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Yihua Lou, Wenjun Wu Beihang University

A REAL-TIME PERSONALIZED GESTURE INTERACTION SYSTEM USING WII REMOTE AND KINECT FOR TILED-DISPLAY ENVIRONMENT. Yihua Lou, Wenjun Wu Beihang University. OUTLINE. Background & Problem Related works System & Algorithm Design Experiments Conclusion. BACKGROUND.

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Yihua Lou, Wenjun Wu Beihang University

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  1. A REAL-TIME PERSONALIZED GESTURE INTERACTION SYSTEM USING WII REMOTE AND KINECT FOR TILED-DISPLAY ENVIRONMENT Yihua Lou, Wenjun Wu Beihang University

  2. OUTLINE • Background & Problem • Related works • System & Algorithm Design • Experiments • Conclusion

  3. BACKGROUND • Large Tiled-Display Environment • Large virtual desktop (tens of millions of pixels) • View and manipulate juxtaposed applications • Suitable for multi-user interaction & collaboration

  4. BACKGROUND • Somatosensory devices • Wii Remote: 3-axis accelerometer • Kinect: 30fps RGB & depth image, Skeleton tracking

  5. PROBLEM • Interaction method • Device-based: Not suitable in a large-space environment • Gesture-based: Suitable, but some technical challenges • Gesture interaction challenges • Gestures are personal • Gestures may vary from time to time • Difficult to define standard gesture vocabulary

  6. OUTLINE • Background & Problem • Related works • System & Algorithm Design • Experiments • Conclusion

  7. RELATED WORKS • Gesture recognition systems • uWave: acceleration-based, personalized, DTW based • Wiigee: acceleration-based, user-independent, HMM based • Some other Kinect based recognition systems • Gesture recognition algorithms • HMM: Most popular for user-independent recognition, requires large training dataset • DTW: No need of training, suitable for personalized

  8. OUTLINE • Background & Problem • Related works • System & Algorithm Design • Experiments • Conclusion

  9. SYSTEM & ALGORITHM DESIGNOVERVIEW • Design Aspects • Easy-to-use • Personalized • Two-handed • Ongoing Gesture • System Architecture • Gesture Input Clinet

  10. SYSTEM & ALGORITHM DESIGNFEATURE SELECTION

  11. SYSTEM & ALGORITHM DESIGNFILTER AND QUANTIZATION • Moving-average Filter: Reduce noise • Window: five samples for acceleration data, three samples for skeleton position data • Step: one sample • Quantization: Improve efficiency • Acceleration data: Non-linear, [-3g, 3g] → [-31, 31] • Skeleton position data: Linear, [-1m, 1m] → [-30, 30]; ±31 for other values

  12. SYSTEM & ALGORITHM DESIGNDYNAMIC TIME WARPING Input time series Template time series

  13. SYSTEM & ALGORITHM DESIGNTEMPLATE ADAPTION • Template accuracy is important • Directly affect the recognition accuracy • Data may vary in each gesture • Templates are adapted when rejection occurred • Two continuous or three accumulative rejections • Use the gesture input with minimal accumulated DTW distance among all the previous successfully recognized gesture inputs as the new template

  14. SYSTEM & ALGORITHM DESIGNPROCESSING FLOW • Processing flow of Gesture Input Client

  15. OUTLINE • Background & Problem • Related works • System & Algorithm Design • Experiments • Conclusion

  16. EXPERIMENTSENVIRONMENT • Hardware • ThinkPad T420s: Core-i5 2520M / 4GB RAM • Wii Remote controller with the Nunchuk extension • Kinect for Windows sensor • Software • Windows 7 SP1 • Visual C++ 2012 • Kinect SDK 1.6 for Windows

  17. EXPERIMENTSDATASET • Eight two-handed gestures • Six individuals (two females, four males) • Five days • 2400 samples Horizontal Horizontal Vertical Vertical Zoom-In Zoom-Out Zoom-In Zoom-Out Rotate Left Rotate Right Push Forward Pull Back

  18. EXPERIMENTSRECOGNITION ACCURACY • Data from different days • Without template adaption: 6.7% rejection and 1.8% error in average • With template adaption: 4.4% rejection and 1.1% error in average

  19. EXPERIMENTSRECOGNITION ACCURACY • Data from the same day • Without template adaption: 1.7% rejection and 0.2% error in average • With template adaption: 1.7% rejection and 0.2% error in average

  20. EXPERIMENTSRECOGNITION ACCURACY • Comparison of error rate of using different input • Use only acceleration or skeleton: 5.6% in average • Use combination: 1.8% in average

  21. EXPERIMENTSONGOING ACCURACY • Recognition accuracy • 70% of input data with at least 85% accuracy rate • Recognition error • 70% of input data with at most 5% error rate

  22. EXPERIMENTSPRACTICAL EVALUATION • Tested in our SAGE-based tiled-display environment

  23. OUTLINE • Background & Problem • Related works • System & Algorithm Design • Experiments • Conclusion

  24. CONCLUSION • A personalized gesture interaction system • Use both acceleration data from Wii Remote and skeleton data from Kinect • A DTW based real-time gesture recognition algorithm • Ongoing gesture recognition support • Future work • Adding the user-identification feature

  25. THANK YOU!

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