Real-Time Arm Gesture Recognition Using 3D Skeleton Joint Data
Abstract
:1. Introduction
2. Related Work
3. Arm Gesture Recognition
3.1. The Microsoft Kinect SDK
3.2. Gesture Recognition
4. Experimental Results
4.1. Dataset
4.2. Experiments
4.3. Comparisons to the State-of-the-Art
5. Conclusions and Discussion
Author Contributions
Funding
Conflicts of Interest
References
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Feature Name | Frames Involved | Equation |
---|---|---|
Spatial angle | ||
Spatial angle | ||
Spatial angle | ||
Total vector angle | ||
Squared total vector angle | ||
Total vector displacement | ||
Total displacement | ||
Maximum displacement | ||
Bounding box diagonal length | ||
Bounding box angle |
Symbol | Definition |
---|---|
J | a given joint |
child/parent joint of J, respectively | |
a given video frame, | |
vector of 3D coordinates of J at | |
the 3D coordinates of | |
the set if all joints | |
the set of all vectors | |
a 3D bounding box of a set of vectors | |
the lengths of the sides of |
Classifier | Parameters |
---|---|
ABDT | , |
ABET | , |
DT | , |
ET | , , |
KNN | , , |
LSVM | |
QDA | |
RBFSVM | , |
RF | , , |
User 1 | User 2 | User 3 | User 4 | User 5 | User 6 | User 7 | User 8 | User 9 | User 10 | |
---|---|---|---|---|---|---|---|---|---|---|
LH-SwipeDown | 0.76 | 0.83 | 1.00 | 0.82 | 1.00 | 0.80 | 1.00 | 1.00 | 1.00 | 0.96 |
LH-SwipeIn | 0.38 | 0.92 | 0.84 | 1.00 | 1.00 | 0.92 | 1.00 | 1.00 | 1.00 | 1.00 |
LH-SwipeOut | 0.61 | 0.93 | 0.86 | 1.00 | 1.00 | 0.89 | 1.00 | 1.00 | 0.97 | 1.00 |
LH-SwipeUp | 0.69 | 0.90 | 1.00 | 0.84 | 1.00 | 0.83 | 1.00 | 1.00 | 0.97 | 0.96 |
RH-SwipeDown | 0.78 | 1.00 | 0.95 | - | 1.00 | 1.00 | 0.92 | 1.00 | 0.87 | 1.00 |
RH-SwipeIn | 0.64 | 1.00 | 0.67 | - | 1.00 | 1.00 | 1.00 | 1.00 | 0.89 | 0.96 |
RH-SwipeOut | 0.61 | 1.00 | 0.80 | - | 1.00 | 1.00 | 0.95 | 1.00 | 1.00 | 0.95 |
RH-SwipeUp | 0.40 | 1.00 | 0.95 | - | 1.00 | 1.00 | 1.00 | 0.96 | 1.00 | |
Average | 0.62 | 0.94 | 0.88 | 0.92 | 1.00 | 0.92 | 0.99 | 1.00 | 0.96 | 0.97 |
Test I | Test II | Test III | Avg. | ||||||
---|---|---|---|---|---|---|---|---|---|
[35] | Our | [35] | Our | [35] | Our | [4] | [35] | Our | |
AS1 | 89.50 | 85.36 | 93.30 | 91.39 | 72.90 | 89.28 | 93.50 | 85.23 | 88.68 |
AS2 | 89.00 | 72.90 | 92.90 | 84.40 | 71.90 | 73.20 | 52.00 | 84.60 | 76.84 |
AS3 | 96.30 | 93.69 | 96.30 | 98.81 | 79.20 | 97.47 | 95.40 | 90.60 | 96.66 |
Avg. | 91.60 | 83.98 | 94.17 | 91.53 | 74.67 | 86.65 | 80.30 | 84.24 | 87.39 |
[18] | Our | |
---|---|---|
Acc. (%) | 91.0 | 96.0 |
Ref. | Approach | Gestures | Acc.(s.) | Comments/Drawbacks |
---|---|---|---|---|
[11] | 2D projected joint trajectories, rules and HMMs | Swipe(L,R), Circle, Hand raise, Push | 95.4 (5) | heuristic, not scalable rules, different features for different kinds of moves |
[1] | 3D joints, rules, SVM/DT | Neutral, T-shape, T-shape tilt/pointing(L,R) | 95.0 (3) | uses an exemplar gesture to avoid segmentation |
[7] | Norm. 3D joints, Weig. DTW | Push Up, Pull Down, Swipe | 96.7 (n/a) | very limited evaluation |
[12] | Head/hands detection, GHMM | Up/Down/Left/Stretch(L, R, B), Fold(B) | 98.0 (n/a) | relies on head/hands detection |
[13] | clustered joints, HMM | Come, Go, Sit, Rise, Wave(L) | 85.0 (2) | very limited evaluation, fails at higher speeds |
[10] | HMM, DTW | Circle, Elongation, Punch, Swim, Swipe(L, R), Smash | 96.0 (4) | limited evaluation |
[2] | Differences to reference joint, KNN | Swipe(L, R, B), Push(L, R, B), Clapping in/out | 97.2 (20) | sensitive to temporal misalignments |
[3] | 3D joints, velocities, ANN | Swipe(L,R), Push Up(L,R), Pull Down(L,R), Wave(L,R) | 95.6 (n/a) | not scalable for gestures that use both hands |
[4] | Pose sequences, Decision Forests | Open Arms, Turn Next/Prev. Page, Raise/Lower Right Arm, Good Bye, Jap. Greeting, Put Hands Up Front/Laterally | 91.5 (10) | pose modeling requires extra effort, limited to gestures composed of distinctive key poses |
[8] | 3D joints, feature weighted DTW | Jumping, Bending, Clapping, Greeting, Noting | 68.0 (10) | detected begin/end of gestures |
[9] | 3D joints, DTW and KNN | Swipe(L, R), Push Up(L, R), Pull Down(L, R), Wave(L, R) | 89.4 (n/a) | relies on heuristically determined parameters |
[5] | 4D quaternions, SVM | Swipe(L, R), Clap, Waving, Draw circle/tick | 98.9 (5) | limited evaluation |
[14] | Head/hands detection, kinematic constraints, GMM | Punch(L, R), Clap, Wave(L, R), Dumbell Curls(L, R) | 93.1 (5) | relies on head/hands detection |
[15] | Motion and HOG features of hands, hierarchical HMMs | Swipe(L, R), Circle, Wave, Point, Palm Forward, Grab | 66.0 (10) | below average performance on continuous gestures |
our | novel set of features, ET | Swipe Up/Down/In/Out(L,R) | 95.0 (10) | scalable, does not use heuristics |
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Share and Cite
Paraskevopoulos, G.; Spyrou, E.; Sgouropoulos, D.; Giannakopoulos, T.; Mylonas, P. Real-Time Arm Gesture Recognition Using 3D Skeleton Joint Data. Algorithms 2019, 12, 108. https://doi.org/10.3390/a12050108
Paraskevopoulos G, Spyrou E, Sgouropoulos D, Giannakopoulos T, Mylonas P. Real-Time Arm Gesture Recognition Using 3D Skeleton Joint Data. Algorithms. 2019; 12(5):108. https://doi.org/10.3390/a12050108
Chicago/Turabian StyleParaskevopoulos, Georgios, Evaggelos Spyrou, Dimitrios Sgouropoulos, Theodoros Giannakopoulos, and Phivos Mylonas. 2019. "Real-Time Arm Gesture Recognition Using 3D Skeleton Joint Data" Algorithms 12, no. 5: 108. https://doi.org/10.3390/a12050108
APA StyleParaskevopoulos, G., Spyrou, E., Sgouropoulos, D., Giannakopoulos, T., & Mylonas, P. (2019). Real-Time Arm Gesture Recognition Using 3D Skeleton Joint Data. Algorithms, 12(5), 108. https://doi.org/10.3390/a12050108