Summary:
Storring et al. from Aalborg University created an augmented reality system to create a "less obtrusive and more intuitive" interface.
The gestures used in the system are the mapped to the hand signs for 0-6, i.e. no fist, index finger, index and middle, etc. This gesture set can be recognizable in a 2D plane with a camera. In order for these gestures to work, the hand needs to be segmented from the image. The authors use normalized RGB values, called chromaticities, to minimize the variance of the color intensity. The distributions for the background and skin chromaticities are found and are modeled as 2D Gaussians. The hands are assumed to be a minimum number and maximum number of pixels.
Gestures are found by counting the number of fingers. A polar transformation counts the number of spikes (fingers) on currently shown on the hand. Click gestures can be found by checking the bounding box width of the hand between the regular index finger gesture and a "thumb click" addition.
Discussion:
For a system that is supposed to be less obtrusive and more intuitive than current interfaces, virtual reality with unintuitive gestures does not seem like a good solution. Using "finger numbers" is a poor choice, and having a gigantic head-mounted display with cameras is probably less comfortable than looking at a computer screen. Furthermore, if the authors are focusing on using head equipment, why not just use gloves to increase the gesture possibilities?
Monday, February 25, 2008
Computer Vision-Based Gesture Recognition For An Augmented Realtiy Interface
Labels:
augmented reality,
hand gesture,
virtual environments,
vision
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1 comment:
There are some possibly good papers that would make a case as to why a vision-based approach would be better than a glove-based approach for gesture recognition. This paper will be never one of them. You and Brandon both hit it on the nail with why using a glove-input device would be superior to the approach used in this paper. It felt like the work they did in their chromaticities was done in vain given their strict 2D plane constraint and highly simplistic gestures.
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