We present a systematic study on the recognition of 3D gestures using spatially convenient input devices. Specifically, we examine the linear acceleration-sensing Nintendo Wii Remote coupled with the angular velocity-sensing Nintendo Wii MotionPlus. For the study, we created a 3D gesture database, collecting data on 25 distinct gestures totalling 8500 gestures samples. Our experiment explores how the number of gestures and the amount of gestures samples used to train two commonly used machine learning algorithms, a linear and AdaBoost classifier, affect overall recognition accuracy. We examined these gesture recognition algorithms with user dependent and user independent training approaches and explored the affect of using the Wii Remote wi...
Part 3: Data Analysis and Information RetrievalInternational audienceIn this study authors present a...
Abstract—In this research we propose a new motion classification method to improve operability of a ...
We present a systematic exploration of how to utilize video game context (e.g., player and environme...
We present a systematic study on the recognition of 3D gestures using spatially convenient input dev...
We present the results of two experiments that explore various aspects of 3D gesture recognition usi...
There are currently many different types of inexpensive input devices available to consumers, each o...
In many applications today user interaction is moving away from mouse and pens and is becoming perva...
In many applications today user interaction is moving away from mouse and pens and is becoming perva...
In many applications today user interaction is moving away from mouse and pens and is becoming perva...
The increasing ubiquity of three dimensional output devices suggests a need for three dimensional in...
With the release of the Nintendo Wii in 2006, the use of haptic force gestures has become a very pop...
Controlling computer games and other applications with motion-based gestures has become common in th...
The Leap Motion Controller is a small USB device that tracks hand and finger movements using infrare...
International audienceAdvances in motion tracking technology, especially for commodity hardware, sti...
When using motion gestures, 3D movements of a mobile phone, as an input modality, one significant ch...
Part 3: Data Analysis and Information RetrievalInternational audienceIn this study authors present a...
Abstract—In this research we propose a new motion classification method to improve operability of a ...
We present a systematic exploration of how to utilize video game context (e.g., player and environme...
We present a systematic study on the recognition of 3D gestures using spatially convenient input dev...
We present the results of two experiments that explore various aspects of 3D gesture recognition usi...
There are currently many different types of inexpensive input devices available to consumers, each o...
In many applications today user interaction is moving away from mouse and pens and is becoming perva...
In many applications today user interaction is moving away from mouse and pens and is becoming perva...
In many applications today user interaction is moving away from mouse and pens and is becoming perva...
The increasing ubiquity of three dimensional output devices suggests a need for three dimensional in...
With the release of the Nintendo Wii in 2006, the use of haptic force gestures has become a very pop...
Controlling computer games and other applications with motion-based gestures has become common in th...
The Leap Motion Controller is a small USB device that tracks hand and finger movements using infrare...
International audienceAdvances in motion tracking technology, especially for commodity hardware, sti...
When using motion gestures, 3D movements of a mobile phone, as an input modality, one significant ch...
Part 3: Data Analysis and Information RetrievalInternational audienceIn this study authors present a...
Abstract—In this research we propose a new motion classification method to improve operability of a ...
We present a systematic exploration of how to utilize video game context (e.g., player and environme...