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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Hand Gesture Recognition for Table-Top Interaction System</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Hyoung Il Park</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jong Weon Lee</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>A. Skin region Detection</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Sejong University, Game Interface Research Center</institution>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2007</year>
      </pub-date>
      <abstract>
        <p>-Hand interface is well known for its intuition and convenience. User can use their real hands to interact with the system without any assistant device. In this paper, we propose a method which uses vision-based hand interface for table-top interaction system. To do this, first, we find skin region in camera image. But the result might include false-regions which are likely to skin-color, so we use region-based segmentation. To use PCA, a method of hand gesture recognition, we have to split detected region into hand region and arm region, then eliminate hand yaw angle component. We demonstrated the usefulness and possibilities of our method by developing 'omok' game and testing in table-top interaction system.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>Index Terms—hand recognition, skin detection, table-top
interaction system, principal components analysis.</p>
    </sec>
    <sec id="sec-2">
      <title>I. INTRODUCTION</title>
      <p>
        Tabbeelen-taonp aicnttievreacrteisoenarscyhstteompicuisninrgecheannt dyeianrtse.rfIatscemhaains
advantage is to allow users to play game or work like the way
they do in real life. Without any required devices for input
interface, the system becomes very convenient. To obtain this
interface, a method of hand gesture recognition which is
based on detected hand region is necessary. In relation to this
work, K. Oka, Y. Sato, H. Koike use fixed-size search
window to separate arm from whole image depending on the
distance from the camera to a user's hand [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. R. Lockton, A
and W. Fitzgibbon use a wristed band for detecting wrist
position [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. J. New, E. Hasanbelliu and M. Aguilar use a
method that depends on hand size [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. We propose a hand
gesture recognition method which is independent on hand
size or the distance between camera and hand. Our approach
is to base on the thickness variable of skin region.
      </p>
    </sec>
    <sec id="sec-3">
      <title>II. HAND REGION DETECTION IN IMAGE</title>
      <p>
        To extract a skin region from the whole image which
comes from camera, we use YCrCb color-space.
Transformation simplicity and explicit separation of
luminance and chrominance components of YCrCb make it
attractive to skin modeling [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. While detecting a skin
region, the result could contain some false-regions which are
likely to skin region. We use labeling method to group pixels
into regions. Then we assume the largest area is the skin
region (see Fig. 1).
      </p>
      <sec id="sec-3-1">
        <title>B. Detecting Hand Region from Skin Region</title>
        <p>After having detected the skin region, we have to separate
hand region and arm region for hand gesture recognition. We
base on the thickness variable of skin region. The point
where the thickness changes most is the wrist point. To
identify the most thickness variable, we do the following
steps:
1) Finding the orientation vector, centroid point and
rectangle boundary of the skin region (see Fig. 2 (a)).
2) Determining the two intersection points of the
orientation vector with the rectangle boundary using
positive orientation vector and negative orientation
vector (see Fig. 2 (b)).
3) Determining the middle points of two lines connecting
the centroid and each intersection point. By our
experimental research, the wrist position definitely lies
between these two middle points (see Fig. 2 (c)). This
can help us to save the detection time.
4) Determining interval points in the two lines connecting
the centroid with the two middle points (see Fig. 2 (d)).
5) Basing on the obtained interval points, calculating the
thickness of skin region by calculating the distance
between two intersection points of the cross vector and
the boundary of the skin region (see Fig. 2 (e)).
6) We could find out the most thickness variables by
finding the maximum difference between two
consecutive thicknesses.</p>
        <p>After finding out the most thickness variable, we could draw
the wrist line and identify which is the hand region and
which is the arm region by comparing the thicknesses on the
two sides spitted by the wrist line. We know that hand region
has bigger thicknesses than the arm region. So we could
eliminate the arm region which is unnecessary for hand
gesture recognition (see Fig. 2(f)).</p>
      </sec>
      <sec id="sec-3-2">
        <title>C. Yaw Component Elimination</title>
        <p>After obtaining two end points of the wrist line, we can
define a wrist vector as a vector which goes from the left end
point to the right end point. Then we calculate the angle
between the basic vector (the unit vector of the Ox axis) and
the wrist vector. Using this angle, we could rotate the hand
region to compare with the trained images to identify which
trained image is the most similar to the user hand for PCA
method.</p>
        <p>(a) (b)
Figure 3. (a) The image have a yaw angle, (b) Eliminated yaw angle image</p>
        <p>III. HAND GESTURE RECOGNITION USING PCA</p>
        <p>
          PCA (Principal Components Analysis) method has been
proven useful for solving problems such as face and object
recognition, tracking, detection and background modeling
[
          <xref ref-type="bibr" rid="ref5">5</xref>
          ]. Therefore we use this method. It is separated into two
parts: an off-line and an on-line part. The off-line part is
performed in order to find the transformation matrix and
generate a classifier, all based on a set of training images.
The on-line part uses the transformation matrix and the
classifier computed off-line to transform and classify any
new images.
        </p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>IV. EXPERIMENT AND FUTURE WORK</title>
      <sec id="sec-4-1">
        <title>A. Overview of ‘Omok’ game</title>
        <p>The table-top interaction system consists of a display
screen on its top and a camera above which points
perpendicularly to the table’s screen (see Fig. 4 (a)). The
application we developed to demonstrate the usefulness and
possibilities of our proposed method is 'Omok' game. The
game rule is that the first player who aligns 5 balls is the
winner. Players just need to point their index finger to the
expected position to make a playing step and use another
gesture for undo action (see Fig. 4 (b)).</p>
      </sec>
      <sec id="sec-4-2">
        <title>B. Future work</title>
        <p>The proposed method still requires much improvement.
The first problem is detecting skin region. If the background
of image includes skin-like regions which are bigger than
hand region, then skin detection will fail. And if users wear a
long sleeve which covers the wrist point detection will fail
too. We will overcome these problems by improving our
method.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>ACKNOWLEDGMENT This work was sponsored and funded by Korea Game Development &amp; Promotion Institute as a Korean government project (The Ministry of Culture and Tourism).</title>
    </sec>
  </body>
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