8,528 research outputs found

    Gestures in Machine Interaction

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    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

    Improvisatory music and painting interface

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    Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2004.Includes bibliographical references (p. 101-104).(cont.) theoretical section is accompanied by descriptions of historic and contemporary works that have influenced IMPI.Shaping collective free improvisations in order to obtain solid and succinct works with surprising and synchronized events is not an easy task. This thesis is a proposal towards that goal. It presents the theoretical, philosophical and technical framework of the Improvisatory Music and Painting Interface (IMPI) system: a new computer program for the creation of audiovisual improvisations performed in real time by ensembles of acoustic musicians. The coordination of these improvisations is obtained using a graphical language. This language is employed by one "conductor" in order to generate musical scores and abstract visual animations in real time. Doodling on a digital tablet following the syntax of the language allows both the creation of musical material with different levels of improvisatory participation from the ensemble and also the manipulation of the projected graphics in coordination with the music. The generated musical information is displayed in several formats on multiple computer screens that members of the ensemble play from. The digital graphics are also projected on a screen to be seen by an audience. This system is intended for a non-tonal, non-rhythmic, and texture-oriented musical style, which means that strong emphasis is put on the control of timbral qualities and continuum transitions. One of the main goals of the system is the translation of planned compositional elements (such as precise structure and synchronization between instruments) into the improvisatory domain. The graphics that IMPI generates are organic, fluid, vivid, dynamic, and unified with the music. The concept of controlled improvisation as well as the paradigm of the relationships between acoustic and visual material are both analyzed from an aesthetic point of view. TheHugo SolĂ­s GarcĂ­a.S.M

    A Transferable Adaptive Domain Adversarial Neural Network for Virtual Reality Augmented EMG-Based Gesture Recognition

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    Within the field of electromyography-based (EMG) gesture recognition, disparities exist between the offline accuracy reported in the literature and the real-time usability of a classifier. This gap mainly stems from two factors: 1) The absence of a controller, making the data collected dissimilar to actual control. 2) The difficulty of including the four main dynamic factors (gesture intensity, limb position, electrode shift, and transient changes in the signal), as including their permutations drastically increases the amount of data to be recorded. Contrarily, online datasets are limited to the exact EMG-based controller used to record them, necessitating the recording of a new dataset for each control method or variant to be tested. Consequently, this paper proposes a new type of dataset to serve as an intermediate between offline and online datasets, by recording the data using a real-time experimental protocol. The protocol, performed in virtual reality, includes the four main dynamic factors and uses an EMG-independent controller to guide movements. This EMG-independent feedback ensures that the user is in-the-loop during recording, while enabling the resulting dynamic dataset to be used as an EMG-based benchmark. The dataset is comprised of 20 able-bodied participants completing three to four sessions over a period of 14 to 21 days. The ability of the dynamic dataset to serve as a benchmark is leveraged to evaluate the impact of different recalibration techniques for long-term (across-day) gesture recognition, including a novel algorithm, named TADANN. TADANN consistently and significantly (p<0.05) outperforms using fine-tuning as the recalibration technique.Comment: 10 Pages. The last three authors shared senior authorshi

    A transferable adaptive domain adversarial neural network for virtual reality augmented EMG-Based gesture recognition

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    Within the field of electromyography-based (EMG) gesture recognition, disparities exist between the off line accuracy reported in the literature and the real-time usability of a classifier. This gap mainly stems from two factors: 1) The absence of a controller, making the data collected dissimilar to actual control. 2) The difficulty of including the four main dynamic factors (gesture intensity, limb position, electrode shift, and transient changes in the signal), as including their permutations drastically increases the amount of data to be recorded. Contrarily, online datasets are limited to the exact EMG-based controller used to record them, necessitating the recording of a new dataset for each control method or variant to be tested. Consequently, this paper proposes a new type of dataset to serve as an intermediate between off line and online datasets, by recording the data using a real-time experimental protocol. The protocol, performed in virtual reality, includes the four main dynamic factors and uses an EMG-independent controller to guide movements. This EMG-independent feedback ensures that the user is in-the-loop during recording, while enabling the resulting dynamic dataset to be used as an EMG-based benchmark. The dataset is comprised of 20 able-bodied participants completing three to four sessions over a period of 14 to 21 days. The ability of the dynamic dataset to serve as a benchmark is leveraged to evaluate the impact of different-recalibration techniques for long-term (across-day) gesture recognition, including a novel algorithm, named TADANN. TADANN consistently and significantly (p <; 0.05) outperforms using fine-tuning as the recalibration technique

    CGAMES'2009

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    Proceedings of the 7th Sound and Music Computing Conference

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    Proceedings of the SMC2010 - 7th Sound and Music Computing Conference, July 21st - July 24th 2010
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