TY - GEN
T1 - A Gesture Recognition Model for Virtual Reality Motion Controllers
AU - Headleand, Chris
AU - Williams, Benjamin
AU - Holopainen, Jussi
AU - Gilliam, Marlon
PY - 2020
Y1 - 2020
N2 - In this paper we discuss gesture recognition in the domain of Virtual Reality (VR) video games. We begin by presenting a detailed review of the literature. Furthermore, we discuss some of the specific opportunities and challenges that are specific to the VR domain. Most commercial VR devices come with tracked motion controllers as a default interface which facilitates the possibility of gesture control. However, video games specifically require a high degree of accuracy to prevent non-gesture actions being evaluated. To tackle this challenge we present a novel modification to the Hidden Markov Model gesture recognition approach. We expand on previous work with gestures in with the implementation of an adaptive database system allowing users to quickly engage with an application without significant training. Our results on a benchmark problem shows that the approach can produce impressive accuracy rates. The results from our benchmarking shows promise for the usability of gesture based interaction systems for VR devices in the future. Our system achieves high levels of recognition accuracy competitive with the best performing existing system whilst requiring minimal user independent training.
AB - In this paper we discuss gesture recognition in the domain of Virtual Reality (VR) video games. We begin by presenting a detailed review of the literature. Furthermore, we discuss some of the specific opportunities and challenges that are specific to the VR domain. Most commercial VR devices come with tracked motion controllers as a default interface which facilitates the possibility of gesture control. However, video games specifically require a high degree of accuracy to prevent non-gesture actions being evaluated. To tackle this challenge we present a novel modification to the Hidden Markov Model gesture recognition approach. We expand on previous work with gestures in with the implementation of an adaptive database system allowing users to quickly engage with an application without significant training. Our results on a benchmark problem shows that the approach can produce impressive accuracy rates. The results from our benchmarking shows promise for the usability of gesture based interaction systems for VR devices in the future. Our system achieves high levels of recognition accuracy competitive with the best performing existing system whilst requiring minimal user independent training.
UR - http://www.scopus.com/inward/record.url?scp=85123321403&partnerID=8YFLogxK
UR - https://www.scopus.com/record/pubmetrics.uri?eid=2-s2.0-85123321403&origin=recordpage
U2 - 10.2312/cgvc.20201156
DO - 10.2312/cgvc.20201156
M3 - RGC 32 - Refereed conference paper (with host publication)
SN - 9783038681229
T3 - Computer Graphics and Visual Computing, CGVC - Proceedings
SP - 83
EP - 90
BT - Computer Graphics and Visual Computing, CGVC 2020 - Proceedings
A2 - Ritsos, Panagiotis D
A2 - Xu, Kai
PB - The Eurographics Association
T2 - 2020 Computer Graphics and Visual Computing, CGVC 2020
Y2 - 10 September 2020 through 11 September 2020
ER -