基于角度的图形卷积网络手势识别

IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Umme Aiman, Tanvir Ahmad
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引用次数: 0

摘要

手势识别在自动驾驶、人机系统、游戏等领域引起了极大的兴趣。基于骨架的技术和图卷积网络(GCN)由于易于估计联合坐标和更好的图表示能力而在该领域得到广泛应用。简单的手骨架图无法捕捉手势的精细细节和复杂空间特征。为了应对这些挑战,这项工作提出了一种“基于角度的手势图卷积网络”(AHG-GCN)。该模型在图中引入了两种额外类型的新颖边缘,将手腕与每个指尖和指尖连接起来,明确地捕捉它们的关系,这在区分手势方面起着重要作用。此外,利用指尖/指底关节形成的角度和它们之间的距离,为每个骨骼关节设计了新的特征,以提取语义相关性并解决过拟合问题。因此,使用这些新技术可以获得每个关节的25个特征的增强集。所提出的模型在DHG 14/28数据集的14和28个手势配置中分别实现了90%和88%的准确率,在SHREC 2017数据集的2014和28个姿势配置中分别达到了94.05%和89.4%的准确率。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

Angle based hand gesture recognition using graph convolutional network

Angle based hand gesture recognition using graph convolutional network

Hand gesture recognition has attracted huge interest in the areas of autonomous driving, human computer systems, gaming and many others. Skeleton based techniques along with graph convolutional networks (GCNs) are being popularly used in this field due to the easy estimation of joint coordinates and better representation capability of graphs. Simple hand skeleton graphs are unable to capture the finer details and complex spatial features of hand gestures. To address these challenges, this work proposes an “angle-based hand gesture graph convolutional network” (AHG-GCN). This model introduces two additional types of novel edges in the graph to connect the wrist with each fingertip and finger's base, explicitly capturing their relationship, which plays an important role in differentiating gestures. Besides, novel features for each skeleton joint are designed using the angles formed with fingertip/finger-base joints and the distance among them to extract semantic correlation and tackle the overfitting problem. Thus, an enhanced set of 25 features for each joint is obtained using these novel techniques. The proposed model achieves 90% and 88% accuracy for 14 and 28 gesture configurations for the DHG 14/28 dataset and, 94.05% and 89.4% accuracy for 14 and 28 gesture configurations for the SHREC 2017 dataset, respectively.

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来源期刊
Computer Animation and Virtual Worlds
Computer Animation and Virtual Worlds 工程技术-计算机:软件工程
CiteScore
2.20
自引率
0.00%
发文量
90
审稿时长
6-12 weeks
期刊介绍: With the advent of very powerful PCs and high-end graphics cards, there has been an incredible development in Virtual Worlds, real-time computer animation and simulation, games. But at the same time, new and cheaper Virtual Reality devices have appeared allowing an interaction with these real-time Virtual Worlds and even with real worlds through Augmented Reality. Three-dimensional characters, especially Virtual Humans are now of an exceptional quality, which allows to use them in the movie industry. But this is only a beginning, as with the development of Artificial Intelligence and Agent technology, these characters will become more and more autonomous and even intelligent. They will inhabit the Virtual Worlds in a Virtual Life together with animals and plants.
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