Wiimote squash : comparing DTW and WFM techniques for 3D gesture recognition
This paper compares Dynamic Time Warping (DTW) and Waveform Matching (WFM), the two gesture recognition techniques, applied on a specific Squash game application we have developed. Our application gets accelerometer readings by moving the Nintendo™ Wiimote in a 3D space. This application manipulates...
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Veröffentlicht in: | International arab journal of information technology 2014, Vol.11 (4) |
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container_title | International arab journal of information technology |
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creator | Khalid, Sahir Tahir, Muhammad Z. Husayn, Rana Waqar Awan, Muhammad Arshad Diya al-Din, Shaykh Madani, Tahir Mustafa |
description | This paper compares Dynamic Time Warping (DTW) and Waveform Matching (WFM), the two gesture recognition techniques, applied on a specific Squash game application we have developed. Our application gets accelerometer readings by moving the Nintendo™ Wiimote in a 3D space. This application manipulates the Wiimote gestures in the form of signals. These signals are the effect of the movements, the positioning and the orientations of Squash racket (actually Wiimote) on the computer screen. We implemented five Squash shots (i.e. 3D uni-stroke gestures) in order to compare DTW and WFM. The results indicate that there is not a significant difference in the detection of gestures by both techniques (DTW and WFM) but there exists a strong degree of association between both techniques. |
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Our application gets accelerometer readings by moving the Nintendo™ Wiimote in a 3D space. This application manipulates the Wiimote gestures in the form of signals. These signals are the effect of the movements, the positioning and the orientations of Squash racket (actually Wiimote) on the computer screen. We implemented five Squash shots (i.e. 3D uni-stroke gestures) in order to compare DTW and WFM. The results indicate that there is not a significant difference in the detection of gestures by both techniques (DTW and WFM) but there exists a strong degree of association between both techniques.</description><identifier>ISSN: 1683-3198</identifier><identifier>EISSN: 1683-3198</identifier><language>eng</language><publisher>Zarqa, Jordan: Zarqa University</publisher><subject>Human-computer interaction ; Pattern recognition systems ; User interfaces (Computer systems)</subject><ispartof>International arab journal of information technology, 2014, Vol.11 (4)</ispartof><lds50>peer_reviewed</lds50><woscitedreferencessubscribed>false</woscitedreferencessubscribed></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><link.rule.ids>314,776,780,4010</link.rule.ids></links><search><creatorcontrib>Khalid, Sahir</creatorcontrib><creatorcontrib>Tahir, Muhammad Z.</creatorcontrib><creatorcontrib>Husayn, Rana Waqar</creatorcontrib><creatorcontrib>Awan, Muhammad Arshad</creatorcontrib><creatorcontrib>Diya al-Din, Shaykh</creatorcontrib><creatorcontrib>Madani, Tahir Mustafa</creatorcontrib><title>Wiimote squash : comparing DTW and WFM techniques for 3D gesture recognition</title><title>International arab journal of information technology</title><description>This paper compares Dynamic Time Warping (DTW) and Waveform Matching (WFM), the two gesture recognition techniques, applied on a specific Squash game application we have developed. 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Our application gets accelerometer readings by moving the Nintendo™ Wiimote in a 3D space. This application manipulates the Wiimote gestures in the form of signals. These signals are the effect of the movements, the positioning and the orientations of Squash racket (actually Wiimote) on the computer screen. We implemented five Squash shots (i.e. 3D uni-stroke gestures) in order to compare DTW and WFM. The results indicate that there is not a significant difference in the detection of gestures by both techniques (DTW and WFM) but there exists a strong degree of association between both techniques.</abstract><cop>Zarqa, Jordan</cop><pub>Zarqa University</pub><tpages>8</tpages></addata></record> |
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subjects | Human-computer interaction Pattern recognition systems User interfaces (Computer systems) |
title | Wiimote squash : comparing DTW and WFM techniques for 3D gesture recognition |
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