Gesture-based interaction and implication for the future (original) (raw)

Gesture-based Interaction: a review

Sensors and recognition offers new opportunities for human-computer interaction, especially in gesture-based interaction. Interacting with device that support 3D space is awesome but added value such as gesture based input is limitless to the users. The advances of the technology such as gesture-based interaction allow users interact to devices at any location touchless. One of the way people communicate among themselves is using hand gestures. The use of gestures is to express intention in everyday life. Thus, hand gesture as known as non-verbal communication from other parts of human body gives users uncontrollable movements and gives much more expressive In this paper some issues has been reviewed such as the gesture based technology, the opportunities and challenges in the way to design the gesture-based interaction product, gesture modeling and taxonomy, the basic principle to design the gesture-based interaction product and some analysis of the development from the gesture-based product. Finally, this paper introduces the most popular gesture-based product that hit market in 21st century.

Gestures in Machine Interaction

University of the Arts London, 2011

Vnencumbered-gesture-interaction (VGI) describes the use of unrestricted gestures in machine interaction. The development of such technology will enable users to interact with machines and virtual environments by performing actions like grasping, pinching or waving without the need of peripherals. Advances in image-processing and pattern recognition make such interaction viable and in some applications more practical than current modes of keyboard, mouse and touch-screen interaction provide. VGI is emerging as a popular topic amongst Human-Computer Interaction (HCI), Computer-vision and gesture research; and is developing into a topic with potential to significantly impact the future of computer-interaction, robot-control and gaming. This thesis investigates whether an ergonomic model of VGI can be developed and implemented on consumer devices by considering some of the barriers currently preventing such a model of VGI from being widely adopted. This research aims to address the development of freehand gesture interfaces and accompanying syntax. Without the detailed consideration of the evolution of this field the development of un-ergonomic, inefficient interfaces capable of placing undue strain on interface users becomes more likely. In the course of this thesis some novel design and methodological assertions are made. The Gesture in Machine Interaction (GiMI) syntax model and the Gesture-Face Layer (GFL), developed in the course of this research, have been designed to facilitate ergonomic gesture interaction. The GiMI is an interface syntax model designed to enable cursor control, browser navigation commands and steering control for remote robots or vehicles. Through applying state-of-the-art image processing that facilitates three-dimensional (3D) recognition of human action, this research investigates how interface syntax can incorporate the broadest range of human actions. By advancing our understanding of ergonomic gesture syntax, this research aims to assist future developers evaluate the efficiency of gesture interfaces, lexicons and syntax. 2.3.1 Methodology framework. 2.3.1.1 Design analysis. 2.3.1.2 Interface design vi 35 35 40 41 41 46 48 49 49 49 50 50 51 2.3.1.3 Evaluation and comparison 2.3.1.4 Guideline Application. . .

Gesture-Based Interaction: Concept Map and Application Scenarios

Advances in Human …, 2010

Nowadays new interaction forms are not limited by Graphical User Interfaces (GUIs) making Human Computer Interaction (HCI) more natural. This paper presents: a novel interaction approach within the scope of gesture-based interfaces, and some practical consequences of adopting this approach. Thus, we redefine the concept of gesture based on the sum of three interrelated concepts (the Para-language, the Body language and the Sound language). The relationships among these concepts are expressed in a conceptual ...

Interacting with Gestures: An Intelligent Virtual Environment

2006

The paper addresses the opportunity of using gestures in virtual environments by taking into account current technologies for capturing human gestures, existing interaction techniques and various aspects dealing with gesture and gesticulation functionalities. Virtual environments have proven to be of an effective usefulness for a variety of applications such as medical training and exploration, military simulations, architecture, phobia therapy, etc. A great variety of devices have been developed for effectively interacting with such environments and many interaction techniques have been introduced. Many of them prove to be cumbersome and more or less obstructing the user and hence affecting his/her virtual experience. Natural gestures as a mean of human computer interaction have the great advantage of being the ideal interface as natural, efficient and intuitive means of communication (people use gestures everyday in a natural manner). Discussion is equally conducted on gestures being used for the three main tasks commonly encountered in virtual environments: selection, manipulation and travel. References to gesture definition and classification according to different criteria and their relevance for interacting in virtual environments are equally taken into account.

Game Interaction Using Gesture Recognition

Gesture recognition is a field of Computer Science which deals with interpreting the human gestures via running some mathematical algorithms on a computing device. Gestures can be any human motion that can be generated either by hands, face, eyes, etc. Hand gesture recognition system propagates the elevated interaction experience for the users as it integrates the virtual and real world object. The traditional devices that are used for interaction purpose are often controlled in an orthodox manner, which at times become quite cumbersome. By using gesture recognition, the focus will be on replacing the age-old hardware which we are currently using, with some more natural, lucid, human-centered means of interacting. The color detection based interaction interface being scripted here can be appreciably applied towards many applications like Human-Computer interaction (HCI), games, virtual Reality. Though the present paper's prime focus is on the GAMES. With the advent of gaming in ...

Usability Analysis of a Gesture Controlled User Interface

Proceedings of the Fourth International Conferences on Internet Technologies and Applications (ITA 11), 2011

Usability is concerned with facilitating successful interaction with products and devices. Providing natural forms of interaction may improve a product’s acceptance and usability. Human gesture is an example of such interaction. A number of research and development projects have investigated ‘gesture control’ for over 30 years. We are now reaching a point in technological development where such products are affordable, and even familiar to use. This raises the question of whether we can now benefit from gesture-controlled devices to help us in other scenarios. This paper presents such a gesturecontrolled system, and describes a usability study and numerical analysis, which has evaluated a range of design alternatives. The analysis also represents predictive and quantitative HCI.

Gesture Recognition and Control Part 1 IJRITCC Vol 1 Issue 7

This Exploratory paper series reveals the technological aspects of Gesture Controlled User Interface (GCUI), and identifies trends in technology, application and usability. It is found that GCUI now affords realistic opportunities for specific application areas, and especially for users who are uncomfortable with more commonly used input devices. It further explored collated chronographic research information which covers the past research work in Literature Review. Researchers investigated different types of gestures, its uses, applications, technology, issues and results from existing research.