Search : [ author: Adithya B ] (2)

A Dynamic Gesture Recognition System based on Trajectory Data of the Motion-sphere

Jaeyeong Ryu, Adithya B, Ashok Kumar Patil, Youngho Chai

http://doi.org/10.5626/JOK.2021.48.7.781

Recently, dynamic gesture recognition technology, which belongs to human-computer interaction (HCI), has received much attention. This is because the interface configuration for utilizing the system is simple and it is possible to communicate quickly. In this paper, we used a new input data format for the dynamic gesture recognition system and conducted research to improve the recognition accuracy. In the existing dynamic gesture recognition system, the position data and the rotation data of the joint are mainly used. In the proposed system, motion-sphere trajectory data are used. Motion-sphere expresses motion intuitively as a technique for visualizing movement. In the motion-sphere, the expression is composed of the trajectory and twist angle. In this paper, the trajectory of the motion-sphere is used as input data of the dynamic gesture recognition system. The validity of the trajectory data used is verified through the dynamic gesture recognition accuracy comparison. In the experiment, we experimented on two cases. The first cases were conducted by using measured quaternion data. The other experiments used open motion data. Both experiments conducted cognitive accuracy tests, and each experiment yielded high cognitive accuracy.

Implementation of a Stable Point-of-View for Dual Gazing based on the Principle of Eye Movement

Ire Eom, Hanna Lee, Adithya B, Youngho Chai

http://doi.org/10.5626/JOK.2019.46.5.419

Using a dual gaze with eye movement in a first-person game provides a stable view while minimizing blurring of images. The First Person Shooter (FPS) game is based on a first-person viewpoint, since the camera responsible for the player`s gaze and the characters in the game are combined. Thus, when the character moves, the viewpoint moves together, which is the same principle underlying fixed vision with a still head. However, the eyes and the head are separate. Therefore, under multiple eye movements, the head follows the eye after gazing at the object initially, which allows a steady gaze at an object even under body movements.
In this paper, we propose a stable perspective based on the principle of vestibular reflex to the camera in the FPS game. The game environment is created using the Unity game engine, and the stable viewpoint of the dual gaze is demonstrated by comparing the viewpoints when the eye and head are fixed under specific scenarios and during the vestibular reflex.


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