DocumentCode
658803
Title
Real-Time Hand Pose Recognition Based on a Neural Network Using Microsoft Kinect
Author
Sorce, Salvatore ; Gentile, Vito ; Gentile, Ann
Author_Institution
Dipt. di Ing. Chim. Gestionale Inf. Meccanica, Univ. degli Studi di Palermo, Palermo, Italy
fYear
2013
fDate
28-30 Oct. 2013
Firstpage
344
Lastpage
350
Abstract
The Microsoft Kinect sensor is largely used to detect and recognize body gestures and layout with enough reliability, accuracy and precision in a quite simple way. However, the pretty low resolution of the optical sensors does not allow the device to detect gestures of body parts, such as the fingers of a hand, with the same straightforwardness. Given the clear application of this technology to the field of the user interaction within immersive multimedia environments, there is the actual need to have a reliable and effective method to detect the pose of some body parts. In this paper we propose a method based on a neural network to detect in real time the hand pose, to recognize whether it is closed or not. The neural network is used to process information of color, depth and skeleton coming from the Kinect device. This information is preprocessed to extract some significant feature. The output of the neural network is then filtered with a time average, to reduce the noise due to the fluctuation of the input data. We analyze and discuss three possible implementations of the proposed method, obtaining an accuracy of 90% under good conditions of lighting and background, and even reaching the 95% in best cases, in real time.
Keywords
gesture recognition; human computer interaction; image colour analysis; image denoising; neural nets; object detection; palmprint recognition; pose estimation; Kinect device; Microsoft Kinect sensor; body gestures detectopm; body gestures recognition; body parts; color information; depth information; hand pose detection; immersive multimedia environments; input data fluctuation; neural network; noise reduction; real-time hand pose recognition; skeleton; time average; user interaction; Arrays; Biological neural networks; Lighting; Neurons; Skeleton; Training; Microsoft Kinect; gesture recognition; gesture-based interaction; human-computer interaction;
fLanguage
English
Publisher
ieee
Conference_Titel
Broadband and Wireless Computing, Communication and Applications (BWCCA), 2013 Eighth International Conference on
Conference_Location
Compiegne
Type
conf
DOI
10.1109/BWCCA.2013.60
Filename
6690908
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