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QPalm: A gesture recognition system for remote control with list menu

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Abstract—The coming ubiquity of digital media content is driving the need of a solution for improving the interaction between the people and media. In this work, we proposed a novel interaction technique, QPalm, which allows the user to control the media via a list menu shown on a distant display by drawing circles in the air with one hand. To manipulate a list menu remotely, QPalm includes two basic functions, browse and choosing, realized by recognizing the user’s palm performing circular and push motions in the air. The circular motion provides fluidity in scrolling a menu up and down, while push motion is intuitive when the user decided to choose an item during a circular motion. Based on this design, we develop a vision system based on a stereo camera to track the user’s palm without interfering by intruders behind or next to the operating user. For more specifically, the contribution of the work includes: (1) an intuitive interaction technique, QPalm, for remote control with list menu, and (2) a palm tracking algorithm to support QPalm based on merely depth and motion information of images for a practical consideration.

Index Terms—remote control, selection technique, human-computer interaction, gesture recognition

I. INTRODUCTION

Interaction design generally refers to the discipline of defining the behavior of products and systems that a user can interact with. Many interaction techniques are developed to help the user manage jobs more intuitive, effective, and natural. Some methods use a substantial device, like a pen, to control the media content [4][2],

Manuscript received October 9, 2001. (Write the date on which you submitted your paper for review.) This work was supported in part by the U.S. Department of Commerce under Grant BS123456 (sponsor and financial support acknowledgment goes here). Paper titles should be written in uppercase and lowercase letters, not all uppercase. Avoid writing long formulas with subscripts in the title; short formulas that identify the elements are fine (e.g., "Nd–Fe–B"). Do not write “(Invited)” in the title. Full names of authors are preferred in the author field, but are not required. Put a space between authors’ initials.

F. A. Author is with the National Institute of Standards and Technology, Boulder, CO 80305 USA (corresponding author to provide phone: 303-555-5555; fax: 303-555-5555; e-mail: author@ boulder.nist.gov).

S. B. Author, Jr., was with Rice University, Houston, TX 77005 USA. He is now with the Department of Physics, Colorado State University, Fort Collins, CO 80523 USA (e-mail: author@lamar.colostate.edu).

T. C. Author is with the Electrical Engineering Department, University of Colorado, Boulder, CO 80309 USA, on leave from the National Research Institute for Metals, Tsukuba, Japan (e-mail: author@nrim.go.jp).

while others simply use a gesture to make a command [1] [6]. The EyeToy, devised in 2003, is developed for playing the games on PlayStation 2 by using a camera sensor. The Eyetoy allows the players to interact with games by their hand motions and sound without the need of holding a game controller. Wii, another popular game console was released by Nitendo in September, 2006. A distinguishing feature of the console is its wireless controller, the Wii mote, which can be used as a hand-held pointing device in which the built-in sensor can detect its motions in three dimensions. In addition to game industry, digit home situates another scenario requiring sophisticated interaction design. From air condition to television, most home appliances can be controlled via a control panel built-in or a remote controller. Not only would the user be confused by multiple controllers, but these appliances might share different metaphors in-between designs could also confuse its users. It is apparent that developing new solutions is demanding for next generations.

In this work we propose a new type of interaction technique, QPalm, for remote control with list menu. The interaction technique is based on recognizing the users’ hand motion by using a stereo camera so that the user has no need to take any controller. In the proposed design, all information is gathered into a list menu, while the menu is displayed on a screen distant to the user. QPalm allows the users to browse and to choose an interested item in the list menu by simply drawing circles in the air with their hands. Specifically the browse and the choosing functions for the interaction are described as follows. Browse function allows the users to control the list menu by

QPalm: A Gesture Recognition System for

Remote Control with List Menu

Yu-Hsin Chang, Li-Wei Chan, Ju-Chun Ko, Ming-Sui Lee, Jane Hsu, Yi-Ping Hung

Graduate Institute of Networking and Multimedia, National Taiwan University email: hung@csie.ntu.edu.tw

Fig. 1. This figure indicates the interface of QPalm. A circular motion makes the highlighted item scroll up and down, while a push motion triggers the choosing function.

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> REPLACE THIS LINE WITH YOUR PAPER IDENTIFICATION NUMBER (DOUBLE-CLICK HERE TO EDIT) < 5 over-constrained system [5]. 2x 2y 1 2x 2y 1 2x 2y 1 c c c x y x y x y (4)

Eq.4 is a basic form of Ax=B where x can be solved by the least squares method. It minimizes the errors between observed data and the predictive model. In our system, the predictive model is a circle and the best-fit circle is then assumed to be centered at (c1, c2) with radius

.

When the best-fit circle is estimated, the next step is to determine if the trajectory truly expresses this circle. The first and intuitive information is that the mean square error between an observed point on trajectory and its nearest point on the predicted circle should be small. Moreover, while an user draws a circle, the palm location should be ordered in a clockwise or counterclockwise way. Hence, the angle which is formed by the palm location, the center of best-fit circle and the horizontal line should increase or decrease progressively (see Fig. 7(a)). This method effectively eliminates noises and casual motions. At last, a circle with too large or too small radius is removed since in most time it is formed by a straight line or a motionless gesture.

B. Push Motion Detection

A push motion is quite different from the circular motion since the system only needs to react one time after it detects a legal motion. There are several related works aim at recognizing a pre-defined gesture and most of them adopt the approach which trains target motion at first. In our situation, a more straightforward way can be used to solve this problem because a push motion has clear changes in depth, as in Fig. 7(b). A circular motion is often performed parallel to the image plane of a camera, while a push motion is perpendicular to the image plane. Besides, a push motion must appear after a circular

motion. As a result, we detect a push motion by checking if there is a continuous increase in palm's depth while the user is drawing a circle. If a push motion is detected, there is one second delay for accepting another push gesture. This technique prevents producing multiple choosing events during one choosing motion.

V. EXPERIMENTSANDUSERSTUDY The proposed method is applied to two videos which simulate the environment in a living room. The first video has 476 frames while the second video has 325 frames, and both with a 320 x 240 resolution. It runs on a PC with Intel Pentium 3.40G Hz CPU plus 2.49GB RAM and all tasks were implemented by C++ code. The stereo camera is equipped with two 2.8 mm lens on it. The distance between camera and users is about 2 m and the frame rate is 16 to 18 frames per second (fps). After applying our algorithm, the frame rate descends to 10 to 12 fps. Some results are shown in Fig.8.

In video 1, a person passes by the user at frame 20 and 298. There are also multiple passers appeared at frame 303 and 416. The detecting result is not affected by the passers since the depth information is used in this system. Additionally, in video 2 a person tries to influence the user by making some movements nearby the user at frame 84, 172, 204 and 287. The detecting results show that the system is robust to the interference from other people.

User Study: In order to check the practicability of the

interface QPalm, a series of experiments and comparisons were taken. In these experiments, participants were asked to select a specified item in a list menu with two kinds of selection techniques: the EyeToy-like selection technique and QPalm. In EyeToy's design, a camera is set in front of the users and they can see their own image on the display as a feedback. A previous, a next and a choosing button are placed on the display and users simply touch and wave in the area of these buttons to make a command to the menu. An experiment contains three blocks and each corresponds to those two different techniques. What participants see is a simple list menu and the items are showed vertically (see Fig.1). The target item's number is

(a) Estimated Circle (b) Choosing Fig. 7. (a) A point on the trajectory forms an angle θ with the center of the estimated circle and the horizontal line. It should increase or decrease in a progressive way if the user is drawing a circle. (b) The changes in depth while doing a choosing action

Fig. 8. (a) Some people passed by the user. (b) A person sit by the user and tried to interfere the user.

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generated randomly in the range of menu size. Before one block starts, we teach users the technique allowed in next block and let users scroll on the list menu until they satisfied. Besides, we put three practical trials in the beginning of a block to ensure the participant getting used to the specified technique. In a block, we ask users to repeat five tasks in different menu sizes (20, 50 and 120) hence there are 2 * (3 + 5 * 3) = 36 trials in an experiment. A total of 8 participants took part in the study and comprised of 4 males and 4 females. Half of them had the experience of playing in Sony's EyeToy game while all of them were skilled in using computer. Another, there were no users familiar with the use of QPalm.

Completion Time: We reported the result of

completion time and showed it in Fig. 9(a). Note that we can directly see a significant variation while the total item number is increased. Also, the EyeToy’s technique performs a longer completion time than the other two techniques in all these trials. While the total item number is 20, there are no obvious differences in these two techniques. However, if the total number increased to 120 (35.077s), the EyeToy’s method showed a worse result than QPalm (23.933s). Users responded that they can quickly scroll to their concerned area by QPalm techniques but cannot by an EyeToy-like interface.

Accuracy: In these tests EyeToy's technique shows a

better result since it allows user to choose the desired target more slowly. There is a worse outcome (83.76\%) in QPalm while total item number is 20. It is because that we let users judge if they were ready for the experiment themselves. Users may not actually be proficient in the selection technique but enter a true experiment. The results of QPalm technique after the first session are obviously better when total items number increases.

Questionnaire Responses: Most participants reported

that a gesture-base method helps them jump to their concerned region faster. In order to examine the relationship between total item number and these two techniques, we asked user to subjectively choose which one they preferred under different total menu size (20, 50 and 120). According to Questionnaire responses, users preferred the technique. However, if the number of items

is small, users considered the EyeToy-like technique more easily to perform.

VI. CONCLUSION

The proposed a novel interaction technique, QPalm, which allows the user to control the media via a list menu shown on a distant display by drawing circles in the air with one hand. QPalm provides two basic functions, circular and push motions, for the user by recognizing the user's palm trajectory in three-dimensions. The circular motion provides fluidity in scrolling a menu up and down, while push motion is intuitive when the user decided to choose an item during a circular motion. In the future, we would like to extend QPalm in a multiple-user scenario. While people are watching television, it is usual that more than one person are trying to control the menu. It is impossible that the system gives the control of menu to all users at a time. A possible solution is to set two cameras in the environment, one with wide-angle lens and the other with pan-tilt-zoom function. When the system detects a motion asking for the control in the wide-angle camera, the pan-tilt-zoom camera then focuses on the interest area.

ACKNOWLEDGMENT

This work was supported in part by the National Science Council, Taiwan, under grants NSC 96-2752-E-002-007-PAE, and by the Excellent Research Projects of National Taiwan University, under grant 95R0062-AE00-02.

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(a) Average completion time of different selection techniques. (b) Accuracy rate of different selection techniques

數據

Fig. 1.  This figure indicates the interface of QPalm. A circular motion makes the highlighted item scroll up and down, while a push motion triggers the choosing function
Fig. 8.  (a) Some people passed by the user. (b) A person sit by the user and tried to interfere the user

參考文獻

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