| Literature DB >> 29986517 |
Daniel Bachmann1, Frank Weichert2, Gerhard Rinkenauer3.
Abstract
Modern hardware and software development has led to an evolution of user interfaces from command-line to natural user interfaces for virtual immersive environments. Gestures imitating real-world interaction tasks increasingly replace classical two-dimensional interfaces based on Windows/Icons/Menus/Pointers (WIMP) or touch metaphors. Thus, the purpose of this paper is to survey the state-of-the-art Human-Computer Interaction (HCI) techniques with a focus on the special field of three-dimensional interaction. This includes an overview of currently available interaction devices, their applications of usage and underlying methods for gesture design and recognition. Focus is on interfaces based on the Leap Motion Controller (LMC) and corresponding methods of gesture design and recognition. Further, a review of evaluation methods for the proposed natural user interfaces is given.Entities:
Keywords: contact-free input devices; human-computer interaction; leap motion controller; natural user interfaces; three-dimensional interaction
Year: 2018 PMID: 29986517 PMCID: PMC6068627 DOI: 10.3390/s18072194
Source DB: PubMed Journal: Sensors (Basel) ISSN: 1424-8220 Impact factor: 3.576
Figure 1The Human-Computer-Interaction loop.
Figure 2Principles of Human-Computer-Interaction.
Figure 3Evolution of Interaction Devices: A time line from keyboard to three-dimensional input devices, classified by the user interfaces these widgets were designed for.
Figure 4Visualisation of a (a) schematic view [162] and (b) 3D model of the leap motion controller with corresponding right-hand coordinate system [169].
Figure 5The LMC hand model provides access to positions of single bones in the tracked hand: metacarpal, proximal phalanx, intermediate phalanx and distal phalanx are tracked for each finger (thumb modelled with 0-length metacarpal): (a) hand model (Original diagram by Marianna Villareal https://commons.wikimedia.org/wiki/File:Scheme_human_hand_bones-en.svg (accessed on 13 August 2017)) used by LMC-SDK; (b) view of detected hand.
Overview of gesture recognition frameworks for hand detection.
| Device | Application | Methods | References | Results |
|---|---|---|---|---|
| Myo | Gesture Recognition | Spectral CRC recognition vs. Myo-SDK recognition | [ | 97.3% accuracy |
| Myo & LMC | Myo-SDK gestures and LMC-SDK gestures | [ | n/a | |
| LMC evaluated with optical motion capture system. EMG data compared with BioFlex EMG sensors. | [ | n/a | ||
| Data Fusion and Tracking | Data fusion using Kalman filter | [ | n/a | |
| Kinect | Gesture Recognition | Kumar et al. provide a detailed survey on Kinect based gesture recognition systems | [ | – |
| SLR | Gaussian skin colour model; LDA dimension reduction and classification | [ | 99.8% | |
| NUI | Thresholding and blob search | [ | n/a | |
| LMC | Authentication | Finger length and distance to palm; NB, RDF and NN | [ | Acceptance rate (1% false positive): 75.78% (NB), 78.04% (RDF), 78.55% (NN) |
| Normalization scheme and DTW to calculate distance between gestures | [ | 86%–91% accuracy | ||
| LMC hand model and circle gesture, RDFC | [ | 99% static, 98% dyn. accuracy. Equal Error Rate (EER) | ||
| LMC SDK-Hand model values; k-NN, NN, SVM, logistic regression, functional trees, logic trees | [ | ≥90% correct classified instances | ||
| Human-Robot Interaction | Rotation gesture and grab strength; inverse kinematics | [ | n/a | |
| Hand position tracking, map gestures to robot commands | [ | n/a | ||
| Hand tracking. Particle filter and Kalman filter | [ | n/a | ||
| LMC hand tracking, Tool Center Point (TCP) mapped to hand position | [ | Tracking Error ≤
| ||
| Fingertip Positions (FPs) mapped to robot TCP | [ | Repeatability 1 | ||
| SLR | FPs, position of joints, tip velocity, pinch strength. Recognition with machine learning | [ | 72.78% (k-NN), 79.83% (SVM) recognition rate | |
| Multi LMC, covariance intersection and Kalman (fusion), FPs, joints HMM(recognition ) | [ | Accuracy: Multi LMC ≥ 84.68%, Single LMC ≥ 68.78% | ||
| Leap Trainer (LeapTrainer: | [ | 52.56% (GTM), 44.87% (ANN), 35.90% (CC) accuracy | ||
| Palm translation (phalanges to palm distance), bone translation (phalanges to next phalanges start). Classification with SVM | [ | Palm translation 99.28%, bone translation 98.96% accuracy | ||
| Kinect & LMC | FPs and direction, palm of hand. HMM, BLSTM-NN based sequential classifiers and combination of both | [ | Overall accuracy (97.85%, 94.55%) (single handed, double handed) combined, (97.38%, 93.64%) HMM, (87.63%, 83.49%) BLSTM-NN | |
| Sign Language Training and Transmission | Kinect for FaceShift and LMC to capture hand movements | [ | n/a | |
| Leap Trainer for gesture, pose learning and recognition | [ | n/a | ||
| LMC | Surgery Training | Speed, acceleration, smoothness, distance between hands | [ | Tracking loss 31.9% |
| Track positions of instrument over LMC | [ | static precision ≤
| ||
| NUI (VR) | Hand gesture interface based on LMC-SDK | [ | n/a | |
| NUI (Desktop) | Hand gesture interface based on LMC-SDK | [ | n/a | |
| Rehabilitation | LMC hand tracking, UNITY, evaluation against Novint Falcon | [ | device evaluation | |
| Joints of fingers, angles between them | [ | error: ≥ 2.5° ≤ 9.02° | ||
| FPs, direction of forearm and hand, palm normal, joint angle of wrist and knuckles, static. Decision-tree, k-NN, and SVM classification | [ | Re substitution error: Decision-tree ≤ 23.04%, k-NN ≤ 0.49%, SVM ≤ 2.1% | ||
| FPs, roll, pitch, yaw Fast Fourier Transform (FFT) | [ | feasibility study | ||
| Generate hand-model of FPs direction vectors (inverse kinematics) | [ | tracking issues | ||
| LMC hand tracking and gestures | [ | n/a | ||
| Palm tracking, distance between FPs and palm, angle between fingertip vector and vector from wrist to palm. LDA, SVM, CRF, HMM and combinations for classification | [ | SVM 88.44%, LDA 87.67%, SVM+CRF 98.74%, LDA+CRF 99.42%, SVM+HMM 98.56%, LDA+HMM 98.96% | ||
| Rehabilitation / Fusion | Multi LMC, motion tracking; Iterative Closest Point (ICP) | [ | n/a | |
| Prefrontal Cortex Activation (Immersive Environments) | LMC-SDK hand orientation and FPs, 20 channels FNIRS, heart rate; Analysis of Variance (ANOVA) | [ | user experiment | |
| Gesture Recognition | Distance of FPs to palm; comparing to reference vector in database | [ | Accuracy with Cosine similarity metric 90%, Euclidean 88.22%, Jaccard 86%, dice similarity 83.11% | |
| FPs ANN | [ | accuracy ≥ 70.52% ≤ 87.6% | ||
| FPs, scikit-learn (scikit-learn, | [ | Accuracy: ≥ 75% | ||
| Palm direction, palm normal, FPs, palm centre. HCNF classifier | [ | Two datasets: 95% and 89.5% accuracy | ||
| FPs tracking. Built-in gestures | [ | accuracy at 400 | ||
| Motion tracking, Convolutional Neural Network (CNN) and time series recognition with HMMs for gesture detection | [ | CNN 92.4%, HMMs 50% for time series | ||
| Distance between palm centre and fingertips, k-NN, Multi Layer Perceptron (MLP), Multinomial Logistic Regression (MLR) classification (static) | [ | k-NN ≥ 70% ≤ 95%, MLP 70% ≤ 90%, MLR 85% ≤ 90% | ||
| LMC hand tracking, threshold-based gestures | [ | ≥93% | ||
| Grammar of air gestures | [ | Extended Backus-Naur | ||
| LMC-SDK skeletal tracking | [ | Mathematical model of hand occlusion | ||
| Centre position of hand, Recurrent Neural Network (RNN) classification | [ | Recognition rate ≥ 77% | ||
| Hardware Design | LMC on top of mouse device. Built-in gestures | [ | Hardware design, user experiment | |
| Multiple Leap Motions | Sum of angles of first three joints and the lateral movement angle of each finger; Self-Calibration | [ | simple kinematic model of finger |
Figure 6Overview of the evaluation methods in the context of the current review.