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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>A Real-time Hand Gesture Recognition System for Human-Computer and Human-Robot Interaction</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Valerio Ponzi</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Emanuele Iacobelli</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Christian Napoli</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Janusz Starczewski</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Computational Intelligence, Czestochowa University of Technology</institution>
          ,
          <addr-line>al. Armii Krajowej 36, Czestochowa, 42-200</addr-line>
          ,
          <country country="PL">Poland</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Department of Computer, Control and Management Engineering, Sapienza University of Rome</institution>
          ,
          <addr-line>Via Ariosto 25, Roma, 00185</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Institute for Systems Analysis and Computer Science, Italian National Research Council</institution>
          ,
          <addr-line>Via dei Taurini 19, Roma, 00185</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <fpage>52</fpage>
      <lpage>58</lpage>
      <abstract>
        <p>The proposed hand gesture recognition (HGR) system is designed to enhance human-computer interaction (HCI) and humanrobot interaction (HRI), which are crucial areas of research aimed at improving the way humans interact with computer or robot systems. With the growing need for intelligent computers and robots in a range of applications, including healthcare, manufacturing, and education, both HCI and HRI have gained significant importance. In this context, the HGR system plays a vital role by enabling natural and intuitive communication between humans and technology through hand gestures. The presented system uses a single camera and eficient image processing techniques that enable real-time gesture detection. Unlike other methods, our approach employs a basic video camera, which is widely available on most computers, eliminating the need for expensive and specialized hardware.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Hand Gesture Recognition</kwd>
        <kwd>Machine Learning</kwd>
        <kwd>Deep Learning</kwd>
        <kwd>Convolutional Neural Network</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>can be used to operate video games, move around virtual
worlds, or carry out tasks on a computer screen.
ControlHand gesture recognition (HGR) is a technology that ling a computer mouse in this way ofers a more flexible,
enables the identification and interpretation of hand and intuitive, and natural way of interacting with the
comifnger movements in order to understand and respond to puter than traditional input devices, making it one of the
user actions. This technology analyzes the visual signals most promising and practical applications. This
technolproduced by hand gestures and finds the characteristic ogy can also benefit users with disabilities, injuries, or
patterns connected to particular commands or actions ergonomic issues that make it dificult or uncomfortable
using computer vision algorithms and machine learning to use a conventional mouse, as well as those who
pretechniques. With numerous applications ranging from fer a more immersive and engaging way of navigating
virtual reality to industrial automation, HGR is a growing and manipulating digital content. Additionally, there are
area of research and development. other potential uses for HGR in industries also as the</p>
      <p>Hand gesture detection can be divided into two main manufacturing field. HGR can be used to control
macategories: static and dynamic. Static HGR is the abil- chines and processes in the environment. For instance,
ity to detect the static position of the hands at a given workers can use hand gestures to activate machinery
moment. For example, it can be used to detect a hand or control robotic arms, allowing for more eficient and
pointing in a direction or to detect an open or closed safer manufacturing processes. In conclusion, HGR is
hand. On the other hand, dynamic HGR refers to the a rapidly developing field that presents many chances
ability to detect hand movements in real time. This tech- to enhance how people interact with technology. The
nology can be used to detect gestures such as waving or application-specific requirements and the trade-of
beifnger movements. One of the main applications of hand tween accuracy and user comfort determine the best hand
gesture recognition is in human-computer interaction. gesture detection method.</p>
      <p>Users can interact with devices in a more intuitive and The paper proposes a real-time and computationally
natural way by employing hand gestures. For instance, eficient hand gesture recognition system with four steps:
without needing a real mouse or keyboard, hand gestures Frame Recording, Hand Recognition, Hand
SegmentaICYRIME 2022: International Conference of Yearly Reports on tion, and Gesture Recognition. It uses a simple algorithm
Informatics, Mathematics, and Engineering. Catania, August 26-29, to detect and segment hands and predict executed
ges2022 tures. In contrast to current approaches, the suggested
$ ponzi@diag.uniroma1.it (V. Ponzi); iacobelli@diag.uniroma1.it hand gesture recognition system stands out for being
(jEan. uIasczo.sbtaerllciz);ecwnsakpio@lip@czd.ipalg(.Ju.nSitraormczae1w.itsk(Ci). Napoli); less expensive and eco-friendly. Instead of the complex
© 2022 Copyright for this paper by its authors. Use permitted under Creative hardware and sensors needed by traditional systems, it
CPWrEooUrckReshdoinpgs IhStpN:/c1e6u1r3-w-0s.o7r3g CCoEmmUoRns LWiceonsrekAstthribouptionP4r.0oIncteerenadtiionnagl s(CC(CBYE4U.0)R.-WS.org) accomplishes this by capturing hand gestures using only</p>
    </sec>
    <sec id="sec-2">
      <title>3. Proposed Method</title>
      <p>a camera. This significantly lessens the requirement for
additional resources, increasing the system’s
sustainability and long-term cost-efectiveness.</p>
      <sec id="sec-2-1">
        <title>For the proposed system, a simple and eficient algorithm</title>
        <p>
          capable of working in real-time and with a small
computational efort is proposed. The system pipeline comprises
2. Related Works four main steps: Frame Recording, Hand Recognition,
Hand Segmentation, and Gesture Recognition.
SpecifThere are two main approaches to hand gesture recogni- ically, for each image captured by the camera, a hand
tion: Contact-based and Vision-based [
          <xref ref-type="bibr" rid="ref1 ref2 ref3 ref4">1, 2, 3, 4</xref>
          ]. detection process is performed to identify the portions of
Contact-based methods involve the use of sensors on a the image where hands are present. Subsequently, a hand
glove to extract information about hand rotations, accel- segmentation step is conducted to generate a mask that
eration projections, and finger bending angles [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ]. This represents the shape of the detected hands. The resulting
approach can achieve high accuracy, especially after a mask is used as input for the Gesture Recognition step,
calibration process to adapt the sensors to the user’s hand. which predicts the executed gesture.
However, it can be costly and may not lead to a natural
interaction [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ]. On the other hand, Vision-based methods
use visual devices such as stereo cameras, time of flight
cameras, or Kinect sensors to extract depth information
and create a 3D representation of the scene. Monocular
systems with a single RGB camera have also been used in
recent periods. These methods are generally cheaper and
more adaptable than contact-based methods. Moreover
a relevant number of studies are tackling the problem
from the point of view of behavioural analysis and
theory of mind[
          <xref ref-type="bibr" rid="ref7 ref8 ref9">7, 8, 9</xref>
          ]. Over the years, various methods
have been proposed for hand gesture recognition. These
range from the simplest method of wearing a colored
glove [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ] that is recognized by a video camera, to
methods that use skin color recognition [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ] followed by hand
shape recognition. More advanced methods involve the
use of machine learning, such as Skeleton-Based
Recognition [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ] and Deep-Learning Based Recognition [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ].
        </p>
        <p>Both contact-based and vision-based methods have their
advantages and disadvantages, and the choice of which
method to use depends on the specific application and
environment. Vision-based methods are typically used in
human-computer interaction and human-robot
interaction applications, while contact-based methods are more
commonly used in wearable devices for control purposes.</p>
        <p>
          Hand gesture technology has two primary areas of
application, which are sign language recognition and video
gaming. Sign language is a means of communication for
individuals who are unable to speak, and it involves a
sequence of hand gestures that represent letters, numbers,
and expressions. Researchers have proposed several
approaches for sign language recognition, including the use Figure 1: Pipeline scheme for the Hand Detection and Hand
of gloves or uncovered hand interaction with a camera Segmentation steps.
using computer vision techniques to identify the
gestures [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ] [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ]. In contrast, video gaming utilizes hand
and body movements to interact with the game. The 3.1. Hand Detection Step
Microsoft Kinect Xbox is an excellent example of gesture
interaction for gaming purposes, as it employs a camera The Hand Detection step is implemented with the aim of
placed over the screen that connects with the Xbox de- generating a mask that represents the pixels
correspondvice through the cable port to track the user’s hand and ing to a hand in an RGB image, along with a set of points
body movements [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ]. that indicate the centroids of the detected hand regions.
This mask is obtained by combining two diferent masks new centroid clusters to be missed in situations where
obtained from color analysis in the HSV color domain and the hands are in close proximity or overlapping. To make
foreground detection. The color analysis approach in- the system more robust to noisy efects, a new position
volves static thresholding of the image, using pre-defined of the centroids are computed in the following way:
skin limit values in the HSV domain that may be adjusted
based on variations in skin tone or lighting conditions newCentroidPos = centroidPos− 1 + step · ∆ ,
within the image. The threshold values for Saturation or ∆  = detectedCentroidPos − centroidPos− 1
Value properties may vary from 0 to 255. However, for
the Hue property, which represents the dominant color This approach enables the system to track the trajectory
family, the range is limited from 6 to 28. Foreground de- of each hand accurately in the image, even if a completely
tection is a well-established computer vision technique wrong new observation is detected for the hand in some
that is used to distinguish between dynamic and static sporadic time steps. For that reason, this error would
pixels in image sequences by detecting moving objects. not significantly afect the results if enough frames per
To accomplish this, adjacent frames are analyzed to es- second are captured. We have put a lot of efort on
comtablish a model of the image’s background and identify puting the right hands’ centroids since they are critical
changes that occur. The generated mask, up to this point in eliminating any potential artifacts present in the Hand
from the system, is then applied to the original camera Pixel Mask that represent other parts of the person’s skin.
frame to generate the Hand Pixel Mask, which contains
the pixels representing the possible detected hands. The 3.2. Hand Segmentation Step
hands’ centroids are now determined using a clustering
algorithm, specifically a k-means algorithm [ ? 17, 18], The Hand Segmentation step is implemented with the aim
applied to the Hand Pixel Mask. However, tuning the pa- of refining the output of the previous phase by generating
rameter k is crucial to obtaining accurate results, and this an Adaptive Skin Mask, by leveraging the outputs of the
parameter is trained autonomously using the Elbow al- Hand Detection step. This Adaptive Skin Mask is built
gorithm. The Elbow algorithm determines the minimum by using a more flexible threshold for selecting the skin
total intra-cluster distance in order to identify the optimal pixels that can adjust to varying lighting conditions that
value of k. The Sum of Squared Distances (SSD), which may afect the hands over time. This approach aims to
in this particular case is computed as the squared sum provide greater eflxibility compared to the fixed threshold
of distances between the pixels and their corresponding used in the Hand Detection step. The Hand Pixel Mask
centroids for each cluster, is used in order to determine is used in order to analyze the pixel distribution across
the best value for k. This process involves adding another various color domains, such as RGB, HSV, and YCBCR,
cluster and assessing whether the total SSD significantly through histogram analysis. Each domain produces a
improves over the previous k value. Moreover, the dis- unique threshold based on the mean and variance of the
tance of the hand from the camera can influence this found distributions. Specifically:
measure, since the closer the hand is to the camera, the upperBound = mean + 2 · variance
higher the pixel density on the image. Therefore, the SSD
is normalized based on the number of pixels present on lowerBound = mean − 2 · variance
the Hand Pixel Mask. Furthermore, it is important to note and only the pixels that remain inside these bounds are
that the Elbow method relies on the slope of the resultant considered skin pixels. By converting the original RGB
function, which represents the normalized SSD values ob- image into diferent domains and focusing on the region
tained over the iterations on k. As a result, it is essential of interest (ROI) generated by using the Hand’s Centroids,
to establish a slope threshold to act as a significant metric multiple masks can be generated. These masks are then
for stopping the K increment process when the function combined using a logical AND along with morphological
starts to become flat. In the event that this occurs, the operations to improve the accuracy of the Adaptive Skin
algorithm must be interrupted, and the previous stored Mask. It is important to note that in the case of multiple
K value must be returned. The threshold values for the hand detections in the image, the pixel distribution
analslope and the normalized SSD play a critical role in the ysis is performed on each ROI. This enables the system
sensitivity of the system in detecting new clusters. To to adapt to diferent lighting efects that may afect the
minimize the occurrence of false-positive clusters, the hands.
proposed system includes an additional algorithm that
matches the centroids computed in the current frame
with those computed in the previous frame, using a dis- 3.3. Gesture Recognition Step
tance metric such as the Euclidean distance. Since the In the final phase of the pipeline, the Gesture Recognition
value of K is recomputed in each frame and can vary over step involves the use of a Deep Convolutional Neural
Nettime, the mapping is not absolute, and it is possible for work (DCNN) that has been trained to accurately classify
and recognize the specific gestures performed by the user. with 900 images corresponding to each gesture, while the
Through the use of data augmentation techniques and remaining 6,000 images (300 for each gesture) are divided
the training on a large dataset of labeled gesture samples, between the validation and test datasets. In addition,
the DCNN can efectively identify and classify the dif- various data augmentation techniques such as random
ferent gestures executed by the user with a high degree rotation (within the range of +15° to -15°), padding,
ranof accuracy and reliability. In particular, the structure dom cropping, flipping, etc. have been applied to increase
of the model is presented in Fig. 2. It is composed of the robustness of the trained model. However, as the
imtwo 2D convolutional layers (activation function ReLU ages in this dataset are segmented by humans, they do
and kernel size 6x6 and 16x16, respectively) each of them not account for the potential noise that may be present
followed by a single 2D MaxPool layer (kernel 2x2). Af- in general images obtained through unsupervised
algoter that, four fully connected layers are used in order to rithms. To address this limitation, Salt and Pepper noise
produce the final prediction of the gesture. In detail, the with p=0.2 was introduced to better simulate real-world
input and output features of these layers can be found in images and to increase the generalization power of the
the Fig. 2. In order to train the model a SGD optimizer is network.
used with a learning rate equal to 0.004 and momentum
equal to 0.9. In addition, a scheduler with an exponential
decay with gamma equal to 0.9 is used to decrease at each
epoch the learning rate.
3.3.1. Dataset
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>To train the Gesture Recognition model, a comprehensive dataset [19] consisting of a total of 24,000 images and 20 distinct static hand gestures (Fig. 3) has been used. Specifically, the training dataset consists of 18,000 images,</title>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>4. Results</title>
      <sec id="sec-3-1">
        <title>Regarding the obtained results, a test accuracy of 93.8%</title>
        <p>was achieved after training the model for 15 epochs. The
accuracy and loss plots during the training and validation
phases are shown in Fig. 5, 6, respectively. These plots
indicate that the model was not overfitting the training
dataset. The Confusion Matrix (Fig. 7) demonstrates that
the model is highly capable of accurately predicting all
the diferent classes. The worst predicted class is the class
5, which is sometimes confused with the class 2 due to
their similarities, even under perfect conditions without
introducing noise (as shown in Fig. 3). This behavior is
also reflected in the F1 score shown in Table 1.
on testing the efectiveness of a robust convolutional
neural network (CNN) capable of extracting features even
in the presence of imprecise masks. By defining various
scenarios based on accuracy, it can be concluded that
5. Conclusions the proposed CNN model can still produce satisfactory
results in all classes.</p>
        <p>Our paper presented a potential solution for developing The proposed system could therefore have great
potenaccurate hand gesture recognition (HGR) system. Based tial for various applications from the most known such
on the results, it can be said that the proposed method has as human-computer interaction, virtual reality, and sign
shown high accuracy and real-time functionality. The language recognition to new ones. For example, during
test has indeed achieved an accuracy of 93.8% after train- the ongoing Covid-19 pandemic, a possible application
ing the model for 15 epochs. Despite the accurate detec- is the use of gesture recognition and mouse tracking in
tion and segmentation of hands, the research also focuses
hospitals, which can help reduce the spread of the virus
by minimizing contact with shared surfaces. With the
aid of this technology, hospital staf and patients can
interact with computer systems and medical equipment
without physically touching them. This can support a
more hygienic and efective hospital environment while
also assisting in the prevention of the virus and other
infectious diseases. Furthermore, individuals with physical
limitations or disabilities may benefit particularly from
the use of gesture-based interfaces because it makes it
possible for them to interact with technology in a more
organic and intuitive way. Therefore, hand gesture
recognition technology holds the promise of revolutionizing
healthcare and enhancing patient care.
52–58</p>
      </sec>
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