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Gesture-Based Interaction with Time-of-Flight Cameras

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CHAPTER 1. INTRODUCTION<br />

recognition systems and touch screens in recent years. In the former case, however,<br />

it has proven difficult to devise systems that perform <strong>with</strong> sufficient reliability and ro-<br />

bustness, i.e. apart from correctly recognizing speech it is difficult to decide whether<br />

an incoming signal is intended for the system or whether it belongs to an arbitrary<br />

conversation. So far, this limited the widespread use <strong>of</strong> speech recognition systems.<br />

Touch screens, on the other hand, have experienced a broad acceptance in infor-<br />

mation terminals and hand-held devices, such as Apple’s iPhone. Especially, in the<br />

latter case one can observe a new trend in human-machine interaction – the use <strong>of</strong><br />

gestures.<br />

The advantage <strong>of</strong> touch sensitive surfaces in combination <strong>with</strong> a gesture recog-<br />

nition system is that a touch onto the surface can have more meaning than a simple<br />

pointing action to select a certain item on the screen. For example, the iPhone can<br />

recognize a swiping gesture to navigate between so-called views, which are used to<br />

present different content to the user, and two finger gestures can be used to rotate<br />

and resize images.<br />

Taking the concept <strong>of</strong> gestures one step further is to recognize and interpret hu-<br />

man gestures independently <strong>of</strong> a touch sensitive surface. This has two major advan-<br />

tages: (i) It comes closer to our natural use <strong>of</strong> gestures as a body language and (ii) it<br />

opens a wider range <strong>of</strong> applications where users do not need to be in physical contact<br />

<strong>with</strong> the input device.<br />

The success <strong>of</strong> such systems has first been shown in the gaming market by Sony’s<br />

EyeToy. In case <strong>of</strong> the EyeToy, a camera is placed on top <strong>of</strong> the video display, which<br />

monitors the user. Movement in front <strong>of</strong> the camera triggers certain actions and,<br />

thus, allows the gamer to control the system.<br />

A similar, yet more realistic, approach was taken by Nintendo to integrate ges-<br />

ture recognition into their gaming console Wii. Hand-held wireless motion sensors<br />

capture the movement <strong>of</strong> the hands and, thus, provide natural motion patterns to the<br />

system, which can be used to perform virtual actions, such as the swing <strong>of</strong> a virtual<br />

tennis racket.<br />

The next consequent step is to perform complex action and gesture recognition<br />

in an entirely contact-less fashion - for example <strong>with</strong> a camera based system. This<br />

goal seems to be <strong>with</strong>in reach since the appearance <strong>of</strong> low-cost 3D sensors, such as<br />

the time-<strong>of</strong>-flight (TOF) camera. A TOF camera is a new type <strong>of</strong> image sensor which<br />

provides both an intensity image and a range map, i.e. it can measure the distance to<br />

the object in front <strong>of</strong> the camera at each pixel <strong>of</strong> the image at a high temporal resolu-<br />

tion <strong>of</strong> 30 or more frames per second. TOF cameras operate by actively illuminating<br />

4

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