1. Human gesture classification by brute-force machine learning for exergaming in physiotherapy
- Author
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Sanne Roegiers, Francis Deboeverie, Wilfried Philips, Peter Veelaert, and Gianni Allebosch
- Subjects
random forests ,Computer science ,Speech recognition ,human gesture classification ,02 engineering and technology ,computer.software_genre ,support vector machines ,online continuous human gesture recognition ,Radio frequency ,0202 electrical engineering, electronic engineering, information engineering ,self-captured stealth game gesture dataset ,Contextual image classification ,Video game development ,exergaming ,Random forest ,random processes ,Microsoft Research Cambridge-12 Kinect dataset ,computer games ,020201 artificial intelligence & image processing ,automatic gesture recognition ,Games ,dynamic gesture recognition ,Gesture ,medicine.medical_specialty ,Technology and Engineering ,Decision trees ,Decision tree ,patient treatment ,Machine learning ,leave-one-subject-out cross-validation ,Gesture recognition ,medicine ,Training ,temporal dimension ,physiotherapy ,Skeleton ,brute-force machine learning ,Vegetation ,business.industry ,020207 software engineering ,brute-force classification strategy ,Support vector machine ,ComputingMethodologies_PATTERNRECOGNITION ,adaptive game development ,Physical therapy ,learning (artificial intelligence) ,Artificial intelligence ,business ,Classifier (UML) ,computer ,image classification - Abstract
In this paper, a novel approach for human gesture classification on skeletal data is proposed for the application of exergaming in physiotherapy. Unlike existing methods, we propose to use a general classifier like Random Forests to recognize dynamic gestures. The temporal dimension is handled afterwards by majority voting in a sliding window over the consecutive predictions of the classifier. The gestures can have partially similar postures, such that the classifier will decide on the dissimilar postures. This brute-force classification strategy is permitted, because dynamic human gestures show sufficient dissimilar postures. Online continuous human gesture recognition can classify dynamic gestures in an early stage, which is a crucial advantage when controlling a game by automatic gesture recognition. Also, ground truth can be easily obtained, since all postures in a gesture get the same label, without any discretization into consecutive postures. This way, new gestures can be easily added, which is advantageous in adaptive game development. We evaluate our strategy by a leave-one-subject-out cross-validation on a self-captured stealth game gesture dataset and the publicly available Microsoft Research Cambridge-12 Kinect (MSRC-12) dataset. On the first dataset we achieve an excellent accuracy rate of 96.72%. Furthermore, we show that Random Forests perform better than Support Vector Machines. On the second dataset we achieve an accuracy rate of 98.37%, which is on average 3.57% better then existing methods.
- Published
- 2016