{"title":"基于有限状态机的手势建模与识别","authors":"P. Hong, Thomas S. Huang, M. Turk","doi":"10.1109/AFGR.2000.840667","DOIUrl":null,"url":null,"abstract":"We propose a state-based approach to gesture learning and recognition. Using spatial clustering and temporal alignment, each gesture is defined to be an ordered sequence of states in spatial-temporal space. The 2D image positions of the centers of the head and both hands of the user are used as features; these are located by a color-based tracking method. From training data of a given gesture, we first learn the spatial information and then group the data into segments that are automatically aligned temporally. The temporal information is further integrated to build a finite state machine (FSM) recognizer. Each gesture has a FSM corresponding to it. The computational efficiency of the FSM recognizers allows us to achieve real-time on-line performance. We apply this technique to build an experimental system that plays a game of \"Simon Says\" with the user.","PeriodicalId":360065,"journal":{"name":"Proceedings Fourth IEEE International Conference on Automatic Face and Gesture Recognition (Cat. No. PR00580)","volume":"86 5 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2000-03-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"274","resultStr":"{\"title\":\"Gesture modeling and recognition using finite state machines\",\"authors\":\"P. Hong, Thomas S. Huang, M. Turk\",\"doi\":\"10.1109/AFGR.2000.840667\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"We propose a state-based approach to gesture learning and recognition. Using spatial clustering and temporal alignment, each gesture is defined to be an ordered sequence of states in spatial-temporal space. The 2D image positions of the centers of the head and both hands of the user are used as features; these are located by a color-based tracking method. From training data of a given gesture, we first learn the spatial information and then group the data into segments that are automatically aligned temporally. The temporal information is further integrated to build a finite state machine (FSM) recognizer. Each gesture has a FSM corresponding to it. The computational efficiency of the FSM recognizers allows us to achieve real-time on-line performance. We apply this technique to build an experimental system that plays a game of \\\"Simon Says\\\" with the user.\",\"PeriodicalId\":360065,\"journal\":{\"name\":\"Proceedings Fourth IEEE International Conference on Automatic Face and Gesture Recognition (Cat. No. PR00580)\",\"volume\":\"86 5 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2000-03-26\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"274\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings Fourth IEEE International Conference on Automatic Face and Gesture Recognition (Cat. No. PR00580)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/AFGR.2000.840667\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings Fourth IEEE International Conference on Automatic Face and Gesture Recognition (Cat. No. PR00580)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/AFGR.2000.840667","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Gesture modeling and recognition using finite state machines
We propose a state-based approach to gesture learning and recognition. Using spatial clustering and temporal alignment, each gesture is defined to be an ordered sequence of states in spatial-temporal space. The 2D image positions of the centers of the head and both hands of the user are used as features; these are located by a color-based tracking method. From training data of a given gesture, we first learn the spatial information and then group the data into segments that are automatically aligned temporally. The temporal information is further integrated to build a finite state machine (FSM) recognizer. Each gesture has a FSM corresponding to it. The computational efficiency of the FSM recognizers allows us to achieve real-time on-line performance. We apply this technique to build an experimental system that plays a game of "Simon Says" with the user.