Advertisement

Architectural Models of Gesture Systems

  • M. Bordegoni
  • G. P. Faconti
Conference paper

Abstract

Gesture systems have been developed following different strategies and approaches. This applies to the technology, the gesture recognition engine, and the application areas. From the technological point of view, we distinguish the gesture devices in two broad classes, depending on the type of data they send to the gesture recognition engine: graphical devices and pictorial devices. Gesture recognition engines have been built based mainly on pattern recognition, neural networks, and statistical classification. Similarly, the potential applications range from signs, system commands, text editing, gesticulation, robot control, etc. This paper tries to compare different architectures of gesture systems, highlighting their strength and weakness.

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. [1]
    P. J. Barnard and J. May. Interactions with advanced graphical interfaces and the deployment of latent human knowledge. In Design, Specification and Verification of Interactive Systems, pages 15–49. Springer-Verlag, Berlin, 1995.Google Scholar
  2. [2]
    M. Bergamasco. Haptic interfaces: a new way for improving realistic interaction with virtual environments. In Human Comfort and Security. Springer Verlag, Berlin, Germany, 1995.Google Scholar
  3. [3]
    M. Bordegoni and M. Hemmje. A dynamic gesture language and graphical feedback for interaction in a 3d user interface. In Proceedings of Eurographics’93, pages 1–9. NCC Blackwell, Cambridge, UK, 1993.Google Scholar
  4. [4]
    C. Codella. Interactive simulation in a multi-person virtual world. In Proceedings of CHI’92, pages 329–334. ACM Press, New York, New York, 1992.Google Scholar
  5. [5]
    D. A. Duce and D. J. Duke. Syndetic modelling: A new opportunity for formal methods. Amodeus Project Document: ID/WP_57 (submitted for publication), 1996.Google Scholar
  6. [6]
    D. Duke, P. Barnard, D. Duce, and J. May. Systematic development of the human interface. In APSEC’95: Second Asia-Pacific Software Engineering Conference,pages 313–321. IEEE Computer Society Press, 1995.Google Scholar
  7. [7]
    D. J. Duke. Reasoning about gestural interaction. In Proceedings of Eurographics ‘85, pages 55–66. NCC Blackwell, Cambridge, UK, 1995.Google Scholar
  8. [8]
    G. Faconti and A. Fornari. Syndetic modelling and gestural interaction. In User Interfaces for All. European Consortium for Informatics and Mathematics - ERCIM, Paris, 1995.Google Scholar
  9. [9]
    G. P. Faconti and D. J. Duke. Device models. Amodeus Project Document: ID/WP_56 (submitted for publication in Proceedings of Design, Specification and Verification of Interactive Systems., 1996.Google Scholar
  10. [10]
    S. Fels. Building adaptive interfaces with neural networks: The glove-talk pilot study. In Human-Computer Interaction - INTERACT’90, pages 683–688. Elsevier Science Publishers B.V., Amsterdam, The Netherlands, 1990.Google Scholar
  11. [11]
    P. A. Harling and A. Edwards. Hand tension as a gesture segmentation cue. In this book. 1996.Google Scholar
  12. [12]
    M. Hemmje. Lyberworld - a 3d based user interface for computer-supported information retrieval in document sets a 3d user interface. In Journal of the German Research Center for Computer Science, pages 56–63. GMD Spiegel, Sankt Augustin, Germany, 1993.Google Scholar
  13. [13]
    M. W. Krueger. Artificial Reality II. Addison-Wesley Publishing Company, 1991.Google Scholar
  14. [14]
    K. Murakami. Gesture recognition using recurrent neural networks. In Proceedings of CH1’91. ACM Press, New York, New York, 1991.Google Scholar
  15. [15]
    F. Quek. Toward a vision based hand gesture interface. In Virtual Reality Systems and Technology. ACM Press, New York, 1994.Google Scholar
  16. [16]
    D. Rubine. Specifying gestures by example. In Computer Graphics 25, 4, pages 329–337. ACM Press, New York, New York, 1991.Google Scholar
  17. [17]
    D. J. Sturman. A survey of glove-based input. In Computer Graphics & Applications. IEEE, New York, New York, 1994.Google Scholar
  18. [18]
    K. Vaananen. Gesture driven interaction as a human factor in virtual reality environments - an approach with neural networks. In Virtual Reality Systems, pages 94–106. Academic Press Ltd, New York, New York, 1993.Google Scholar
  19. [19]
    A. Wexelblat. An approach to natural gesture in virtual environments. In ACM ToCHI, pages 179–200. ACM Press, New York, 1995.Google Scholar

Copyright information

© Springer-Verlag London 1997

Authors and Affiliations

  • M. Bordegoni
    • 1
  • G. P. Faconti
    • 2
  1. 1.P.F.R. c/o ITIA-CNRMilanoItaly
  2. 2.CNUCE-CNRPisaItaly

Personalised recommendations