-independent experiments, we showed that the proposed method and implementation have high performance and scalability.

Dynamic gesture recognition using a model-based temporal self-similarity and its application to taebo gesture recognition

  • Lee, Kyoung-Mi;Won, Hey-Min
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.7 no.11
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    • pp.2824-2838
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    • 2013
  • There has been a lot of attention paid recently to analyze dynamic human gestures that vary over time. Most attention to dynamic gestures concerns with spatio-temporal features, as compared to analyzing each frame of gestures separately. For accurate dynamic gesture recognition, motion feature extraction algorithms need to find representative features that uniquely identify time-varying gestures. This paper proposes a new feature-extraction algorithm using temporal self-similarity based on a hierarchical human model. Because a conventional temporal self-similarity method computes a whole movement among the continuous frames, the conventional temporal self-similarity method cannot recognize different gestures with the same amount of movement. The proposed model-based temporal self-similarity method groups body parts of a hierarchical model into several sets and calculates movements for each set. While recognition results can depend on how the sets are made, the best way to find optimal sets is to separate frequently used body parts from less-used body parts. Then, we apply a multiclass support vector machine whose optimization algorithm is based on structural support vector machines. In this paper, the effectiveness of the proposed feature extraction algorithm is demonstrated in an application for taebo gesture recognition. We show that the model-based temporal self-similarity method can overcome the shortcomings of the conventional temporal self-similarity method and the recognition results of the model-based method are superior to that of the conventional method.

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.

Gesture Recognition and Motion Evaluation Using Appearance Information of Pose in Parametric Gesture Space (파라메트릭 제스처 공간에서 포즈의 외관 정보를 이용한 제스처 인식과 동작 평가)

  • Lee, Chil-Woo;Lee, Yong-Jae
    • Journal of Korea Multimedia Society
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    • v.7 no.8
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    • pp.1035-1045
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    • 2004
  • In this paper, we describe a method that can recognize gestures and evaluate the degree of the gestures from sequential gesture images by using Gesture Feature Space. The previous popular methods based on HMM and neural network have difficulties in recognizing the degree of gesture even though it can classify gesture into some kinds. However, our proposed method can recognize not only posture but also the degree information of the gestures, such as speed and magnitude by calculating distance among the position vectors substituting input and model images in parametric eigenspace. This method which can be applied in various applications such as intelligent interface systems and surveillance systems is a simple and robust recognition algorithm.

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Gesture Recognition System using Motion Information (움직임 정보를 이용한 제스처 인식 시스템)

  • Han, Young-Hwan
    • The KIPS Transactions:PartB
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    • v.10B no.4
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    • pp.473-478
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    • 2003
  • In this paper, we propose the gesture recognition system using a motion information from extracted hand region in complex background image. First of all, we measure entropy for the difference image between continuous frames. Using a color information that is similar to a skin color in candidate region which has high value, we extract hand region only from background image. On the extracted hand region, we detect a contour using the chain code and recognize hand gesture by applying improved centroidal profile method. In the experimental results for 6 kinds of hand gesture, unlike existing methods, we can stably recognize hand gesture in complex background and illumination changes without marker. Also, it shows the recognition rate with more than 95% for person and 90∼100% for each gesture at 15 frames/second.

Object Detection Using Predefined Gesture and Tracking (약속된 제스처를 이용한 객체 인식 및 추적)

  • Bae, Dae-Hee;Yi, Joon-Hwan
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.10
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    • pp.43-53
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    • 2012
  • In the this paper, a gesture-based user interface based on object detection using predefined gesture and the tracking of the detected object is proposed. For object detection, moving objects in a frame are computed by comparing multiple previous frames and predefined gesture is used to detect the target object among those moving objects. Any object with the predefined gesture can be used to control. We also propose an object tracking algorithm, namely density based meanshift algorithm, that uses color distribution of the target objects. The proposed object tracking algorithm tracks a target object crossing the background with a similar color more accurately than existing techniques. Experimental results show that the proposed object detection and tracking algorithms achieve higher detection capability with less computational complexity.

The Study on Gesture Recognition for Fighting Games based on Kinect Sensor (키넥트 센서 기반 격투액션 게임을 위한 제스처 인식에 관한 연구)

  • Kim, Jong-Min;Kim, Eun-Young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.552-555
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    • 2018
  • This study developed a gesture recognition method using Kinect sensor and proposed a fighting action control interface. To extract the pattern features of a gesture, it used a method of extracting them in consideration of a body rate based on the shoulders, rather than of absolute positions. Although the same gesture is made, the positional coordinates of each joint caught by Kinect sensor can be different depending on a length and direction of the arm. Therefore, this study applied principal component analysis in order for gesture modeling and analysis. The method helps to reduce the effects of data errors and bring about dimensional contraction effect. In addition, this study proposed a modified matching algorithm to reduce motion restrictions of gesture recognition system.

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