• DocumentCode
    2034974
  • Title

    Breaking the status quo: Improving 3D gesture recognition with spatially convenient input devices

  • Author

    Hoffman, Michael ; Varcholik, Paul ; LaViola, Joseph J., Jr.

  • Author_Institution
    Univ. of Central Florida, Orlando, FL, USA
  • fYear
    2010
  • fDate
    20-24 March 2010
  • Firstpage
    59
  • Lastpage
    66
  • Abstract
    We present a systematic study on the recognition of 3D gestures using spatially convenient input devices. Specifically, we examine the linear acceleration-sensing Nintendo Wii Remote coupled with the angular velocity-sensing Nintendo Wii MotionPlus. For the study, we created a 3D gesture database, collecting data on 25 distinct gestures totalling 8500 gestures samples. Our experiment explores how the number of gestures and the amount of gestures samples used to train two commonly used machine learning algorithms, a linear and AdaBoost classifier, affect overall recognition accuracy. We examined these gesture recognition algorithms with user dependent and user independent training approaches and explored the affect of using the Wii Remote with and without the Wii MotionPlus attachment. Our results show that in the user dependent case, both the Ad-aBoost and linear classification algorithms can recognize up to 25 gestures at over 90% accuracy, with 15 training samples per gesture, and up to 20 gestures at over 90% accuracy, with only five training samples per gesture. In particular, all 25 gestures could be recognized at over 99% accuracy with the linear classifier using 15 training samples per gesture, with the Wii Remote coupled with the Wii MotionPlus. In addition, both algorithms can recognize up to nine gestures at over 90% accuracy using a user independent training database with 100 samples per gesture. The Wii MotionPlus attachment played a significant role in improving accuracy in both the user dependent and independent cases.
  • Keywords
    augmented reality; gesture recognition; interactive devices; learning (artificial intelligence); 3D gesture database; 3D gesture recognition; AdaBoost classifier; angular velocity-sensing Nintendo Wii MotionPlus; linear acceleration-sensing Nintendo Wii Remote; linear classifier; machine learning algorithms; spatially convenient input devices; user dependent training; user independent training; Acceleration; Accelerometers; Classification algorithms; Computer interfaces; Design methodology; Gyroscopes; Machine learning algorithms; Pattern recognition; Robustness; Spatial databases; I.5.2 [Pattern Recognition]: Design Methodology-Classifier Design and Evaluation; I.6.3 [Computing Methodologies]: Methodologies and Techniques-Interaction Techniques; K.8 [Computing Milieux]: Personal Computing-Games;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Virtual Reality Conference (VR), 2010 IEEE
  • Conference_Location
    Waltham, MA
  • ISSN
    1087-8270
  • Print_ISBN
    978-1-4244-6237-7
  • Electronic_ISBN
    1087-8270
  • Type

    conf

  • DOI
    10.1109/VR.2010.5444813
  • Filename
    5444813