ACM SIGGRAPH 2015 Courses 2015
DOI: 10.1145/2776880.2792711
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Context aware 3D gesture recognition for games and virtual reality

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Cited by 26 publications
(7 citation statements)
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References 150 publications
(123 reference statements)
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“…In this paper, we go over the design of such interfaces, their deployment in field experiments, and discuss how their operations work in the field. Our interfaces drew from existing research on human and robot interactions (Sakamoto et al, 2009;Cacace et al, 2016;LaViola, 2015;Bashyal and Venayagamoorthy, 2008), iterating upon them to meet the large scale needs of the field experiment.…”
Section: The Developed User Interfacesmentioning
confidence: 99%
See 1 more Smart Citation
“…In this paper, we go over the design of such interfaces, their deployment in field experiments, and discuss how their operations work in the field. Our interfaces drew from existing research on human and robot interactions (Sakamoto et al, 2009;Cacace et al, 2016;LaViola, 2015;Bashyal and Venayagamoorthy, 2008), iterating upon them to meet the large scale needs of the field experiment.…”
Section: The Developed User Interfacesmentioning
confidence: 99%
“…Regarding our sketch classifier, the work done in Taranta et al (2017) was utilized as it is shown as adaptable to many forms of signal input and relies on little training data, ideal for our combination of 2D and 3D gesture data. Where hand tracking was available, such as in the augmented reality interface, we utilized principles outlined in LaViola (2015) as the ability to navigate and control virtual assets in VR could be translated well to the swarm network.…”
Section: Related Workmentioning
confidence: 99%
“…Step (2), the first stage-classifier is trained, while the rest of stage-classifiers are trained one by one in Step (3). During training of the first stage, the initial negatives are randomly cropped, and all the rest are acquired using hard example mining techniques (Step (2.4)).…”
Section: Multiresolution Hog Feature For Different Stage-mentioning
confidence: 99%
“…Hand detection refers to determining the hands location and their shapes. It works as a prerequisite step for various hand gesture recognition systems [1,2] that have been widely studied, due to their potential application in entertainment and virtual reality [3], medical systems, and assistive technologies, as well as in crisis management and disaster relief [4]. However, hand detection is never an easy task due to the hand deformation [5], the sensitivity of skin colors to lighting conditions [6], and the complicated environments for practical applications.…”
Section: Introductionmentioning
confidence: 99%
“…Thus, the preferred method of interaction during analysis and human insight phases prior to or after distributed processing of the evidence and event reconstruction algorithms. Virtual and Augmented Reality Virtual Reality (VR) [45][46][47] is defined in [48] as "a three-dimensional simulation of the real world or an imaginary world allowing the user to have a sense of physical presence and to manipulate 3D objects, in real-time, inside three-dimensional computer-generated environments." In [49], authors point out the possibility of exhibiting concepts that a user might not be able to view otherwise and the immersive nature of VR can aid in education thus, can be inferred for investigators as well.…”
Section: Illimitable Space System (Iss)mentioning
confidence: 99%