Gesture recognition is an area of research and development in computer science and language technology concerned with the recognition and interpretation of human gestures. A subdiscipline of computer vision, it employs mathematical algorithms to interpret gestures. Gesture recognition offers a path for computers to begin to better understand and interpret human body language, previously not possible through text or unenhanced graphical user interfaces (GUIs). Gestures can originate from any bodily motion or state, but commonly originate from the face or hand. One area of the field is emotion recognition derived from facial expressions and hand gestures. Users can make simple gestures to control or interact with devices without physically touching them. Many approaches have been made using cameras and computer vision algorithms to interpret sign language, however, the identification and recognition of posture, gait, proxemics, and human behaviors is also the subject of gesture recognition techniques.
Overview
Gesture recognition has application in such areas as:
Automobiles Consumer electronics Transit Gaming Handheld devices Defense Home automation Automated sign language translation Gesture recognition can be conducted with techniques from computer vision and image processing. The literature includes ongoing work in the computer vision field on capturing gestures or more general human pose and movements by cameras connected to a computer. The term "gesture recognition" has been used to refer more narrowly to non-text-input handwriting symbols, such as inking on a graphics tablet, multi-touch gestures, and mouse gesture recognition. This is computer interaction through the drawing of symbols with a pointing device cursor. Pen computing expands digital gesture recognition beyond traditional input devices such as keyboards and mice, and reduces the hardware impact of a system.
Gesture types In computer interfaces, two types of gestures are distinguished: We consider online gestures, which can also be regarded as direct manipulations like scaling and rotating, and in contrast, offline gestures are usually processed after the interaction is finished; e. g. a circle is drawn to activate a context menu.
Offline gestures: Those gestures that are processed after the user's interaction with the object. An example is a gesture to activate a menu. Online gestures: Direct manipulation gestures. They are used to scale or rotate a tangible object.
Touchless interface A touchless user interface (TUI) is an emerging type of technology wherein a device is controlled via body motion and gestures without touching a keyboard, mouse, or screen.
Types of touchless technology There are several devices utilizing this type of interface such as smartphones, laptops, games, TVs, and music equipment. One type of touchless interface uses the Bluetooth connectivity of a smartphone to activate a company's visitor management system. This eliminates having to touch an interface, for convenience or to avoid a potential source of contamination as during the COVID-19 pandemic.
Input devices The ability to track a person's movements and determine what gestures they may be performing can be achieved through various tools. Kinetic user interfaces (KUIs) are an emerging type of user interfaces that allow users to interact with computing devices through the motion of objects and bodies. Examples of KUIs include tangible user interfaces and motion-aware games such as Wii and Microsoft's Kinect, and other interactive projects. Although there is a large amount of research done in image/video-based gesture recognition, there is some variation in the tools and environments used between implementations.
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