Instructing people for training gestural interactive systems

  • Authors:
  • Simon Fothergill;Helena Mentis;Pushmeet Kohli;Sebastian Nowozin

  • Affiliations:
  • University of Cambridge, Cambridge, United Kingdom;Microsoft Research, Cambridge, United Kingdom;Microsoft Research, Cambridge, United Kingdom;Microsoft Research, Cambridge, United Kingdom

  • Venue:
  • Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
  • Year:
  • 2012

Quantified Score

Hi-index 0.01

Visualization

Abstract

Entertainment and gaming systems such as the Wii and XBox Kinect have brought touchless, body-movement based interfaces to the masses. Systems like these enable the estimation of movements of various body parts from raw inertial motion or depth sensor data. However, the interface developer is still left with the challenging task of creating a system that recognizes these movements as embodying meaning. The machine learning approach for tackling this problem requires the collection of data sets that contain the relevant body movements and their associated semantic labels. These data sets directly impact the accuracy and performance of the gesture recognition system and should ideally contain all natural variations of the movements associated with a gesture. This paper addresses the problem of collecting such gesture datasets. In particular, we investigate the question of what is the most appropriate semiotic modality of instructions for conveying to human subjects the movements the system developer needs them to perform. The results of our qualitative and quantitative analysis indicate that the choice of modality has a significant impact on the performance of the learnt gesture recognition system; particularly in terms of correctness and coverage.