Gesture modeling and recognition using finite state machines
We propose a state-based approach to gesture learning and recognition. Using spatial clustering and temporal alignment, each gesture is defined to be an ordered sequence of states in spatial-temporal space. The 2D image positions of the centers of the head and both hands of the user are used as feat...
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Published in | 4th IEEE International Conference on Automatic Face and Gesture Recognition (FG 2000) pp. 410 - 415 |
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Main Authors | , , |
Format | Conference Proceeding |
Language | English |
Published |
IEEE
2000
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Subjects | |
Online Access | Get full text |
ISBN | 0769505805 9780769505800 |
DOI | 10.1109/AFGR.2000.840667 |
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Abstract | We propose a state-based approach to gesture learning and recognition. Using spatial clustering and temporal alignment, each gesture is defined to be an ordered sequence of states in spatial-temporal space. The 2D image positions of the centers of the head and both hands of the user are used as features; these are located by a color-based tracking method. From training data of a given gesture, we first learn the spatial information and then group the data into segments that are automatically aligned temporally. The temporal information is further integrated to build a finite state machine (FSM) recognizer. Each gesture has a FSM corresponding to it. The computational efficiency of the FSM recognizers allows us to achieve real-time on-line performance. We apply this technique to build an experimental system that plays a game of "Simon Says" with the user. |
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AbstractList | We propose a state-based approach to gesture learning and recognition. Using spatial clustering and temporal alignment, each gesture is defined to be an ordered sequence of states in spatial-temporal space. The 2D image positions of the centers of the head and both hands of the user are used as features; these are located by a color-based tracking method. From training data of a given gesture, we first learn the spatial information and then group the data into segments that are automatically aligned temporally. The temporal information is further integrated to build a finite state machine (FSM) recognizer. Each gesture has a FSM corresponding to it. The computational efficiency of the FSM recognizers allows us to achieve real-time on-line performance. We apply this technique to build an experimental system that plays a game of "Simon Says" with the user. |
Author | Huang, T.S. Pengyu Hong Turk, M. |
Author_xml | – sequence: 1 surname: Pengyu Hong fullname: Pengyu Hong organization: Beckman Inst., Illinois Univ., Urbana, IL, USA – sequence: 2 givenname: M. surname: Turk fullname: Turk, M. – sequence: 3 givenname: T.S. surname: Huang fullname: Huang, T.S. |
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Keywords | Performance evaluation Computer vision Alignment Abstract machine Tracking Finite state machine Learning (artificial intelligence) Classification Gesture Tracking(movable target) Automatic recognition Real time |
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PublicationTitle | 4th IEEE International Conference on Automatic Face and Gesture Recognition (FG 2000) |
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StartPage | 410 |
SubjectTerms | Applied sciences Artificial intelligence Automata Computer science; control theory; systems Decision support systems Exact sciences and technology Fiber reinforced plastics Learning and adaptive systems Pattern recognition. Digital image processing. Computational geometry |
Title | Gesture modeling and recognition using finite state machines |
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