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Conclusion Improvements and Future Gesture recognition algorithm - PDF document

Conclusion Improvements and Future Gesture recognition algorithm is relatively robust and accurate Convolution can be slow, so there is tradeoff between speed and accuracy In the future, we will investigate other meth- ods of


  1. Conclusion Improvements and Future • Gesture recognition algorithm is relatively robust and accurate • Convolution can be slow, so there is tradeoff between speed and accuracy • In the future, we will investigate other meth- ods of extracting feature vectors, without performing expensive convolution opera- tions SPRING 96 - CS280 Gesture Recognition SLIDE 9 - CHO & CHO

  2. Accuracy Measurement for Gesture Recognition HAND HAND A HAND B HAND A HAND A TYPES UNDER WITH ATTEMPT ATTEMPT LESS HAND A NO. 1 NO. 2 GESTURE LIGHTING TEMPLATE FORWARD 90% 70% 100% 74% RIGHT 96% 100% 72% 88% LEFT 60% 92% 50% 82% OPEN 86% 80% 72% 82% CLOSE 98% 100% 100% 96% AVERAGE 84.0% 88.4% 78.8% 84.4% Frame Rate: 0.4 frames per second SPRING 96 - CS280 Gesture Recognition SLIDE 8 - CHO & CHO

  3. Virtual Reality Explanation Application • The user can interact with the virtual envi- ronment by hand gestures • The virtual hand mimics the gesture of the user’s hand • Hand Gesture Commands: Finger pointing up == Moves the virtual hand forward Finger pointing slant== Changes the direction of the virtual hand Closed Hand == Grab an object Open Hand == Release an object • In the initialization phase, the user supplies the template gestures. • During the recognition phase, the system matches the sample against the template gestures. SPRING 96 - CS280 Gesture Recognition SLIDE 7 - CHO & CHO

  4. Application 2 of 2 (4) Up Forward (5) Open Hand Release (6) Upper Left Turn Left SPRING 96 - CS280 Gesture Recognition SLIDE 6 - CHO & CHO

  5. Application 1 of 2 (1) Up Forward (2) Close Hand Grab (3) Upper Right Turn Right SPRING 96 - CS280 Gesture Recognition SLIDE 5 - CHO & CHO

  6. Composite Imaging Explanation Composite Image Explanation • We calculated the local orientations at 0, 45, 90 and 135 degrees by convolving the image with appropriate 2-D Gaussian derivative filters. • We used threshold to eliminate the back- ground noise • In the figure: Grey == Background White == Local Orientation of 0 Degree Red == Local Orientation of 45 Degrees Green == Local Orientation of 90 Degrees Blue == Local Orientation of 135 Degrees • The Orientation Histogram is derived by counting the white pixels, red pixels, etc. • Classification by finding the nearest neigh- bor with the smallest Euclidean distance to the sample SPRING 96 - CS280 Gesture Recognition SLIDE 4 - CHO & CHO

  7. Composite Image ORIGINAL IMAGE COMPOSITE VERTICAL 45 DEGREES HORIZONTAL 135 DEGREES SPRING 96 - CS280 Gesture Recognition SLIDE 3 - CHO & CHO

  8. Motivation and Recognition Motivation • The user can interact with the virtual envi- ronment using hand gestures. • No Special Hardware Necessary, except for the Camera. • No Special Hand Markings Necessary Recognition We wanted a recognition algorithm that is: • Relatively simple and fast, which can run in real-time on a workstation • Robust against changing lighting condi- tions • Translation Invariant • Maintain accuracy, even when different hands are used We decided to use orientation histogram as the feature vector for gesture classification, since it SPRING 96 - CS280 Gesture Recognition SLIDE 2 - CHO & CHO

  9. Virtual Reality Simulation using Hand Gesture Recognition by Young Cho and Franklin Cho SPRING 96 - CS280 Gesture Recognition SLIDE 1 - CHO & CHO

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