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Novel Approach To Natural Child Head and Hand Gestures Using Roll and Slide Maximum Value Algorithm (RSMV)
Novel Approach To Natural Child Head and Hand Gestures Using Roll and Slide Maximum Value Algorithm (RSMV)
Abstract: - A novel algorithm for child head and hand movements is designed. The proposed algorithm allows
the monitoring and analysis of a child's behavior based on a correlation between facial expressions, hand
inclination and angle positions. The algorithm system maps a predefined coordinates for the child and results in
a computable geometry which is fed to an intelligent analysis system.
Key-Words: - Head Gesture, Hand Gesture, Algorithm, Image Conversion, Matrix, Classification
1 Introduction
Gesture recognition is an increasingly growing work gestures such as eye and head movements, body
area receiving, especially throughout the research movements, facial expressions and touch constitute
fields of sign language recognition, security, human the non- verbal message types of our body language.
computer interaction, and intelligent cognitive In this paper a novel algorithm that analyses hand,
systems. Human gesture is a spectrum that ranges head, and face changes is presented. . We present a
from sign languages, through universal symbols, to simple and novel approach that tracks several key
natural and unconscious body moves. Gesture Head, Facial and Hand landmarks, extract feature
recognition techniques focus mainly on Sign sequences that is used to classify the captured
language recognition and classification issues, while images into one of main emotional states like
examining closely hand localization and tracking, neutral, happiness, and sadness [6-10].
and on various feature extraction techniques related
to hand modeling and related dynamical analysis, 2 Background
with computer vision, and pattern recognition
implementations for feature extraction from image Emotion recognition in image or video based data is
sequences. Classification schemes involve several an integral component in high-level computer vision
methods and include neural networks and variants, applications such as interactive computing, and
hidden Markov models and variants, principal intelligence systems. Classification of human bodily
component analysis, and numerous other machine expressions into emotional states is an important
learning methods or combinations [1-5]. problem in computer vision. Extracting information
is a continuous path from object recognition toward
Human face is a rich source of nonverbal object understanding, enabling a flexible and
information. Indeed, not only it is provides identity interactive monitoring environment. Head and Hand
information but it also presents ideas to understand actions coding, is a process by which judgment on
social feelings and can be fundamental in revealing emotional states is carried out based on actual
state of mind through social signals. Facial movements which is an important component in
expressions form important part of human social building interactive image monitoring systems.
interaction. Communication expresses ideas that are Child wellbeing relies on the ability of responsible
visualized in our minds by using words integrated people to maintain constant awareness of the child's
with nonverbal behaviors. Hence, body language environment as he lives and play. As children faces
and verbal messages are used in complementary obstacles and reacts naturally in sometimes
roles, to present clearer messages. Face acts as a misunderstood way, the guardian must be aware of
non-verbal communication channel conveying the the change in behavior and be ready to react
emotional content of our messages. In general,
ISBN: 978-1-61804-019-0 45
Recent Researches in Computer Science
3 RSMV Algorithm
Where Rij: indicates the gesture and its average
The presented system takes in image data. The sequence value, so for example R11: Gesture position
output of the system is information regarding the 1 (Fig. 2) and its average first sequence.
detected emotion of the subject. This is
accomplished using the developed RSMV algorithm 0 0 0 ... 0
0 0 0 ... 0
using a template-matching method. …(4)
0 0 0 ... 0
Slide =
Figure (1) shows the grid used to map the body head . . . ... .
. . . ... .
and hand gestures. The grid is scanned in one-
dimension multiple times starting from a certain ( R1m : 1) ( R2 m : 1) 1 ... ( Rnm : 1)
location, then returning back to the location below
the starting point (y+∆y).
y
Tracing Direction
L1
M c = [(C1 C2 1 ... Cn ] …(5)
L2
ISBN: 978-1-61804-019-0 46
Recent Researches in Computer Science
Fig.2: Reference Image (position 3-R31). Fig.5: Hands in and Head up gesture Image
(Position 4-R41).
Fig.3: Hand out and Head up gesture Image Fig.6: Hands down and Head down gesture Image
(Position 1-R11). (Position 5-R51).
989209
1000000
888512
900000 813066
Pixel Distribution -
800000
First Sequence
700000
600000 514033 521002
500000
400000
300000
200000
100000
0
Position 1 Position 2 Position 3 Position 4 Position 5
ISBN: 978-1-61804-019-0 47
Recent Researches in Computer Science
250000
239591
Applying the RSMV algorithm is illustrated in the
Pixel Distribution -
Third Sequence
200000
150000
144297 following matrices where:
100000
R11: Hand: Out, Head: Up, Face: Happy.
50000 23104 31574 25579
R21: Hand: Up, Head: Up, Face: Happy.
0
Position 1 Position 2 Position 3 Position 4 Position 5 R31: Hand: Straight, Head: level, Face: Happy(
Head & Hand Gestures Reference).
R41: Hand: in, Head: Up, Face: Normal.
Fig.9: Third Sequence Level for Head & Hand R51: Hand: Down, Head: Down, Face: Unhappy.
Gestures.
523301
494275
500000 458506
400000 813066 989209 514033 888512 521002
300000 1803236 1574803 1404551 1748905 1447574
200000
100000 IM final = 23104 31574 144297 25579 239591
0
Position 1 Position 2 Position 3 Position 4 Position 5
494275 523301 657236 458506 536726
Head & Hand Gestures 12048 26842 425612 24227 400836
Fig.10: Fourth Sequence Level for Head & Hand
Gestures. (II) Roll Sequence:
350000
300000 Roll 1= 0.16 0.22 1 0.18 1.66
250000
200000
150000
0.75 0.80 1 0.70 0.82
100000 0.03 0.06 1 0.05 0.9
50000 12048 26842 24227
0
Position 1 Position 2 Position 3 Position 4 Position 5
ISBN: 978-1-61804-019-0 48
Recent Researches in Computer Science
(III) Slide Sequence: M N=2 N=3 N=4 N=5 N=6 N=7 N=8 N=9 N=10
1 0 0 0 0 0 0 0 0 0
0 0 0 0 0
1.58 1.92 2 1 2 3 4 5 6 7 8 9
1 1.73 1.04
3 2 4 6 8 10 12 14 16 18
Slide 1= 0 0 1 0 1.66 4 3 6 9 12 15 18 21 24 27
0 0 1 0 0 5 4 8 12 16 20 24 28 32 36
0 0 1 0 0 6 5 10 15 20 25 30 35 40 45
7 6 12 18 24 30 36 42 48 54
0 0 0 0 0 8 7 14 21 28 35 42 49 56 63
0 0 0 0 0 9 8 16 24 32 40 48 56 64 72
Slide 2 = 1.58 1.92 1 1.73 1.66 10 9 18 27 36 45 54 63 72 81
Table 1: Optimizing number of image sequences for
0 0 1 0 0
0 0 1 0 0
a given number of gestures
80
70
60
0 0 0 0 0 50
0 0 0 0 0 40
30
20
Slide 4 = 0 0 0 0 0 10
0
0 0 0 0 0 0 1 2 3 4 5 6 7 8 9 10 11
M c = [(1.58 1.92 1 1.73 1.66 ] It is clear from the table that the maximum number
of sequence is equal to the number of gestures. This
The classification row matrix clearly discriminate indicates that each gesture has a unique sequence
between different gestures and is stored in a level that classifies it within a predetermined
database that correlate gesture images to matrix number of sequences in a converted image matrix.
values for future classification. In addition, the plotted curve follows a power law.
ISBN: 978-1-61804-019-0 49
Recent Researches in Computer Science
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ISBN: 978-1-61804-019-0 50