[ieee 2014 seventh international conference on contemporary computing (ic3) - noida, india...
TRANSCRIPT
A Wireless Dynamic Gesture User Interface for HCI
Using Hand Data Glove
Shitala Prasad
Computer Science and Engg.,
Indian Institute of Technology
Roorkee, India
Piyush Kumar
Information Technology,
Indian Institute of Information
Technology, Allahabad, India
Kumari Priyanka Sinha
Information Technology,
National Institute of Technology,
Patna, India
Abstract- In this paper, DG5 hand data glove is used to design
an intelligent and efficient human-computer interface to interact
with VLC media player. It maps the static keyboard with
dynamic human hand gestures with 22 Degree of Freedom (DoF)
to interact more natural way with computer. The result is very
much appreciated showing the confusion matrix of various
gestures used. In this paper, 10 complex gestures are used, that is
Play, Pause, Forward, Backward, Next, Previous, Stop, Mute,
Full Screen, and Null gestures. To study about the human-hand
gestures four different age groups are taken, User A (20-30
years), User B (31-45 years), User C (46-60 years), and User D
(61-above years). The decision tree a powerful learning algorithm
is used to classify these gestures correctly. This enhances the
user’s interaction level with immersion feeling in augmented
reality to 98.88% of accuracy rate.
Keywords- Gesture User Interface; Virtual Reality; Human-
Computer Interaction; Simple Moving Average; Decision Tree;
Wearable Sensors;
I. INTRODUCTION
Human computer interaction (HCI) is a conventional
means that provides users to interact with computers and
handheld devices. It is all about the functions, mechanisms,
and conventions of users that HCI provides. This raises new
applications such as wearable computing, demanding for the
input of text or alphanumeric information easily and
efficiently entered, recognized, stored via existing techniques.
In the field of HCI, gesture recognition is becoming the most
important interface method [1, 2, and 3]. Thus, computer
technologies are surrounding and expanding with computers-
humans communicating in more natural and realistic way as if
human are communicating. In this paper, we propose a
wireless hand data glove gesture recognition system to detect
human dynamic gestures.
Gesture recognition is more common to interact with the
virtual world (VW) than with the physical world (PW), termed
as gesture user interface [1-3]. Augmented reality (AR)
application first introduced in a movie called Minority Report
[4] using a Hand Data Glove. This human-machine interaction
keeps on moving towards intuitive user interface time-to-time
bridging between physical and virtual world, as in figure 1.
The gesture interaction is a field including recognition of full
body motion, head movement, facial expressions and hand
gestures introducing more complexities. In this paper, the
latter gesture is focused only. These gestures are observed and
interpreted by a recognizer system.
Different tasks are assigned with different set of sub-
gestures to provide easy and quick access to common
functions, in this paper VLC media player is the main
application used as a testing bed. Along with this, a keyboard
mapping method is also proposed.
This paper is organized as follows. In section 2, an
overview of already existing systems and research ongoing in
this area is discussed. Section 3 proposes a wireless dynamic
gesture recognition system and defining various gestures used
and in section 4 implementation and decision tree is explained.
In the second last section 5 experimental results are shown.
Finally last section talks about the conclusion of the paper
with some of the future scopes.
Fig. 1. Physical and Virtual Reality timeline.
II. BACKGROUND
The gesture based user interaction is introduced to replace
the old static and fixed keyboard and mouse with „n‟ numbers
of limitations, to have more natural way of communication.
The static mouse has only 2 degree of freedom (DoF) whereas
human hand has 22 DoF, all fingers expect the thumb has 3
flexing or extension and one abduction/adduction. The thumb
is missing one joint because of which it is a total of (
DoF, excluding the wrist. The wrist has 3 rotational
degrees of freedom each in 3 axis(x, y, and z), hence
DoF in total. Similarly, the glove used has 22 degree
of freedom and has no limitations.
The gesture recognition technique is a spatial-temporal
pattern matching which may be both static and dynamic. The
static gestures are gestures that do not depend on motion and
are defined with respect to a fixed frame of reference [5].
Time
Reality Augmented
Reality
Augmented
Virtuality
Virtual
Reality
Mixed Reality
978-1-4799-5173-4/14/$31.00 ©2014 IEEE
While in the case of dynamic gestures, moving frame of
reference is used, that is it is based on the trajectory path
detection that is formed during the hand motion. In gesture
recognition, two possible techniques are used. (1) Vision-
based hand gesture recognition: a novel sequence alignment
algorithm proposed by many authors such as Kulkarni et al.
[6], Chakraborty et al. [7], Ishida et al. [8]. But the major
drawback of such vision-based systems are, there must be in a
line-of-sight between the object and the camera capturing it
and it is highly dependent on lighting conditions. (2) The
second approach used is hand gesture recognition through
hand data glove having sensors which results computationally
less intensive.
Vitor F. Pamplona et al. [9] describe the designing of an
Image-Based Data Glove (IBDG). Tomasz P Bednarz et al.
[10] used the 5DT data glove to create the Immersive Virtual
Environment in Inertial Navigation System (INS) providing
acceleration and rotation information. The development of an
electronic hand data gloves improved the interaction such as
VPL data glove and the Mattel Power glove and feel more
realistic. Christoph Amma et al. [11] proposed an application
of hand gesture recognition in free hand air-writing using
wearable motion sensors. To train the system HMM is used
resulting 94.8% accuracy. Song et al. [12] have proposed a
multi-modal interface to control a 3D computer aided design
(CAD) models using the finger movement and eye gaze
motion. There are many other methods and techniques that
use‟s hand data glove for more efficient and accurate
interaction and interface [16-20] but due to space limitation of
this paper they are not mentioned in detail here. In 2013, again
marker based mobile augmented reality system was proposed
in traditional education system to modern it with latest
technologies.
The gesture recognition system is the most natural way of
interaction with human and can be one of the best methods to
interact with machines (or computers) too and thus has many
application fields. They are broadly classified as: man-
machine interface, 3D animation, tele-presence, visualization,
computer games playing, sign language, medicine health care,
and control of mechanical systems such as robotic arms. In
this paper, to test the system proposed VLC media player is
used which is discussed in more detail in section 4.
III. PROPOSED SYSTEM
An interactive device such as data glove is equipped with
sensors that measure the fine detailed movements of hand. The
data glove used in this experiment is DG5 VHand 2.0 [13].
The DG5 is a Bluetooth equipped wireless data glove having
connectivity up to 10 meters. It used bi-flex bend sensors that
change the resistance as it is bend, the bending can be in either
direction. When a flex sensor of length, say Ĺ, having
resistance, ŖΩ (ohm), then after bending it the flex sensor is
reduced to Ĺ1, which is always less than Ĺ, and so resistance
of (Ĺ – Ĺ1) is Ŗ1Ω which is again less than Ŗ and thus change
in voltage is seen.
DG5 VHand data glove use this flex sensor in each of the
figures of data glove to measure the minuet details of the
figure‟s movement. These sensors will sense the data and will
sample the data at some sampling rate, Řš. The controller is
futher connected with the wireless communication device,
Bluetooth module. Since Bluetooth is most common is and is
commonly available device it is used here. With the help of
COM port (i.e. communication port) it is connected to the
computer(s) and the data glove signal is received after passing
through a simple average moving low pass filter to remove the
noise from the signal. Simple moving average is given by
equation below.
where, „k‟ is the smoothing window or period and 1/k is the
height of rectangular window that moves as the moving
average moves. The average moving low pass filter concept is
shown in figure 2, below.
Fig. 2. Simple moving average low pass filter.
In this methodology, all the „k‟ historical samples are
having equal weight, wL .
The block diagram of the system is shown in figure 3.
Here, first the sensors, fixed on each fingers and thumb,
sensing the bend and angle of each fingers, where
. The detailed mapping of bend and angle
calculation is described in section IV. There is a low pass filter
in the hand glove added to remove the additional noise which
is due to the induction of other fingers. Now this signal is
transmitted to the host system via Bluetooth where based on
the patterns of the input signal it is mapped to one of the
gestures defined and classified using decision tree they are
mapped to static operations performed on host system. In this
paper, VLC running on the host machine is controlled using
this hand glove interactive interface. The static keyboard
mapping system is briefed in section IV.A. Over this, different
age group users are tested to understand the proper gestures
which are age independent so that any user of any age group
can operate the system without any error: a Cognitive study.
Fig. 3. Block diagram of the system.
Sensor0
Sensor1
Sensor4
… Low Pass Filter Bluetooth
SubGestures Decision Tree
Activity Detection
SMA(t)
k t
x(t)
The sampling rate, Řš of the system is MHz, i.e.,
Hz and so the time period is 1/ Řš second/cycle.
A. Gesture Definition for VLC Media Player
The dynamic gesture recognition system works on some
gestures defined for the system at that instance. Thus, the
other important task is to define various gestures that are
independent of each other. The first most condition while
defining gestures is it should not be so complex to learn and
use and the second point to remember is that it should be
independent and there should be some gesture or delay in
between two gestures to differentiate them. The common
online gestures defined for VLC Media Player in this paper
are very simple, as below:
1) Full Screen Gesture: The gesture performed for the full
screen mode is simple and very common. To exit full screen
mode just a pinch operation of the index figures and thumb is
required. And to enter in a full screen mode is just the reverse
of the earlier operation, figure 4 (a) with its graph generated
using Matlab in figure 4 (b). One single gesture operation for
entering full screen and exiting from full screen.
(a) (b)
Fig. 4. (a) Full Screen gesture operation and (b) its graph.
2) Play/Pause Gesture: To define gesture for Play
operations just open the palm and join all the fingers together
but the thumb is folded. And if the same gesture is repeated
then it is treated as Pause operation. This gesture operation is
also overloaded operation. To clearly identify see figure 5.
(a) (b)
Fig. 5. (a) Play/Pause gesture operation and (b) its graph.
3) Stop Gesture: To define Stop operation fist is performed,
i.e., folding all the fingers and thumb together as in figure 6.
This gesture is to stop the system performance, say VLC
media player in our case. It will completely delete all the
operations system was doing and will renew the system to
start from a fresh one.
(a) (b)
Fig. 6. (a) Stop gesture operation and (b) its graph.
4) Forward/Backward Gesture: To perform this operation
first Play/Pause operation is performed without bending the
thumb and then a shift to left is backward operation and shifts
towards right side is the forward operation, figure 7 and then
release the thumb to active the Play operation. But the
movement or shift must be very slow.
(a)
(b)
Fig. 7. (a) Forward (Left) and backward (Right) gesture operation and (b) their
graphs.
5) Next/Previous Gesture: In this gesture, keeping the y-
axis is constant if the x-axis bends in negative direction with
open hand performing a wave operation, it is Next operation.
Similarly, if the x-axis is positive then we treat it a previous
operation. Here, positive x-axis gesture is chosen for Previous
operation because the hand cannot bend in positive x-axis
more and pervious operation is very less used as compared to
next operation.
(a)
(b)
Fig. 8. (a) Next (Left) and Previous (Right) gesture operation and (b) their
graphs.
6) Mute Gesture: For this gesture, just fold all the 4 fingers
except the thumb, as in figure 9.
(a) (b)
Fig. 9. (a) Mute gesture operation and (b) its graph.
7) Null Gesture: This is the most important gesture among
all gestures discussed. It separates all other gestures from each
other. Null gesture is used to differentiate between two
successive gestures. This is simply shaking the hand in x-axis
to-and-fro irrespective of the position of other fingers and
thumb. Once this is performed the gesture is stopped and no
other input is taken. That is the data glove is deactivated. To
activate the same gesture is performed again.
Note that in each gestures performed above the z-axis is
always positive else the gesture is dropped out and no action
will be performed. The gesture used here are very simple but
they are computationally complex as many sub-gestures are
combined in each operation. Because of this complexity the
time duration of one single gesture operation is fixed to time
unit Ť. The time unit Ť must be chosen such that all the
gesture operations are performed in Ť and rest signal is simply
dropped out as noise. To select this time Ť various algorithms
can be used but in this paper simply few experiments are
performed and measured the maximum time unit a gesture
operation involved in this research takes is the time unit Ť.
Therefore, here Ť is 1.27 seconds. Thus after 1.27 seconds
only the next gesture operation can be performed otherwise it
will be a null gesture.
IV. IMPLEMENTATION AND DESICISION TREE
In this section, we will talk about the experimental setup of
our proposed system. In this experiment DG5 VHand 2.0 data
glove is used as discussed above which operates on a single
chargeable battery of 3.5 volt to 5 volt. The Bi-Flex bend
sensors also sense the presser under a temperature range -45F
to 125F. This sensor measures 1024 different position per
finger along with 3 degree of integrated tracking, i.e., roll (x-
axis), pitch (y-axis), and yaw (z-axis).
The data structure used here is simply an array having
eight indexes. The first three indexes are the roll, pitch, and
yaw and rest five are thumb, index finger, middle finger, ring
finger, and little finger as in figure 10. The data value of
fingers ranges from 0 to 1023 and the axes values are
calculated simply using the formulas given below:
The acceleration values are from -32676 to 32676 and
are the lower and higher value of the x-axis at
that instance for that gesture operation.
Fig. 10. Feature vector.
After performing gesture operations activity detection is
the next step. Activity detection is basically classification of
various events on some basics using some machine learning
algorithms. In this paper a simple decision tree is used for
activity detection.
A. Decision Tree
Decision Tree Đ(Δ) is a powerful and popular machine
learning algorithm for decision-making problems. It is also
used for classification problems. Decision tree has been used
in many real life applications such as medical diagnosis, radar
signal classification, weather prediction, credit approval, and
fraud detection, image segmentation and processing, gesture
recognition and many more. It is very simple and easy to
implement. The decision tree is just a set of if-then-else rules
but it has a high detection rate of data having common
attributes. Therefore, a decision tree represents data in various
classes according to their attributes in graphical way. In
addition to this, decision tree have various other advantages
such as it requires little data preparation and is simple to
understand and interpret using a white box mole approach.
And the most important point is that it performs very well for
large data also in short time.
The decision tree, Đ(Δ) used in this paper is given below in
figure 11, mapping the sub-gestures with VLC Interface. Here,
for the simplification of the experiment we have selected only
10 gesture operations for VLC interaction namely Play, Pause,
Full Screen, Stop, Mute, Forward, Backward, Next, Previous,
and Null gestures.
In the Đ(Δ) above clearly show that to perform Next
operation first most condition should be that z-axis is in
positive direction and then second condition is the y-axis is
constant and the last condition is that the change in x-axis
must be negative, i.e., user must wave his/her hand in negative
x-axis, as in equation given below:
and for the Previous operation the value must be positive as
given below:
where, is the current passion of the x-axis and
was the initial passion. Similarly, other gestures are
calculated and used accordingly.
Begin
Fig. 11. Decision tree, Đ(Δ) for VLC gesture interface.
In the next section, experimental results are shown using
the confusion matrix.
V. EXPERIMENTS AND RESULTS
For experiment purpose the complete system is designed in
Matlab 7.7 (R2008b) on Core2Duo processor of 2.93 GHz
with 2 GB RAM in the Windows environment. The
experiment was very simple and was tested many times
resulting in a high accuracy rate as in table 1. In table 1 there
are 4 different users to test this system of different age groups.
The User A is 23 years old (20-30) years of age group, User B
is 32 years old (31-45) years of age group, User C is of 47
years (46-60) years of age group, and User D is 62 years old
(61-above) years of age group. These age groups are decided
on the basis that different age groups are having different
power and perform gestures accordingly. And thus, the results
are calculated on this parameter and found that the User A, B,
C are having nearly similar result but User D due to age
difference have little less accuracy.
The confusion matrix, CM is a specific table to visualize
the performance of an algorithm. The values in each column
of the matrix represent the instances in a predicted class and
reach row represents the instances in an actual class. The
accuracy rate, ( ) is proportional to the total number of
predictions that were correct and is determined by the equation
given below:
The total accuracy rate for different users for all the
gestures comes out to be , , , and
for user A, user B, user C, and user D respectively.
This shows that the users of Age group (46-60) years and (31-
45) years are more experienced and trained to adapt to such
type of systems than the other groups.
TABLE I. Confusion matrix of different gesture operations used. Each row has 20 samples.
Predicted Class
Actu
al
Cla
ss Full Screen
A,B,C,D
Play
A,B,C,D
Stop
A,B,C,D
Mute
A,B,C,D
Forward
A,B,C,D
Backward
A,B,C,D
Next
A,B,C,D
Previous
A,B,C,D
Null
A,B,C,D
Full
Screen 20,20,20,19 0,0,0,1 0,0,0,0 0,0,0,0 0,0,0,0 0,0,0,0 0,0,0,0 0,0,0,0 0,0,0,0
Play 0,0,0,0 20,19,20,19 0,0,0,0 0,1,0,1 0,0,0,0 0,0,0,0 0,0,0,0 0,0,0,0 0,0,0,0
Stop 0,0,0,0 0,0,0,0 17,20,19,19 3,0,1,1 0,0,0,0 0,0,0,0 0,0,0,0 0,0,0,0 0,0,0,0
Mute 0 0,1,0,1 3,0,1,1 17,19,19,18 0,0,0,0 0,0,0,0 0,0,0,0 0,0,0,0 0,0,0,0
Pinch
(Thumb + Index)
Full Screen
F/f
All Fingers
Fold
Mute
M/m
Wave
(y- Axis Constant)
All Fingers +
Thumb Fold
+ve z-axis -ve z-axis
Open palm
Thumb bend Open palm Hand Shaking
Slow Shift
Left Right
Play/Pause
Space Backward Forward
Alt+ Left Arrow
Ctrl+ Left Arrow
Alt+ Right Arrow
Ctrl+ Right Arrow
x- Axis to-fro
Null Gesture
Delay (1sec)
Stop
S/s Next
-ve x- Axis +ve x- Axis
Previous
N/n P/p
Forward 0 0,0,0,0 0,0,0,0 0,0,0,0 18,19,20,18 0,0,0,0 0,0,0,0 1,1,0,1 1,0,0,1
Backward 0 0,0,0,0 0,0,0,0 0,0,0,0 0,0,0,0 19,19,20,17 0,0,0,0 1,1,0,1 0,0,0,2
Next 0 0,0,0,0 0,0,0,0 0,0,0,0 0,0,0,0 0,0,0,0 20,20,20,19 0,0,0,1 0,0,0,0
Previous 0 0,0,0,0 0,0,0,0 0,0,0,0 1,1,0,1 1,1,0,1 0,0,0,1 18,18,20,16 0,0,0,1
Null 0 0,0,0,0 0,0,0,0 0,0,0,0 1,0,0,1 0,0,0,2 0,0,0,0 0,0,0,1 19,20,20,16
VI. CONCLUSION AND FUTURE SCOPES
In this paper, we presented and demonstrated a model of
human hand gesture that uses simple flex-bend sensors to
interact with VLC media player adding a step towards human-
computer interaction. The DG5 hand data glove is used here
and explored trying to replace the static old keyboard and
mouse limited to 2 DoF with 22 DoF as human hand. The
glove based interface is more reliable and accurate in range of
motion data collection than camera based interfaces [6, 7, 15]
used previously. In [3], only mouse interface was shown with
a very result while in this, keyboard mapping [17] is done
using decision tree with much more high accuracy making
glove devices more and more ubiquitous in our day-to-day
life. Other than the simple VLC interaction, it can be used in
various other fields such as space stations, satellite repair,
health care, biomedical surgery and practice, and many more.
The design is very simple and no need of any calibration
and training done by the user. This paper further supports the
investigation of finding more suitable and flexible glove to be
easier to put on and off reducing the computational cost
mimicking a real human hand to solve high dimensional
applications in the physical world and also in the virtual
world. The accuracy for User C reached up to . In
future, the gesture lists can be increased and more powerful
machine learning algorithms be used for accuracy and
latency combined with other virtual reality devices, i.e.,
real-time system with real-time problem.
The other most important thing is that the gestures must be
improved such that the accuracy rate of old age people, such
as grandpa, feels comfortable with it, having high accuracy
rate from , as shown in this experiment for User D to
[20].
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