A Clustering Approach to the Vision-Based Interface for Interactive Computer Games

1Citations
Citations of this article
17Readers
Mendeley users who have this article in their library.
Get full text

Abstract

In interactive computer games, vision can be a powerful interface between humans and computers. In this paper, we propose a vision-based interface for 3D action games. We make dynamic gestures to input of the interface and represent a user's gesture as an ordered sequence of a user's poses. To estimate a human poses, we classify whole frames using K-Means clustering. For recognizing a gesture, each symbols from input sequence is matched with templates composed of ordered pose symbol sequences that indicate the specific gestures. Our interface recognizes ten gesture commands with a single commercial camera and no markers. Experimental results with 50 humans show an average recognition rate of 93.72 % per a gesture command. © Springer-Verlag 2003.

Cite

CITATION STYLE

APA

Kang, H., Lee, C. W., Jung, K., & Kim, H. J. (2004). A Clustering Approach to the Vision-Based Interface for Interactive Computer Games. Lecture Notes in Computer Science (Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 2690, 246–253. https://doi.org/10.1007/978-3-540-45080-1_33

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free