4 research outputs found
Efficient Body Motion Quantification and Similarity Evaluation Using 3-D Joints Skeleton Coordinates
Quaternion-based gesture recognition using wireless wearable motion capture sensors
This work presents the development and implementation of a unified multi-sensor human motion capture and gesture recognition system that can distinguish between and classify six different gestures. Data was collected from eleven participants using a subset of five wireless motion sensors (inertial measurement units) attached to their arms and upper body from a complete motion capture system. We compare Support Vector Machines and Artificial Neural Networks on the same dataset under two different scenarios and evaluate the results. Our study indicates that near perfect classification accuracies are achievable for small gestures and that the speed of classification is sufficient to allow interactivity. However, such accuracies are more difficult to obtain when a participant does not participate in training, indicating that more work needs to be done in this area to create a system that can be used by the general population
Interfaces for human-centered production and use of computer graphics assets
L'abstract è presente nell'allegato / the abstract is in the attachmen
Wearable Sensor Networks for Motion Capture
This work presents the development of a full body sensor-based motion tracking system that functions through wearable inertial sensors. The system is comprised of a total of ten wearable sensors and maps the player's motions to an on-screen character in real-time. A hierarchical skeletal model was implemented that allows players to navigate and interact with the virtual world without the need of a hand-held controller. To demonstrate the capabilities of the system, a simple virtual reality game was created. As a wearable system, the ability for the users to engage in activities while not being tied to a camera system, or being forced indoors presents a significant opportunity for mobile entertainment, augmented reality and interactive systems that use the body as a significant form of input. This paper outlines the key developments necessary to implement such a system