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Hand Gesture Recognition System For Image Process Ip

This document discusses a proposed hand gesture recognition system for image processing (IP) gaming using a webcam without additional sensors. The system would have three parts: 1) hand detection 2) finger identification 3) gesture recognition. It would use computer vision and image processing techniques like edge detection, thresholding, contour detection using OpenCV. This would allow gestures detected from webcam images to be used as inputs for playing games on a console through generated keystrokes. The literature review discusses previous work on motion capture using Kinect and techniques for hand and finger tracking from depth images.

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Aneesh Kumar
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0% found this document useful (0 votes)
26 views

Hand Gesture Recognition System For Image Process Ip

This document discusses a proposed hand gesture recognition system for image processing (IP) gaming using a webcam without additional sensors. The system would have three parts: 1) hand detection 2) finger identification 3) gesture recognition. It would use computer vision and image processing techniques like edge detection, thresholding, contour detection using OpenCV. This would allow gestures detected from webcam images to be used as inputs for playing games on a console through generated keystrokes. The literature review discusses previous work on motion capture using Kinect and techniques for hand and finger tracking from depth images.

Uploaded by

Aneesh Kumar
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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International Journal of Engineering Research & Technology (IJERT)

ISSN: 2278-0181
Vol. 2 Issue 3, March - 2013

Hand Gesture Recognition System for Image Process


(IP) Gaming
Ashwini Shivatare, Poonam wagh, Mayuri Pisal,Varsha Khedkar Prof. Mrs. Vidya Kurtadikar
Department of computer engineering, MMCOE , Pune-52

Abstract- Hand gesture recognition (HGR) provides an techniques use multi-channel EMG signals which contain rich
intelligent and natural way of human computer interaction information about hand gestures of various size scales. Due to
(HCI). Its applications range from medical rehabilitation to some problems inherent in the EMG measurements, including
consumer electronics control (e.g. mobile phone). In order to the separability and reproducibility of measurement, the size of
distinguish hand gestures, various kinds of sensing discriminable hand gesture set is still limited to 4-8 classes. In
techniques are utilized to obtain signals for pattern order to realize a natural and robust gesture-based HCI system,
recognition. The HGR system can be divided into three parts the selection of input hand gestures that are well discriminable
according to its processing Steps : hand detection, finger from each other is of crucial importance. Considering the
identification, and gesture recognition. The system has two complementary features of ACC- and EMG-measurements, we
major advantages. First, it is highly modularized, and each believe that their combination will increase the number of
of the three steps is capsuled from others; second, the discriminable hand, wrist and forearm gestures and the
edge/contour detection of hand as well as gesture recognition accuracy of the recognition system.
is an add-on layer, which can be easily transplanted to other This paper describes In IP Gaming we are proposing a
applications. In IP Gaming we are proposing a system in system in which without using sensors and Devices, we are
which without using sensors and devices, we are detecting detecting the hand and gesture with Simple Web camera and
the hand and gesture with simple web camera and performing the Image Processing technique in which using those
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performing the image processing technique in which using gesture, we can play game on console. In Image Process
those gesture, we can play game on console. In Image Gaming, the motions are detected through a web camera. These
Process Gaming, the motions are detected through a web images are then passed for the image processing. The techniques
camera. These images are then passed for the image used for image processing are hand gesture detection, edge
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processing. The techniques used for image processing are detection, thresholding, contour detection. Using OpenCV,
hand gesture detection, edge detection, thresholding, which provides a library collection of functions for different
contour detection. Using OpenCV, which provides a library image processing techniques, these input images can be
collection of functions for different image processing processed and corresponding key strokes will be generated.
techniques, these input images can be processed and
corresponding key strokes will be generated.
II. LITERATURE SURVEY

Motion capture and depth sensing are two emerging


areas of research in recent years. With he launch of Kinect in
I. INTRODUCTION 2010, Microsoft opened doors for researchers to develop, test
and optimize the algorithms for these two areas. J Shotton
proposed a method to quickly and accurately predict 3D
Hand gesture recognition provides an intelligent and
positions of the body joints without using any temporal data.
natural way of human computer interaction (HCI). Its
Key prospect of the method is they are considering a single
applications range from medical rehabilitation to consumer
electronics control (e.g. mobile phone). In order to distinguish depth image and are using a object recognition approach. From
hand gestures, various kinds of sensing techniques are utilized to a single input depth image, they inferred a per pixel body part
distribution.
obtain signals for pattern recognition. Acceleration-base and
Leyvand T discussed about the Kinect technology. His
electromyogram-based techniques are two research branches in
work throws light on how the Identity of a person is tracked by
the field of hand gesture pattern recognition. Acceleration-based
the Kinect for XBox 360 sensor. Also a bit of information about
(ACC-based) gesture control is usually studied as a
supplementary interaction modality. It is well suited to how the changes are happening in the technology over the time
distinguish noticeable, larger scale gestures with different hand is presented. With the launch of Kinect, there is a sea change in
the identification and tracking techniques. The authors discussed
trajectories of forearm movements. With ACC-based techniques
the possible challenges over the next few years in the domain of
some subtle finger or hand movement may be ignored whereas
gaming and Kinect sensor identification and tracking. Kinect
electromyogram-based (EMG-based) gesture recognition

www.ijert.org 1
International Journal of Engineering Research & Technology (IJERT)
ISSN: 2278-0181
Vol. 2 Issue 3, March - 2013

identification is done by two ways: Biometric sign-in and void cvCanny(


Session tracking. const CvArr* img,
A method to track fingertips and the centers of palms CvArr* edges,
using Kinect was presented by Raheja. It applied thresholding double lowThresh,
on the depth of hand regions for segmentation. Then the palm double highThresh,
was filtered and subtracted from the hand, so that only the int apertureSize = 3 );
fingers were left in the image. Under most situations when the The cvCanny() function expects an input image, which must be
hand was in front of the user, the fingers should be closest to the grayscale, and an output image, which must also be grayscale.
Kinect with the shallowest depth. Therefore, by determining the
minimum depth, fingertips were found. The center of the palm 3. THRESHOULD
was determined by finding the maximum of distance within the
image of the hand. When fingers were extended, the accuracy of double cvThreshold(
detecting fingertips was nearly 100% accuracy, and that of palm CvArr* src,
centers was around 90%. However this method did not attempt CvArr* dst,
at gesture recognition. He proposed another approach using double threshold,
depth data provided by Kinect to detect fingertips. First, it found double max_value,
hand points by thresholding on depth elata, and then generated int threshold_type
the convex hull containing the hand by Graham Scan. Fingertips );
were detected by calculating the angle between candidate points.
After fingertips were found, the mouse clicking motion was Frequently we have done many layers of processing
recognized and tested on the popular game Angry Bird; that is, it steps and want either to make a final decision about the pixels in
recognized only one gesture. an image or to categorically reject those pixels below or above
some value while keeping the others. The OpenCV function
1. EDGE DETECTION cvThreshold() accomplishes these tasks. The basic idea is that
an array is given, along with a threshold, and then some-thing
Edge detection is one of the most commonly used
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happens to every element of the array depending on whether it is
operations in image analysis, and there are probably more below or above the threshold. The cvThreshold() function
algorithms in the literature for enhancing and detecting edges handles only 8-bit or floating-point grayscale source images.
than any other single subject. The reason for this is that edges
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form the outline of an object. An edge is the boundary between III. IP GAMING SYSTEM
an object and the background, and indicates the boundary
between overlapping objects. This means that if the edges in an
image can be identified accurately, all of the objects can be
located and basic properties such as area, perimeter, and shape
can be measured. Since computer vision involves the
identification and classification of objects in an image, edge
detections is an essential tool.

2. CANNY

The most significant new dimension to the canny


algorithm is that it tries to assemble the individual edge
candidate pixels into contours. These contours are formed by
applying a hysteresis threshold to the pixels. This means that
there are two thresholds, an upper and a lower. If a pixel has a
gradient larger than the upper threshold, then it is accepted as an
edge pixel; if a pixel is below the lower threshold, it is rejected.
If the pixel's gradient is between the thresholds, then it will be
accepted only if it is connected to a pixel that is above the high
threshold.

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International Journal of Engineering Research & Technology (IJERT)
ISSN: 2278-0181
Vol. 2 Issue 3, March - 2013

1. Capture the images using web camera. made by p~ and p;. Thus a threshold distance could be used to
2. On applying Image Processing technique we will be differentiate fingertip points and non-fingertip points.
able to detect the hands and Gesture and perform some
console based operation.
i. Edge Detection: Edges are the sharp black
shadow surrounding the objects.
ii. Threshold Control: for controlling sharpness
of edges.
iii. Finding Contours, contours are nothing but
shadow areas of hand.
iv. Set the proper beginning of the contours.
v. Detect Convexity Defect in the picture.
Defects are the points which are having thick
edges.
vi. Detect Convexity Defect ending points for the
tip of our hand detection.
vii. Draw Circles on the defects we obtained.
viii. Save the Co-ordinates of the Defects obtained
in each areas.
3. Trigger Image Capture.
4. Background Subtraction is done for clearing
background.
V. SYSTEM ARCHITECTURE
IV. ALGORITHM FOR HAND
DETECTION The architecture diagram consists of:
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Finger Identification Algorithm A player
1. The first and easiest step is to identify the thumb and the System
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index finger, since the distance between them is the largest


among all neighboring fingers. OpenCV Library
2. The little finger is identified as the farthest finger away from
the thumb; meanwhile the middle finger is identified as the Java Native Interface
closest one to the index finger.
3. The remaining one is the ring finger. The process of detecting Background Subtraction
hands and identifying fingers are performed every time when
the input data source changes. If the same object still exists in Hand Gesture Detection
the current frame with some transformation compared to the
• Key Stroke Generation
previous frame, all properties of this object is mapped from the

previous frame to the current frame; otherwise the disappeared
The given diagram has a single player playing a game
object is collected by an unmapped item collector.
through hand gestures using a web camera. The motions are
detected using web camera and passed to the system for
processing.

The system consists of OpenCV and Java Application,


using these Hand Detection and Background subtraction is done.
This processed image in the checked in which area it has
occurred and its corresponding key event is called for action to
be performed in the game. These steps are repeated till the
player is playing the game.

Fingertip Detection, The distance between Po and the line made


by PI and P2 is apparently larger than that of p~ and the line

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International Journal of Engineering Research & Technology (IJERT)
ISSN: 2278-0181
Vol. 2 Issue 3, March - 2013

WP-TR-2007-0112, United States Air Force Research Lab,, Jul


2007.
[5] Saket Warade, Jagannath Aghav, Petitpierre Claude,
Sandeep Udayagiri. Real-Time Detection and Tracking with
Kinect. International Conference on Computer and Information
Technology (ICCIT'2012) June 16-17, 2012, Bangkok
[6] R. Owens, "Lecture 6", Computer Vision IT412, 10/29/1997.
http://homepages.inf.ed.ac.uk/rbf/CVonline/LOCAL_COPIES/
OWENS/LECT6/node2.html
[7] S. Price, "Edges: The Canny Edge Detector", July 4, 1996.
http://homepages.inf.ed.ac.uk/rbf/CVonline/LOCAL_COPIES/
MARBLE/low/edges/canny.html
[8] Ehsan Nadernejad, Sara Sharifzadeh, Hamid Hassanpour.
Edge Detection Techniques: Evaluations and Comparisons.
Applied Mathematical Sciences, Vol. 2, 2008, no. 31, 1507 –
1520.

VI. CONCLUSION

In this paper, we have discussed how using camera can be used


for Detection hand gestures and can be applied to any game
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control. We are using camera as a detecting device as well as
input device for Augmented Reality System. The proposed
system helps reduce the burden on experts to look into few
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regular activities. Instead, they can use our system for such
activities. Also, the work simplifies the documentation process.
The supervisor can keep track of current status of activity from
his desk. Also, stepwise verification is possible as the system
keeps track of each step. Through the introduction of our
system, we will bring new opportunities for mechanical
engineering based companies to use Augmented Reality for
simplification of their complex tasks. This will add new
dimensions to the conventional way of maintenance activities.

VII. REFERENCES

[1] J. Shotton, A. Fitzgibbon, M. Cook, T. Sharp, M. Finocchio,


R. Moore,A. Kipman, and A. Blake. Real-time human pose
recognition in parts from single depth images. In Computer
Vision and Pattern Recognition (CVPR), 2011 IEEE Conference
on, pages 1297 –1304, June 2011.
[2] T. Leyvand, C. Meekhof, Y.-C. Wei, J. Sun, and B. Guo.
Kinect identity: Technology and experience. Computer,
44(4):94 –96, April 2011.
[3] S. Henderson and S. Feiner. Exploring the benefits of
augmented reality documentation for maintenance and repair.
Visualization and Computer Graphics, IEEE Transactions on,
17(10):1355 –1368, Oct. 2011.
[4] S. Henderson and S. Feiner. Augmented reality for
maintenance and repair (armar). Technical report, AFRL-RH-

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