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 Interface with computers using gestures of the human
body, typically hand movements. In gesture
recognition technology, a camera reads the movements
of the human body and communicates the data to a
computer that uses the gestures as input to
control devices or applications.
 For example, a person clapping his hands together in
front of a camera can produce the sound of cymbals
being crashed together when the gesture is fed through
a computer.
 Gesture recognition does not require the user to wear any
special equipment or attach any devices to the body. The
gestures of the body are read by a camera instead of
sensors attached to a device such as a data glove.
 In addition to hand and body movement, gesture
recognition technology also can be used to read facial and
speech expressions (i.e., lip reading), and eye movements.
 Gesture recognition enables humans to communicate with
the machine and interact naturally without any
mechanical devices.
 Using the concept of gesture recognition, it is possible to
point a finger at the computer screen so that
the cursor will move accordingly.
In computer interfaces, two types of gestures are distinguished:
We consider online gestures, which can also be regarded as
direct manipulations like scaling and rotating.
In contrast, offline gestures are usually processed after the
interaction is finished.
e. g: a circle is drawn to activate a context menu.
Offline gestures: Those gestures that are processed after the
user interaction with the object. An example is the gesture to
activate a menu.
Online gestures: Direct manipulation gestures. They are used
to scale or rotate a tangible object.
The ability to track a person's movements and determine what gestures
they may be performing can be achieved through various tools.
•Wired gloves: These can provide input to the computer about the position
and rotation of the hands using magnetic or inertial tracking devices.
Furthermore, some gloves can detect finger bending with a high degree of
accuracy (5-10 degrees), or even provide haptic feedback to the user,
which is a simulation of the sense of touch.
•Depth-aware cameras: Using specialized cameras such as structured
light or time-of-flight cameras, one can generate a depth map of what is
being seen through the camera at a short range, and use this data to
approximate a 3d representation of what is being seen. These can be
effective for detection of hand gestures due to their short range
capabilities.
•Stereo cameras: Using two cameras whose relations to one another are
known, a 3d representation can be approximated by the output of the
cameras. In combination with direct motion measurement (6D-Vision)
gestures can directly be detected.
• Controller based gestures: These controllers act as an extension of the
body so that when gestures are performed, some of their motion can be
conveniently captured by software. Mouse gestures are one such
example, where the motion of the mouse is correlated to a symbol being
drawn by a person's hand, as is the Wii Remote, which can study
changes in acceleration over time to represent gestures.
• Single camera: A standard 2D camera can be used for gesture
recognition where the resources/environment would not be convenient
for other forms of image-based recognition. Earlier it was thought that
single camera may not be as effective as stereo or depth aware cameras,
but some companies are challenging this theory. Software-based gesture
recognition technology using a standard 2D camera that can detect
robust hand gestures, hand signs, as well as track hands or fingertip at
high accuracy has already been embedded in Lenovo’s Yoga ultrabooks
Depending on the type of the
input data, the approach for
interpreting a gesture could be
done in different ways.
However, most of the techniques
rely on key pointers represented
in a 3D coordinate system. Based
on the relative motion of these,
the gesture can be detected with
a high accuracy, depending of
the quality of the input and the
algorthmic approach.
Some literature differentiates 2
different approaches in gesture
recognition.
1. 3D model based
2. Appearance-based.
3D model-based algorithms:
The 3D model approach can use volumetric or skeletal models, or
even a combination of the two. Volumetric approaches have been
heavily used in computer animation industry and for computer
vision purposes. The models are generally created of complicated
3D surfaces, like NURBS or polygon meshes.
The drawback of this method is that is very computational
intensive, and systems for live analysis are still to be developed.
Skeletal-based algorithms:
In skeletal representation of the body, a
virtual skeleton of the person is computed
and parts of the body are mapped to certain
segments. The analysis here is done using
the position and orientation of these
segments and the relation between each one
of them( for example the angle between the
joints and the relative position or
orientation)
Advantages of using skeletal models:
 Algorithms are faster because only key
parameters are analyzed.
 Pattern matching against a template
database is possible
 Using key points allows the detection
program to focus on the significant parts of
the body
Appearance-based models:
These models don’t use a spatial
representation of the body anymore,
because they derive the parameters
directly from the images or videos using a
template database. Some are based on the
deformable 2D templates of the human
parts of the body, particularly hands.
Deformable templates are sets of points
on the outline of an object, used as
interpolation nodes for the object’s outline
approximation. One of the simplest
interpolation function is linear, which
performs an average shape from point
sets, point variability parameters and
external deformators. These template-
based models are mostly used for hand-
tracking, but could also be of use for
simple gesture classification.
Gesture recognition is useful for processing information
from humans that is not conveyed through speech or type.
There are also various types of gestures that can be
identified by computers.
 Sing language recognition: Just as speech recognition can
transcribe speech to text, certain types of gesture
recognition software can transcribe the symbols
represented through sign language into text.
 For socially assistive robotics: By using proper sensors
(accelerometers and gyros) worn on the body of a patient
and by reading the values from those sensors, robots can
assist in patient rehabilitation.
 Directional indication through pointing: This use of
gesture recognition to determine where a person is
pointing is useful for identifying the context of
statements or instructions. This application is of
particular interest in the field of robotics.
 Controlling through facial gestures: Controlling a
computer through facial gestures is a useful for users
who may not physically be able to use a mouse or
keyboard. Eye tracking in particular may be of use for
controlling cursor motion or focusing on elements of a
display.
 Alternative computer interfaces: Foregoing the
traditional keyboard and mouse setup to interact with
a computer, strong gesture recognition could allow
users to accomplish frequent or common tasks using
hand or face gestures to a camera.
 Immersive game technology: Gestures can be used to
control interactions within video games to try and make
the game player's experience more interactive or
immersive.
 Virtual controllers: For systems where the act of finding or
acquiring a physical controller could require too much
time, gestures can be used as an alternative control
mechanism. Controlling secondary devices in a car, or
controlling a television set are examples of such usage.
 Remote control: Through the use of gesture recognition,
"remote control with the wave of a hand" of various
devices is possible. The signal must not only indicate the
desired response, but also which device to be controlled.
Thank you

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Gesture Recognition

  • 1.
  • 2.  Interface with computers using gestures of the human body, typically hand movements. In gesture recognition technology, a camera reads the movements of the human body and communicates the data to a computer that uses the gestures as input to control devices or applications.  For example, a person clapping his hands together in front of a camera can produce the sound of cymbals being crashed together when the gesture is fed through a computer.
  • 3.  Gesture recognition does not require the user to wear any special equipment or attach any devices to the body. The gestures of the body are read by a camera instead of sensors attached to a device such as a data glove.  In addition to hand and body movement, gesture recognition technology also can be used to read facial and speech expressions (i.e., lip reading), and eye movements.  Gesture recognition enables humans to communicate with the machine and interact naturally without any mechanical devices.  Using the concept of gesture recognition, it is possible to point a finger at the computer screen so that the cursor will move accordingly.
  • 4. In computer interfaces, two types of gestures are distinguished: We consider online gestures, which can also be regarded as direct manipulations like scaling and rotating. In contrast, offline gestures are usually processed after the interaction is finished. e. g: a circle is drawn to activate a context menu. Offline gestures: Those gestures that are processed after the user interaction with the object. An example is the gesture to activate a menu. Online gestures: Direct manipulation gestures. They are used to scale or rotate a tangible object.
  • 5. The ability to track a person's movements and determine what gestures they may be performing can be achieved through various tools. •Wired gloves: These can provide input to the computer about the position and rotation of the hands using magnetic or inertial tracking devices. Furthermore, some gloves can detect finger bending with a high degree of accuracy (5-10 degrees), or even provide haptic feedback to the user, which is a simulation of the sense of touch. •Depth-aware cameras: Using specialized cameras such as structured light or time-of-flight cameras, one can generate a depth map of what is being seen through the camera at a short range, and use this data to approximate a 3d representation of what is being seen. These can be effective for detection of hand gestures due to their short range capabilities. •Stereo cameras: Using two cameras whose relations to one another are known, a 3d representation can be approximated by the output of the cameras. In combination with direct motion measurement (6D-Vision) gestures can directly be detected.
  • 6. • Controller based gestures: These controllers act as an extension of the body so that when gestures are performed, some of their motion can be conveniently captured by software. Mouse gestures are one such example, where the motion of the mouse is correlated to a symbol being drawn by a person's hand, as is the Wii Remote, which can study changes in acceleration over time to represent gestures. • Single camera: A standard 2D camera can be used for gesture recognition where the resources/environment would not be convenient for other forms of image-based recognition. Earlier it was thought that single camera may not be as effective as stereo or depth aware cameras, but some companies are challenging this theory. Software-based gesture recognition technology using a standard 2D camera that can detect robust hand gestures, hand signs, as well as track hands or fingertip at high accuracy has already been embedded in Lenovo’s Yoga ultrabooks
  • 7. Depending on the type of the input data, the approach for interpreting a gesture could be done in different ways. However, most of the techniques rely on key pointers represented in a 3D coordinate system. Based on the relative motion of these, the gesture can be detected with a high accuracy, depending of the quality of the input and the algorthmic approach. Some literature differentiates 2 different approaches in gesture recognition. 1. 3D model based 2. Appearance-based.
  • 8. 3D model-based algorithms: The 3D model approach can use volumetric or skeletal models, or even a combination of the two. Volumetric approaches have been heavily used in computer animation industry and for computer vision purposes. The models are generally created of complicated 3D surfaces, like NURBS or polygon meshes. The drawback of this method is that is very computational intensive, and systems for live analysis are still to be developed.
  • 9. Skeletal-based algorithms: In skeletal representation of the body, a virtual skeleton of the person is computed and parts of the body are mapped to certain segments. The analysis here is done using the position and orientation of these segments and the relation between each one of them( for example the angle between the joints and the relative position or orientation) Advantages of using skeletal models:  Algorithms are faster because only key parameters are analyzed.  Pattern matching against a template database is possible  Using key points allows the detection program to focus on the significant parts of the body
  • 10. Appearance-based models: These models don’t use a spatial representation of the body anymore, because they derive the parameters directly from the images or videos using a template database. Some are based on the deformable 2D templates of the human parts of the body, particularly hands. Deformable templates are sets of points on the outline of an object, used as interpolation nodes for the object’s outline approximation. One of the simplest interpolation function is linear, which performs an average shape from point sets, point variability parameters and external deformators. These template- based models are mostly used for hand- tracking, but could also be of use for simple gesture classification.
  • 11. Gesture recognition is useful for processing information from humans that is not conveyed through speech or type. There are also various types of gestures that can be identified by computers.  Sing language recognition: Just as speech recognition can transcribe speech to text, certain types of gesture recognition software can transcribe the symbols represented through sign language into text.  For socially assistive robotics: By using proper sensors (accelerometers and gyros) worn on the body of a patient and by reading the values from those sensors, robots can assist in patient rehabilitation.
  • 12.  Directional indication through pointing: This use of gesture recognition to determine where a person is pointing is useful for identifying the context of statements or instructions. This application is of particular interest in the field of robotics.  Controlling through facial gestures: Controlling a computer through facial gestures is a useful for users who may not physically be able to use a mouse or keyboard. Eye tracking in particular may be of use for controlling cursor motion or focusing on elements of a display.  Alternative computer interfaces: Foregoing the traditional keyboard and mouse setup to interact with a computer, strong gesture recognition could allow users to accomplish frequent or common tasks using hand or face gestures to a camera.
  • 13.  Immersive game technology: Gestures can be used to control interactions within video games to try and make the game player's experience more interactive or immersive.  Virtual controllers: For systems where the act of finding or acquiring a physical controller could require too much time, gestures can be used as an alternative control mechanism. Controlling secondary devices in a car, or controlling a television set are examples of such usage.  Remote control: Through the use of gesture recognition, "remote control with the wave of a hand" of various devices is possible. The signal must not only indicate the desired response, but also which device to be controlled.