Recognition of human arm gestures using Myo armband for the game of hand cricket

Karthik Sivarama Krishnan, A. Saha, Srinath Ramachandran, Shitij Kumar
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引用次数: 26

Abstract

Gesture Recognition is the most recent development in the field of Bio Robotics. The proposed paper focuses on presenting a low cost sensor based human gesture recognition for the game of Hand Cricket. Hand cricket is a popular game in south Asian countries which involves the use of human finger gestures to score. This game is generally played between two players. Each player has a pre-defined gestures for the scores one, two, three, four and six. Both the players are made to wear the Myo armband. Myo armband is used to capture the Bio-potentials triggered during every muscle action. The various gestures performed in this game triggers various muscle group signals. A data set is created by collecting the eight channel bio potentials for every gesture made by both the players. The obtained data set is pre-processed and feature extracted. Now the Machine Learning techniques are performed in the data set to classify all the five different gestures with maximum accuracy. Support Vector Machine (SVM) gave the maximum accuracy to the classify the data set of both the players. The efficiency obtained for both the players are 92% and 84%. The proposed system is made to train with the data set obtained by the two players and the game is played in real time with the help of two MATLAB in two computers. Along with the classification of data, the scores of the individual player is calculated and displayed. With the scores being displayed, we can determine the player who scored the highest and the winner of the game can be determined.
识别人类的手臂手势使用Myo臂章的游戏手板球
手势识别是生物机器人领域的最新发展。提出了一种低成本的基于传感器的手部板球人体手势识别方法。手板球在南亚国家是一种流行的游戏,它涉及到使用人类手指的手势来得分。这种游戏通常是两个人玩的。每个玩家对于分数1、2、3、4和6都有预先定义的手势。两名球员都被要求佩戴Myo臂章。Myo臂带被用来捕捉每一个肌肉动作中触发的生物电位。在这个游戏中,不同的手势会触发不同的肌肉群信号。一个数据集是通过收集两个玩家的每个手势的8个通道生物电位来创建的。对得到的数据集进行预处理和特征提取。现在在数据集中执行机器学习技术,以最大的准确性对所有五种不同的手势进行分类。支持向量机(SVM)对两种玩家的数据集都给出了最大的分类精度。双方的效率分别为92%和84%。该系统利用两名棋手获得的数据集进行训练,并在两台计算机上使用两个MATLAB进行实时比赛。随着数据的分类,个人球员的分数被计算和显示。随着分数的显示,我们可以确定得分最高的玩家,并确定游戏的赢家。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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