A Hierarchical Model for Continuous Gesture Recognition Using Kinect

S. K. Jensen, Christoffer Moesgaard, Christoffer Samuel Nielsen, Sine Lyhne Viesmose
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引用次数: 1

Abstract

. Human gesture recognition is an area, which has been studied thoroughly in recent years, and close to 100% recognition rates in restricted environments have been achieved, often either with single separated gestures in the input stream, or with computationally intensive systems. The results are unfortunately not as strik- ing, when it comes to a continuous stream of gestures. In this paper we introduce a hierarchical system for gesture recognition for use in a gaming setting, with a continuous stream of data. Layer 1 is based on Nearest Neighbor Search and layer 2 uses Hidden Markov Models. The system uses features that are computed from Microsoft Kinect skeletons. We propose a new set of features, the relative angles of the limbs from Kinect’s axes to use in NNS. The new features show a 10 percent point increase in precision when compared with features from previously published results. We also propose a way of attributing recognised gestures with a force at- tribute, for use in gaming. The recognition rate in layer 1 is 68.2%, with an even higher rate for simple gestures. Layer 2 reduces the noise and has a average recog- nition rate of 85.1%. When some simple constraints are added we reach a precision of 90.5% with a recall of 91.4%.
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基于Kinect的连续手势识别层次模型
. 人类手势识别是近年来研究的一个领域,在有限的环境中,通常是在输入流中使用单个分离的手势,或者使用计算密集型系统,已经实现了接近100%的识别率。不幸的是,当涉及到连续的手势流时,结果并不那么引人注目。在本文中,我们介绍了一个用于手势识别的分层系统,用于游戏设置,具有连续的数据流。第一层基于最近邻搜索,第二层使用隐马尔可夫模型。该系统使用了从微软Kinect骨架中计算出来的功能。我们提出了一组新的特征,肢体与Kinect轴线的相对角度,用于神经网络。与之前公布的结果相比,新特征的精度提高了10%。我们还提出了一种在游戏中使用的一种方法,即用一种力来归因于识别的手势。第一层的识别率为68.2%,对于简单手势的识别率更高。第2层降低了噪声,平均识别率为85.1%。当加入一些简单的约束条件时,我们达到了90.5%的精度和91.4%的召回率。
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