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3D Gesture classification with linear acceleration and angular velocity sensing devices for video games

机译:带有线性加速度和角速度感测设备的3D手势分类,用于视频游戏

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摘要

We present the results of two experiments that explore various aspects of 3D gesture recognition using linear acceleration and angular velocity data. We examine relationships between variables affecting recognition accuracy, including size of gesture set, amount of training data, choice of classifier, and training configuration (user dependent/independent). Using a set of 25 gestures, we first compare the performance of four machine learning algorithms (AdaBoost, SVM, Bayes and Decision Trees) with existing results (Linear Classifier). Next, we investigate how results in existing literature apply to an application-oriented setting. We created a new 3D gesture database comprising 17,890 samples, containing examples of gestures performed in two different settings (a simple data collection setting vs a video game). We then compared the performance of all five classifiers on this new 3D gesture database. Our results indicate that the Linear Classifier can recognize up to 25 gestures at over 99% accuracy when trained in a user dependent configuration. However, in the video game setting, factors such as in-game stress and the ability to recall gestures cause a drop in recognition accuracy to 79%. We present a discussion of possible strategies to improve recognition accuracy in realistic settings by using a combination of recognition algorithms.
机译:我们介绍了两个实验的结果,这些实验探索了使用线性加速度和角速度数据进行3D手势识别的各个方面。我们检查了影响识别准确性的变量之间的关系,包括手势集的大小,训练数据的数量,分类器的选择和训练配置(取决于用户/独立于用户)。我们使用一组25个手势,首先将四种机器学习算法(AdaBoost,SVM,贝叶斯和决策树)的性能与现有结果(线性分类器)进行比较。接下来,我们研究现有文献中的结果如何应用于面向应用程序的环境。我们创建了一个包含17,890个样本的新3D手势数据库,其中包含在两种不同设置(简单数据收集设置与视频游戏)中执行的手势示例。然后,我们在这个新的3D手势数据库上比较了所有五个分类器的性能。我们的结果表明,当在基于用户的配置中进行训练时,线性分类器可以识别多达25个手势,且准确性超过99%。但是,在视频游戏设置中,诸如游戏中的压力和回忆手势的能力等因素会导致识别精度下降到79%。我们提出了通过结合识别算法来提高现实设置中识别精度的可能策略的讨论。

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