Human-virtual human interaction by upper body gesture understanding

In this paper, a novel human-virtual human interaction system is proposed. This system supports a real human to communicate with a virtual human using natural body language. Meanwhile, the virtual human is capable of understanding the meaning of human upper body gestures and reacting with its own personality by the means of body action, facial expression and verbal language simultaneously. In total, 11 human upper body gestures with and without human-object interaction are currently involved in the system. They can be characterized by human head, hand and arm posture. In our system implementation, the wearable Immersion CyberGlove II is used to capture the hand posture and the vision-based Microsoft Kinect takes charge of capturing the head and arm posture. This is a new sensor solution for human-gesture capture, and can be regarded as the most important contribution of this paper. Based on the posture data from the CyberGlove II and the Kinect, an effective and real-time human gesture recognition algorithm is also proposed. To verify the effectiveness of the gesture recognition method, we build a human gesture sample dataset. Additionally, the experiments demonstrate that our algorithm can recognize human gestures with high accuracy in real time.

[1]  Anton Leuski,et al.  Ada and Grace: Toward Realistic and Engaging Virtual Museum Guides , 2010, IVA.

[2]  Heng Tao Shen,et al.  Principal Component Analysis , 2009, Encyclopedia of Biometrics.

[3]  Peter E. Hart,et al.  Nearest neighbor pattern classification , 1967, IEEE Trans. Inf. Theory.

[4]  Lik-Kwan Shark,et al.  Immersive manipulation of virtual objects through glove-based hand gesture interaction , 2011, Virtual Reality.

[5]  Jitendra Malik,et al.  Shape matching and object recognition using shape contexts , 2010, 2010 3rd International Conference on Computer Science and Information Technology.

[6]  Ian T. Jolliffe,et al.  Principal Component Analysis , 2002, International Encyclopedia of Statistical Science.

[7]  Yann LeCun,et al.  Learning a similarity metric discriminatively, with application to face verification , 2005, 2005 IEEE Computer Society Conference on Computer Vision and Pattern Recognition (CVPR'05).

[8]  Nicole C. Krämer,et al.  Effects of Embodied Interface Agents and Their Gestural Activity , 2003, IVA.

[9]  Wei Zhao,et al.  Control Virtual Human with Speech Recognition and Gesture Recognition Technology , 2012 .

[10]  Nicoletta Adamo-Villani,et al.  Two gesture recognition systems for immersive math education of the deaf , 2007, IMMERSCOM.

[11]  Ying Wu,et al.  Mining actionlet ensemble for action recognition with depth cameras , 2012, 2012 IEEE Conference on Computer Vision and Pattern Recognition.

[12]  Ning Wang,et al.  Can Virtual Humans Be More Engaging Than Real Ones? , 2007, HCI.

[13]  Anupam Agrawal,et al.  Interaction with virtual game through hand gesture recognition , 2011, 2011 International Conference on Multimedia, Signal Processing and Communication Technologies.

[14]  Meinard Müller,et al.  Motion templates for automatic classification and retrieval of motion capture data , 2006, SCA '06.

[15]  John Langford,et al.  Cover trees for nearest neighbor , 2006, ICML.

[16]  Daniel Thalmann,et al.  An Event-Based Architecture to Manage Virtual Human Non-Verbal Communication in 3D Chatting Environment , 2012, AMDO.

[17]  Kilian Q. Weinberger,et al.  Distance Metric Learning for Large Margin Nearest Neighbor Classification , 2005, NIPS.

[18]  Albert A. Rizzo,et al.  An Intelligent Virtual Human System for Providing Healthcare Information and Support , 2011, MMVR.

[19]  Sarah Sharples,et al.  Developing speech input for virtual reality applications: A reality based interaction approach , 2011, Int. J. Hum. Comput. Stud..

[20]  Helman Stern,et al.  Sensors for Gesture Recognition Systems , 2012, IEEE Transactions on Systems, Man, and Cybernetics, Part C (Applications and Reviews).

[21]  H. Teleb,et al.  Data glove integration with 3D virtual environments , 2012, 2012 International Conference on Systems and Informatics (ICSAI2012).

[22]  Andrew W. Fitzgibbon,et al.  Real-time human pose recognition in parts from single depth images , 2011, CVPR 2011.

[23]  Brian Magerko,et al.  Full-Body Gesture Interaction with Improvisational Narrative Agents , 2012, IVA.