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Wikipedia

Gesture recognition

Gesture recognition is an area of research and development in computer science and language technology concerned with the recognition and interpretation of human gestures. A subdiscipline of computer vision,[citation needed] it employs mathematical algorithms to interpret gestures.[1]

A child's hand location and movement being detected by a gesture recognition algorithm

Gesture recognition offers a path for computers to begin to better understand and interpret human body language, previously not possible through text or unenhanced graphical (GUI) user interfaces.

Gestures can originate from any bodily motion or state, but commonly originate from the face or hand. One area of the field is emotion recognition derived from facial expressions and hand gestures. Users can make simple gestures to control or interact with devices without physically touching them.

Many approaches have been made using cameras and computer vision algorithms to interpret sign language, however, the identification and recognition of posture, gait, proxemics, and human behaviors is also the subject of gesture recognition techniques.[2]

Overview edit

 
Middleware usually processes gesture recognition, then sends the results to the user.

Gesture recognition has application in such areas as:[when?]

Gesture recognition can be conducted with techniques from computer vision and image processing.[5]

The literature includes ongoing work in the computer vision field on capturing gestures or more general human pose and movements by cameras connected to a computer.[6][7][8][9]

The term "gesture recognition" has been used to refer more narrowly to non-text-input handwriting symbols, such as inking on a graphics tablet, multi-touch gestures, and mouse gesture recognition. This is computer interaction through the drawing of symbols with a pointing device cursor.[10][11][12] Pen computing expands digital gesture recognition beyond traditional input devices such as keyboards and mice, and reduces the hardware impact of a system.[how?]

Gesture types edit

In computer interfaces, two types of gestures are distinguished:[13] We consider online gestures, which can also be regarded as direct manipulations like scaling and rotating, and 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's interaction with the object. An example is a gesture to activate a menu.
  • Online gestures: Direct manipulation gestures. They are used to scale or rotate a tangible object.

Touchless interface edit

A touchless user interface (TUI) is an emerging type of technology wherein a device is controlled via body motion and gestures without touching a keyboard, mouse, or screen.[14]

Types of touchless technology edit

There are several devices utilizing this type of interface such as smartphones, laptops, games, TVs, and music equipment.

One type of touchless interface uses the Bluetooth connectivity of a smartphone to activate a company's visitor management system. This eliminates having to touch an interface, for convenience or to avoid a potential source of contamination as during the COVID-19 pandemic.[15]

Input devices edit

The ability to track a person's movements and determine what gestures they may be performing can be achieved through various tools. Kinetic user interfaces (KUIs) are an emerging type of user interfaces that allow users to interact with computing devices through the motion of objects and bodies.[citation needed] Examples of KUIs include tangible user interfaces and motion-aware games such as Wii and Microsoft's Kinect, and other interactive projects.[16]

Although there is a large amount of research done in image/video-based gesture recognition, there is some variation in the tools and environments used between implementations.

  • 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. The first commercially available hand-tracking glove-type device was the DataGlove,[17] a glove-type device that could detect hand position, movement and finger bending. This uses fiber optic cables running down the back of the hand. Light pulses are created and when the fingers are bent, light leaks through small cracks and the loss is registered, giving an approximation of the hand pose.
  • 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 the detection of hand gestures due to their short-range capabilities.[18]
  • Stereo cameras. Using two cameras whose relations to one another are known, a 3d representation can be approximated by the output of the cameras. To get the cameras' relations, one can use a positioning reference such as a lexian-stripe or infrared emitter.[19] In combination with direct motion measurement (6D-Vision) gestures can directly be detected.
  • Gesture-based controllers. These controllers act as an extension of the body so that when gestures are performed, some of their motion can be conveniently captured by the software. An example of emerging gesture-based motion capture is skeletal hand tracking, which is being developed for virtual reality and augmented reality applications. An example of this technology is shown by tracking companies uSens and Gestigon, which allow users to interact with their surroundings without controllers.[20][21]
  • Wi-Fi sensing[22]
  • Mouse gesture tracking, where the motion of the mouse is correlated to a symbol being drawn by a person's hand which can study changes in acceleration over time to represent gestures.[23][24][25] The software also compensates for human tremor and inadvertent movement.[26][27][28] The sensors of these smart light-emitting cubes can be used to sense hands and fingers as well as other objects nearby, and can be used to process data. Most applications are in music and sound synthesis,[29] but can be applied to other fields.
  • 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 a 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.

Algorithms edit

 
Some alternative methods of tracking and analyzing gestures, and their respective relationships

Depending on the type of 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 high accuracy, depending on the quality of the input and the algorithm's approach.[30]

In order to interpret movements of the body, one has to classify them according to common properties and the message the movements may express. For example, in sign language, each gesture represents a word or phrase.

Some literature differentiates 2 different approaches in gesture recognition: a 3D model-based and an appearance-based.[31] The foremost method makes use of 3D information on key elements of the body parts in order to obtain several important parameters, like palm position or joint angles. Approaches derived from it such as the volumetric models have proven to be very intensive in terms of computational power and require further technological developments in order to be implemented for real-time analysis. Alternately, appearance-based systems use images or videos for direct interpretation. Such models are easier to process, but usually lack the generality required for human-computer interaction.

3D model-based algorithms edit

 
A real hand (left) is interpreted as a collection of vertices and lines in the 3D mesh version (right), and the software uses their relative position and interaction in order to infer the gesture.

The 3D model approach can use volumetric or skeletal models or even a combination of the two. Volumetric approaches have been heavily used in the computer animation industry and for computer vision purposes. The models are generally created from complicated 3D surfaces, like NURBS or polygon meshes.

The drawback of this method is that it is very computationally intensive, and systems for real-time analysis are still to be developed. For the moment, a more interesting approach would be to map simple primitive objects to the person's most important body parts (for example cylinders for the arms and neck, sphere for the head) and analyze the way these interact with each other. Furthermore, some abstract structures like super-quadrics and generalized cylinders maybe even more suitable for approximating the body parts.

Skeletal-based algorithms edit

 
The skeletal version (right) is effectively modeling the hand (left). This has fewer parameters than the volumetric version and it's easier to compute, making it suitable for real-time gesture analysis systems.

Instead of using intensive processing of the 3D models and dealing with a lot of parameters, one can just use a simplified version of joint angle parameters along with segment lengths. This is known as a skeletal representation of the body, where 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 edit

 
These binary silhouette(left) or contour(right) images represent typical input for appearance-based algorithms. They are compared with different hand templates and if they match, the correspondent gesture is inferred.

Appearance-based models no longer use a spatial representation of the body, instead deriving their 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 the 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 functions is linear, which performs an average shape from point sets, point variability parameters, and external deformation. These template-based models are mostly used for hand-tracking, but could also be used for simple gesture classification.

The second approach in gesture detection using appearance-based models uses image sequences as gesture templates. Parameters for this method are either the images themselves, or certain features derived from these. Most of the time, only one (monoscopic) or two (stereoscopic) views are used.

Electromyography-based models edit

Electromyography (EMG) concerns the study of electrical signals produced by muscles in the body. Through classification of data received from the arm muscles, it is possible to classify the action and thus input the gesture to external software.[1] Consumer EMG devices allow for non-invasive approaches such as an arm or leg band and connect via Bluetooth. Due to this, EMG has an advantage over visual methods since the user does not need to face a camera to give input, enabling more freedom of movement.

Challenges edit

There are many challenges associated with the accuracy and usefulness of gesture recognition and software designed to implement it. For image-based gesture recognition, there are limitations on the equipment used and image noise. Images or video may not be under consistent lighting, or in the same location. Items in the background or distinct features of the users may make recognition more difficult.

The variety of implementations for image-based gesture recognition may also cause issues with the viability of the technology for general usage. For example, an algorithm calibrated for one camera may not work for a different camera. The amount of background noise also causes tracking and recognition difficulties, especially when occlusions (partial and full) occur. Furthermore, the distance from the camera, and the camera's resolution and quality, also cause variations in recognition accuracy.

In order to capture human gestures by visual sensors robust computer vision methods are also required, for example for hand tracking and hand posture recognition[32][33][34][35][36][37][38][39][40] or for capturing movements of the head, facial expressions or gaze direction.

Social acceptability edit

One significant challenge to the adoption of gesture interfaces on consumer mobile devices such as smartphones and smartwatches stems from the social acceptability implications of gestural input. While gestures can facilitate fast and accurate input on many novel form-factor computers, their adoption and usefulness are often limited by social factors rather than technical ones. To this end, designers of gesture input methods may seek to balance both technical considerations and user willingness to perform gestures in different social contexts.[41] In addition, different device hardware and sensing mechanisms support different kinds of recognizable gestures.

Mobile device edit

Gesture interfaces on mobile and small form-factor devices are often supported by the presence of motion sensors such as inertial measurement units (IMUs). On these devices, gesture sensing relies on users performing movement-based gestures capable of being recognized by these motion sensors. This can potentially make capturing signals from subtle or low-motion gestures challenging, as they may become difficult to distinguish from natural movements or noise. Through a survey and study of gesture usability, researchers found that gestures that incorporate subtle movement, which appear similar to existing technology, look or feel similar to every action, and are enjoyable were more likely to be accepted by users, while gestures that look strange, are uncomfortable to perform, interfere with communication, or involve uncommon movement caused users more likely to reject their usage.[41] The social acceptability of mobile device gestures relies heavily on the naturalness of the gesture and social context.

On-body and wearable computers edit

Wearable computers typically differ from traditional mobile devices in that their usage and interaction location takes place on the user's body. In these contexts, gesture interfaces may become preferred over traditional input methods, as their small size renders touch-screens or keyboards less appealing. Nevertheless, they share many of the same social acceptability obstacles as mobile devices when it comes to gestural interaction. However, the possibility of wearable computers being hidden from sight or integrated into other everyday objects, such as clothing, allow gesture input to mimic common clothing interactions, such as adjusting a shirt collar or rubbing one's front pant pocket.[42][43] A major consideration for wearable computer interaction is the location for device placement and interaction. A study exploring third-party attitudes towards wearable device interaction conducted across the United States and South Korea found differences in the perception of wearable computing use of males and females, in part due to different areas of the body considered socially sensitive.[43] Another study investigating the social acceptability of on-body projected interfaces found similar results, with both studies labelling areas around the waist, groin, and upper body (for women) to be least acceptable while areas around the forearm and wrist to be most acceptable.[44]

Public installations edit

Public Installations, such as interactive public displays, allow access to information and displays interactive media in public settings such as museums, galleries, and theaters.[45] While touch screens are a frequent form of input for public displays, gesture interfaces provide additional benefits such as improved hygiene, interaction from a distance, and improved discoverability, and may favor performative interaction.[42] An important consideration for gestural interaction with public displays is the high probability or expectation of a spectator audience.[45]

Fatigue edit

Arm fatigue was a side-effect of vertically oriented touch-screen or light-pen use. In periods of prolonged use, users' arms began to feel fatigued and/or discomfort. This effect contributed to the decline of touch-screen input despite its initial popularity in the 1980s.[46][47]

In order to measure arm fatigue side effect, researchers developed a technique called Consumed Endurance.[48][49]

See also edit

References edit

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External links edit

  • Annotated bibliography of references to gesture and pen computing
  • Notes on the History of Pen-based Computing (YouTube)
  • The future, it is all a Gesture—Gesture interfaces and video gaming
  • —Gestures used to interact with digital signage
  • 3D Hand Tracking—A Literature Survey

gesture, recognition, this, article, tone, style, reflect, encyclopedic, tone, used, wikipedia, wikipedia, guide, writing, better, articles, suggestions, november, 2016, learn, when, remove, this, message, area, research, development, computer, science, langua. This article s tone or style may not reflect the encyclopedic tone used on Wikipedia See Wikipedia s guide to writing better articles for suggestions November 2016 Learn how and when to remove this message Gesture recognition is an area of research and development in computer science and language technology concerned with the recognition and interpretation of human gestures A subdiscipline of computer vision citation needed it employs mathematical algorithms to interpret gestures 1 A child s hand location and movement being detected by a gesture recognition algorithm Gesture recognition offers a path for computers to begin to better understand and interpret human body language previously not possible through text or unenhanced graphical GUI user interfaces Gestures can originate from any bodily motion or state but commonly originate from the face or hand One area of the field is emotion recognition derived from facial expressions and hand gestures Users can make simple gestures to control or interact with devices without physically touching them Many approaches have been made using cameras and computer vision algorithms to interpret sign language however the identification and recognition of posture gait proxemics and human behaviors is also the subject of gesture recognition techniques 2 Contents 1 Overview 2 Gesture types 3 Touchless interface 3 1 Types of touchless technology 4 Input devices 5 Algorithms 5 1 3D model based algorithms 5 2 Skeletal based algorithms 5 3 Appearance based models 5 4 Electromyography based models 6 Challenges 6 1 Social acceptability 6 1 1 Mobile device 6 1 2 On body and wearable computers 6 1 3 Public installations 6 2 Fatigue 7 See also 8 References 9 External linksOverview edit nbsp Middleware usually processes gesture recognition then sends the results to the user Gesture recognition has application in such areas as when Automobiles Consumer electronics Transit Gaming Handheld devices Defense 3 Home automation Automated sign language translation 4 Gesture recognition can be conducted with techniques from computer vision and image processing 5 The literature includes ongoing work in the computer vision field on capturing gestures or more general human pose and movements by cameras connected to a computer 6 7 8 9 The term gesture recognition has been used to refer more narrowly to non text input handwriting symbols such as inking on a graphics tablet multi touch gestures and mouse gesture recognition This is computer interaction through the drawing of symbols with a pointing device cursor 10 11 12 Pen computing expands digital gesture recognition beyond traditional input devices such as keyboards and mice and reduces the hardware impact of a system how Gesture types editIn computer interfaces two types of gestures are distinguished 13 We consider online gestures which can also be regarded as direct manipulations like scaling and rotating and 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 s interaction with the object An example is a gesture to activate a menu Online gestures Direct manipulation gestures They are used to scale or rotate a tangible object Touchless interface editA touchless user interface TUI is an emerging type of technology wherein a device is controlled via body motion and gestures without touching a keyboard mouse or screen 14 Types of touchless technology edit There are several devices utilizing this type of interface such as smartphones laptops games TVs and music equipment One type of touchless interface uses the Bluetooth connectivity of a smartphone to activate a company s visitor management system This eliminates having to touch an interface for convenience or to avoid a potential source of contamination as during the COVID 19 pandemic 15 Input devices editThe ability to track a person s movements and determine what gestures they may be performing can be achieved through various tools Kinetic user interfaces KUIs are an emerging type of user interfaces that allow users to interact with computing devices through the motion of objects and bodies citation needed Examples of KUIs include tangible user interfaces and motion aware games such as Wii and Microsoft s Kinect and other interactive projects 16 Although there is a large amount of research done in image video based gesture recognition there is some variation in the tools and environments used between implementations 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 The first commercially available hand tracking glove type device was the DataGlove 17 a glove type device that could detect hand position movement and finger bending This uses fiber optic cables running down the back of the hand Light pulses are created and when the fingers are bent light leaks through small cracks and the loss is registered giving an approximation of the hand pose 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 the detection of hand gestures due to their short range capabilities 18 Stereo cameras Using two cameras whose relations to one another are known a 3d representation can be approximated by the output of the cameras To get the cameras relations one can use a positioning reference such as a lexian stripe or infrared emitter 19 In combination with direct motion measurement 6D Vision gestures can directly be detected Gesture based controllers These controllers act as an extension of the body so that when gestures are performed some of their motion can be conveniently captured by the software An example of emerging gesture based motion capture is skeletal hand tracking which is being developed for virtual reality and augmented reality applications An example of this technology is shown by tracking companies uSens and Gestigon which allow users to interact with their surroundings without controllers 20 21 Wi Fi sensing 22 Mouse gesture tracking where the motion of the mouse is correlated to a symbol being drawn by a person s hand which can study changes in acceleration over time to represent gestures 23 24 25 The software also compensates for human tremor and inadvertent movement 26 27 28 The sensors of these smart light emitting cubes can be used to sense hands and fingers as well as other objects nearby and can be used to process data Most applications are in music and sound synthesis 29 but can be applied to other fields 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 a 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 Algorithms edit nbsp Some alternative methods of tracking and analyzing gestures and their respective relationships Depending on the type of 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 high accuracy depending on the quality of the input and the algorithm s approach 30 In order to interpret movements of the body one has to classify them according to common properties and the message the movements may express For example in sign language each gesture represents a word or phrase Some literature differentiates 2 different approaches in gesture recognition a 3D model based and an appearance based 31 The foremost method makes use of 3D information on key elements of the body parts in order to obtain several important parameters like palm position or joint angles Approaches derived from it such as the volumetric models have proven to be very intensive in terms of computational power and require further technological developments in order to be implemented for real time analysis Alternately appearance based systems use images or videos for direct interpretation Such models are easier to process but usually lack the generality required for human computer interaction 3D model based algorithms edit nbsp A real hand left is interpreted as a collection of vertices and lines in the 3D mesh version right and the software uses their relative position and interaction in order to infer the gesture The 3D model approach can use volumetric or skeletal models or even a combination of the two Volumetric approaches have been heavily used in the computer animation industry and for computer vision purposes The models are generally created from complicated 3D surfaces like NURBS or polygon meshes The drawback of this method is that it is very computationally intensive and systems for real time analysis are still to be developed For the moment a more interesting approach would be to map simple primitive objects to the person s most important body parts for example cylinders for the arms and neck sphere for the head and analyze the way these interact with each other Furthermore some abstract structures like super quadrics and generalized cylinders maybe even more suitable for approximating the body parts Skeletal based algorithms edit nbsp The skeletal version right is effectively modeling the hand left This has fewer parameters than the volumetric version and it s easier to compute making it suitable for real time gesture analysis systems Instead of using intensive processing of the 3D models and dealing with a lot of parameters one can just use a simplified version of joint angle parameters along with segment lengths This is known as a skeletal representation of the body where 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 edit nbsp These binary silhouette left or contour right images represent typical input for appearance based algorithms They are compared with different hand templates and if they match the correspondent gesture is inferred Appearance based models no longer use a spatial representation of the body instead deriving their 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 the 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 functions is linear which performs an average shape from point sets point variability parameters and external deformation These template based models are mostly used for hand tracking but could also be used for simple gesture classification The second approach in gesture detection using appearance based models uses image sequences as gesture templates Parameters for this method are either the images themselves or certain features derived from these Most of the time only one monoscopic or two stereoscopic views are used Electromyography based models edit Electromyography EMG concerns the study of electrical signals produced by muscles in the body Through classification of data received from the arm muscles it is possible to classify the action and thus input the gesture to external software 1 Consumer EMG devices allow for non invasive approaches such as an arm or leg band and connect via Bluetooth Due to this EMG has an advantage over visual methods since the user does not need to face a camera to give input enabling more freedom of movement Challenges editThere are many challenges associated with the accuracy and usefulness of gesture recognition and software designed to implement it For image based gesture recognition there are limitations on the equipment used and image noise Images or video may not be under consistent lighting or in the same location Items in the background or distinct features of the users may make recognition more difficult The variety of implementations for image based gesture recognition may also cause issues with the viability of the technology for general usage For example an algorithm calibrated for one camera may not work for a different camera The amount of background noise also causes tracking and recognition difficulties especially when occlusions partial and full occur Furthermore the distance from the camera and the camera s resolution and quality also cause variations in recognition accuracy In order to capture human gestures by visual sensors robust computer vision methods are also required for example for hand tracking and hand posture recognition 32 33 34 35 36 37 38 39 40 or for capturing movements of the head facial expressions or gaze direction This sentence may contain an excessive number of citations Please help remove low quality or irrelevant citations September 2023 Learn how and when to remove this message Social acceptability edit One significant challenge to the adoption of gesture interfaces on consumer mobile devices such as smartphones and smartwatches stems from the social acceptability implications of gestural input While gestures can facilitate fast and accurate input on many novel form factor computers their adoption and usefulness are often limited by social factors rather than technical ones To this end designers of gesture input methods may seek to balance both technical considerations and user willingness to perform gestures in different social contexts 41 In addition different device hardware and sensing mechanisms support different kinds of recognizable gestures Mobile device edit Gesture interfaces on mobile and small form factor devices are often supported by the presence of motion sensors such as inertial measurement units IMUs On these devices gesture sensing relies on users performing movement based gestures capable of being recognized by these motion sensors This can potentially make capturing signals from subtle or low motion gestures challenging as they may become difficult to distinguish from natural movements or noise Through a survey and study of gesture usability researchers found that gestures that incorporate subtle movement which appear similar to existing technology look or feel similar to every action and are enjoyable were more likely to be accepted by users while gestures that look strange are uncomfortable to perform interfere with communication or involve uncommon movement caused users more likely to reject their usage 41 The social acceptability of mobile device gestures relies heavily on the naturalness of the gesture and social context On body and wearable computers edit Wearable computers typically differ from traditional mobile devices in that their usage and interaction location takes place on the user s body In these contexts gesture interfaces may become preferred over traditional input methods as their small size renders touch screens or keyboards less appealing Nevertheless they share many of the same social acceptability obstacles as mobile devices when it comes to gestural interaction However the possibility of wearable computers being hidden from sight or integrated into other everyday objects such as clothing allow gesture input to mimic common clothing interactions such as adjusting a shirt collar or rubbing one s front pant pocket 42 43 A major consideration for wearable computer interaction is the location for device placement and interaction A study exploring third party attitudes towards wearable device interaction conducted across the United States and South Korea found differences in the perception of wearable computing use of males and females in part due to different areas of the body considered socially sensitive 43 Another study investigating the social acceptability of on body projected interfaces found similar results with both studies labelling areas around the waist groin and upper body for women to be least acceptable while areas around the forearm and wrist to be most acceptable 44 Public installations edit Public Installations such as interactive public displays allow access to information and displays interactive media in public settings such as museums galleries and theaters 45 While touch screens are a frequent form of input for public displays gesture interfaces provide additional benefits such as improved hygiene interaction from a distance and improved discoverability and may favor performative interaction 42 An important consideration for gestural interaction with public displays is the high probability or expectation of a spectator audience 45 Fatigue edit Arm fatigue was a side effect of vertically oriented touch screen or light pen use In periods of prolonged use users arms began to feel fatigued and or discomfort This effect contributed to the decline of touch screen input despite its initial popularity in the 1980s 46 47 In order to measure arm fatigue side effect researchers developed a technique called Consumed Endurance 48 49 See also editActivity recognition Articulated body pose estimation Automotive head unit Computer processing of body language 3D pose estimation Pointing device gestureReferences edit a b Kobylarz Jhonatan Bird Jordan J Faria Diego R Ribeiro Eduardo Parente Ekart Aniko 2020 03 07 Thumbs up thumbs down non verbal human robot interaction through real time EMG classification via inductive and supervised transductive transfer learning PDF Journal of Ambient Intelligence and Humanized Computing 11 12 Springer Science and Business Media LLC 6021 6031 doi 10 1007 s12652 020 01852 z ISSN 1868 5137 Matthias Rehm Nikolaus Bee Elisabeth Andre Wave Like an Egyptian Accelerometer Based Gesture Recognition for Culture Specific Interactions British Computer Society 2007 Patent Landscape Report Hand Gesture Recognition PatSeer Pro PatSeer Archived from the original on 2019 10 20 Retrieved 2017 11 02 Chai Xiujuan et al Sign language recognition and translation with kinect Archived 2021 01 10 at the Wayback Machine IEEE Conf on AFGR Vol 655 2013 Sultana A Rajapuspha T 2012 Vision Based Gesture Recognition for Alphabetical Hand Gestures Using the SVM Classifier permanent dead link International Journal of Computer Science amp Engineering Technology IJCSET 2012 Pavlovic V Sharma R amp Huang T 1997 Visual interpretation of hand gestures for human computer interaction A review IEEE Transactions on Pattern Analysis and Machine Intelligence July 1997 Vol 19 7 pp 677 695 R Cipolla and A Pentland Computer Vision for Human Machine Interaction Cambridge University Press 1998 ISBN 978 0 521 62253 0 Ying Wu and Thomas S Huang Vision Based Gesture Recognition A Review Archived 2011 08 25 at the Wayback Machine In Gesture Based Communication in Human Computer Interaction Volume 1739 of Springer Lecture Notes in Computer Science pages 103 115 1999 ISBN 978 3 540 66935 7 doi 10 1007 3 540 46616 9 Alejandro Jaimes and 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interaction technologies ResearchGate Retrieved 2021 06 30 S Benford H Schnadelbach B Koleva B Gaver A Schmidt A Boucher A Steed R Anastasi C Greenhalgh T Rodden H Gellersen 2003 Sensible sensable and desirable a framework for designing physical interfaces PDF CiteSeerX 10 1 1 190 2504 Archived from the original PDF on January 26 2006 a href Template Cite journal html title Template Cite journal cite journal a Cite journal requires journal help Thomas G Zimmerman Jaron Lanier Chuck Blanchard Steve Bryson and Young Harvill http portal acm org A HAND GESTURE INTERFACE DEVICE http portal acm org Yang Liu Yunde Jia A Robust Hand Tracking and Gesture Recognition Method for Wearable Visual Interfaces and Its Applications Proceedings of the Third International Conference on Image and Graphics ICIG 04 2004 Kue Bum Lee Jung Hyun Kim Kwang Seok Hong An Implementation of Multi Modal Game Interface Based on PDAs Fifth International Conference on Software Engineering Research Management and Applications 2007 Gestigon Gesture Tracking TechCrunch Disrupt TechCrunch Retrieved 11 October 2016 Matney Lucas 29 August 2016 uSens shows off new tracking sensors that aim to deliver richer experiences for mobile VR TechCrunch Retrieved 29 August 2016 Khalili Abdullah Soliman Abdel Hamid Asaduzzaman Md Griffiths Alison March 2020 Wi Fi sensing applications and challenges The Journal of Engineering 2020 3 87 97 arXiv 1901 00715 doi 10 1049 joe 2019 0790 ISSN 2051 3305 Per Malmestig Sofie Sundberg SignWiiver implementation of sign language technology Archived 2008 12 25 at the Wayback Machine Thomas Schlomer Benjamin Poppinga Niels Henze Susanne Boll Gesture Recognition with a Wii Controller Archived 2013 07 27 at the Wayback Machine Proceedings of the 2nd international Conference on Tangible and Embedded interaction 2008 AiLive Inc LiveMove White Paper Archived 2007 07 13 at the Wayback Machine 2006 Electronic Design September 8 2011 William Wong Natural User Interface Employs Sensor Integration Cable amp Satellite International September October 2011 Stephen Cousins A view to a thrill Archived 2012 01 19 at the Wayback Machine TechJournal South January 7 2008 Hillcrest Labs rings up 25M D round Percussa AudioCubes Blog October 4 2012 Gestural Control in Sound Synthesis Archived 2015 09 10 at the Wayback Machine Mamtaz Alam Dileep Kumar Tiwari 2016 Gesture Recognization amp its Applications doi 10 13140 RG 2 2 28139 54563 a href Template Cite journal html title Template Cite journal cite journal a Cite journal requires journal help Vladimir I Pavlovic Rajeev Sharma Thomas S Huang Visual Interpretation of Hand Gestures for Human Computer Interaction A Review IEEE Transactions on Pattern Analysis and Machine Intelligence 1997 Ivan Laptev and Tony Lindeberg Tracking of Multi state Hand Models Using Particle Filtering and a Hierarchy of Multi scale Image Features Proceedings Scale Space and Morphology in Computer Vision Volume 2106 of Springer Lecture Notes in Computer Science pages 63 74 Vancouver BC 1999 ISBN 978 3 540 42317 1 doi 10 1007 3 540 47778 0 von Hardenberg Christian Berard Francois 2001 Bare hand human computer interaction Proceedings of the 2001 workshop on Perceptive user interfaces ACM International Conference Proceeding Series Vol 15 archive Orlando Florida pp 1 8 CiteSeerX 10 1 1 23 4541 Lars Bretzner Ivan Laptev Tony Lindeberg Hand gesture recognition using multi scale colour features hierarchical models and particle filtering Proceedings of the Fifth IEEE International Conference on Automatic Face and Gesture Recognition Washington DC USA 21 21 May 2002 pages 423 428 ISBN 0 7695 1602 5 doi 10 1109 AFGR 2002 1004190 Domitilla Del Vecchio Richard M Murray Pietro Perona Decomposition of human motion into dynamics based primitives with application to drawing tasks Archived 2010 02 02 at the Wayback Machine Automatica Volume 39 Issue 12 December 2003 Pages 2085 2098 doi 10 1016 S0005 1098 03 00250 4 Thomas B Moeslund and Lau Norgaard A Brief Overview of Hand Gestures used in Wearable Human Computer Interfaces Archived 2011 07 19 at the Wayback Machine Technical report CVMT 03 02 ISSN 1601 3646 Laboratory of Computer Vision and Media Technology Aalborg University Denmark M Kolsch and M Turk Fast 2D Hand Tracking with Flocks of Features and Multi Cue Integration Archived 2008 08 21 at the Wayback Machine CVPRW 04 Proceedings Computer Vision and Pattern Recognition Workshop May 27 June 2 2004 doi 10 1109 CVPR 2004 71 Xia Liu Fujimura K Hand gesture recognition using depth data Proceedings of the Sixth IEEE International Conference on Automatic Face and Gesture Recognition May 17 19 2004 pages 529 534 ISBN 0 7695 2122 3 doi 10 1109 AFGR 2004 1301587 Stenger B Thayananthan A Torr PH Cipolla R Model based hand tracking using a hierarchical Bayesian filter IEEE Transactions on IEEE Transactions on Pattern Analysis and Machine Intelligence 28 9 1372 84 Sep 2006 A Erol G Bebis M Nicolescu RD Boyle X Twombly Vision based hand pose estimation A review Computer Vision and Image Understanding Volume 108 Issues 1 2 October November 2007 Pages 52 73 Special Issue on Vision for Human Computer Interaction doi 10 1016 j cviu 2006 10 012 a b Rico Julie Brewster Stephen 2010 Usable gestures for mobile interfaces Proceedings of the SIGCHI Conference on Human Factors in Computing Systems CHI 10 New York NY USA ACM pp 887 896 doi 10 1145 1753326 1753458 ISBN 9781605589299 S2CID 16118067 a b Walter Robert Bailly Gilles Muller Jorg 2013 StrikeAPose Proceedings of the SIGCHI Conference on Human Factors in Computing Systems New York New York USA ACM Press pp 841 850 doi 10 1145 2470654 2470774 ISBN 9781450318990 S2CID 2041073 a b Profita Halley P Clawson James Gilliland Scott Zeagler Clint Starner Thad Budd Jim Do Ellen Yi Luen 2013 Don t mind me touching my wrist Proceedings of the 2013 International Symposium on Wearable Computers ISWC 13 New York NY USA ACM pp 89 96 doi 10 1145 2493988 2494331 ISBN 9781450321273 S2CID 3236927 Harrison Chris Faste Haakon 2014 Implications of location and touch for on body projected interfaces Proceedings of the 2014 conference on Designing interactive systems DIS 14 New York NY USA ACM pp 543 552 doi 10 1145 2598510 2598587 ISBN 9781450329026 S2CID 1121501 a b Reeves Stuart Benford Steve O Malley Claire Fraser Mike 2005 Designing the spectator experience PDF Proceedings of the SIGCHI Conference on Human Factors in Computing Systems PDF New York New York USA ACM Press pp 741 750 doi 10 1145 1054972 1055074 ISBN 978 1581139983 S2CID 5739231 Rupert Goodwins Windows 7 No arm in it ZDNet gorilla arm catb org Hincapie Ramos J D Guo X Moghadasian P and Irani P 2014 Consumed Endurance A Metric to Quantify Arm Fatigue of Mid Air Interactions In Proceedings of the 32nd annual ACM conference on Human factors in computing systems CHI 14 ACM New York NY USA 1063 1072 DOI 10 1145 2556288 2557130 Hincapie Ramos J D Guo X and Irani P 2014 The Consumed Endurance Workbench A Tool to Assess Arm Fatigue During Mid Air Interactions In Proceedings of the 2014 companion publication on Designing interactive systems DIS Companion 14 ACM New York NY USA 109 112 DOI 10 1145 2598784 2602795External links editAnnotated bibliography of references to gesture and pen computing Notes on the History of Pen based Computing YouTube The future it is all a Gesture Gesture interfaces and video gaming Ford s Gesturally Interactive Advert Gestures used to interact with digital signage 3D Hand Tracking A Literature Survey Retrieved from https en wikipedia org w index php title Gesture recognition amp oldid 1211250838, wikipedia, wiki, book, books, library,

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