A Clustering Approach to the Vision-Based Interface for Interactive Computer Games
In interactive computer games, vision can be a powerful interface between humans and computers. In this paper, we propose a vision-based interface for 3D action games. We make dynamic gestures to input of the interface and represent a user’s gesture as an ordered sequence of a user’s poses. To estimate a human poses, we classify whole frames using K-Means clustering. For recognizing a gesture, each symbols from input sequence is matched with templates composed of ordered pose symbol sequences that indicate the specific gestures. Our interface recognizes ten gesture commands with a single commercial camera and no markers. Experimental results with 50 humans show an average recognition rate of 93.72 % per a gesture command.
Unable to display preview. Download preview PDF.
- 2.Freeman, W.T., Tanaka, K., Ohta, J., Kyuma, K.: Computer vision for computer games. In: IEEE Proceedings of the Second International Conference on Automatic Face and Gesture Recognition, October 14-16, pp. 100–105 (1996)Google Scholar
- 3.Bradski, G.R.: Computer Vision Face Tracking For Use in a Perceptual User Interface. Intel Technology Journal Q2, 1–15 (1998)Google Scholar
- 4.Duda, R.O., Hart, P.E., Strok, D.G.: Pattern Classification, 2nd edn. A Wiley Interscience Publication, Hoboken (2000)Google Scholar