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IEEE Transactions on Pattern Analysis and Machine Intelligence
A State-Based Approach to the Representation and Recognition of Gesture
IEEE Transactions on Pattern Analysis and Machine Intelligence
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IEEE Transactions on Pattern Analysis and Machine Intelligence
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IEEE Transactions on Pattern Analysis and Machine Intelligence
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IEEE Transactions on Pattern Analysis and Machine Intelligence
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IEEE Transactions on Pattern Analysis and Machine Intelligence
FG '96 Proceedings of the 2nd International Conference on Automatic Face and Gesture Recognition (FG '96)
Recognition of human body motion using phase space constraints
ICCV '95 Proceedings of the Fifth International Conference on Computer Vision
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IEEE Transactions on Systems, Man, and Cybernetics, Part C: Applications and Reviews
Recognition of gestures in Pakistani sign language using fuzzy classifier
ISCGAV'08 Proceedings of the 8th conference on Signal processing, computational geometry and artificial vision
IEEE Transactions on Circuits and Systems for Video Technology
3D posture representation using meshless parameterization with cylindrical virtual boundary
PSIVT'07 Proceedings of the 2nd Pacific Rim conference on Advances in image and video technology
A statistical feature based decision tree approach for hand gesture recognition
Proceedings of the 7th International Conference on Frontiers of Information Technology
Dimension reduction in 3d gesture recognition using meshless parameterization
PSIVT'06 Proceedings of the First Pacific Rim conference on Advances in Image and Video Technology
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This paper presents a novel method for human gesture recognition based on quadratic curves. Firstly, face and hands in the images are extracted by skin color and their central points are kept tracked by a modified Greedy Exchange algorithm. Then in each trajectory, the central points are fitted into a quadratic curve and 6 invariants from this quadratic curve are computed. Following these computations, a gesture feature vector composed of 6n such invariants is constructed, where n is the number of the trajectories in this gesture. Lastly, the gesture models are learnt from the feature vectors of gesture samples and an input gesture is recognized by comparing its feature vector with those of gesture models. In this gesture recognition method, the computational cost is low because the gesture duration does not need to be considered and only simple curvilinear integral and matrix computation are involved. Experiments on hip-hop dance show that our method can achieve a recognition rate as high as 97.65% on a database of 16 different gestures, each performed by 8 different people for 8 different times.