S. K. Jensen, Christoffer Moesgaard, Christoffer Samuel Nielsen, Sine Lyhne Viesmose
{"title":"A Hierarchical Model for Continuous Gesture Recognition Using Kinect","authors":"S. K. Jensen, Christoffer Moesgaard, Christoffer Samuel Nielsen, Sine Lyhne Viesmose","doi":"10.3233/978-1-61499-330-8-145","DOIUrl":null,"url":null,"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%.","PeriodicalId":322432,"journal":{"name":"Scandinavian Conference on AI","volume":"136 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Scandinavian Conference on AI","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.3233/978-1-61499-330-8-145","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
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%.