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Gesture recognition is a topic in
computer science Computer science is the study of computation, automation, and information. Computer science spans theoretical disciplines (such as algorithms, theory of computation, information theory, and automation) to Applied science, practical discipli ...
and language technology with the goal of interpreting human gestures via mathematical
algorithm In mathematics and computer science, an algorithm () is a finite sequence of rigorous instructions, typically used to solve a class of specific problems or to perform a computation. Algorithms are used as specifications for performing ...
s. It is a subdiscipline of
computer vision Computer vision is an interdisciplinary scientific field that deals with how computers can gain high-level understanding from digital images or videos. From the perspective of engineering, it seeks to understand and automate tasks that the human ...
. Gestures can originate from any bodily motion or state, but commonly originate from the face or
hand A hand is a prehensile, multi-fingered appendage located at the end of the forearm or forelimb of primates such as humans, chimpanzees, monkeys, and lemurs. A few other vertebrates such as the koala (which has two opposable thumbs on each "h ...
. Focuses in the field include emotion recognition from face and hand gesture recognition, since they are all expressions. 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 Computer vision is an interdisciplinary scientific field that deals with how computers can gain high-level understanding from digital images or videos. From the perspective of engineering, it seeks to understand and automate tasks that the human ...
algorithms to interpret
sign language Sign languages (also known as signed languages) are languages that use the visual-manual modality to convey meaning, instead of spoken words. Sign languages are expressed through manual articulation in combination with non-manual markers. Sign ...
, however, the identification and recognition of posture, gait, proxemics, and human behaviors is also the subject of gesture recognition techniques. Gesture recognition can be seen as a way for computers to begin to understand human body language, thus building a better bridge between machines and humans than older text user interfaces or even
GUI The GUI ( "UI" by itself is still usually pronounced . or ), graphical user interface, is a form of user interface that allows users to interact with electronic devices through graphical icons and audio indicator such as primary notation, inste ...
s (graphical user interfaces), which still limit the majority of input to keyboard and mouse and interact naturally without any mechanical devices.


Overview

Gesture recognition features: *Higher accuracy *Higher stability *Quicker time to unlock a device The major application areas of gesture recognition in the current scenario are: *Automotive sector *Consumer electronics sector *Transit sector *Gaming sector *To unlock smartphones *Defense *
Home automation Home automation or domotics is building automation for a home, called a smart home or smart house. A home automation system will monitor and/or control home attributes such as lighting, climate, entertainment systems, and appliances. It m ...
*
Automated sign language translation The machine translation of sign languages has been possible, albeit in a limited fashion, since 1977. When a research project successfully matched English letters from a keyboard to ASL manual alphabet letters which were simulated on a robotic hand ...
Gesture recognition can be conducted with techniques from
computer vision Computer vision is an interdisciplinary scientific field that deals with how computers can gain high-level understanding from digital images or videos. From the perspective of engineering, it seeks to understand and automate tasks that the human ...
and
image processing An image is a visual representation of something. It can be two-dimensional, three-dimensional, or somehow otherwise feed into the visual system to convey information. An image can be an artifact, such as a photograph or other two-dimensio ...
. 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. ''Gesture recognition and pen computing:'' Pen computing reduces the hardware impact of a system and also increases the range of physical world objects usable for control beyond traditional digital objects like keyboards and mice. 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 In computing, multi-touch is technology that enables a surface (a touchpad or touchscreen) to recognize the presence of more than one point of contact with the surface at the same time. The origins of multitouch began at CERN, MIT, University ...
gestures, and
mouse gesture In computing, a pointing device gesture or mouse gesture (or simply gesture) is a way of combining pointing device or finger movements and clicks that the software recognizes as a specific computer event and responds to accordingly. They can ...
recognition. This is computer interaction through the drawing of symbols with a pointing device cursor.


Gesture types

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, 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 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

Touchless user interface is an emerging type of technology in relation to gesture control. Touchless user interface (TUI) is the process of commanding the computer via body motion and gestures without touching a keyboard, mouse, or screen. Touchless interface in addition to gesture controls are becoming widely popular as they provide the abilities to interact with devices without physically touching them.


Types of touchless technology

There are a number of devices utilizing this type of interfaces 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 prevents having to touch an interface like, at the time of the
COVID-19 Coronavirus disease 2019 (COVID-19) is a contagious disease caused by a virus, the severe acute respiratory syndrome coronavirus 2 (SARS-CoV-2). The first known case was identified in Wuhan, China, in December 2019. The disease quick ...
pandemic.


Input devices

The ability to track a person's movements and determine what gestures they may be performing can be achieved through various tools. The 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. Examples of KUIs include
tangible user interface A tangible user interface (TUI) is a user interface in which a person interacts with digital information through the physical environment. The initial name was Graspable User Interface, which is no longer used. The purpose of TUI development ...
s and motion-aware games such as
Wii The Wii ( ) is a home video game console developed and marketed by Nintendo. It was released on November 19, 2006, in North America and in December 2006 for most other regions of the world. It is Nintendo's fifth major home game console, ...
and Microsoft's
Kinect Kinect is a line of motion sensing input devices produced by Microsoft and first released in 2010. The devices generally contain RGB cameras, and infrared projectors and detectors that map depth through either structured light or time of fli ...
, and other interactive projects. 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, 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 A structured light pattern designed for surface inspection An Automatix Seamtracker arc welding robot equipped with a camera and structured laser light source, enabling the robot to follow a welding seam automatically Structured light is the p ...
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. *
Stereo cameras The stereo cameras approach is a method of distilling a noisy video signal into a coherent data set that a computer can begin to process into actionable symbolic objects, or abstractions. Stereo cameras is one of many approaches used in the broader ...
. 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 Infrared (IR), sometimes called infrared light, is electromagnetic radiation (EMR) with wavelengths longer than those of Light, visible light. It is therefore invisible to the human eye. IR is generally understood to encompass wavelengths from ...
emitters. 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 Motion capture (sometimes referred as mo-cap or mocap, for short) is the process of recording the movement of objects or people. It is used in military, entertainment, sports, medical applications, and for validation of computer vision and robo ...
is through 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 uSens, Inc. is a Silicon Valley startup founded in 2014 in San Jose, California. The company's core team includes researchers and developers building interactive and immersive computer-vision tracking solutions. The team has extensive experience ...
and
Gestigon Gestigon (stylized as gestigon) is a software development company founded in September 2011 by Sascha Klement, Erhardt Barth, and Thomas Martinetz. The company develops software for gesture control and body tracking based on 3D depth data. , ...
, which allow users to interact with their surroundings without controllers. *
Wi-Fi sensing WiFi Sensing (also referred to as WLAN Sensing) uses existing Wi-Fi signals to detect events or changes such as motion, gesture recognition, and biometric measurement (e.g. breathing). WiFi Sensing is the combination of Wi-Fi and RADAR sensing te ...
Another example of this is mouse gesture trackings, 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. The software also compensates for human tremor and inadvertent movement.''Electronic Design'' September 8, 2011. William Wong
Natural User Interface Employs Sensor Integration.
/ref>''Cable & Satellite International'' September/October, 2011. Stephen Cousins
A view to a thrill.
''TechJournal South'' January 7, 2008
Hillcrest Labs rings up $25M D round.
/ref> 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, 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

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.
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. The foremost method makes use of 3D information of key elements of the body parts in order to obtain several important parameters, like palm position or joint angles. On the other hand, Appearance-based systems use images or videos for direct interpretation.


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 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

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

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 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 detecting 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

Electromyography Electromyography (EMG) is a technique for evaluating and recording the electrical activity produced by skeletal muscles. EMG is performed using an instrument called an electromyograph to produce a record called an electromyogram. An electromyo ...
(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. 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

There are many challenges associated with the accuracy and usefulness of gesture recognition software. 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 for 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 or for capturing movements of the head, facial expressions or gaze direction.


Social acceptability

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 is 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. In addition, different device hardware and sensing mechanisms support different kinds of recognizable gestures.


Mobile device

Gesture interfaces on mobile and small form-factor devices are often supported by the presence of motion sensors such as
inertial measurement unit An inertial measurement unit (IMU) is an electronic device that measures and reports a body's specific force, angular rate, and sometimes the orientation of the body, using a combination of accelerometers, gyroscopes, and sometimes magnetomet ...
s (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 appears similar to existing technology, look or feel similar to every action, and which 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. The social acceptability of mobile device gestures rely heavily on the naturalness of the gesture and social context.


On-body and wearable computers

Wearable computers typically differ from traditional
mobile device A mobile device (or handheld computer) is a computer small enough to hold and operate in the hand. Mobile devices typically have a flat LCD or OLED screen, a touchscreen interface, and digital or physical buttons. They may also have a physica ...
s 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 to be hidden from sight or integrated in 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. 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 The United States of America (U.S.A. or USA), commonly known as the United States (U.S. or US) or America, is a country Continental United States, primarily located in North America. It consists of 50 U.S. state, states, a Washington, D.C., ...
and
South Korea South Korea, officially the Republic of Korea (ROK), is a country in East Asia, constituting the southern part of the Korea, Korean Peninsula and sharing a Korean Demilitarized Zone, land border with North Korea. Its western border is formed ...
found differences in the perception of wearable computing use of males and females, in part due to different areas of the body considered as socially sensitive. 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.


Public installations

Public Installations, such as interactive public displays, allow access to information and displaying interactive media in public settings such as museums, galleries, and theaters. 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, improved discoverability, and may favor performative interaction. An important consideration for gestural interaction with public displays is the high probability or expectation of a spectator audience.


"Gorilla arm"

"Gorilla arm" 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. In order to measure arm fatigue and the gorilla arm side effect, researchers developed a technique called Consumed Endurance.Hincapié-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=10.1145/2598784.2602795


See also

* Activity recognition * Articulated body pose estimation * Automotive head unit * Computer processing of body language * 3D pose estimation * Pointing device gesture


References


External links


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
Ford's Gesturally Interactive Advert
��Gestures used to interact with digital signage
3D Hand Tracking
��A Literature Survey {{Nonverbal communication Applications of computer vision Virtual reality Object recognition and categorization User interface techniques History of human–computer interaction