Abstract:This paper presents the extension of an existing visionbased gesture recognition system using Hidden Markov Models (HMMs). Several improvements have been carried out in order to increase the capabilities and the functionality of the system. These improvements include positionindependent recognition, rejection of unknown gestures, and continuous online recognition of spontaneous gestures. We show that especially the latter requirement is highly complicated and demanding, if we allow the user to move in front of… Show more
“…HMMs have been widely and successfully applied to a large number of problems, such as speech recognition [4], DNA and protein modeling [5], and gesture recognition [6]. We show in this paper that HMMs are also effective in classification of MMOG players, and, in particular, have higher recognition performance than AMBR based on action frequencies.…”
Abstract. In this paper, we describe our work on classification of players in Massively Multiplayer Online Games using Hidden Markov Models based on player action sequences. In our previous work, we have discussed a classification approach using a variant of Memory Based Reasoning based on player action frequencies. That approach, however, does not exploit time structures hidden in action sequences of the players. The experimental results given in this paper show that Hidden Markov Models have higher recognition performance than our previous approach, especially for classification of players of different types but having similar action frequencies.
“…HMMs have been widely and successfully applied to a large number of problems, such as speech recognition [4], DNA and protein modeling [5], and gesture recognition [6]. We show in this paper that HMMs are also effective in classification of MMOG players, and, in particular, have higher recognition performance than AMBR based on action frequencies.…”
Abstract. In this paper, we describe our work on classification of players in Massively Multiplayer Online Games using Hidden Markov Models based on player action sequences. In our previous work, we have discussed a classification approach using a variant of Memory Based Reasoning based on player action frequencies. That approach, however, does not exploit time structures hidden in action sequences of the players. The experimental results given in this paper show that Hidden Markov Models have higher recognition performance than our previous approach, especially for classification of players of different types but having similar action frequencies.
“…A user interface based on gestural input from human has been researched in [4]- [6]. By using hand gesture such as sign language, human or user can convey information naturally to the system.…”
Abstract-In this paper, we propose an approach to track and estimate user pointing direction in 3D Space. In the area of human-robot interaction, user communicates with service robot in their daily life activities to give commands and execute the given task accordingly. Therefore, the ability of user to gives command to service robot naturally can provide an interactive user interface system for real 3D space environment. For this purpose, we aim to perform pointing gesture tracking and after that estimate the user's pointing direction. Our method of pointing direction estimation is based on 3D orientation of hand and shoulder center of user. We make comparison with our previous method to find the best hypothesis. Experimental results show the angular error for the estimation of pointing direction is successfully improved from our previous method. As a result, our natural user interface system can manipulate 3D objects in living room environment thus providing intuitive robotic service for human robot interaction.Index Terms-Human-robot interaction, pointing gesture, user tracking.
“…Temporal templates have been proposed and used to categorize actions [5]. Methods that explicitly model relative changes in spatial descriptors over time [1], or estimates of global and local motion [10,14] have also been used. Methods that use the silhouette of the body to construct more sophisticated representation for human action have been proposed [36].…”
This paper presents a simple and computationally efficient framework for human action recognition based on modeling the motion of human body parts. Intuitively, a collective understanding of human part movements can lead to better understanding and representation of any human action. In this paper, we propose a generative representation of the motion of the human body parts to learn and classify human actions. The proposed representation combines the advantages of both local and global representations, encoding the relevant motion information as well as being robust to local appearance changes. Our work is motivated by the pictorial structures model and the framework of sparse representations for recognition. Human part movements are represented efficiently through quantization in the polar space. The key discrimination within each action is efficiently encoded by sparse representation to perform classification. The proposed method is evaluated on both the KTH and the UCF action datasets and the results are compared against other state-of-the-art methods.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.