ABSTRACT
In many applications today user interaction is moving away from mouse and pens and is becoming pervasive and much more physical and tangible. New emerging interaction technologies allow developing and experimenting with new interaction methods on the long way to providing intuitive human computer interaction. In this paper, we aim at recognizing gestures to interact with an application and present the design and evaluation of our sensor-based gesture recognition. As input device we employ the Wii-controller (Wiimote) which recently gained much attention world wide. We use the Wiimote's acceleration sensor independent of the gaming console for gesture recognition. The system allows the training of arbitrary gestures by users which can then be recalled for interacting with systems like photo browsing on a home TV. The developed library exploits Wii-sensor data and employs a hidden Markov model for training and recognizing user-chosen gestures. Our evaluation shows that we can already recognize gestures with a small number of training samples. In addition to the gesture recognition we also present our experiences with the Wii-controller and the implementation of the gesture recognition. The system forms the basis for our ongoing work on multimodal intuitive media browsing and are available to other researchers in the field.
- Nintendo. http://wii.nintendo.comGoogle Scholar
- LiveMove, AiLive Inc. http://www.ailive.net/liveMove.html.Google Scholar
- Baum, L. E. and Petrie, T. Statistical inference for probabilistic functions of finite state Markov chains. Annals of Mathematical Statistics, (1966), 1554--1563.Google ScholarCross Ref
- Hofmann, F., Heyer, P. and Hommel, G. Velocity Profile Based Recognition of Dynamic Gestures with Discrete Hidden Markov Models. Proc. of the International Gesture Workshop on Gesture and Sign Language in Human-Computer Interaction, Springer London (2004), 81--95. Google ScholarDigital Library
- MacQueen, J. B. Some Methods for classification and Analysis of Multivariate Observations. Proc. of 5-th Berkeley Symposium on Mathematical Statistics and Probability, University of California Press 1967, 281--297.Google Scholar
- Mäntyjärvi, J., Kela, J., Korpipää, P. and Kallio S. Enabling fast and effortless customisation in accelerometer based gesture interaction. Proc. of the MUM '04, ACM Press (2004), 25--31. Google ScholarDigital Library
- Mäntyjärvi, J., Kela, J., Korpipää, P., Kallio S., Savino, G., Jozzo L. and Marca, D. Accelerometer-based gesture control for a design environment. Personal Ubiquitous Computing, Springer London (2006), 285--299. Google ScholarDigital Library
- Mäntylä, V. M. Discrete hidden Markov models with application to isolated user-dependent hand gesture recognition. VTT Publications (2001).Google Scholar
- Rabiner, L. R. A Tutorial on Hidden Markov Models and Selected Applications in Speech Recognition. Proc. of the IEEE, IEEE (1989), 257--286.Google Scholar
Index Terms
- Gesture recognition with a Wii controller
Recommendations
Multi-scenario gesture recognition using Kinect
CGAMES '12: Proceedings of the 2012 17th International Conference on Computer Games: AI, Animation, Mobile, Interactive Multimedia, Educational & Serious Games (CGAMES)Hand gesture recognition (HGR) is an important research topic because some situations require silent communication with sign languages. Computational HGR systems assist silent communication, and help people learn a sign language. In this article, a ...
Detecting gesture force peaks for intuitive interaction
IE '08: Proceedings of the 5th Australasian Conference on Interactive EntertainmentWith the release of the Nintendo Wii in 2006, the use of haptic force gestures has become a very popular form of input for interactive entertainment. However, current gesture recognition techniques utilised in Nintendo Wii games fall prey to a lack of ...
Enabling Finger-Gesture Interaction with Kinect
VINCI '15: Proceedings of the 8th International Symposium on Visual Information Communication and InteractionA large number of tracking and gesture recognition algorithms and technologies have been developed in the field of human-computer interactions thanks to the introduction of cameras with depth sensors such as Microsoft's Kinect. Most of the techniques ...
Comments