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yalanand

1/21/2011 10:53 AM EST

I think this research will not only help the gaming industry but real time ...

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Luis Sanchez

1/20/2011 4:53 PM EST

Very interesting article. I think gesture recognition as an input method is ...

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3-D gesture control breaks out of the game box

R Colin Johnson

1/19/2011 9:49 AM EST

'Year of the smart TV'

Hillcrest founder and CEO Dan Simpkins proclaimed 2011 “the year of the smart TV,” adding, “For the first time in more than 50 years, a new input technology has come to the market for television.” Hillcrest’s Loop pointer, an in-air mouse designed for consumers who connect their computers to a television, uses its Kylo Browser for IPTV.

 

The Magic Motion remote that LG showed at CES uses Hillcrest’s Freespace gesture recognition technology to let users navigate complex point-and-click on-screen interfaces for Web-based and conventional TV content. 

 

Competing approaches include Philips’ uWand. For its handheld controller, Philips opted for an integrated infrared camera that senses IR beacons in the TV to enable accurate motion tracking without requiring a gyroscope. Most other IPTV remotes, however, use MEMS gyros.

 

Movea, for instance, announced at CES that laptop keyboard vendor Sunrex Corp. (Taiwan) would have controllers later this year that would use Movea’s MEMS-based MotionIC platform and SmartMotion technology for 3-D gesture recognition.

 

“The next generation of motion remotes will recognize all sorts of new gestures,” said Dave Rothenberg, worldwide marketing manager for Movea. “For example, Mom and Dad will be able to unlock adult content on the TV by waving their signatures in the air, whereas when the kids come in the room and do the same thing, the parental controls will be activated.”

 

Microsoft’s Kinect, meanwhile, challenges the conventional wisdom by moving the gesture-sensing hardware, which includes a MEMS accelerometer, out of users’ hands and into the head unit. Microsoft developed its own 3-D recognition algorithms for Kinect based on optical recognition technology licensed from GestureTek.

 

Kinect classifies gestures within the strict confines of actions in a particular game, such as virtual volleyball. The technology segments images by projecting a regular array of infrared dots onto the player with a laser, then measures the reflected intensity of each dot. Less intensely reflected dots are assumed to be reflected from the background; more intense dots are assumed to come from the user in the foreground. Kinect then animates an avatar with its best guess of the user’s actions. A MEMS accelerometer from Kionix helps aim the cameras at the user more accurately.

 

The technique sacrifices some accuracy in exchange for the user’s mobility, according to analysts. “I do not believe that the camera-based recognition system from Microsoft is accurate enough to satisfy many gamers, who will probably want to continue holding the controller, making the Sony Move a better candidate for hard-core gamers,” said iSuppli senior analyst Jérémie Bouchaud.

 

“Microsoft’s solution works for the audience it is targeting: families that want to jump in and out of a game quickly and want an easy and immediate experience,” said Piers Harding-Rolls, head of games at IHS Screen Digest. “Sony’s Move, on the other hand, is a hybrid solution, using sensors to track motion and a camera to track position. At this stage, Sony’s theory is to target enthusiast gamers with more accurate sensor technology.”

 

Camera-based technology like Kinect’s, said Gartner analyst Jim Tully, “is not the endgame for gesture recognition. It has a place, but accelerometer-gyro combos also have a place.

 

“For instance, the Kinect camera can’t detect complex movements in a multiuser situation when one user is blocked by another user. It is also not so good when a user turns his back on the camera . . . These situations would need multiple cameras, [which would not be] very feasible in most situations.”

 

But GestureTek, whose technology already tracks the 3-D motion of millions of cell phones by observing a changing camera image—claims that optical gesture recognition will eventually outperform MEMS-based devices.

 

“Today, the resolution and accuracy of optical gesture recognition are not as good as when using MEM inertial sensors, but they’re good enough for most games,” said Vincent John Vincent, co-founder and president of GestureTek. “And as camera resolution gets better, we believe optical gesture recognition will eventually surpass MEMS by enabling devices to track the movement of every part of your body, with pixel-level accuracy.”

 

An actor (center) wearing Xsens' MVN Motion Capture lycra suit - which is studded with MEMS inertial sensors from Analog Devices - mimics the pose of a character in a Marvel Comics "Iron Man" illustration (l.) as the basis for creating an animation for Paramount Pictures' "Iron Man 2" (r.).
SOURCE (l.-r.): Marvel, Xsens, Paramount
Philips' uWand technology aims for the same applications as MEMS-equipped controllers but does not use MEMS devices. Instead, it integrates an infrared camera to sense IR beacons from the TV, thus enabling motion tracking without a gyroscope.
SOURCE: Philips




R_Colin_Johnson

1/19/2011 1:31 PM EST

3-D gesture recognition is going mainstream--jumping from the consumer market for gaming to the most ubiquitous of user interfaces (UI), the TV remote. Programmers should check out the new 3-D gesture recognition APIs for Android 2.3 Gingerbread. I predict @NextGenLog that 3-D gestures like shake-to-undo will become standard for UIs within two years.

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pixies

1/19/2011 3:06 PM EST

During the mid-term election, I noticed in the CNN's "John King" show, they had a 3-D interactive statistic graphs displayed literally in the thin air and he can control the graphs using his gesture, I thought that was cool, now I know how they did it.

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nicolas.mokhoff

1/19/2011 4:09 PM EST

Gestures are great when single user interfaces with machine; what happens when three or four users use the same machine and try to overpower others with firmer gestures to change channels, increase volume, etc...It's a fun UI, but useful?

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R_Colin_Johnson

1/19/2011 5:23 PM EST

Gesture-recognition programmers claim to have algorithms for dealing with issues like who is in control of the "virtual" remote, which is only a problem for camera-based systems.

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Youself

1/19/2011 10:49 PM EST

easy to solve... the point cloud provided by 3D sensors can easily be processed to figure out which user is in control even if they overlap position. And there can be a simple gesture to 'take control' of the remote. At the end of the day however, you can't stop people from fighting for the remote even today ;)

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Code Monkey

1/19/2011 5:05 PM EST

I have a gesture for the companies that hold gesture patents.

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goafrit

1/19/2011 7:31 PM EST

The barometer will be cost. I am expecting Apple to get into this business and make it better.

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R_Colin_Johnson

1/19/2011 7:40 PM EST

The cool thing about using the gesture recognition APIs built into iOX and Android, is that the devices already have the hardware--accelerometer, gyroscope, magnetometer and barometer. Those MEMS sensors can perform all the location-based functions for which they were intended, as well as giving app writers access to 3-D gestures for free!

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Youself

1/19/2011 10:47 PM EST

Gaming solutions I suspect will evolve into hand held controllers, but perhaps more life-like and prop like, with buttons for low latency event tracking, in parallel with 3D environmental sensors. The 3D sensor will get on a Moore's law type of improvement path and get you XGA resolution of the scene with less than 1mm precision, in 60fps, etc... Kinect is a coarse (but brilliant) hack compared to what we will see in 3 to 5 years in this space.

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Luis Sanchez

1/20/2011 4:53 PM EST

Very interesting article. I think gesture recognition as an input method is optimal because it is basically the gadgets adapting to the human and not the other way around.
Once a user has experienced the ease of controlling with his hand by using gestures it's hard to go back to mouses and keyboards.
Of course, there will always be places where a touch screen isn't viable or even needed so keyboards, buttons and mouses will not disappear.

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yalanand

1/21/2011 10:53 AM EST

I think this research will not only help the gaming industry but real time training sessions like for learning driving, learning sports, learning dance etc. This research will bring down the cost of simulators.

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