A Real-time Personalized Gesture Interaction System Using Wii

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A REAL-TIME
PERSONALIZED GESTURE
INTERACTION SYSTEM
USING WII REMOTE AND
KINECT FOR TILEDDISPLAY ENVIRONMENT
Yihua Lou, Wenjun Wu
Beihang University
OUTLINE
• Background & Problem
• Related works
• System & Algorithm Design
• Experiments
• Conclusion
BACKGROUND
• Large Tiled-Display Environment
• Large virtual desktop (tens of millions of pixels)
• View and manipulate juxtaposed applications
• Suitable for multi-user interaction & collaboration
BACKGROUND
• Somatosensory devices
• Wii Remote: 3-axis accelerometer
• Kinect: 30fps RGB & depth image, Skeleton tracking
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
OUTLINE
• Background & Problem
• Related works
• System & Algorithm Design
• Experiments
• Conclusion
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
OUTLINE
• Background & Problem
• Related works
• System & Algorithm Design
• Experiments
• Conclusion
SYSTEM & ALGORITHM DESIGN
OVERVIEW
• Design Aspects
• Easy-to-use
• Personalized
• Two-handed
• Ongoing Gesture
• System Architecture
• Gesture Input Clinet
SYSTEM & ALGORITHM DESIGN
FEATURE SELECTION
SYSTEM & ALGORITHM DESIGN
FILTER 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
Original acceleration value
Quantized value
a > +2g
+g < a ≤ +2g
-g ≤ a ≤ +g
-2g ≤ a < -g
a < -2g
31
21 to 30 (linearly)
-20 to 20 (linearly)
-30 to -21 (linearly)
-31
Input time series
SYSTEM & ALGORITHM DESIGN
DYNAMIC TIME WARPING
Template time series
SYSTEM & ALGORITHM DESIGN
TEMPLATE 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
SYSTEM & ALGORITHM DESIGN
PROCESSING FLOW
• Processing flow of Gesture Input Client
OUTLINE
• Background & Problem
• Related works
• System & Algorithm Design
• Experiments
• Conclusion
EXPERIMENTS
ENVIRONMENT
• 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
EXPERIMENTS
DATASET
• Eight two-handed gestures
• Six individuals (two females, four males)
• Five days
• 2400 samples
Horizontal
Zoom-In
Rotate Left
Horizontal
Zoom-Out
Vertical
Zoom-In
Rotate Right Push Forward
Vertical
Zoom-Out
Pull Back
EXPERIMENTS
RECOGNITION 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
Without template adaption
HI
HO
VI
VO
RL
RR
PF
PB
Avg
Correct
94.4%
95.6%
98.9%
98.9%
76.1%
78.9%
97.8%
91.7%
91.5%
Error
0.0%
0.5%
0.0%
0.0%
7.8%
6.1%
0.0%
0.0%
1.8%
With template adaption
Rejected Correct
5.6%
96.7%
3.9%
95.6%
1.1%
98.9%
1.1%
98.9%
16.1%
78.3%
15.0%
92.8%
2.2%
98.9%
8.3%
96.1%
6.7%
94.5%
Error
0.0%
0.5%
0.0%
0.0%
4.5%
3.9%
0.0%
0.0%
1.1%
Rejected
3.3%
3.9%
1.1%
1.1%
17.2%
3.3%
1.1%
3.9%
4.4%
EXPERIMENTS
RECOGNITION 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
Without template adaption
HI
HO
VI
VO
RL
RR
PF
PB
Avg
Correct
96.7%
99.4%
99.4%
99.4%
97.8%
94.4%
99.4%
98.3%
98.1%
Error
0.0%
0.6%
0.6%
0.0%
0.0%
0.6%
0.0%
0.0%
0.2%
With template adaption
Rejected Correct
3.3%
96.7%
0.0%
99.4%
0.0%
99.4%
0.6%
99.4%
2.2%
97.8%
5.0%
94.4%
0.6%
99.4%
1.7%
98.3%
1.7%
98.1%
Error
0.0%
0.6%
0.6%
0.0%
0.0%
0.6%
0.0%
0.0%
0.2%
Rejected
3.3%
0.0%
0.0%
0.6%
2.2%
5.0%
0.6%
1.7%
1.7%
EXPERIMENTS
RECOGNITION ACCURACY
• Comparison of error rate of using different input
• Use only acceleration or skeleton: 5.6% in average
• Use combination: 1.8% in average
Acceleration
Same day
HI
HO
VI
VO
RL
RR
PF
PB
Avg
0.6%
0.6%
0.6%
0.6%
1.7%
4.4%
0.0%
0.0%
1.0%
Skeleton position
Different Same day
days
1.7%
3.3%
0.6%
0.6%
0.0%
0.6%
0.6%
0.0%
15.6%
0.6%
21.1%
2.8%
2.2%
0.6%
2.8%
1.7%
5.6%
1.2%
Combination
Different Same day
days
5.6%
0.0%
4.4%
0.6%
1.1%
0.6%
0.6%
0.0%
19.4%
0.0%
8.3%
0.6%
0.0%
0.0%
5.6%
0.0%
5.6%
0.2%
Different
days
0.0%
0.5%
0.0%
0.0%
7.8%
6.1%
0.0%
0.0%
1.8%
EXPERIMENTS
ONGOING 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
EXPERIMENTS
PRACTICAL EVALUATION
• Tested in our SAGE-based tiled-display environment
OUTLINE
• Background & Problem
• Related works
• System & Algorithm Design
• Experiments
• Conclusion
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
THANK YOU!
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