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Texte intégral / Full text (pdf, 20 MiB) - Infoscience - EPFL

Texte intégral / Full text (pdf, 20 MiB) - Infoscience - EPFL

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Chapter 5. Interaction with Virtual Crowds for VRET of Agoraphobia<br />

5.5 Gesture Recognition<br />

In addition to the crowd character gaze behaviors, we have allowed our virtual characters<br />

to respond to waving gestures. The method implemented to do this is described by<br />

van der Pol [van der Pol, <strong>20</strong>09]. This method allows the recognition of motion captured<br />

gestures using point & figure charts. The user wears a glove equipped with 8 LED markers.<br />

This glove is also part of the Phasespace system [Phasespace, <strong>20</strong>09] as mentioned above.<br />

The user then does a waving gesture which is recorded and represented as a point & figure<br />

chart. This system consists of representing an increasing value with an X and a decreasing<br />

value with an O. The user’s gestures during immersion are then also represented as point<br />

& figure charts which are compared to the original template waving gesture. If there is a<br />

match, the character which is being looked at by the user stops its walking motion and performs<br />

a waving gesture in return. A predefined threshold value is used in order to filter out<br />

small movements from the chart. The gesture therefore need not be exactly the same as the<br />

template gesture in order to be matched. Figure 5.3 shows an example of a character waving<br />

back at the user. Here, the user’s gesture has been matched to the original waving gesture.<br />

The character being looked at therefore stops walking and waves back at the user.<br />

Figure 5.3: A user’s gesture is recognized by the point & figure chart as a wave. The looked at<br />

character therefore waves back.<br />

5.6 Results<br />

The main results we have obtained are discussed in Chapter 7 in which we describe an<br />

experiment we have conducted in order to evaluate our application and its different modes.<br />

In this section, we present the visual results we have obtained with our application.<br />

Figure 5.4 depicts the various gaze behaviors depending on the chosen mode. All of them<br />

are rendered from the user’s point of view (in this particular case, the camera). On the top<br />

left of the Figure, all characters look at the user as long as he/she is in the character’s field<br />

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