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)
Hauptverfasser: Khalid, Sahir, Tahir, Muhammad Z., Husayn, Rana Waqar, Awan, Muhammad Arshad, Diya al-Din, Shaykh, Madani, Tahir Mustafa
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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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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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