Abstract
3-D input techniques based on vision systems are presented: human extremities (hands and head) are observed by a video camera. Certain 2-D parameters of the depicted extremities are used as input parameters for 3-D metaphors.
The 2-D parameters needed and the real-time, contour-based computation of these on standard hardware is presented. Among these parameters, stable hand-shape classification is the key to simple and robust 3-D metaphors. A filter algorithm to separate hand and forearm is described. Different mappings of these parameters into 3-D movements and their metaphorical meanings behind these mappings are shown.
To evaluate these approaches a network-distributed Virtual Squash game was implemented, and the effectiveness of the video-based metaphors was compared directly to that of the space-ball. The results reveal that the precision of translations is slightly worse, the number of hits and the velocity of the Virtual squash-racket is slightly better, but the precision of rotations is supreme for video-based hand-gesture input.
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Bröckl-Fox, U. (1995). Hand-Gesture Recognition as a 3-D Input Technique. In: Göbel, M. (eds) Virtual Environments ’95. Eurographics. Springer, Vienna. https://doi.org/10.1007/978-3-7091-9433-1_11
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DOI: https://doi.org/10.1007/978-3-7091-9433-1_11
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