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Gesture Based
Computing
PRESENTED BY :-
NITIN GOYAL
BRANCH :- C.S. SEC :- B
BALDEV RAM MIRDHA INSTITUTE OF
TECHNOLOGY
A movement of a limb or
the body as an expression
Of thought or feeling.
--Oxford Concise Dictionary 1995
 Offline gestures: Those gestures that are
processed after the user interaction with the
object. An example is the gesture to activate a
menu.
 Online gestures: Direct manipulation
gestures. They are used to scale or rotate a
tangible object.
 Interaction with computers are not
comfortable experience.
 Computers should communicate with people
with body language.
 Hand gesture recognition becomes important
 Interactive human-machine interface and
virtual environment
 Replace mouse and keyboard
 Pointing gestures
 Navigate in a virtual environment
 Interact with a 3D world
 No physical contact with computer
 Communicate at a distance
HUMAN COMPUTER INTERFACE
USING GESTURES
Gesture Based Computing
Gesture Based Computing
Gesture Based Computing
Gesture Based Computing
 Depth-aware cameras. Using specialized cameras
such as time-of-flight cameras, one can generate a
depth map of what is being seen through the
camera at a short range, and use this data to
approximate a 3d representation of what is being
seen.
 Controller-based gestures. These controllers act
as an extension of the body so that when gestures
are performed, some of their motion can be
conveniently captured by software.
 Single camera. A normal camera
 Two common technologies for hand gesture
recognition are:
 glove-based method
 Using special glove-based device to extract
hand posture
 Annoying
 vision-based method
 3D hand/arm modeling
 Appearance modeling
 Data gloves provide very accurate
measurements of hand-shape
 But are cumbersome to wear
 Expensive
 Connected by wires- restricts freedom of
movement
Gesture Based Computing
 Requirements:
2D Gesture Recognition System:
• A simple webcam capable of acquiring
RGB images
3D Gesture Recognition System:
• Two simple webcams capable of
acquiring RGB images
• A mainboard capable of handling two
webcams
No special equipment required
Right
Image
Left
Image
Marker Segmentation 2D Kalman Filter 3D Reconstruction
3D Kalman FilterVector Quantizer
Gesture Spotter
Application
Recognition Process
Gesture Based Computing
A C F
Gestures
GESTURE BASED
INTERACTION
ENTERTAINMENT AND GESTURE
BASED COMPUTING
GESTURES ARE USED IN MOBILES
GESTURE BASED COMPUTING IN
GAMING CONSOLES
KINECT
X BOX 360
Wii REMOTE
 Computer Interface
 A 2D/3D input device (Hand Tracking)
 Translation of gestures to commands
 More natural interface for 3D design applications
 Aid for disabled and deaf people
 Sign language analysis, translation
 Sign language teaching
 Using multimodality to enable communication
between disabled people
 Entertainment
 Applications involving hand gesture recognition,
from computer games to sound and image design
applications
 Sign language recognition
 For socially assistive robotics
 Directional indication through pointing
 Control through facial gestures
 Alternative computer interfaces
 Remote control computing
Gesture Based Recognition uses sensing
technology to identify a user's actions and to
extract key information. This information is then
analyzed to determine the user's physical,
emotional, or informational state, which in turn
can be used to help make the user more
productive by performing expected actions or by
providing expected information. For example, a
Blue Eyes-enabled television could become
active when the user makes eye contact, at
which point the user could then tell the
television to "turn on".
EVOLUCE ONE FULL HD LCD
DISPALY
 Web Resources
 http://affect.media.mit.edu
 http://www.ibm.com
 http://www.itpapers.com
 http://www.google.com
 http://www.howstuffwork.com
Gesture Based Computing
Gesture Based Computing

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Gesture Based Computing

  • 1. Gesture Based Computing PRESENTED BY :- NITIN GOYAL BRANCH :- C.S. SEC :- B BALDEV RAM MIRDHA INSTITUTE OF TECHNOLOGY
  • 2. A movement of a limb or the body as an expression Of thought or feeling. --Oxford Concise Dictionary 1995
  • 3.  Offline gestures: Those gestures that are processed after the user interaction with the object. An example is the gesture to activate a menu.  Online gestures: Direct manipulation gestures. They are used to scale or rotate a tangible object.
  • 4.  Interaction with computers are not comfortable experience.  Computers should communicate with people with body language.  Hand gesture recognition becomes important  Interactive human-machine interface and virtual environment
  • 5.  Replace mouse and keyboard  Pointing gestures  Navigate in a virtual environment  Interact with a 3D world  No physical contact with computer  Communicate at a distance
  • 11.  Depth-aware cameras. Using specialized cameras such as time-of-flight cameras, one can generate a depth map of what is being seen through the camera at a short range, and use this data to approximate a 3d representation of what is being seen.  Controller-based gestures. These controllers act as an extension of the body so that when gestures are performed, some of their motion can be conveniently captured by software.  Single camera. A normal camera
  • 12.  Two common technologies for hand gesture recognition are:  glove-based method  Using special glove-based device to extract hand posture  Annoying  vision-based method  3D hand/arm modeling  Appearance modeling
  • 13.  Data gloves provide very accurate measurements of hand-shape  But are cumbersome to wear  Expensive  Connected by wires- restricts freedom of movement
  • 15.  Requirements: 2D Gesture Recognition System: • A simple webcam capable of acquiring RGB images 3D Gesture Recognition System: • Two simple webcams capable of acquiring RGB images • A mainboard capable of handling two webcams No special equipment required
  • 16. Right Image Left Image Marker Segmentation 2D Kalman Filter 3D Reconstruction 3D Kalman FilterVector Quantizer Gesture Spotter Application Recognition Process
  • 20. ENTERTAINMENT AND GESTURE BASED COMPUTING GESTURES ARE USED IN MOBILES
  • 21. GESTURE BASED COMPUTING IN GAMING CONSOLES KINECT
  • 24.  Computer Interface  A 2D/3D input device (Hand Tracking)  Translation of gestures to commands  More natural interface for 3D design applications  Aid for disabled and deaf people  Sign language analysis, translation  Sign language teaching  Using multimodality to enable communication between disabled people  Entertainment  Applications involving hand gesture recognition, from computer games to sound and image design applications
  • 25.  Sign language recognition  For socially assistive robotics  Directional indication through pointing  Control through facial gestures  Alternative computer interfaces  Remote control computing
  • 26. Gesture Based Recognition uses sensing technology to identify a user's actions and to extract key information. This information is then analyzed to determine the user's physical, emotional, or informational state, which in turn can be used to help make the user more productive by performing expected actions or by providing expected information. For example, a Blue Eyes-enabled television could become active when the user makes eye contact, at which point the user could then tell the television to "turn on".
  • 27. EVOLUCE ONE FULL HD LCD DISPALY
  • 28.  Web Resources  http://affect.media.mit.edu  http://www.ibm.com  http://www.itpapers.com  http://www.google.com  http://www.howstuffwork.com