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A clustering approach to the vision-based interface for interactive computer games

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dc.contributor.authorKang, H-
dc.contributor.authorLee, CW-
dc.contributor.authorJung, K-
dc.contributor.authorKim, HJ-
dc.date.available2018-05-10T18:48:04Z-
dc.date.created2018-04-17-
dc.date.issued2003-
dc.identifier.issn0302-9743-
dc.identifier.urihttp://scholarworks.bwise.kr/ssu/handle/2018.sw.ssu/21110-
dc.description.abstractIn interactive computer games, vision can be a powerful interface between humans and computers. In this paper, we propose a vision-based interface for 3D action games. We make dynamic gestures to input of the interface and represent a user's gesture as an ordered sequence of a user's poses. To estimate a human poses, we classify whole frames using K-Means clustering. For recognizing a gesture, each symbols from input sequence is matched with templates composed of ordered pose symbol sequences that indicate the specific gestures. Our interface recognizes ten gesture commands with a single commercial camera and no markers. Experimental results with 50 humans show an average recognition rate of 93.72 % per a gesture command.-
dc.publisherSPRINGER-VERLAG BERLIN-
dc.relation.isPartOfINTELLIGENT DATA ENGINEERING AND AUTOMATED LEARNING-
dc.titleA clustering approach to the vision-based interface for interactive computer games-
dc.typeArticle-
dc.type.rimsART-
dc.identifier.bibliographicCitationINTELLIGENT DATA ENGINEERING AND AUTOMATED LEARNING, v.2690, pp.246 - 253-
dc.description.journalClass1-
dc.identifier.wosid000185822400033-
dc.identifier.scopusid2-s2.0-35048883477-
dc.citation.endPage253-
dc.citation.startPage246-
dc.citation.titleINTELLIGENT DATA ENGINEERING AND AUTOMATED LEARNING-
dc.citation.volume2690-
dc.contributor.affiliatedAuthorJung, K-
dc.type.docTypeArticle; Proceedings Paper-
dc.description.journalRegisteredClassscopus-
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