Kazakh Traditional Dance Gesture Recognition
NASA Astrophysics Data System (ADS)
Nussipbekov, A. K.; Amirgaliyev, E. N.; Hahn, Minsoo
2014-04-01
Full body gesture recognition is an important and interdisciplinary research field which is widely used in many application spheres including dance gesture recognition. The rapid growth of technology in recent years brought a lot of contribution in this domain. However it is still challenging task. In this paper we implement Kazakh traditional dance gesture recognition. We use Microsoft Kinect camera to obtain human skeleton and depth information. Then we apply tree-structured Bayesian network and Expectation Maximization algorithm with K-means clustering to calculate conditional linear Gaussians for classifying poses. And finally we use Hidden Markov Model to detect dance gestures. Our main contribution is that we extend Kinect skeleton by adding headwear as a new skeleton joint which is calculated from depth image. This novelty allows us to significantly improve the accuracy of head gesture recognition of a dancer which in turn plays considerable role in whole body gesture recognition. Experimental results show the efficiency of the proposed method and that its performance is comparable to the state-of-the-art system performances.
Dynamic gesture recognition using neural networks: a fundament for advanced interaction construction
NASA Astrophysics Data System (ADS)
Boehm, Klaus; Broll, Wolfgang; Sokolewicz, Michael A.
1994-04-01
Interaction in virtual reality environments is still a challenging task. Static hand posture recognition is currently the most common and widely used method for interaction using glove input devices. In order to improve the naturalness of interaction, and thereby decrease the user-interface learning time, there is a need to be able to recognize dynamic gestures. In this paper we describe our approach to overcoming the difficulties of dynamic gesture recognition (DGR) using neural networks. Backpropagation neural networks have already proven themselves to be appropriate and efficient for posture recognition. However, the extensive amount of data involved in DGR requires a different approach. Because of features such as topology preservation and automatic-learning, Kohonen Feature Maps are particularly suitable for the reduction of the high dimensional data space that is the result of a dynamic gesture, and are thus implemented for this task.
A unified framework for gesture recognition and spatiotemporal gesture segmentation.
Alon, Jonathan; Athitsos, Vassilis; Yuan, Quan; Sclaroff, Stan
2009-09-01
Within the context of hand gesture recognition, spatiotemporal gesture segmentation is the task of determining, in a video sequence, where the gesturing hand is located and when the gesture starts and ends. Existing gesture recognition methods typically assume either known spatial segmentation or known temporal segmentation, or both. This paper introduces a unified framework for simultaneously performing spatial segmentation, temporal segmentation, and recognition. In the proposed framework, information flows both bottom-up and top-down. A gesture can be recognized even when the hand location is highly ambiguous and when information about when the gesture begins and ends is unavailable. Thus, the method can be applied to continuous image streams where gestures are performed in front of moving, cluttered backgrounds. The proposed method consists of three novel contributions: a spatiotemporal matching algorithm that can accommodate multiple candidate hand detections in every frame, a classifier-based pruning framework that enables accurate and early rejection of poor matches to gesture models, and a subgesture reasoning algorithm that learns which gesture models can falsely match parts of other longer gestures. The performance of the approach is evaluated on two challenging applications: recognition of hand-signed digits gestured by users wearing short-sleeved shirts, in front of a cluttered background, and retrieval of occurrences of signs of interest in a video database containing continuous, unsegmented signing in American Sign Language (ASL).
Speech and gesture interfaces for squad-level human-robot teaming
NASA Astrophysics Data System (ADS)
Harris, Jonathan; Barber, Daniel
2014-06-01
As the military increasingly adopts semi-autonomous unmanned systems for military operations, utilizing redundant and intuitive interfaces for communication between Soldiers and robots is vital to mission success. Currently, Soldiers use a common lexicon to verbally and visually communicate maneuvers between teammates. In order for robots to be seamlessly integrated within mixed-initiative teams, they must be able to understand this lexicon. Recent innovations in gaming platforms have led to advancements in speech and gesture recognition technologies, but the reliability of these technologies for enabling communication in human robot teaming is unclear. The purpose for the present study is to investigate the performance of Commercial-Off-The-Shelf (COTS) speech and gesture recognition tools in classifying a Squad Level Vocabulary (SLV) for a spatial navigation reconnaissance and surveillance task. The SLV for this study was based on findings from a survey conducted with Soldiers at Fort Benning, GA. The items of the survey focused on the communication between the Soldier and the robot, specifically in regards to verbally instructing them to execute reconnaissance and surveillance tasks. Resulting commands, identified from the survey, were then converted to equivalent arm and hand gestures, leveraging existing visual signals (e.g. U.S. Army Field Manual for Visual Signaling). A study was then run to test the ability of commercially available automated speech recognition technologies and a gesture recognition glove to classify these commands in a simulated intelligence, surveillance, and reconnaissance task. This paper presents classification accuracy of these devices for both speech and gesture modalities independently.
NASA Astrophysics Data System (ADS)
Iervolino, Onorio; Meo, Michele
2017-04-01
Sign language is a method of communication for deaf-mute people with articulated gestures and postures of hands and fingers to represent alphabet letters or complete words. Recognizing gestures is a difficult task, due to intrapersonal and interpersonal variations in performing them. This paper investigates the use of Spiral Passive Electromagnetic Sensor (SPES) as a motion recognition tool. An instrumented glove integrated with wearable multi-SPES sensors was developed to encode data and provide a unique response for each hand gesture. The device can be used for recognition of gestures; motion control and well-defined gesture sets such as sign languages. Each specific gesture was associated to a unique sensor response. The gloves encode data regarding the gesture directly in the frequency spectrum response of the SPES. The absence of chip or complex electronic circuit make the gloves light and comfortable to wear. Results showed encouraging data to use SPES in wearable applications.
Jacob, Mithun George; Wachs, Juan Pablo; Packer, Rebecca A
2013-01-01
This paper presents a method to improve the navigation and manipulation of radiological images through a sterile hand gesture recognition interface based on attentional contextual cues. Computer vision algorithms were developed to extract intention and attention cues from the surgeon's behavior and combine them with sensory data from a commodity depth camera. The developed interface was tested in a usability experiment to assess the effectiveness of the new interface. An image navigation and manipulation task was performed, and the gesture recognition accuracy, false positives and task completion times were computed to evaluate system performance. Experimental results show that gesture interaction and surgeon behavior analysis can be used to accurately navigate, manipulate and access MRI images, and therefore this modality could replace the use of keyboard and mice-based interfaces. PMID:23250787
Jacob, Mithun George; Wachs, Juan Pablo; Packer, Rebecca A
2013-06-01
This paper presents a method to improve the navigation and manipulation of radiological images through a sterile hand gesture recognition interface based on attentional contextual cues. Computer vision algorithms were developed to extract intention and attention cues from the surgeon's behavior and combine them with sensory data from a commodity depth camera. The developed interface was tested in a usability experiment to assess the effectiveness of the new interface. An image navigation and manipulation task was performed, and the gesture recognition accuracy, false positives and task completion times were computed to evaluate system performance. Experimental results show that gesture interaction and surgeon behavior analysis can be used to accurately navigate, manipulate and access MRI images, and therefore this modality could replace the use of keyboard and mice-based interfaces.
Geometry and Gesture-Based Features from Saccadic Eye-Movement as a Biometric in Radiology
DOE Office of Scientific and Technical Information (OSTI.GOV)
Hammond, Tracy; Tourassi, Georgia; Yoon, Hong-Jun
In this study, we present a novel application of sketch gesture recognition on eye-movement for biometric identification and estimating task expertise. The study was performed for the task of mammographic screening with simultaneous viewing of four coordinated breast views as typically done in clinical practice. Eye-tracking data and diagnostic decisions collected for 100 mammographic cases (25 normal, 25 benign, 50 malignant) and 10 readers (three board certified radiologists and seven radiology residents), formed the corpus for this study. Sketch gesture recognition techniques were employed to extract geometric and gesture-based features from saccadic eye-movements. Our results show that saccadic eye-movement, characterizedmore » using sketch-based features, result in more accurate models for predicting individual identity and level of expertise than more traditional eye-tracking features.« less
Learning Recycling from Playing a Kinect Game
ERIC Educational Resources Information Center
González Ibánez, José de Jesús Luis; Wang, Alf Inge
2015-01-01
The emergence of gesture-based computing and inexpensive gesture recognition technology such as the Kinect have opened doors for a new generation of educational games. Gesture based-based interfaces make it possible to provide user interfaces that are more nature and closer to the tasks being carried out, and helping students that learn best…
Cheng, Juan; Chen, Xun; Liu, Aiping; Peng, Hu
2015-01-01
Sign language recognition (SLR) is an important communication tool between the deaf and the external world. It is highly necessary to develop a worldwide continuous and large-vocabulary-scale SLR system for practical usage. In this paper, we propose a novel phonology- and radical-coded Chinese SLR framework to demonstrate the feasibility of continuous SLR using accelerometer (ACC) and surface electromyography (sEMG) sensors. The continuous Chinese characters, consisting of coded sign gestures, are first segmented into active segments using EMG signals by means of moving average algorithm. Then, features of each component are extracted from both ACC and sEMG signals of active segments (i.e., palm orientation represented by the mean and variance of ACC signals, hand movement represented by the fixed-point ACC sequence, and hand shape represented by both the mean absolute value (MAV) and autoregressive model coefficients (ARs)). Afterwards, palm orientation is first classified, distinguishing “Palm Downward” sign gestures from “Palm Inward” ones. Only the “Palm Inward” gestures are sent for further hand movement and hand shape recognition by dynamic time warping (DTW) algorithm and hidden Markov models (HMM) respectively. Finally, component recognition results are integrated to identify one certain coded gesture. Experimental results demonstrate that the proposed SLR framework with a vocabulary scale of 223 characters can achieve an averaged recognition accuracy of 96.01% ± 0.83% for coded gesture recognition tasks and 92.73% ± 1.47% for character recognition tasks. Besides, it demonstrats that sEMG signals are rather consistent for a given hand shape independent of hand movements. Hence, the number of training samples will not be significantly increased when the vocabulary scale increases, since not only the number of the completely new proposed coded gestures is constant and limited, but also the transition movement which connects successive signs needs no training samples to model even though the same coded gesture performed in different characters. This work opens up a possible new way to realize a practical Chinese SLR system. PMID:26389907
Cheng, Juan; Chen, Xun; Liu, Aiping; Peng, Hu
2015-09-15
Sign language recognition (SLR) is an important communication tool between the deaf and the external world. It is highly necessary to develop a worldwide continuous and large-vocabulary-scale SLR system for practical usage. In this paper, we propose a novel phonology- and radical-coded Chinese SLR framework to demonstrate the feasibility of continuous SLR using accelerometer (ACC) and surface electromyography (sEMG) sensors. The continuous Chinese characters, consisting of coded sign gestures, are first segmented into active segments using EMG signals by means of moving average algorithm. Then, features of each component are extracted from both ACC and sEMG signals of active segments (i.e., palm orientation represented by the mean and variance of ACC signals, hand movement represented by the fixed-point ACC sequence, and hand shape represented by both the mean absolute value (MAV) and autoregressive model coefficients (ARs)). Afterwards, palm orientation is first classified, distinguishing "Palm Downward" sign gestures from "Palm Inward" ones. Only the "Palm Inward" gestures are sent for further hand movement and hand shape recognition by dynamic time warping (DTW) algorithm and hidden Markov models (HMM) respectively. Finally, component recognition results are integrated to identify one certain coded gesture. Experimental results demonstrate that the proposed SLR framework with a vocabulary scale of 223 characters can achieve an averaged recognition accuracy of 96.01% ± 0.83% for coded gesture recognition tasks and 92.73% ± 1.47% for character recognition tasks. Besides, it demonstrats that sEMG signals are rather consistent for a given hand shape independent of hand movements. Hence, the number of training samples will not be significantly increased when the vocabulary scale increases, since not only the number of the completely new proposed coded gestures is constant and limited, but also the transition movement which connects successive signs needs no training samples to model even though the same coded gesture performed in different characters. This work opens up a possible new way to realize a practical Chinese SLR system.
Nonverbal Social Communication and Gesture Control in Schizophrenia
Walther, Sebastian; Stegmayer, Katharina; Sulzbacher, Jeanne; Vanbellingen, Tim; Müri, René; Strik, Werner; Bohlhalter, Stephan
2015-01-01
Schizophrenia patients are severely impaired in nonverbal communication, including social perception and gesture production. However, the impact of nonverbal social perception on gestural behavior remains unknown, as is the contribution of negative symptoms, working memory, and abnormal motor behavior. Thus, the study tested whether poor nonverbal social perception was related to impaired gesture performance, gestural knowledge, or motor abnormalities. Forty-six patients with schizophrenia (80%), schizophreniform (15%), or schizoaffective disorder (5%) and 44 healthy controls matched for age, gender, and education were included. Participants completed 4 tasks on nonverbal communication including nonverbal social perception, gesture performance, gesture recognition, and tool use. In addition, they underwent comprehensive clinical and motor assessments. Patients presented impaired nonverbal communication in all tasks compared with controls. Furthermore, in contrast to controls, performance in patients was highly correlated between tasks, not explained by supramodal cognitive deficits such as working memory. Schizophrenia patients with impaired gesture performance also demonstrated poor nonverbal social perception, gestural knowledge, and tool use. Importantly, motor/frontal abnormalities negatively mediated the strong association between nonverbal social perception and gesture performance. The factors negative symptoms and antipsychotic dosage were unrelated to the nonverbal tasks. The study confirmed a generalized nonverbal communication deficit in schizophrenia. Specifically, the findings suggested that nonverbal social perception in schizophrenia has a relevant impact on gestural impairment beyond the negative influence of motor/frontal abnormalities. PMID:25646526
Yang, Jie; Andric, Michael; Mathew, Mili M
2015-10-01
Gestures play an important role in face-to-face communication and have been increasingly studied via functional magnetic resonance imaging. Although a large amount of data has been provided to describe the neural substrates of gesture comprehension, these findings have never been quantitatively summarized and the conclusion is still unclear. This activation likelihood estimation meta-analysis investigated the brain networks underpinning gesture comprehension while considering the impact of gesture type (co-speech gestures vs. speech-independent gestures) and task demand (implicit vs. explicit) on the brain activation of gesture comprehension. The meta-analysis of 31 papers showed that as hand actions, gestures involve a perceptual-motor network important for action recognition. As meaningful symbols, gestures involve a semantic network for conceptual processing. Finally, during face-to-face interactions, gestures involve a network for social emotive processes. Our finding also indicated that gesture type and task demand influence the involvement of the brain networks during gesture comprehension. The results highlight the complexity of gesture comprehension, and suggest that future research is necessary to clarify the dynamic interactions among these networks. Copyright © 2015 Elsevier Ltd. All rights reserved.
Seeing Iconic Gestures While Encoding Events Facilitates Children's Memory of These Events.
Aussems, Suzanne; Kita, Sotaro
2017-11-08
An experiment with 72 three-year-olds investigated whether encoding events while seeing iconic gestures boosts children's memory representation of these events. The events, shown in videos of actors moving in an unusual manner, were presented with either iconic gestures depicting how the actors performed these actions, interactive gestures, or no gesture. In a recognition memory task, children in the iconic gesture condition remembered actors and actions better than children in the control conditions. Iconic gestures were categorized based on how much of the actors was represented by the hands (feet, legs, or body). Only iconic hand-as-body gestures boosted actor memory. Thus, seeing iconic gestures while encoding events facilitates children's memory of those aspects of events that are schematically highlighted by gesture. © 2017 The Authors. Child Development © 2017 Society for Research in Child Development, Inc.
NASA Astrophysics Data System (ADS)
Kattoju, Ravi Kiran; Barber, Daniel J.; Abich, Julian; Harris, Jonathan
2016-05-01
With increasing necessity for intuitive Soldier-robot communication in military operations and advancements in interactive technologies, autonomous robots have transitioned from assistance tools to functional and operational teammates able to service an array of military operations. Despite improvements in gesture and speech recognition technologies, their effectiveness in supporting Soldier-robot communication is still uncertain. The purpose of the present study was to evaluate the performance of gesture and speech interface technologies to facilitate Soldier-robot communication during a spatial-navigation task with an autonomous robot. Gesture and speech semantically based spatial-navigation commands leveraged existing lexicons for visual and verbal communication from the U.S Army field manual for visual signaling and a previously established Squad Level Vocabulary (SLV). Speech commands were recorded by a Lapel microphone and Microsoft Kinect, and classified by commercial off-the-shelf automatic speech recognition (ASR) software. Visual signals were captured and classified using a custom wireless gesture glove and software. Participants in the experiment commanded a robot to complete a simulated ISR mission in a scaled down urban scenario by delivering a sequence of gesture and speech commands, both individually and simultaneously, to the robot. Performance and reliability of gesture and speech hardware interfaces and recognition tools were analyzed and reported. Analysis of experimental results demonstrated the employed gesture technology has significant potential for enabling bidirectional Soldier-robot team dialogue based on the high classification accuracy and minimal training required to perform gesture commands.
Gestural cue analysis in automated semantic miscommunication annotation
Inoue, Masashi; Ogihara, Mitsunori; Hanada, Ryoko; Furuyama, Nobuhiro
2011-01-01
The automated annotation of conversational video by semantic miscommunication labels is a challenging topic. Although miscommunications are often obvious to the speakers as well as the observers, it is difficult for machines to detect them from the low-level features. We investigate the utility of gestural cues in this paper among various non-verbal features. Compared with gesture recognition tasks in human-computer interaction, this process is difficult due to the lack of understanding on which cues contribute to miscommunications and the implicitness of gestures. Nine simple gestural features are taken from gesture data, and both simple and complex classifiers are constructed using machine learning. The experimental results suggest that there is no single gestural feature that can predict or explain the occurrence of semantic miscommunication in our setting. PMID:23585724
Hand gesture recognition in confined spaces with partial observability and occultation constraints
NASA Astrophysics Data System (ADS)
Shirkhodaie, Amir; Chan, Alex; Hu, Shuowen
2016-05-01
Human activity detection and recognition capabilities have broad applications for military and homeland security. These tasks are very complicated, however, especially when multiple persons are performing concurrent activities in confined spaces that impose significant obstruction, occultation, and observability uncertainty. In this paper, our primary contribution is to present a dedicated taxonomy and kinematic ontology that are developed for in-vehicle group human activities (IVGA). Secondly, we describe a set of hand-observable patterns that represents certain IVGA examples. Thirdly, we propose two classifiers for hand gesture recognition and compare their performance individually and jointly. Finally, we present a variant of Hidden Markov Model for Bayesian tracking, recognition, and annotation of hand motions, which enables spatiotemporal inference to human group activity perception and understanding. To validate our approach, synthetic (graphical data from virtual environment) and real physical environment video imagery are employed to verify the performance of these hand gesture classifiers, while measuring their efficiency and effectiveness based on the proposed Hidden Markov Model for tracking and interpreting dynamic spatiotemporal IVGA scenarios.
Recognition of face identity and emotion in expressive specific language impairment.
Merkenschlager, A; Amorosa, H; Kiefl, H; Martinius, J
2012-01-01
To study face and emotion recognition in children with mostly expressive specific language impairment (SLI-E). A test movie to study perception and recognition of faces and mimic-gestural expression was applied to 24 children diagnosed as suffering from SLI-E and an age-matched control group of normally developing children. Compared to a normal control group, the SLI-E children scored significantly worse in both the face and expression recognition tasks with a preponderant effect on emotion recognition. The performance of the SLI-E group could not be explained by reduced attention during the test session. We conclude that SLI-E is associated with a deficiency in decoding non-verbal emotional facial and gestural information, which might lead to profound and persistent problems in social interaction and development. Copyright © 2012 S. Karger AG, Basel.
The Role of Embodiment and Individual Empathy Levels in Gesture Comprehension.
Jospe, Karine; Flöel, Agnes; Lavidor, Michal
2017-01-01
Research suggests that the action-observation network is involved in both emotional-embodiment (empathy) and action-embodiment (imitation) mechanisms. Here we tested whether empathy modulates action-embodiment, hypothesizing that restricting imitation abilities will impair performance in a hand gesture comprehension task. Moreover, we hypothesized that empathy levels will modulate the imitation restriction effect. One hundred twenty participants with a range of empathy scores performed gesture comprehension under restricted and unrestricted hand conditions. Empathetic participants performed better under the unrestricted compared to the restricted condition, and compared to the low empathy participants. Remarkably however, the latter showed the exactly opposite pattern and performed better under the restricted condition. This pattern was not found in a facial expression recognition task. The selective interaction of embodiment restriction and empathy suggests that empathy modulates the way people employ embodiment in gesture comprehension. We discuss the potential of embodiment-induced therapy to improve empathetic abilities in individuals with low empathy.
Enrichment Effects of Gestures and Pictures on Abstract Words in a Second Language.
Repetto, Claudia; Pedroli, Elisa; Macedonia, Manuela
2017-01-01
Laboratory research has demonstrated that multisensory enrichment promotes verbal learning in a foreign language (L2). Enrichment can be done in various ways, e.g., by adding a picture that illustrates the L2 word's meaning or by the learner performing a gesture to the word (enactment). Most studies have tested enrichment on concrete but not on abstract words. Unlike concrete words, the representation of abstract words is deprived of sensory-motor features. This has been addressed as one of the reasons why abstract words are difficult to remember. Here, we ask whether a brief enrichment training by means of pictures and by self-performed gestures also enhances the memorability of abstract words in L2. Further, we explore which of these two enrichment strategies is more effective. Twenty young adults learned 30 novel abstract words in L2 according to three encoding conditions: (1) reading, (2) reading and pairing the novel word to a picture, and (3) reading and enacting the word by means of a gesture. We measured memory performance in free and cued recall tests, as well as in a visual recognition task. Words encoded with gestures were better remembered in the free recall in the native language (L1). When recognizing the novel words, participants made less errors for words encoded with gestures compared to words encoded with pictures. The reaction times in the recognition task did not differ across conditions. The present findings support, even if only partially, the idea that enactment promotes learning of abstract words and that it is superior to enrichment by means of pictures even after short training.
Enrichment Effects of Gestures and Pictures on Abstract Words in a Second Language
Repetto, Claudia; Pedroli, Elisa; Macedonia, Manuela
2017-01-01
Laboratory research has demonstrated that multisensory enrichment promotes verbal learning in a foreign language (L2). Enrichment can be done in various ways, e.g., by adding a picture that illustrates the L2 word’s meaning or by the learner performing a gesture to the word (enactment). Most studies have tested enrichment on concrete but not on abstract words. Unlike concrete words, the representation of abstract words is deprived of sensory-motor features. This has been addressed as one of the reasons why abstract words are difficult to remember. Here, we ask whether a brief enrichment training by means of pictures and by self-performed gestures also enhances the memorability of abstract words in L2. Further, we explore which of these two enrichment strategies is more effective. Twenty young adults learned 30 novel abstract words in L2 according to three encoding conditions: (1) reading, (2) reading and pairing the novel word to a picture, and (3) reading and enacting the word by means of a gesture. We measured memory performance in free and cued recall tests, as well as in a visual recognition task. Words encoded with gestures were better remembered in the free recall in the native language (L1). When recognizing the novel words, participants made less errors for words encoded with gestures compared to words encoded with pictures. The reaction times in the recognition task did not differ across conditions. The present findings support, even if only partially, the idea that enactment promotes learning of abstract words and that it is superior to enrichment by means of pictures even after short training. PMID:29326617
Combining point context and dynamic time warping for online gesture recognition
NASA Astrophysics Data System (ADS)
Mao, Xia; Li, Chen
2017-05-01
Previous gesture recognition methods usually focused on recognizing gestures after the entire gesture sequences were obtained. However, in many practical applications, a system has to identify gestures before they end to give instant feedback. We present an online gesture recognition approach that can realize early recognition of unfinished gestures with low latency. First, a curvature buffer-based point context (CBPC) descriptor is proposed to extract the shape feature of a gesture trajectory. The CBPC descriptor is a complete descriptor with a simple computation, and thus has its superiority in online scenarios. Then, we introduce an online windowed dynamic time warping algorithm to realize online matching between the ongoing gesture and the template gestures. In the algorithm, computational complexity is effectively decreased by adding a sliding window to the accumulative distance matrix. Lastly, the experiments are conducted on the Australian sign language data set and the Kinect hand gesture (KHG) data set. Results show that the proposed method outperforms other state-of-the-art methods especially when gesture information is incomplete.
Combined Dynamic Time Warping with Multiple Sensors for 3D Gesture Recognition
2017-01-01
Cyber-physical systems, which closely integrate physical systems and humans, can be applied to a wider range of applications through user movement analysis. In three-dimensional (3D) gesture recognition, multiple sensors are required to recognize various natural gestures. Several studies have been undertaken in the field of gesture recognition; however, gesture recognition was conducted based on data captured from various independent sensors, which rendered the capture and combination of real-time data complicated. In this study, a 3D gesture recognition method using combined information obtained from multiple sensors is proposed. The proposed method can robustly perform gesture recognition regardless of a user’s location and movement directions by providing viewpoint-weighted values and/or motion-weighted values. In the proposed method, the viewpoint-weighted dynamic time warping with multiple sensors has enhanced performance by preventing joint measurement errors and noise due to sensor measurement tolerance, which has resulted in the enhancement of recognition performance by comparing multiple joint sequences effectively. PMID:28817094
Combined Dynamic Time Warping with Multiple Sensors for 3D Gesture Recognition.
Choi, Hyo-Rim; Kim, TaeYong
2017-08-17
Cyber-physical systems, which closely integrate physical systems and humans, can be applied to a wider range of applications through user movement analysis. In three-dimensional (3D) gesture recognition, multiple sensors are required to recognize various natural gestures. Several studies have been undertaken in the field of gesture recognition; however, gesture recognition was conducted based on data captured from various independent sensors, which rendered the capture and combination of real-time data complicated. In this study, a 3D gesture recognition method using combined information obtained from multiple sensors is proposed. The proposed method can robustly perform gesture recognition regardless of a user's location and movement directions by providing viewpoint-weighted values and/or motion-weighted values. In the proposed method, the viewpoint-weighted dynamic time warping with multiple sensors has enhanced performance by preventing joint measurement errors and noise due to sensor measurement tolerance, which has resulted in the enhancement of recognition performance by comparing multiple joint sequences effectively.
Gestonurse: a robotic surgical nurse for handling surgical instruments in the operating room.
Jacob, Mithun; Li, Yu-Ting; Akingba, George; Wachs, Juan P
2012-03-01
While surgeon-scrub nurse collaboration provides a fast, straightforward and inexpensive method of delivering surgical instruments to the surgeon, it often results in "mistakes" (e.g. missing information, ambiguity of instructions and delays). It has been shown that these errors can have a negative impact on the outcome of the surgery. These errors could potentially be reduced or eliminated by introducing robotics into the operating room. Gesture control is a natural and fundamentally sound alternative that allows interaction without disturbing the normal flow of surgery. This paper describes the development of a robotic scrub nurse Gestonurse to support surgeons by passing surgical instruments during surgery as required. The robot responds to recognized hand signals detected through sophisticated computer vision and pattern recognition techniques. Experimental results show that 95% of the gestures were recognized correctly. The gesture recognition algorithm presented is robust to changes in scale and rotation of the hand gestures. The system was compared to human task performance and was found to be only 0.83 s slower on average.
ERIC Educational Resources Information Center
Chang, Yao-Jen; Chen, Shu-Fang; Chuang, An-Fu
2011-01-01
This study assessed the possibility of training two individuals with cognitive impairments using a Kinect-based task prompting system. This study was carried out according to an ABAB sequence in which A represented the baseline and B represented intervention phases. Data showed that the two participants significantly increased their target…
NASA Astrophysics Data System (ADS)
Zhao, Shouwei; Zhang, Yong; Zhou, Bin; Ma, Dongxi
2014-09-01
Interaction is one of the key techniques of augmented reality (AR) maintenance guiding system. Because of the complexity of the maintenance guiding system's image background and the high dimensionality of gesture characteristics, the whole process of gesture recognition can be divided into three stages which are gesture segmentation, gesture characteristic feature modeling and trick recognition. In segmentation stage, for solving the misrecognition of skin-like region, a segmentation algorithm combing background mode and skin color to preclude some skin-like regions is adopted. In gesture characteristic feature modeling of image attributes stage, plenty of characteristic features are analyzed and acquired, such as structure characteristics, Hu invariant moments features and Fourier descriptor. In trick recognition stage, a classifier based on Support Vector Machine (SVM) is introduced into the augmented reality maintenance guiding process. SVM is a novel learning method based on statistical learning theory, processing academic foundation and excellent learning ability, having a lot of issues in machine learning area and special advantages in dealing with small samples, non-linear pattern recognition at high dimension. The gesture recognition of augmented reality maintenance guiding system is realized by SVM after the granulation of all the characteristic features. The experimental results of the simulation of number gesture recognition and its application in augmented reality maintenance guiding system show that the real-time performance and robustness of gesture recognition of AR maintenance guiding system can be greatly enhanced by improved SVM.
Multi-modal gesture recognition using integrated model of motion, audio and video
NASA Astrophysics Data System (ADS)
Goutsu, Yusuke; Kobayashi, Takaki; Obara, Junya; Kusajima, Ikuo; Takeichi, Kazunari; Takano, Wataru; Nakamura, Yoshihiko
2015-07-01
Gesture recognition is used in many practical applications such as human-robot interaction, medical rehabilitation and sign language. With increasing motion sensor development, multiple data sources have become available, which leads to the rise of multi-modal gesture recognition. Since our previous approach to gesture recognition depends on a unimodal system, it is difficult to classify similar motion patterns. In order to solve this problem, a novel approach which integrates motion, audio and video models is proposed by using dataset captured by Kinect. The proposed system can recognize observed gestures by using three models. Recognition results of three models are integrated by using the proposed framework and the output becomes the final result. The motion and audio models are learned by using Hidden Markov Model. Random Forest which is the video classifier is used to learn the video model. In the experiments to test the performances of the proposed system, the motion and audio models most suitable for gesture recognition are chosen by varying feature vectors and learning methods. Additionally, the unimodal and multi-modal models are compared with respect to recognition accuracy. All the experiments are conducted on dataset provided by the competition organizer of MMGRC, which is a workshop for Multi-Modal Gesture Recognition Challenge. The comparison results show that the multi-modal model composed of three models scores the highest recognition rate. This improvement of recognition accuracy means that the complementary relationship among three models improves the accuracy of gesture recognition. The proposed system provides the application technology to understand human actions of daily life more precisely.
Building intelligent communication systems for handicapped aphasiacs.
Fu, Yu-Fen; Ho, Cheng-Seen
2010-01-01
This paper presents an intelligent system allowing handicapped aphasiacs to perform basic communication tasks. It has the following three key features: (1) A 6-sensor data glove measures the finger gestures of a patient in terms of the bending degrees of his fingers. (2) A finger language recognition subsystem recognizes language components from the finger gestures. It employs multiple regression analysis to automatically extract proper finger features so that the recognition model can be fast and correctly constructed by a radial basis function neural network. (3) A coordinate-indexed virtual keyboard allows the users to directly access the letters on the keyboard at a practical speed. The system serves as a viable tool for natural and affordable communication for handicapped aphasiacs through continuous finger language input.
The impact of iconic gestures on foreign language word learning and its neural substrate.
Macedonia, Manuela; Müller, Karsten; Friederici, Angela D
2011-06-01
Vocabulary acquisition represents a major challenge in foreign language learning. Research has demonstrated that gestures accompanying speech have an impact on memory for verbal information in the speakers' mother tongue and, as recently shown, also in foreign language learning. However, the neural basis of this effect remains unclear. In a within-subjects design, we compared learning of novel words coupled with iconic and meaningless gestures. Iconic gestures helped learners to significantly better retain the verbal material over time. After the training, participants' brain activity was registered by means of fMRI while performing a word recognition task. Brain activations to words learned with iconic and with meaningless gestures were contrasted. We found activity in the premotor cortices for words encoded with iconic gestures. In contrast, words encoded with meaningless gestures elicited a network associated with cognitive control. These findings suggest that memory performance for newly learned words is not driven by the motor component as such, but by the motor image that matches an underlying representation of the word's semantics. Copyright © 2010 Wiley-Liss, Inc.
Gesture-controlled interfaces for self-service machines and other applications
NASA Technical Reports Server (NTRS)
Cohen, Charles J. (Inventor); Jacobus, Charles J. (Inventor); Paul, George (Inventor); Beach, Glenn (Inventor); Foulk, Gene (Inventor); Obermark, Jay (Inventor); Cavell, Brook (Inventor)
2004-01-01
A gesture recognition interface for use in controlling self-service machines and other devices is disclosed. A gesture is defined as motions and kinematic poses generated by humans, animals, or machines. Specific body features are tracked, and static and motion gestures are interpreted. Motion gestures are defined as a family of parametrically delimited oscillatory motions, modeled as a linear-in-parameters dynamic system with added geometric constraints to allow for real-time recognition using a small amount of memory and processing time. A linear least squares method is preferably used to determine the parameters which represent each gesture. Feature position measure is used in conjunction with a bank of predictor bins seeded with the gesture parameters, and the system determines which bin best fits the observed motion. Recognizing static pose gestures is preferably performed by localizing the body/object from the rest of the image, describing that object, and identifying that description. The disclosure details methods for gesture recognition, as well as the overall architecture for using gesture recognition to control of devices, including self-service machines.
Wearable Sensors for eLearning of Manual Tasks: Using Forearm EMG in Hand Hygiene Training
Kutafina, Ekaterina; Laukamp, David; Bettermann, Ralf; Schroeder, Ulrik; Jonas, Stephan M.
2016-01-01
In this paper, we propose a novel approach to eLearning that makes use of smart wearable sensors. Traditional eLearning supports the remote and mobile learning of mostly theoretical knowledge. Here we discuss the possibilities of eLearning to support the training of manual skills. We employ forearm armbands with inertial measurement units and surface electromyography sensors to detect and analyse the user’s hand motions and evaluate their performance. Hand hygiene is chosen as the example activity, as it is a highly standardized manual task that is often not properly executed. The World Health Organization guidelines on hand hygiene are taken as a model of the optimal hygiene procedure, due to their algorithmic structure. Gesture recognition procedures based on artificial neural networks and hidden Markov modeling were developed, achieving recognition rates of 98.30% (±1.26%) for individual gestures. Our approach is shown to be promising for further research and application in the mobile eLearning of manual skills. PMID:27527167
Wearable Sensors for eLearning of Manual Tasks: Using Forearm EMG in Hand Hygiene Training.
Kutafina, Ekaterina; Laukamp, David; Bettermann, Ralf; Schroeder, Ulrik; Jonas, Stephan M
2016-08-03
In this paper, we propose a novel approach to eLearning that makes use of smart wearable sensors. Traditional eLearning supports the remote and mobile learning of mostly theoretical knowledge. Here we discuss the possibilities of eLearning to support the training of manual skills. We employ forearm armbands with inertial measurement units and surface electromyography sensors to detect and analyse the user's hand motions and evaluate their performance. Hand hygiene is chosen as the example activity, as it is a highly standardized manual task that is often not properly executed. The World Health Organization guidelines on hand hygiene are taken as a model of the optimal hygiene procedure, due to their algorithmic structure. Gesture recognition procedures based on artificial neural networks and hidden Markov modeling were developed, achieving recognition rates of 98 . 30 % ( ± 1 . 26 % ) for individual gestures. Our approach is shown to be promising for further research and application in the mobile eLearning of manual skills.
A Component-Based Vocabulary-Extensible Sign Language Gesture Recognition Framework.
Wei, Shengjing; Chen, Xiang; Yang, Xidong; Cao, Shuai; Zhang, Xu
2016-04-19
Sign language recognition (SLR) can provide a helpful tool for the communication between the deaf and the external world. This paper proposed a component-based vocabulary extensible SLR framework using data from surface electromyographic (sEMG) sensors, accelerometers (ACC), and gyroscopes (GYRO). In this framework, a sign word was considered to be a combination of five common sign components, including hand shape, axis, orientation, rotation, and trajectory, and sign classification was implemented based on the recognition of five components. Especially, the proposed SLR framework consisted of two major parts. The first part was to obtain the component-based form of sign gestures and establish the code table of target sign gesture set using data from a reference subject. In the second part, which was designed for new users, component classifiers were trained using a training set suggested by the reference subject and the classification of unknown gestures was performed with a code matching method. Five subjects participated in this study and recognition experiments under different size of training sets were implemented on a target gesture set consisting of 110 frequently-used Chinese Sign Language (CSL) sign words. The experimental results demonstrated that the proposed framework can realize large-scale gesture set recognition with a small-scale training set. With the smallest training sets (containing about one-third gestures of the target gesture set) suggested by two reference subjects, (82.6 ± 13.2)% and (79.7 ± 13.4)% average recognition accuracy were obtained for 110 words respectively, and the average recognition accuracy climbed up to (88 ± 13.7)% and (86.3 ± 13.7)% when the training set included 50~60 gestures (about half of the target gesture set). The proposed framework can significantly reduce the user's training burden in large-scale gesture recognition, which will facilitate the implementation of a practical SLR system.
So, Wing-Chee; Wong, Miranda Kit-Yi; Lam, Carrie Ka-Yee; Lam, Wan-Yi; Chui, Anthony Tsz-Fung; Lee, Tsz-Lok; Ng, Hoi-Man; Chan, Chun-Hung; Fok, Daniel Chun-Wing
2017-07-04
While it has been argued that children with autism spectrum disorders are responsive to robot-like toys, very little research has examined the impact of robot-based intervention on gesture use. These children have delayed gestural development. We used a social robot in two phases to teach them to recognize and produce eight pantomime gestures that expressed feelings and needs. Compared to the children in the wait-list control group (N = 6), those in the intervention group (N = 7) were more likely to recognize gestures and to gesture accurately in trained and untrained scenarios. They also generalized the acquired recognition (but not production) skills to human-to-human interaction. The benefits and limitations of robot-based intervention for gestural learning were highlighted. Implications for Rehabilitation Compared to typically-developing children, children with autism spectrum disorders have delayed development of gesture comprehension and production. Robot-based intervention program was developed to teach children with autism spectrum disorders recognition (Phase I) and production (Phase II) of eight pantomime gestures that expressed feelings and needs. Children in the intervention group (but not in the wait-list control group) were able to recognize more gestures in both trained and untrained scenarios and generalize the acquired gestural recognition skills to human-to-human interaction. Similar findings were reported for gestural production except that there was no strong evidence showing children in the intervention group could produce gestures accurately in human-to-human interaction.
An innovative multimodal virtual platform for communication with devices in a natural way
NASA Astrophysics Data System (ADS)
Kinkar, Chhayarani R.; Golash, Richa; Upadhyay, Akhilesh R.
2012-03-01
As technology grows people are diverted and are more interested in communicating with machine or computer naturally. This will make machine more compact and portable by avoiding remote, keyboard etc. also it will help them to live in an environment free from electromagnetic waves. This thought has made 'recognition of natural modality in human computer interaction' a most appealing and promising research field. Simultaneously it has been observed that using single mode of interaction limit the complete utilization of commands as well as data flow. In this paper a multimodal platform, where out of many natural modalities like eye gaze, speech, voice, face etc. human gestures are combined with human voice is proposed which will minimize the mean square error. This will loosen the strict environment needed for accurate and robust interaction while using single mode. Gesture complement Speech, gestures are ideal for direct object manipulation and natural language is used for descriptive tasks. Human computer interaction basically requires two broad sections recognition and interpretation. Recognition and interpretation of natural modality in complex binary instruction is a tough task as it integrate real world to virtual environment. The main idea of the paper is to develop a efficient model for data fusion coming from heterogeneous sensors, camera and microphone. Through this paper we have analyzed that the efficiency is increased if heterogeneous data (image & voice) is combined at feature level using artificial intelligence. The long term goal of this paper is to design a robust system for physically not able or having less technical knowledge.
Gesture recognition by instantaneous surface EMG images.
Geng, Weidong; Du, Yu; Jin, Wenguang; Wei, Wentao; Hu, Yu; Li, Jiajun
2016-11-15
Gesture recognition in non-intrusive muscle-computer interfaces is usually based on windowed descriptive and discriminatory surface electromyography (sEMG) features because the recorded amplitude of a myoelectric signal may rapidly fluctuate between voltages above and below zero. Here, we present that the patterns inside the instantaneous values of high-density sEMG enables gesture recognition to be performed merely with sEMG signals at a specific instant. We introduce the concept of an sEMG image spatially composed from high-density sEMG and verify our findings from a computational perspective with experiments on gesture recognition based on sEMG images with a classification scheme of a deep convolutional network. Without any windowed features, the resultant recognition accuracy of an 8-gesture within-subject test reached 89.3% on a single frame of sEMG image and reached 99.0% using simple majority voting over 40 frames with a 1,000 Hz sampling rate. Experiments on the recognition of 52 gestures of NinaPro database and 27 gestures of CSL-HDEMG database also validated that our approach outperforms state-of-the-arts methods. Our findings are a starting point for the development of more fluid and natural muscle-computer interfaces with very little observational latency. For example, active prostheses and exoskeletons based on high-density electrodes could be controlled with instantaneous responses.
NASA Astrophysics Data System (ADS)
Hachaj, Tomasz; Ogiela, Marek R.
2014-09-01
Gesture Description Language (GDL) is a classifier that enables syntactic description and real time recognition of full-body gestures and movements. Gestures are described in dedicated computer language named Gesture Description Language script (GDLs). In this paper we will introduce new GDLs formalisms that enable recognition of selected classes of movement trajectories. The second novelty is new unsupervised learning method with which it is possible to automatically generate GDLs descriptions. We have initially evaluated both proposed extensions of GDL and we have obtained very promising results. Both the novel methodology and evaluation results will be described in this paper.
Pi, Yiming
2017-01-01
The frequency of terahertz radar ranges from 0.1 THz to 10 THz, which is higher than that of microwaves. Multi-modal signals, including high-resolution range profile (HRRP) and Doppler signatures, can be acquired by the terahertz radar system. These two kinds of information are commonly used in automatic target recognition; however, dynamic gesture recognition is rarely discussed in the terahertz regime. In this paper, a dynamic gesture recognition system using a terahertz radar is proposed, based on multi-modal signals. The HRRP sequences and Doppler signatures were first achieved from the radar echoes. Considering the electromagnetic scattering characteristics, a feature extraction model is designed using location parameter estimation of scattering centers. Dynamic Time Warping (DTW) extended to multi-modal signals is used to accomplish the classifications. Ten types of gesture signals, collected from a terahertz radar, are applied to validate the analysis and the recognition system. The results of the experiment indicate that the recognition rate reaches more than 91%. This research verifies the potential applications of dynamic gesture recognition using a terahertz radar. PMID:29267249
Zhou, Zhi; Cao, Zongjie; Pi, Yiming
2017-12-21
The frequency of terahertz radar ranges from 0.1 THz to 10 THz, which is higher than that of microwaves. Multi-modal signals, including high-resolution range profile (HRRP) and Doppler signatures, can be acquired by the terahertz radar system. These two kinds of information are commonly used in automatic target recognition; however, dynamic gesture recognition is rarely discussed in the terahertz regime. In this paper, a dynamic gesture recognition system using a terahertz radar is proposed, based on multi-modal signals. The HRRP sequences and Doppler signatures were first achieved from the radar echoes. Considering the electromagnetic scattering characteristics, a feature extraction model is designed using location parameter estimation of scattering centers. Dynamic Time Warping (DTW) extended to multi-modal signals is used to accomplish the classifications. Ten types of gesture signals, collected from a terahertz radar, are applied to validate the analysis and the recognition system. The results of the experiment indicate that the recognition rate reaches more than 91%. This research verifies the potential applications of dynamic gesture recognition using a terahertz radar.
Data-driven approach to human motion modeling with Lua and gesture description language
NASA Astrophysics Data System (ADS)
Hachaj, Tomasz; Koptyra, Katarzyna; Ogiela, Marek R.
2017-03-01
The aim of this paper is to present the novel proposition of the human motion modelling and recognition approach that enables real time MoCap signal evaluation. By motions (actions) recognition we mean classification. The role of this approach is to propose the syntactic description procedure that can be easily understood, learnt and used in various motion modelling and recognition tasks in all MoCap systems no matter if they are vision or wearable sensor based. To do so we have prepared extension of Gesture Description Language (GDL) methodology that enables movements description and real-time recognition so that it can use not only positional coordinates of body joints but virtually any type of discreetly measured output MoCap signals like accelerometer, magnetometer or gyroscope. We have also prepared and evaluated the cross-platform implementation of this approach using Lua scripting language and JAVA technology. This implementation is called Data Driven GDL (DD-GDL). In tested scenarios the average execution speed is above 100 frames per second which is an acquisition time of many popular MoCap solutions.
A gesture-controlled projection display for CT-guided interventions.
Mewes, A; Saalfeld, P; Riabikin, O; Skalej, M; Hansen, C
2016-01-01
The interaction with interventional imaging systems within a sterile environment is a challenging task for physicians. Direct physician-machine interaction during an intervention is rather limited because of sterility and workspace restrictions. We present a gesture-controlled projection display that enables a direct and natural physician-machine interaction during computed tomography (CT)-based interventions. Therefore, a graphical user interface is projected on a radiation shield located in front of the physician. Hand gestures in front of this display are captured and classified using a leap motion controller. We propose a gesture set to control basic functions of intervention software such as gestures for 2D image exploration, 3D object manipulation and selection. Our methods were evaluated in a clinically oriented user study with 12 participants. The results of the performed user study confirm that the display and the underlying interaction concept are accepted by clinical users. The recognition of the gestures is robust, although there is potential for improvements. The gesture training times are less than 10 min, but vary heavily between the participants of the study. The developed gestures are connected logically to the intervention software and intuitive to use. The proposed gesture-controlled projection display counters current thinking, namely it gives the radiologist complete control of the intervention software. It opens new possibilities for direct physician-machine interaction during CT-based interventions and is well suited to become an integral part of future interventional suites.
Gesture recognition by instantaneous surface EMG images
Geng, Weidong; Du, Yu; Jin, Wenguang; Wei, Wentao; Hu, Yu; Li, Jiajun
2016-01-01
Gesture recognition in non-intrusive muscle-computer interfaces is usually based on windowed descriptive and discriminatory surface electromyography (sEMG) features because the recorded amplitude of a myoelectric signal may rapidly fluctuate between voltages above and below zero. Here, we present that the patterns inside the instantaneous values of high-density sEMG enables gesture recognition to be performed merely with sEMG signals at a specific instant. We introduce the concept of an sEMG image spatially composed from high-density sEMG and verify our findings from a computational perspective with experiments on gesture recognition based on sEMG images with a classification scheme of a deep convolutional network. Without any windowed features, the resultant recognition accuracy of an 8-gesture within-subject test reached 89.3% on a single frame of sEMG image and reached 99.0% using simple majority voting over 40 frames with a 1,000 Hz sampling rate. Experiments on the recognition of 52 gestures of NinaPro database and 27 gestures of CSL-HDEMG database also validated that our approach outperforms state-of-the-arts methods. Our findings are a starting point for the development of more fluid and natural muscle-computer interfaces with very little observational latency. For example, active prostheses and exoskeletons based on high-density electrodes could be controlled with instantaneous responses. PMID:27845347
Autonomous learning in gesture recognition by using lobe component analysis
NASA Astrophysics Data System (ADS)
Lu, Jian; Weng, Juyang
2007-02-01
Gesture recognition is a new human-machine interface method implemented by pattern recognition(PR).In order to assure robot safety when gesture is used in robot control, it is required to implement the interface reliably and accurately. Similar with other PR applications, 1) feature selection (or model establishment) and 2) training from samples, affect the performance of gesture recognition largely. For 1), a simple model with 6 feature points at shoulders, elbows, and hands, is established. The gestures to be recognized are restricted to still arm gestures, and the movement of arms is not considered. These restrictions are to reduce the misrecognition, but are not so unreasonable. For 2), a new biological network method, called lobe component analysis(LCA), is used in unsupervised learning. Lobe components, corresponding to high-concentrations in probability of the neuronal input, are orientation selective cells follow Hebbian rule and lateral inhibition. Due to the advantage of LCA method for balanced learning between global and local features, large amount of samples can be used in learning efficiently.
Park, Ben Joonyeon; Jang, Taekjin; Choi, Jong Woo; Kim, Namkug
2016-01-01
We developed a contactless interface that exploits hand gestures to effectively control medical images in the operating room. We developed an in-house program called GestureHook that exploits message hooking techniques to convert gestures into specific functions. For quantitative evaluation of this program, we used gestures to control images of a dynamic biliary CT study and compared the results with those of a mouse (8.54 ± 1.77 s to 5.29 ± 1.00 s; p < 0.001) and measured the recognition rates of specific gestures and the success rates of tasks based on clinical scenarios. For clinical applications, this program was set up in the operating room to browse images for plastic surgery. A surgeon browsed images from three different programs: CT images from a PACS program, volume-rendered images from a 3D PACS program, and surgical planning photographs from a basic image viewing program. All programs could be seamlessly controlled by gestures and motions. This approach can control all operating room programs without source code modification and provide surgeons with a new way to safely browse through images and easily switch applications during surgical procedures. PMID:26981146
Park, Ben Joonyeon; Jang, Taekjin; Choi, Jong Woo; Kim, Namkug
2016-01-01
We developed a contactless interface that exploits hand gestures to effectively control medical images in the operating room. We developed an in-house program called GestureHook that exploits message hooking techniques to convert gestures into specific functions. For quantitative evaluation of this program, we used gestures to control images of a dynamic biliary CT study and compared the results with those of a mouse (8.54 ± 1.77 s to 5.29 ± 1.00 s; p < 0.001) and measured the recognition rates of specific gestures and the success rates of tasks based on clinical scenarios. For clinical applications, this program was set up in the operating room to browse images for plastic surgery. A surgeon browsed images from three different programs: CT images from a PACS program, volume-rendered images from a 3D PACS program, and surgical planning photographs from a basic image viewing program. All programs could be seamlessly controlled by gestures and motions. This approach can control all operating room programs without source code modification and provide surgeons with a new way to safely browse through images and easily switch applications during surgical procedures.
Gesture as a window on children's beginning understanding of false belief.
Carlson, Stephanie M; Wong, Antoinette; Lemke, Margaret; Cosser, Caron
2005-01-01
Given that gestures may provide access to transitions in cognitive development, preschoolers' performance on standard tasks was compared with their performance on a new gesture false belief task. Experiment 1 confirmed that children (N=45, M age=54 months) responded consistently on two gesture tasks and that there is dramatic improvement on both the gesture false belief task and a standard task from ages 3 to 5. In 2 subsequent experiments focusing on children in transition with respect to understanding false beliefs (Ns=34 and 70, M age=48 months), there was a significant advantage of gesture over standard and novel verbal-response tasks. Iconic gesture may facilitate reasoning about opaque mental states in children who are rapidly developing concepts of mind.
An Interactive Image Segmentation Method in Hand Gesture Recognition
Chen, Disi; Li, Gongfa; Sun, Ying; Kong, Jianyi; Jiang, Guozhang; Tang, Heng; Ju, Zhaojie; Yu, Hui; Liu, Honghai
2017-01-01
In order to improve the recognition rate of hand gestures a new interactive image segmentation method for hand gesture recognition is presented, and popular methods, e.g., Graph cut, Random walker, Interactive image segmentation using geodesic star convexity, are studied in this article. The Gaussian Mixture Model was employed for image modelling and the iteration of Expectation Maximum algorithm learns the parameters of Gaussian Mixture Model. We apply a Gibbs random field to the image segmentation and minimize the Gibbs Energy using Min-cut theorem to find the optimal segmentation. The segmentation result of our method is tested on an image dataset and compared with other methods by estimating the region accuracy and boundary accuracy. Finally five kinds of hand gestures in different backgrounds are tested on our experimental platform, and the sparse representation algorithm is used, proving that the segmentation of hand gesture images helps to improve the recognition accuracy. PMID:28134818
Bishop, Laura; Goebl, Werner
2017-07-21
Ensemble musicians often exchange visual cues in the form of body gestures (e.g., rhythmic head nods) to help coordinate piece entrances. These cues must communicate beats clearly, especially if the piece requires interperformer synchronization of the first chord. This study aimed to (1) replicate prior findings suggesting that points of peak acceleration in head gestures communicate beat position and (2) identify the kinematic features of head gestures that encourage successful synchronization. It was expected that increased precision of the alignment between leaders' head gestures and first note onsets, increased gesture smoothness, magnitude, and prototypicality, and increased leader ensemble/conducting experience would improve gesture synchronizability. Audio/MIDI and motion capture recordings were made of piano duos performing short musical passages under assigned leader/follower conditions. The leader of each trial listened to a particular tempo over headphones, then cued their partner in at the given tempo, without speaking. A subset of motion capture recordings were then presented as point-light videos with corresponding audio to a sample of musicians who tapped in synchrony with the beat. Musicians were found to align their first taps with the period of deceleration following acceleration peaks in leaders' head gestures, suggesting that acceleration patterns communicate beat position. Musicians' synchronization with leaders' first onsets improved as cueing gesture smoothness and magnitude increased and prototypicality decreased. Synchronization was also more successful with more experienced leaders' gestures. These results might be applied to interactive systems using gesture recognition or reproduction for music-making tasks (e.g., intelligent accompaniment systems).
Generating Control Commands From Gestures Sensed by EMG
NASA Technical Reports Server (NTRS)
Wheeler, Kevin R.; Jorgensen, Charles
2006-01-01
An effort is under way to develop noninvasive neuro-electric interfaces through which human operators could control systems as diverse as simple mechanical devices, computers, aircraft, and even spacecraft. The basic idea is to use electrodes on the surface of the skin to acquire electromyographic (EMG) signals associated with gestures, digitize and process the EMG signals to recognize the gestures, and generate digital commands to perform the actions signified by the gestures. In an experimental prototype of such an interface, the EMG signals associated with hand gestures are acquired by use of several pairs of electrodes mounted in sleeves on a subject s forearm (see figure). The EMG signals are sampled and digitized. The resulting time-series data are fed as input to pattern-recognition software that has been trained to distinguish gestures from a given gesture set. The software implements, among other things, hidden Markov models, which are used to recognize the gestures as they are being performed in real time. Thus far, two experiments have been performed on the prototype interface to demonstrate feasibility: an experiment in synthesizing the output of a joystick and an experiment in synthesizing the output of a computer or typewriter keyboard. In the joystick experiment, the EMG signals were processed into joystick commands for a realistic flight simulator for an airplane. The acting pilot reached out into the air, grabbed an imaginary joystick, and pretended to manipulate the joystick to achieve left and right banks and up and down pitches of the simulated airplane. In the keyboard experiment, the subject pretended to type on a numerical keypad, and the EMG signals were processed into keystrokes. The results of the experiments demonstrate the basic feasibility of this method while indicating the need for further research to reduce the incidence of errors (including confusion among gestures). Topics that must be addressed include the numbers and arrangements of electrodes needed to acquire sufficient data; refinements in the acquisition, filtering, and digitization of EMG signals; and methods of training the pattern- recognition software. The joystick and keyboard simulations were chosen for the initial experiments because they are familiar to many computer users. It is anticipated that, ultimately, interfaces would utilize EMG signals associated with movements more nearly natural than those associated with joysticks or keyboards. Future versions of the pattern-recognition software are planned to be capable of adapting to the preferences and day-today variations in EMG outputs of individual users; this capability for adaptation would also make it possible to select gestures that, to a given user, feel the most nearly natural for generating control signals for a given task (provided that there are enough properly positioned electrodes to acquire the EMG signals from the muscles involved in the gestures).
Gesture Recognition Based on the Probability Distribution of Arm Trajectories
NASA Astrophysics Data System (ADS)
Wan, Khairunizam; Sawada, Hideyuki
The use of human motions for the interaction between humans and computers is becoming an attractive alternative to verbal media, especially through the visual interpretation of the human body motion. In particular, hand gestures are used as non-verbal media for the humans to communicate with machines that pertain to the use of the human gestures to interact with them. This paper introduces a 3D motion measurement of the human upper body for the purpose of the gesture recognition, which is based on the probability distribution of arm trajectories. In this study, by examining the characteristics of the arm trajectories given by a signer, motion features are selected and classified by using a fuzzy technique. Experimental results show that the use of the features extracted from arm trajectories effectively works on the recognition of dynamic gestures of a human, and gives a good performance to classify various gesture patterns.
Hamilton, Antonia F de C; Brindley, Rachel M; Frith, Uta
2007-04-09
The motor mirror neuron system supports imitation and goal understanding in typical adults. Recently, it has been proposed that a deficit in this mirror neuron system might contribute to poor imitation performance in children with autistic spectrum disorders (ASD) and might be a cause of poor social abilities in these children. We aimed to test this hypothesis by examining the performance of 25 children with ASD and 31 typical children of the same verbal mental age on four action representation tasks and a theory of mind battery. Both typical and autistic children had the same tendency to imitate an adult's goals, to imitate in a mirror fashion and to imitate grasps in a motor planning task. Children with ASD showed superior performance on a gesture recognition task. These imitation and gesture recognition tasks all rely on the mirror neuron system in typical adults, but performance was not impaired in children with ASD. In contrast, the ASD group were impaired on the theory of mind tasks. These results provide clear evidence against a general imitation impairment and a global mirror neuron system deficit in children with autism. We suggest this data can best be understood in terms of multiple brain systems for different types of imitation and action understanding, and that the ability to understand and imitate the goals of hand actions is intact in children with ASD.
A Versatile Embedded Platform for EMG Acquisition and Gesture Recognition.
Benatti, Simone; Casamassima, Filippo; Milosevic, Bojan; Farella, Elisabetta; Schönle, Philipp; Fateh, Schekeb; Burger, Thomas; Huang, Qiuting; Benini, Luca
2015-10-01
Wearable devices offer interesting features, such as low cost and user friendliness, but their use for medical applications is an open research topic, given the limited hardware resources they provide. In this paper, we present an embedded solution for real-time EMG-based hand gesture recognition. The work focuses on the multi-level design of the system, integrating the hardware and software components to develop a wearable device capable of acquiring and processing EMG signals for real-time gesture recognition. The system combines the accuracy of a custom analog front end with the flexibility of a low power and high performance microcontroller for on-board processing. Our system achieves the same accuracy of high-end and more expensive active EMG sensors used in applications with strict requirements on signal quality. At the same time, due to its flexible configuration, it can be compared to the few wearable platforms designed for EMG gesture recognition available on market. We demonstrate that we reach similar or better performance while embedding the gesture recognition on board, with the benefit of cost reduction. To validate this approach, we collected a dataset of 7 gestures from 4 users, which were used to evaluate the impact of the number of EMG channels, the number of recognized gestures and the data rate on the recognition accuracy and on the computational demand of the classifier. As a result, we implemented a SVM recognition algorithm capable of real-time performance on the proposed wearable platform, achieving a classification rate of 90%, which is aligned with the state-of-the-art off-line results and a 29.7 mW power consumption, guaranteeing 44 hours of continuous operation with a 400 mAh battery.
NASA Astrophysics Data System (ADS)
Elleuch, Hanene; Wali, Ali; Samet, Anis; Alimi, Adel M.
2017-03-01
Two systems of eyes and hand gestures recognition are used to control mobile devices. Based on a real-time video streaming captured from the device's camera, the first system recognizes the motion of user's eyes and the second one detects the static hand gestures. To avoid any confusion between natural and intentional movements we developed a system to fuse the decision coming from eyes and hands gesture recognition systems. The phase of fusion was based on decision tree approach. We conducted a study on 5 volunteers and the results that our system is robust and competitive.
Appearance-based human gesture recognition using multimodal features for human computer interaction
NASA Astrophysics Data System (ADS)
Luo, Dan; Gao, Hua; Ekenel, Hazim Kemal; Ohya, Jun
2011-03-01
The use of gesture as a natural interface plays an utmost important role for achieving intelligent Human Computer Interaction (HCI). Human gestures include different components of visual actions such as motion of hands, facial expression, and torso, to convey meaning. So far, in the field of gesture recognition, most previous works have focused on the manual component of gestures. In this paper, we present an appearance-based multimodal gesture recognition framework, which combines the different groups of features such as facial expression features and hand motion features which are extracted from image frames captured by a single web camera. We refer 12 classes of human gestures with facial expression including neutral, negative and positive meanings from American Sign Languages (ASL). We combine the features in two levels by employing two fusion strategies. At the feature level, an early feature combination can be performed by concatenating and weighting different feature groups, and LDA is used to choose the most discriminative elements by projecting the feature on a discriminative expression space. The second strategy is applied on decision level. Weighted decisions from single modalities are fused in a later stage. A condensation-based algorithm is adopted for classification. We collected a data set with three to seven recording sessions and conducted experiments with the combination techniques. Experimental results showed that facial analysis improve hand gesture recognition, decision level fusion performs better than feature level fusion.
The Design of Hand Gestures for Human-Computer Interaction: Lessons from Sign Language Interpreters.
Rempel, David; Camilleri, Matt J; Lee, David L
2015-10-01
The design and selection of 3D modeled hand gestures for human-computer interaction should follow principles of natural language combined with the need to optimize gesture contrast and recognition. The selection should also consider the discomfort and fatigue associated with distinct hand postures and motions, especially for common commands. Sign language interpreters have extensive and unique experience forming hand gestures and many suffer from hand pain while gesturing. Professional sign language interpreters (N=24) rated discomfort for hand gestures associated with 47 characters and words and 33 hand postures. Clear associations of discomfort with hand postures were identified. In a nominal logistic regression model, high discomfort was associated with gestures requiring a flexed wrist, discordant adjacent fingers, or extended fingers. These and other findings should be considered in the design of hand gestures to optimize the relationship between human cognitive and physical processes and computer gesture recognition systems for human-computer input.
ERIC Educational Resources Information Center
Ham, Heidi Stieglitz; Bartolo, Angela; Corley, Martin; Rajendran, Gnanathusharan; Szabo, Aniko; Swanson, Sara
2011-01-01
In this study, the relationship between gesture recognition and imitation was explored. Nineteen individuals with Autism Spectrum Disorder (ASD) were compared to a control group of 23 typically developing children on their ability to imitate and recognize three gesture types (transitive, intransitive, and pantomimes). The ASD group performed more…
Baez, Sandra; Marengo, Juan; Perez, Ana; Huepe, David; Font, Fernanda Giralt; Rial, Veronica; Gonzalez-Gadea, María Luz; Manes, Facundo; Ibanez, Agustin
2015-09-01
Impaired social cognition has been claimed to be a mechanism underlying the development and maintenance of borderline personality disorder (BPD). One important aspect of social cognition is the theory of mind (ToM), a complex skill that seems to be influenced by more basic processes, such as executive functions (EF) and emotion recognition. Previous ToM studies in BPD have yielded inconsistent results. This study assessed the performance of BPD adults on ToM, emotion recognition, and EF tasks. We also examined whether EF and emotion recognition could predict the performance on ToM tasks. We evaluated 15 adults with BPD and 15 matched healthy controls using different tasks of EF, emotion recognition, and ToM. The results showed that BPD adults exhibited deficits in the three domains, which seem to be task-dependent. Furthermore, we found that EF and emotion recognition predicted the performance on ToM. Our results suggest that tasks that involve real-life social scenarios and contextual cues are more sensitive to detect ToM and emotion recognition deficits in BPD individuals. Our findings also indicate that (a) ToM variability in BPD is partially explained by individual differences on EF and emotion recognition; and (b) ToM deficits of BPD patients are partially explained by the capacity to integrate cues from face, prosody, gesture, and social context to identify the emotions and others' beliefs. © 2014 The British Psychological Society.
Motion-sensor fusion-based gesture recognition and its VLSI architecture design for mobile devices
NASA Astrophysics Data System (ADS)
Zhu, Wenping; Liu, Leibo; Yin, Shouyi; Hu, Siqi; Tang, Eugene Y.; Wei, Shaojun
2014-05-01
With the rapid proliferation of smartphones and tablets, various embedded sensors are incorporated into these platforms to enable multimodal human-computer interfaces. Gesture recognition, as an intuitive interaction approach, has been extensively explored in the mobile computing community. However, most gesture recognition implementations by now are all user-dependent and only rely on accelerometer. In order to achieve competitive accuracy, users are required to hold the devices in predefined manner during the operation. In this paper, a high-accuracy human gesture recognition system is proposed based on multiple motion sensor fusion. Furthermore, to reduce the energy overhead resulted from frequent sensor sampling and data processing, a high energy-efficient VLSI architecture implemented on a Xilinx Virtex-5 FPGA board is also proposed. Compared with the pure software implementation, approximately 45 times speed-up is achieved while operating at 20 MHz. The experiments show that the average accuracy for 10 gestures achieves 93.98% for user-independent case and 96.14% for user-dependent case when subjects hold the device randomly during completing the specified gestures. Although a few percent lower than the conventional best result, it still provides competitive accuracy acceptable for practical usage. Most importantly, the proposed system allows users to hold the device randomly during operating the predefined gestures, which substantially enhances the user experience.
A Kinect based sign language recognition system using spatio-temporal features
NASA Astrophysics Data System (ADS)
Memiş, Abbas; Albayrak, Songül
2013-12-01
This paper presents a sign language recognition system that uses spatio-temporal features on RGB video images and depth maps for dynamic gestures of Turkish Sign Language. Proposed system uses motion differences and accumulation approach for temporal gesture analysis. Motion accumulation method, which is an effective method for temporal domain analysis of gestures, produces an accumulated motion image by combining differences of successive video frames. Then, 2D Discrete Cosine Transform (DCT) is applied to accumulated motion images and temporal domain features transformed into spatial domain. These processes are performed on both RGB images and depth maps separately. DCT coefficients that represent sign gestures are picked up via zigzag scanning and feature vectors are generated. In order to recognize sign gestures, K-Nearest Neighbor classifier with Manhattan distance is performed. Performance of the proposed sign language recognition system is evaluated on a sign database that contains 1002 isolated dynamic signs belongs to 111 words of Turkish Sign Language (TSL) in three different categories. Proposed sign language recognition system has promising success rates.
Surgical gesture segmentation and recognition.
Tao, Lingling; Zappella, Luca; Hager, Gregory D; Vidal, René
2013-01-01
Automatic surgical gesture segmentation and recognition can provide useful feedback for surgical training in robotic surgery. Most prior work in this field relies on the robot's kinematic data. Although recent work [1,2] shows that the robot's video data can be equally effective for surgical gesture recognition, the segmentation of the video into gestures is assumed to be known. In this paper, we propose a framework for joint segmentation and recognition of surgical gestures from kinematic and video data. Unlike prior work that relies on either frame-level kinematic cues, or segment-level kinematic or video cues, our approach exploits both cues by using a combined Markov/semi-Markov conditional random field (MsM-CRF) model. Our experiments show that the proposed model improves over a Markov or semi-Markov CRF when using video data alone, gives results that are comparable to state-of-the-art methods on kinematic data alone, and improves over state-of-the-art methods when combining kinematic and video data.
Natural user interface as a supplement of the holographic Raman tweezers
NASA Astrophysics Data System (ADS)
Tomori, Zoltan; Kanka, Jan; Kesa, Peter; Jakl, Petr; Sery, Mojmir; Bernatova, Silvie; Antalik, Marian; Zemánek, Pavel
2014-09-01
Holographic Raman tweezers (HRT) manipulates with microobjects by controlling the positions of multiple optical traps via the mouse or joystick. Several attempts have appeared recently to exploit touch tablets, 2D cameras or Kinect game console instead. We proposed a multimodal "Natural User Interface" (NUI) approach integrating hands tracking, gestures recognition, eye tracking and speech recognition. For this purpose we exploited "Leap Motion" and "MyGaze" low-cost sensors and a simple speech recognition program "Tazti". We developed own NUI software which processes signals from the sensors and sends the control commands to HRT which subsequently controls the positions of trapping beams, micropositioning stage and the acquisition system of Raman spectra. System allows various modes of operation proper for specific tasks. Virtual tools (called "pin" and "tweezers") serving for the manipulation with particles are displayed on the transparent "overlay" window above the live camera image. Eye tracker identifies the position of the observed particle and uses it for the autofocus. Laser trap manipulation navigated by the dominant hand can be combined with the gestures recognition of the secondary hand. Speech commands recognition is useful if both hands are busy. Proposed methods make manual control of HRT more efficient and they are also a good platform for its future semi-automated and fully automated work.
Deep learning based hand gesture recognition in complex scenes
NASA Astrophysics Data System (ADS)
Ni, Zihan; Sang, Nong; Tan, Cheng
2018-03-01
Recently, region-based convolutional neural networks(R-CNNs) have achieved significant success in the field of object detection, but their accuracy is not too high for small objects and similar objects, such as the gestures. To solve this problem, we present an online hard example testing(OHET) technology to evaluate the confidence of the R-CNNs' outputs, and regard those outputs with low confidence as hard examples. In this paper, we proposed a cascaded networks to recognize the gestures. Firstly, we use the region-based fully convolutional neural network(R-FCN), which is capable of the detection for small object, to detect the gestures, and then use the OHET to select the hard examples. To enhance the accuracy of the gesture recognition, we re-classify the hard examples through VGG-19 classification network to obtain the final output of the gesture recognition system. Through the contrast experiments with other methods, we can see that the cascaded networks combined with the OHET reached to the state-of-the-art results of 99.3% mAP on small and similar gestures in complex scenes.
Gesture-Based Robot Control with Variable Autonomy from the JPL Biosleeve
NASA Technical Reports Server (NTRS)
Wolf, Michael T.; Assad, Christopher; Vernacchia, Matthew T.; Fromm, Joshua; Jethani, Henna L.
2013-01-01
This paper presents a new gesture-based human interface for natural robot control. Detailed activity of the user's hand and arm is acquired via a novel device, called the BioSleeve, which packages dry-contact surface electromyography (EMG) and an inertial measurement unit (IMU) into a sleeve worn on the forearm. The BioSleeve's accompanying algorithms can reliably decode as many as sixteen discrete hand gestures and estimate the continuous orientation of the forearm. These gestures and positions are mapped to robot commands that, to varying degrees, integrate with the robot's perception of its environment and its ability to complete tasks autonomously. This flexible approach enables, for example, supervisory point-to-goal commands, virtual joystick for guarded teleoperation, and high degree of freedom mimicked manipulation, all from a single device. The BioSleeve is meant for portable field use; unlike other gesture recognition systems, use of the BioSleeve for robot control is invariant to lighting conditions, occlusions, and the human-robot spatial relationship and does not encumber the user's hands. The BioSleeve control approach has been implemented on three robot types, and we present proof-of-principle demonstrations with mobile ground robots, manipulation robots, and prosthetic hands.
Zou, Yi-Bo; Chen, Yi-Min; Gao, Ming-Ke; Liu, Quan; Jiang, Si-Yu; Lu, Jia-Hui; Huang, Chen; Li, Ze-Yu; Zhang, Dian-Hua
2017-08-01
Coronary heart disease preoperative diagnosis plays an important role in the treatment of vascular interventional surgery. Actually, most doctors are used to diagnosing the position of the vascular stenosis and then empirically estimating vascular stenosis by selective coronary angiography images instead of using mouse, keyboard and computer during preoperative diagnosis. The invasive diagnostic modality is short of intuitive and natural interaction and the results are not accurate enough. Aiming at above problems, the coronary heart disease preoperative gesture interactive diagnostic system based on Augmented Reality is proposed. The system uses Leap Motion Controller to capture hand gesture video sequences and extract the features which that are the position and orientation vector of the gesture motion trajectory and the change of the hand shape. The training planet is determined by K-means algorithm and then the effect of gesture training is improved by multi-features and multi-observation sequences for gesture training. The reusability of gesture is improved by establishing the state transition model. The algorithm efficiency is improved by gesture prejudgment which is used by threshold discriminating before recognition. The integrity of the trajectory is preserved and the gesture motion space is extended by employing space rotation transformation of gesture manipulation plane. Ultimately, the gesture recognition based on SRT-HMM is realized. The diagnosis and measurement of the vascular stenosis are intuitively and naturally realized by operating and measuring the coronary artery model with augmented reality and gesture interaction techniques. All of the gesture recognition experiments show the distinguish ability and generalization ability of the algorithm and gesture interaction experiments prove the availability and reliability of the system.
The Design of Hand Gestures for Human-Computer Interaction: Lessons from Sign Language Interpreters
Rempel, David; Camilleri, Matt J.; Lee, David L.
2015-01-01
The design and selection of 3D modeled hand gestures for human-computer interaction should follow principles of natural language combined with the need to optimize gesture contrast and recognition. The selection should also consider the discomfort and fatigue associated with distinct hand postures and motions, especially for common commands. Sign language interpreters have extensive and unique experience forming hand gestures and many suffer from hand pain while gesturing. Professional sign language interpreters (N=24) rated discomfort for hand gestures associated with 47 characters and words and 33 hand postures. Clear associations of discomfort with hand postures were identified. In a nominal logistic regression model, high discomfort was associated with gestures requiring a flexed wrist, discordant adjacent fingers, or extended fingers. These and other findings should be considered in the design of hand gestures to optimize the relationship between human cognitive and physical processes and computer gesture recognition systems for human-computer input. PMID:26028955
Iconic gestures prime related concepts: an ERP study.
Wu, Ying Croon; Coulson, Seana
2007-02-01
To assess priming by iconic gestures, we recorded EEG (at 29 scalp sites) in two experiments while adults watched short, soundless videos of spontaneously produced, cospeech iconic gestures followed by related or unrelated probe words. In Experiment 1, participants classified the relatedness between gestures and words. In Experiment 2, they attended to stimuli, and performed an incidental recognition memory test on words presented during the EEG recording session. Event-related potentials (ERPs) time-locked to the onset of probe words were measured, along with response latencies and word recognition rates. Although word relatedness did not affect reaction times or recognition rates, contextually related probe words elicited less-negative ERPs than did unrelated ones between 300 and 500 msec after stimulus onset (N400) in both experiments. These findings demonstrate sensitivity to semantic relations between iconic gestures and words in brain activity engendered during word comprehension.
Illumination-invariant hand gesture recognition
NASA Astrophysics Data System (ADS)
Mendoza-Morales, América I.; Miramontes-Jaramillo, Daniel; Kober, Vitaly
2015-09-01
In recent years, human-computer interaction (HCI) has received a lot of interest in industry and science because it provides new ways to interact with modern devices through voice, body, and facial/hand gestures. The application range of the HCI is from easy control of home appliances to entertainment. Hand gesture recognition is a particularly interesting problem because the shape and movement of hands usually are complex and flexible to be able to codify many different signs. In this work we propose a three step algorithm: first, detection of hands in the current frame is carried out; second, hand tracking across the video sequence is performed; finally, robust recognition of gestures across subsequent frames is made. Recognition rate highly depends on non-uniform illumination of the scene and occlusion of hands. In order to overcome these issues we use two Microsoft Kinect devices utilizing combined information from RGB and infrared sensors. The algorithm performance is tested in terms of recognition rate and processing time.
Clay, Zanna; Pople, Sally; Hood, Bruce; Kita, Sotaro
2014-08-01
Research on Nicaraguan Sign Language, created by deaf children, has suggested that young children use gestures to segment the semantic elements of events and linearize them in ways similar to those used in signed and spoken languages. However, it is unclear whether this is due to children's learning processes or to a more general effect of iterative learning. We investigated whether typically developing children, without iterative learning, segment and linearize information. Gestures produced in the absence of speech to express a motion event were examined in 4-year-olds, 12-year-olds, and adults (all native English speakers). We compared the proportions of gestural expressions that segmented semantic elements into linear sequences and that encoded them simultaneously. Compared with adolescents and adults, children reshaped the holistic stimuli by segmenting and recombining their semantic features into linearized sequences. A control task on recognition memory ruled out the possibility that this was due to different event perception or memory. Young children spontaneously bring fundamental properties of language into their communication system. © The Author(s) 2014.
Device Control Using Gestures Sensed from EMG
NASA Technical Reports Server (NTRS)
Wheeler, Kevin R.
2003-01-01
In this paper we present neuro-electric interfaces for virtual device control. The examples presented rely upon sampling Electromyogram data from a participants forearm. This data is then fed into pattern recognition software that has been trained to distinguish gestures from a given gesture set. The pattern recognition software consists of hidden Markov models which are used to recognize the gestures as they are being performed in real-time. Two experiments were conducted to examine the feasibility of this interface technology. The first replicated a virtual joystick interface, and the second replicated a keyboard.
Put your hands up! Gesturing improves preschoolers' executive function.
Rhoads, Candace L; Miller, Patricia H; Jaeger, Gina O
2018-09-01
This study addressed the causal direction of a previously reported relation between preschoolers' gesturing and their executive functioning on the Dimensional Change Card Sort (DCCS) sorting-switch task. Gesturing the relevant dimension for sorting was induced in a Gesture group through instructions, imitation, and prompts. In contrast, the Control group was instructed to "think hard" when sorting. Preschoolers (N = 50) performed two DCCS tasks: (a) sort by size and then spatial orientation of two objects and (b) sort by shape and then proximity of the two objects. An examination of performance over trials permitted a fine-grained depiction of patterns of younger and older children in the Gesture and Control conditions. After the relevant dimension was switched, the Gesture group had more accurate sorts than the Control group, particularly among younger children on the second task. Moreover, the amount of gesturing predicted the number of correct sorts among younger children on the second task. The overall association between gesturing and sorting was not reflected at the level of individual trials, perhaps indicating covert gestural representation on some trials or the triggering of a relevant verbal representation by the gesturing. The delayed benefit of gesturing, until the second task, in the younger children may indicate a utilization deficiency. Results are discussed in terms of theories of gesturing and thought. The findings open up a new avenue of research and theorizing about the possible role of gesturing in emerging executive function. Copyright © 2018 Elsevier Inc. All rights reserved.
Mantovani-Nagaoka, Joana; Ortiz, Karin Zazo
2016-01-01
ABSTRACT Introduction: Apraxia is defined as a disorder of learned skilled movements, in the absence of elementary motor or sensory deficits and general cognitive impairment, such as inattention to commands, object-recognition deficits or poor oral comprehension. Limb apraxia has long been a challenge for clinical assessment and understanding and covers a wide spectrum of disorders, all involving motor cognition and the inability to perform previously learned actions. Demographic variables such as gender, age, and education can influence the performance of individuals on different neuropsychological tests. Objective: The present study aimed to evaluate the performance of healthy subjects on a limb apraxia battery and to determine the influence of gender, age, and education on the praxis skills assessed. Methods: Forty-four subjects underwent a limb apraxia battery, which was composed of numerous subtests for assessing both the semantic aspects of gestural production as well as motor performance itself. The tasks encompassed lexical-semantic aspects related to gestural production and motor activity in response to verbal commands and imitation. Results: We observed no gender effects on any of the subtests. Only the subtest involving visual recognition of transitive gestures showed a correlation between performance and age. However, we observed that education level influenced subject performance for all sub tests involving motor actions, and for most of these, moderate correlations were observed between education level and performance of the praxis tasks. Conclusion: We conclude that the education level of participants can have an important influence on the outcome of limb apraxia tests. PMID:29213460
Mantovani-Nagaoka, Joana; Ortiz, Karin Zazo
2016-01-01
Apraxia is defined as a disorder of learned skilled movements, in the absence of elementary motor or sensory deficits and general cognitive impairment, such as inattention to commands, object-recognition deficits or poor oral comprehension. Limb apraxia has long been a challenge for clinical assessment and understanding and covers a wide spectrum of disorders, all involving motor cognition and the inability to perform previously learned actions. Demographic variables such as gender, age, and education can influence the performance of individuals on different neuropsychological tests. The present study aimed to evaluate the performance of healthy subjects on a limb apraxia battery and to determine the influence of gender, age, and education on the praxis skills assessed. Forty-four subjects underwent a limb apraxia battery, which was composed of numerous subtests for assessing both the semantic aspects of gestural production as well as motor performance itself. The tasks encompassed lexical-semantic aspects related to gestural production and motor activity in response to verbal commands and imitation. We observed no gender effects on any of the subtests. Only the subtest involving visual recognition of transitive gestures showed a correlation between performance and age. However, we observed that education level influenced subject performance for all sub tests involving motor actions, and for most of these, moderate correlations were observed between education level and performance of the praxis tasks. We conclude that the education level of participants can have an important influence on the outcome of limb apraxia tests.
Cho, Yongwon; Lee, Areum; Park, Jongha; Ko, Bemseok; Kim, Namkug
2018-07-01
Contactless operating room (OR) interfaces are important for computer-aided surgery, and have been developed to decrease the risk of contamination during surgical procedures. In this study, we used Leap Motion™, with a personalized automated classifier, to enhance the accuracy of gesture recognition for contactless interfaces. This software was trained and tested on a personal basis that means the training of gesture per a user. We used 30 features including finger and hand data, which were computed, selected, and fed into a multiclass support vector machine (SVM), and Naïve Bayes classifiers and to predict and train five types of gestures including hover, grab, click, one peak, and two peaks. Overall accuracy of the five gestures was 99.58% ± 0.06, and 98.74% ± 3.64 on a personal basis using SVM and Naïve Bayes classifiers, respectively. We compared gesture accuracy across the entire dataset and used SVM and Naïve Bayes classifiers to examine the strength of personal basis training. We developed and enhanced non-contact interfaces with gesture recognition to enhance OR control systems. Copyright © 2018 Elsevier B.V. All rights reserved.
ERIC Educational Resources Information Center
Glushkova, Alina; Manitsaris, Sotiris
2018-01-01
This paper presents a methodological framework for the use of gesture recognition technologies in the learning/mastery of the gestural skills required in wheel-throwing pottery. In the case of self-instruction or training, learners face difficulties due to the absence of the teacher/expert and the consequent lack of guidance. Motion capture…
Macedonia, Manuela; Mueller, Karsten
2016-01-01
Vocabulary learning in a second language is enhanced if learners enrich the learning experience with self-performed iconic gestures. This learning strategy is called enactment. Here we explore how enacted words are functionally represented in the brain and which brain regions contribute to enhance retention. After an enactment training lasting 4 days, participants performed a word recognition task in the functional Magnetic Resonance Imaging (fMRI) scanner. Data analysis suggests the participation of different and partially intertwined networks that are engaged in higher cognitive processes, i.e., enhanced attention and word recognition. Also, an experience-related network seems to map word representation. Besides core language regions, this latter network includes sensory and motor cortices, the basal ganglia, and the cerebellum. On the basis of its complexity and the involvement of the motor system, this sensorimotor network might explain superior retention for enactment. PMID:27445918
Dactyl Alphabet Gesture Recognition in a Video Sequence Using Microsoft Kinect
NASA Astrophysics Data System (ADS)
Artyukhin, S. G.; Mestetskiy, L. M.
2015-05-01
This paper presents an efficient framework for solving the problem of static gesture recognition based on data obtained from the web cameras and depth sensor Kinect (RGB-D - data). Each gesture given by a pair of images: color image and depth map. The database store gestures by it features description, genereated by frame for each gesture of the alphabet. Recognition algorithm takes as input a video sequence (a sequence of frames) for marking, put in correspondence with each frame sequence gesture from the database, or decide that there is no suitable gesture in the database. First, classification of the frame of the video sequence is done separately without interframe information. Then, a sequence of successful marked frames in equal gesture is grouped into a single static gesture. We propose a method combined segmentation of frame by depth map and RGB-image. The primary segmentation is based on the depth map. It gives information about the position and allows to get hands rough border. Then, based on the color image border is specified and performed analysis of the shape of the hand. Method of continuous skeleton is used to generate features. We propose a method of skeleton terminal branches, which gives the opportunity to determine the position of the fingers and wrist. Classification features for gesture is description of the position of the fingers relative to the wrist. The experiments were carried out with the developed algorithm on the example of the American Sign Language. American Sign Language gesture has several components, including the shape of the hand, its orientation in space and the type of movement. The accuracy of the proposed method is evaluated on the base of collected gestures consisting of 2700 frames.
Finger tips detection for two handed gesture recognition
NASA Astrophysics Data System (ADS)
Bhuyan, M. K.; Kar, Mithun Kumar; Neog, Debanga Raj
2011-10-01
In this paper, a novel algorithm is proposed for fingertips detection in view of two-handed static hand pose recognition. In our method, finger tips of both hands are detected after detecting hand regions by skin color-based segmentation. At first, the face is removed in the image by using Haar classifier and subsequently, the regions corresponding to the gesturing hands are isolated by a region labeling technique. Next, the key geometric features characterizing gesturing hands are extracted for two hands. Finally, for all possible/allowable finger movements, a probabilistic model is developed for pose recognition. Proposed method can be employed in a variety of applications like sign language recognition and human-robot-interactions etc.
[A case with apraxia of tool use: selective inability to form a hand posture for a tool].
Hayakawa, Yuko; Fujii, Toshikatsu; Yamadori, Atsushi; Meguro, Kenichi; Suzuki, Kyoko
2015-03-01
Impaired tool use is recognized as a symptom of ideational apraxia. While many studies have focused on difficulties in producing gestures as a whole, using tools involves several steps; these include forming hand postures appropriate for the use of certain tool, selecting objects or body parts to act on, and producing gestures. In previously reported cases, both producing and recognizing hand postures were impaired. Here we report the first case showing a selective impairment of forming hand postures appropriate for tools with preserved recognition of the required hand postures. A 24-year-old, right-handed man was admitted to hospital because of sensory impairment of the right side of the body, mild aphasia, and impaired tool use due to left parietal subcortical hemorrhage. His ability to make symbolic gestures, copy finger postures, and orient his hand to pass a slit was well preserved. Semantic knowledge for tools and hand postures was also intact. He could flawlessly select the correct hand postures in recognition tasks. He only demonstrated difficulties in forming a hand posture appropriate for a tool. Once he properly grasped a tool by trial and error, he could use it without hesitation. These observations suggest that each step of tool use should be thoroughly examined in patients with ideational apraxia.
Magid, Rachel W; Pyers, Jennie E
2017-05-01
Iconicity is prevalent in gesture and in sign languages, yet the degree to which children recognize and leverage iconicity for early language learning is unclear. In Experiment 1 of the current study, we presented sign-naïve 3-, 4- and 5-year-olds (n=87) with iconic shape gestures and no additional scaffolding to ask whether children can spontaneously map iconic gestures to their referents. Four- and five-year-olds, but not three-year-olds, recognized the referents of iconic shape gestures above chance. Experiment 2 asked whether preschoolers (n=93) show an advantage in fast-mapping iconic gestures compared to arbitrary ones. We found that iconicity played a significant role in supporting 4- and 5-year-olds' ability to learn new gestures presented in an explicit pedagogical context, and a lesser role in 3-year-olds' learning. Using similar tasks in Experiment 3, we found that Deaf preschoolers (n=41) exposed to American Sign Language showed a similar pattern of recognition and learning but starting at an earlier age, suggesting that learning a language with rich iconicity may lead to earlier use of iconicity. These results suggest that sensitivity to iconicity is shaped by experience, and while not fundamental to the earliest stages of language development, is a useful tool once children unlock these form-meaning relationships. Copyright © 2017 Elsevier B.V. All rights reserved.
Gesture Based Control and EMG Decomposition
NASA Technical Reports Server (NTRS)
Wheeler, Kevin R.; Chang, Mindy H.; Knuth, Kevin H.
2005-01-01
This paper presents two probabilistic developments for use with Electromyograms (EMG). First described is a new-electric interface for virtual device control based on gesture recognition. The second development is a Bayesian method for decomposing EMG into individual motor unit action potentials. This more complex technique will then allow for higher resolution in separating muscle groups for gesture recognition. All examples presented rely upon sampling EMG data from a subject's forearm. The gesture based recognition uses pattern recognition software that has been trained to identify gestures from among a given set of gestures. The pattern recognition software consists of hidden Markov models which are used to recognize the gestures as they are being performed in real-time from moving averages of EMG. Two experiments were conducted to examine the feasibility of this interface technology. The first replicated a virtual joystick interface, and the second replicated a keyboard. Moving averages of EMG do not provide easy distinction between fine muscle groups. To better distinguish between different fine motor skill muscle groups we present a Bayesian algorithm to separate surface EMG into representative motor unit action potentials. The algorithm is based upon differential Variable Component Analysis (dVCA) [l], [2] which was originally developed for Electroencephalograms. The algorithm uses a simple forward model representing a mixture of motor unit action potentials as seen across multiple channels. The parameters of this model are iteratively optimized for each component. Results are presented on both synthetic and experimental EMG data. The synthetic case has additive white noise and is compared with known components. The experimental EMG data was obtained using a custom linear electrode array designed for this study.
Inertial Sensor-Based Touch and Shake Metaphor for Expressive Control of 3D Virtual Avatars
Patil, Shashidhar; Chintalapalli, Harinadha Reddy; Kim, Dubeom; Chai, Youngho
2015-01-01
In this paper, we present an inertial sensor-based touch and shake metaphor for expressive control of a 3D virtual avatar in a virtual environment. An intuitive six degrees-of-freedom wireless inertial motion sensor is used as a gesture and motion control input device with a sensor fusion algorithm. The algorithm enables user hand motions to be tracked in 3D space via magnetic, angular rate, and gravity sensors. A quaternion-based complementary filter is implemented to reduce noise and drift. An algorithm based on dynamic time-warping is developed for efficient recognition of dynamic hand gestures with real-time automatic hand gesture segmentation. Our approach enables the recognition of gestures and estimates gesture variations for continuous interaction. We demonstrate the gesture expressivity using an interactive flexible gesture mapping interface for authoring and controlling a 3D virtual avatar and its motion by tracking user dynamic hand gestures. This synthesizes stylistic variations in a 3D virtual avatar, producing motions that are not present in the motion database using hand gesture sequences from a single inertial motion sensor. PMID:26094629
Anders, Silke; Sack, Benjamin; Pohl, Anna; Münte, Thomas; Pramstaller, Peter; Klein, Christine; Binkofski, Ferdinand
2012-04-01
Patients with Parkinson's disease suffer from significant motor impairments and accompanying cognitive and affective dysfunction due to progressive disturbances of basal ganglia-cortical gating loops. Parkinson's disease has a long presymptomatic stage, which indicates a substantial capacity of the human brain to compensate for dopaminergic nerve degeneration before clinical manifestation of the disease. Neuroimaging studies provide evidence that increased motor-related cortical activity can compensate for progressive dopaminergic nerve degeneration in carriers of a single mutant Parkin or PINK1 gene, who show a mild but significant reduction of dopamine metabolism in the basal ganglia in the complete absence of clinical motor signs. However, it is currently unknown whether similar compensatory mechanisms are effective in non-motor basal ganglia-cortical gating loops. Here, we ask whether asymptomatic Parkin mutation carriers show altered patterns of brain activity during processing of facial gestures, and whether this might compensate for latent facial emotion recognition deficits. Current theories in social neuroscience assume that execution and perception of facial gestures are linked by a special class of visuomotor neurons ('mirror neurons') in the ventrolateral premotor cortex/pars opercularis of the inferior frontal gyrus (Brodmann area 44/6). We hypothesized that asymptomatic Parkin mutation carriers would show increased activity in this area during processing of affective facial gestures, replicating the compensatory motor effects that have previously been observed in these individuals. Additionally, Parkin mutation carriers might show altered activity in other basal ganglia-cortical gating loops. Eight asymptomatic heterozygous Parkin mutation carriers and eight matched controls underwent functional magnetic resonance imaging and a subsequent facial emotion recognition task. As predicted, Parkin mutation carriers showed significantly stronger activity in the right ventrolateral premotor cortex during execution and perception of affective facial gestures than healthy controls. Furthermore, Parkin mutation carriers showed a slightly reduced ability to recognize facial emotions that was least severe in individuals who showed the strongest increase of ventrolateral premotor activity. In addition, Parkin mutation carriers showed a significantly weaker than normal increase of activity in the left lateral orbitofrontal cortex (inferior frontal gyrus pars orbitalis, Brodmann area 47), which was unrelated to facial emotion recognition ability. These findings are consistent with the hypothesis that compensatory activity in the ventrolateral premotor cortex during processing of affective facial gestures can reduce impairments in facial emotion recognition in subclinical Parkin mutation carriers. A breakdown of this compensatory mechanism might lead to the impairment of facial expressivity and facial emotion recognition observed in manifest Parkinson's disease.
Sack, Benjamin; Pohl, Anna; Münte, Thomas; Pramstaller, Peter; Klein, Christine; Binkofski, Ferdinand
2012-01-01
Patients with Parkinson's disease suffer from significant motor impairments and accompanying cognitive and affective dysfunction due to progressive disturbances of basal ganglia–cortical gating loops. Parkinson's disease has a long presymptomatic stage, which indicates a substantial capacity of the human brain to compensate for dopaminergic nerve degeneration before clinical manifestation of the disease. Neuroimaging studies provide evidence that increased motor-related cortical activity can compensate for progressive dopaminergic nerve degeneration in carriers of a single mutant Parkin or PINK1 gene, who show a mild but significant reduction of dopamine metabolism in the basal ganglia in the complete absence of clinical motor signs. However, it is currently unknown whether similar compensatory mechanisms are effective in non-motor basal ganglia–cortical gating loops. Here, we ask whether asymptomatic Parkin mutation carriers show altered patterns of brain activity during processing of facial gestures, and whether this might compensate for latent facial emotion recognition deficits. Current theories in social neuroscience assume that execution and perception of facial gestures are linked by a special class of visuomotor neurons (‘mirror neurons’) in the ventrolateral premotor cortex/pars opercularis of the inferior frontal gyrus (Brodmann area 44/6). We hypothesized that asymptomatic Parkin mutation carriers would show increased activity in this area during processing of affective facial gestures, replicating the compensatory motor effects that have previously been observed in these individuals. Additionally, Parkin mutation carriers might show altered activity in other basal ganglia–cortical gating loops. Eight asymptomatic heterozygous Parkin mutation carriers and eight matched controls underwent functional magnetic resonance imaging and a subsequent facial emotion recognition task. As predicted, Parkin mutation carriers showed significantly stronger activity in the right ventrolateral premotor cortex during execution and perception of affective facial gestures than healthy controls. Furthermore, Parkin mutation carriers showed a slightly reduced ability to recognize facial emotions that was least severe in individuals who showed the strongest increase of ventrolateral premotor activity. In addition, Parkin mutation carriers showed a significantly weaker than normal increase of activity in the left lateral orbitofrontal cortex (inferior frontal gyrus pars orbitalis, Brodmann area 47), which was unrelated to facial emotion recognition ability. These findings are consistent with the hypothesis that compensatory activity in the ventrolateral premotor cortex during processing of affective facial gestures can reduce impairments in facial emotion recognition in subclinical Parkin mutation carriers. A breakdown of this compensatory mechanism might lead to the impairment of facial expressivity and facial emotion recognition observed in manifest Parkinson's disease. PMID:22434215
Mental Imagery for Musical Changes in Loudness
Bailes, Freya; Bishop, Laura; Stevens, Catherine J.; Dean, Roger T.
2012-01-01
Musicians imagine music during mental rehearsal, when reading from a score, and while composing. An important characteristic of music is its temporality. Among the parameters that vary through time is sound intensity, perceived as patterns of loudness. Studies of mental imagery for melodies (i.e., pitch and rhythm) show interference from concurrent musical pitch and verbal tasks, but how we represent musical changes in loudness is unclear. Theories suggest that our perceptions of loudness change relate to our perceptions of force or effort, implying a motor representation. An experiment was conducted to investigate the modalities that contribute to imagery for loudness change. Musicians performed a within-subjects loudness change recall task, comprising 48 trials. First, participants heard a musical scale played with varying patterns of loudness, which they were asked to remember. There followed an empty interval of 8 s (nil distractor control), or the presentation of a series of four sine tones, or four visual letters or three conductor gestures, also to be remembered. Participants then saw an unfolding score of the notes of the scale, during which they were to imagine the corresponding scale in their mind while adjusting a slider to indicate the imagined changes in loudness. Finally, participants performed a recognition task of the tone, letter, or gesture sequence. Based on the motor hypothesis, we predicted that observing and remembering conductor gestures would impair loudness change scale recall, while observing and remembering tone or letter string stimuli would not. Results support this prediction, with loudness change recalled less accurately in the gestures condition than in the control condition. An effect of musical training suggests that auditory and motor imagery ability may be closely related to domain expertise. PMID:23227014
The Effect of the Visual Context in the Recognition of Symbolic Gestures
Villarreal, Mirta F.; Fridman, Esteban A.; Leiguarda, Ramón C.
2012-01-01
Background To investigate, by means of fMRI, the influence of the visual environment in the process of symbolic gesture recognition. Emblems are semiotic gestures that use movements or hand postures to symbolically encode and communicate meaning, independently of language. They often require contextual information to be correctly understood. Until now, observation of symbolic gestures was studied against a blank background where the meaning and intentionality of the gesture was not fulfilled. Methodology/Principal Findings Normal subjects were scanned while observing short videos of an individual performing symbolic gesture with or without the corresponding visual context and the context scenes without gestures. The comparison between gestures regardless of the context demonstrated increased activity in the inferior frontal gyrus, the superior parietal cortex and the temporoparietal junction in the right hemisphere and the precuneus and posterior cingulate bilaterally, while the comparison between context and gestures alone did not recruit any of these regions. Conclusions/Significance These areas seem to be crucial for the inference of intentions in symbolic gestures observed in their natural context and represent an interrelated network formed by components of the putative human neuron mirror system as well as the mentalizing system. PMID:22363406
X-Eye: a novel wearable vision system
NASA Astrophysics Data System (ADS)
Wang, Yuan-Kai; Fan, Ching-Tang; Chen, Shao-Ang; Chen, Hou-Ye
2011-03-01
This paper proposes a smart portable device, named the X-Eye, which provides a gesture interface with a small size but a large display for the application of photo capture and management. The wearable vision system is implemented with embedded systems and can achieve real-time performance. The hardware of the system includes an asymmetric dualcore processer with an ARM core and a DSP core. The display device is a pico projector which has a small volume size but can project large screen size. A triple buffering mechanism is designed for efficient memory management. Software functions are partitioned and pipelined for effective execution in parallel. The gesture recognition is achieved first by a color classification which is based on the expectation-maximization algorithm and Gaussian mixture model (GMM). To improve the performance of the GMM, we devise a LUT (Look Up Table) technique. Fingertips are extracted and geometrical features of fingertip's shape are matched to recognize user's gesture commands finally. In order to verify the accuracy of the gesture recognition module, experiments are conducted in eight scenes with 400 test videos including the challenge of colorful background, low illumination, and flickering. The processing speed of the whole system including the gesture recognition is with the frame rate of 22.9FPS. Experimental results give 99% recognition rate. The experimental results demonstrate that this small-size large-screen wearable system has effective gesture interface with real-time performance.
Klooster, Nathaniel B.; Cook, Susan W.; Uc, Ergun Y.; Duff, Melissa C.
2015-01-01
Hand gesture, a ubiquitous feature of human interaction, facilitates communication. Gesture also facilitates new learning, benefiting speakers and listeners alike. Thus, gestures must impact cognition beyond simply supporting the expression of already-formed ideas. However, the cognitive and neural mechanisms supporting the effects of gesture on learning and memory are largely unknown. We hypothesized that gesture's ability to drive new learning is supported by procedural memory and that procedural memory deficits will disrupt gesture production and comprehension. We tested this proposal in patients with intact declarative memory, but impaired procedural memory as a consequence of Parkinson's disease (PD), and healthy comparison participants with intact declarative and procedural memory. In separate experiments, we manipulated the gestures participants saw and produced in a Tower of Hanoi (TOH) paradigm. In the first experiment, participants solved the task either on a physical board, requiring high arching movements to manipulate the discs from peg to peg, or on a computer, requiring only flat, sideways movements of the mouse. When explaining the task, healthy participants with intact procedural memory displayed evidence of their previous experience in their gestures, producing higher, more arching hand gestures after solving on a physical board, and smaller, flatter gestures after solving on a computer. In the second experiment, healthy participants who saw high arching hand gestures in an explanation prior to solving the task subsequently moved the mouse with significantly higher curvature than those who saw smaller, flatter gestures prior to solving the task. These patterns were absent in both gesture production and comprehension experiments in patients with procedural memory impairment. These findings suggest that the procedural memory system supports the ability of gesture to drive new learning. PMID:25628556
Co-Thought Gestures: Supporting Students to Successfully Navigate Map Tasks
ERIC Educational Resources Information Center
Logan, Tracy; Lowrie, Tom; Diezmann, Carmel M.
2014-01-01
This study considers the role and nature of co-thought gestures when students process map-based mathematics tasks. These gestures are typically spontaneously produced silent gestures which do not accompany speech and are represented by small movements of the hands or arms often directed toward an artefact. The study analysed 43 students (aged…
Comparison of gesture and conventional interaction techniques for interventional neuroradiology.
Hettig, Julian; Saalfeld, Patrick; Luz, Maria; Becker, Mathias; Skalej, Martin; Hansen, Christian
2017-09-01
Interaction with radiological image data and volume renderings within a sterile environment is a challenging task. Clinically established methods such as joystick control and task delegation can be time-consuming and error-prone and interrupt the workflow. New touchless input modalities may have the potential to overcome these limitations, but their value compared to established methods is unclear. We present a comparative evaluation to analyze the value of two gesture input modalities (Myo Gesture Control Armband and Leap Motion Controller) versus two clinically established methods (task delegation and joystick control). A user study was conducted with ten experienced radiologists by simulating a diagnostic neuroradiological vascular treatment with two frequently used interaction tasks in an experimental operating room. The input modalities were assessed using task completion time, perceived task difficulty, and subjective workload. Overall, the clinically established method of task delegation performed best under the study conditions. In general, gesture control failed to exceed the clinical input approach. However, the Myo Gesture Control Armband showed a potential for simple image selection task. Novel input modalities have the potential to take over single tasks more efficiently than clinically established methods. The results of our user study show the relevance of task characteristics such as task complexity on performance with specific input modalities. Accordingly, future work should consider task characteristics to provide a useful gesture interface for a specific use case instead of an all-in-one solution.
A neuropsychological perspective on the link between language and praxis in modern humans
Roby-Brami, Agnes; Hermsdörfer, Joachim; Roy, Alice C.; Jacobs, Stéphane
2012-01-01
Hypotheses about the emergence of human cognitive abilities postulate strong evolutionary links between language and praxis, including the possibility that language was originally gestural. The present review considers functional and neuroanatomical links between language and praxis in brain-damaged patients with aphasia and/or apraxia. The neural systems supporting these functions are predominantly located in the left hemisphere. There are many parallels between action and language for recognition, imitation and gestural communication suggesting that they rely partially on large, common networks, differentially recruited depending on the nature of the task. However, this relationship is not unequivocal and the production and understanding of gestural communication are dependent on the context in apraxic patients and remains to be clarified in aphasic patients. The phonological, semantic and syntactic levels of language seem to share some common cognitive resources with the praxic system. In conclusion, neuropsychological observations do not allow support or rejection of the hypothesis that gestural communication may have constituted an evolutionary link between tool use and language. Rather they suggest that the complexity of human behaviour is based on large interconnected networks and on the evolution of specific properties within strategic areas of the left cerebral hemisphere. PMID:22106433
Obermeier, Christian; Holle, Henning; Gunter, Thomas C
2011-07-01
The present series of experiments explores several issues related to gesture-speech integration and synchrony during sentence processing. To be able to more precisely manipulate gesture-speech synchrony, we used gesture fragments instead of complete gestures, thereby avoiding the usual long temporal overlap of gestures with their coexpressive speech. In a pretest, the minimal duration of an iconic gesture fragment needed to disambiguate a homonym (i.e., disambiguation point) was therefore identified. In three subsequent ERP experiments, we then investigated whether the gesture information available at the disambiguation point has immediate as well as delayed consequences on the processing of a temporarily ambiguous spoken sentence, and whether these gesture-speech integration processes are susceptible to temporal synchrony. Experiment 1, which used asynchronous stimuli as well as an explicit task, showed clear N400 effects at the homonym as well as at the target word presented further downstream, suggesting that asynchrony does not prevent integration under explicit task conditions. No such effects were found when asynchronous stimuli were presented using a more shallow task (Experiment 2). Finally, when gesture fragment and homonym were synchronous, similar results as in Experiment 1 were found, even under shallow task conditions (Experiment 3). We conclude that when iconic gesture fragments and speech are in synchrony, their interaction is more or less automatic. When they are not, more controlled, active memory processes are necessary to be able to combine the gesture fragment and speech context in such a way that the homonym is disambiguated correctly.
Ding, Huijun; He, Qing; Zhou, Yongjin; Dan, Guo; Cui, Song
2017-01-01
Motion-intent-based finger gesture recognition systems are crucial for many applications such as prosthesis control, sign language recognition, wearable rehabilitation system, and human–computer interaction. In this article, a motion-intent-based finger gesture recognition system is designed to correctly identify the tapping of every finger for the first time. Two auto-event annotation algorithms are firstly applied and evaluated for detecting the finger tapping frame. Based on the truncated signals, the Wavelet packet transform (WPT) coefficients are calculated and compressed as the features, followed by a feature selection method that is able to improve the performance by optimizing the feature set. Finally, three popular classifiers including naive Bayes (NBC), K-nearest neighbor (KNN), and support vector machine (SVM) are applied and evaluated. The recognition accuracy can be achieved up to 94%. The design and the architecture of the system are presented with full system characterization results. PMID:29167655
ERIC Educational Resources Information Center
Chu, Mingyuan; Kita, Sotaro
2008-01-01
This study investigated the motor strategy involved in mental rotation tasks by examining 2 types of spontaneous gestures (hand-object interaction gestures, representing the agentive hand action on an object, vs. object-movement gestures, representing the movement of an object by itself) and different types of verbal descriptions of rotation.…
Peigneux, P; Salmon, E; van der Linden, M; Garraux, G; Aerts, J; Delfiore, G; Degueldre, C; Luxen, A; Orban, G; Franck, G
2000-06-01
Humans, like numerous other species, strongly rely on the observation of gestures of other individuals in their everyday life. It is hypothesized that the visual processing of human gestures is sustained by a specific functional architecture, even at an early prelexical cognitive stage, different from that required for the processing of other visual entities. In the present PET study, the neural basis of visual gesture analysis was investigated with functional neuroimaging of brain activity during naming and orientation tasks performed on pictures of either static gestures (upper-limb postures) or tridimensional objects. To prevent automatic object-related cerebral activation during the visual processing of postures, only intransitive postures were selected, i. e., symbolic or meaningless postures which do not imply the handling of objects. Conversely, only intransitive objects which cannot be handled were selected to prevent gesture-related activation during their visual processing. Results clearly demonstrate a significant functional segregation between the processing of static intransitive postures and the processing of intransitive tridimensional objects. Visual processing of objects elicited mainly occipital and fusiform gyrus activity, while visual processing of postures strongly activated the lateral occipitotemporal junction, encroaching upon area MT/V5, involved in motion analysis. These findings suggest that the lateral occipitotemporal junction, working in association with area MT/V5, plays a prominent role in the high-level perceptual analysis of gesture, namely the construction of its visual representation, available for subsequent recognition or imitation. Copyright 2000 Academic Press.
NASA Astrophysics Data System (ADS)
Cherkasov, Kirill V.; Gavrilova, Irina V.; Chernova, Elena V.; Dokolin, Andrey S.
2018-05-01
The article is devoted to reflection of separate aspects of intellectual system gesture recognition development. The peculiarity of the system is its intellectual block which completely based on open technologies: OpenCV library and Microsoft Cognitive Toolkit (CNTK) platform. The article presents the rationale for the choice of such set of tools, as well as the functional scheme of the system and the hierarchy of its modules. Experiments have shown that the system correctly recognizes about 85% of images received from sensors. The authors assume that the improvement of the algorithmic block of the system will increase the accuracy of gesture recognition up to 95%.
A Prosthetic Hand Body Area Controller Based on Efficient Pattern Recognition Control Strategies.
Benatti, Simone; Milosevic, Bojan; Farella, Elisabetta; Gruppioni, Emanuele; Benini, Luca
2017-04-15
Poliarticulated prosthetic hands represent a powerful tool to restore functionality and improve quality of life for upper limb amputees. Such devices offer, on the same wearable node, sensing and actuation capabilities, which are not equally supported by natural interaction and control strategies. The control in state-of-the-art solutions is still performed mainly through complex encoding of gestures in bursts of contractions of the residual forearm muscles, resulting in a non-intuitive Human-Machine Interface (HMI). Recent research efforts explore the use of myoelectric gesture recognition for innovative interaction solutions, however there persists a considerable gap between research evaluation and implementation into successful complete systems. In this paper, we present the design of a wearable prosthetic hand controller, based on intuitive gesture recognition and a custom control strategy. The wearable node directly actuates a poliarticulated hand and wirelessly interacts with a personal gateway (i.e., a smartphone) for the training and personalization of the recognition algorithm. Through the whole system development, we address the challenge of integrating an efficient embedded gesture classifier with a control strategy tailored for an intuitive interaction between the user and the prosthesis. We demonstrate that this combined approach outperforms systems based on mere pattern recognition, since they target the accuracy of a classification algorithm rather than the control of a gesture. The system was fully implemented, tested on healthy and amputee subjects and compared against benchmark repositories. The proposed approach achieves an error rate of 1.6% in the end-to-end real time control of commonly used hand gestures, while complying with the power and performance budget of a low-cost microcontroller.
A Prosthetic Hand Body Area Controller Based on Efficient Pattern Recognition Control Strategies
Benatti, Simone; Milosevic, Bojan; Farella, Elisabetta; Gruppioni, Emanuele; Benini, Luca
2017-01-01
Poliarticulated prosthetic hands represent a powerful tool to restore functionality and improve quality of life for upper limb amputees. Such devices offer, on the same wearable node, sensing and actuation capabilities, which are not equally supported by natural interaction and control strategies. The control in state-of-the-art solutions is still performed mainly through complex encoding of gestures in bursts of contractions of the residual forearm muscles, resulting in a non-intuitive Human-Machine Interface (HMI). Recent research efforts explore the use of myoelectric gesture recognition for innovative interaction solutions, however there persists a considerable gap between research evaluation and implementation into successful complete systems. In this paper, we present the design of a wearable prosthetic hand controller, based on intuitive gesture recognition and a custom control strategy. The wearable node directly actuates a poliarticulated hand and wirelessly interacts with a personal gateway (i.e., a smartphone) for the training and personalization of the recognition algorithm. Through the whole system development, we address the challenge of integrating an efficient embedded gesture classifier with a control strategy tailored for an intuitive interaction between the user and the prosthesis. We demonstrate that this combined approach outperforms systems based on mere pattern recognition, since they target the accuracy of a classification algorithm rather than the control of a gesture. The system was fully implemented, tested on healthy and amputee subjects and compared against benchmark repositories. The proposed approach achieves an error rate of 1.6% in the end-to-end real time control of commonly used hand gestures, while complying with the power and performance budget of a low-cost microcontroller. PMID:28420135
Interactive and Stereoscopic Hybrid 3D Viewer of Radar Data with Gesture Recognition
NASA Astrophysics Data System (ADS)
Goenetxea, Jon; Moreno, Aitor; Unzueta, Luis; Galdós, Andoni; Segura, Álvaro
This work presents an interactive and stereoscopic 3D viewer of weather information coming from a Doppler radar. The hybrid system shows a GIS model of the regional zone where the radar is located and the corresponding reconstructed 3D volume weather data. To enhance the immersiveness of the navigation, stereoscopic visualization has been added to the viewer, using a polarized glasses based system. The user can interact with the 3D virtual world using a Nintendo Wiimote for navigating through it and a Nintendo Wii Nunchuk for giving commands by means of hand gestures. We also present a dynamic gesture recognition procedure that measures the temporal advance of the performed gesture postures. Experimental results show how dynamic gestures are effectively recognized so that a more natural interaction and immersive navigation in the virtual world is achieved.
Analysis of the Structure of Surgical Activity for a Suturing and Knot-Tying Task
Vedula, S. Swaroop; Malpani, Anand O.; Tao, Lingling; Chen, George; Gao, Yixin; Poddar, Piyush; Ahmidi, Narges; Paxton, Christopher; Vidal, Rene; Khudanpur, Sanjeev; Hager, Gregory D.; Chen, Chi Chiung Grace
2016-01-01
Background Surgical tasks are performed in a sequence of steps, and technical skill evaluation includes assessing task flow efficiency. Our objective was to describe differences in task flow for expert and novice surgeons for a basic surgical task. Methods We used a hierarchical semantic vocabulary to decompose and annotate maneuvers and gestures for 135 instances of a surgeon’s knot performed by 18 surgeons. We compared counts of maneuvers and gestures, and analyzed task flow by skill level. Results Experts used fewer gestures to perform the task (26.29; 95% CI = 25.21 to 27.38 for experts vs. 31.30; 95% CI = 29.05 to 33.55 for novices) and made fewer errors in gestures than novices (1.00; 95% CI = 0.61 to 1.39 vs. 2.84; 95% CI = 2.3 to 3.37). Transitions among maneuvers, and among gestures within each maneuver for expert trials were more predictable than novice trials. Conclusions Activity segments and state flow transitions within a basic surgical task differ by surgical skill level, and can be used to provide targeted feedback to surgical trainees. PMID:26950551
Gesture recognition for smart home applications using portable radar sensors.
Wan, Qian; Li, Yiran; Li, Changzhi; Pal, Ranadip
2014-01-01
In this article, we consider the design of a human gesture recognition system based on pattern recognition of signatures from a portable smart radar sensor. Powered by AAA batteries, the smart radar sensor operates in the 2.4 GHz industrial, scientific and medical (ISM) band. We analyzed the feature space using principle components and application-specific time and frequency domain features extracted from radar signals for two different sets of gestures. We illustrate that a nearest neighbor based classifier can achieve greater than 95% accuracy for multi class classification using 10 fold cross validation when features are extracted based on magnitude differences and Doppler shifts as compared to features extracted through orthogonal transformations. The reported results illustrate the potential of intelligent radars integrated with a pattern recognition system for high accuracy smart home and health monitoring purposes.
Human facial neural activities and gesture recognition for machine-interfacing applications.
Hamedi, M; Salleh, Sh-Hussain; Tan, T S; Ismail, K; Ali, J; Dee-Uam, C; Pavaganun, C; Yupapin, P P
2011-01-01
The authors present a new method of recognizing different human facial gestures through their neural activities and muscle movements, which can be used in machine-interfacing applications. Human-machine interface (HMI) technology utilizes human neural activities as input controllers for the machine. Recently, much work has been done on the specific application of facial electromyography (EMG)-based HMI, which have used limited and fixed numbers of facial gestures. In this work, a multipurpose interface is suggested that can support 2-11 control commands that can be applied to various HMI systems. The significance of this work is finding the most accurate facial gestures for any application with a maximum of eleven control commands. Eleven facial gesture EMGs are recorded from ten volunteers. Detected EMGs are passed through a band-pass filter and root mean square features are extracted. Various combinations of gestures with a different number of gestures in each group are made from the existing facial gestures. Finally, all combinations are trained and classified by a Fuzzy c-means classifier. In conclusion, combinations with the highest recognition accuracy in each group are chosen. An average accuracy >90% of chosen combinations proved their ability to be used as command controllers.
NASA Astrophysics Data System (ADS)
Lin, Hsien-I.; Nguyen, Xuan-Anh
2017-05-01
To operate a redundant manipulator to accomplish the end-effector trajectory planning and simultaneously control its gesture in online programming, incorporating the human motion is a useful and flexible option. This paper focuses on a manipulative instrument that can simultaneously control its arm gesture and end-effector trajectory via human teleoperation. The instrument can be classified by two parts; first, for the human motion capture and data processing, marker systems are proposed to capture human gesture. Second, the manipulator kinematics control is implemented by an augmented multi-tasking method, and forward and backward reaching inverse kinematics, respectively. Especially, the local-solution and divergence problems of a multi-tasking method are resolved by the proposed augmented multi-tasking method. Computer simulations and experiments with a 7-DOF (degree of freedom) redundant manipulator were used to validate the proposed method. Comparison among the single-tasking, original multi-tasking, and augmented multi-tasking algorithms were performed and the result showed that the proposed augmented method had a good end-effector position accuracy and the most similar gesture to the human gesture. Additionally, the experimental results showed that the proposed instrument was realized online.
Universal brain systems for recognizing word shapes and handwriting gestures during reading
Nakamura, Kimihiro; Kuo, Wen-Jui; Pegado, Felipe; Cohen, Laurent; Tzeng, Ovid J. L.; Dehaene, Stanislas
2012-01-01
Do the neural circuits for reading vary across culture? Reading of visually complex writing systems such as Chinese has been proposed to rely on areas outside the classical left-hemisphere network for alphabetic reading. Here, however, we show that, once potential confounds in cross-cultural comparisons are controlled for by presenting handwritten stimuli to both Chinese and French readers, the underlying network for visual word recognition may be more universal than previously suspected. Using functional magnetic resonance imaging in a semantic task with words written in cursive font, we demonstrate that two universal circuits, a shape recognition system (reading by eye) and a gesture recognition system (reading by hand), are similarly activated and show identical patterns of activation and repetition priming in the two language groups. These activations cover most of the brain regions previously associated with culture-specific tuning. Our results point to an extended reading network that invariably comprises the occipitotemporal visual word-form system, which is sensitive to well-formed static letter strings, and a distinct left premotor region, Exner’s area, which is sensitive to the forward or backward direction with which cursive letters are dynamically presented. These findings suggest that cultural effects in reading merely modulate a fixed set of invariant macroscopic brain circuits, depending on surface features of orthographies. PMID:23184998
Static hand gesture recognition from a video
NASA Astrophysics Data System (ADS)
Rokade, Rajeshree S.; Doye, Dharmpal
2011-10-01
A sign language (also signed language) is a language which, instead of acoustically conveyed sound patterns, uses visually transmitted sign patterns to convey meaning- "simultaneously combining hand shapes, orientation and movement of the hands". Sign languages commonly develop in deaf communities, which can include interpreters, friends and families of deaf people as well as people who are deaf or hard of hearing themselves. In this paper, we proposed a novel system for recognition of static hand gestures from a video, based on Kohonen neural network. We proposed algorithm to separate out key frames, which include correct gestures from a video sequence. We segment, hand images from complex and non uniform background. Features are extracted by applying Kohonen on key frames and recognition is done.
MGRA: Motion Gesture Recognition via Accelerometer.
Hong, Feng; You, Shujuan; Wei, Meiyu; Zhang, Yongtuo; Guo, Zhongwen
2016-04-13
Accelerometers have been widely embedded in most current mobile devices, enabling easy and intuitive operations. This paper proposes a Motion Gesture Recognition system (MGRA) based on accelerometer data only, which is entirely implemented on mobile devices and can provide users with real-time interactions. A robust and unique feature set is enumerated through the time domain, the frequency domain and singular value decomposition analysis using our motion gesture set containing 11,110 traces. The best feature vector for classification is selected, taking both static and mobile scenarios into consideration. MGRA exploits support vector machine as the classifier with the best feature vector. Evaluations confirm that MGRA can accommodate a broad set of gesture variations within each class, including execution time, amplitude and non-gestural movement. Extensive evaluations confirm that MGRA achieves higher accuracy under both static and mobile scenarios and costs less computation time and energy on an LG Nexus 5 than previous methods.
Chair alarm for patient fall prevention based on gesture recognition and interactivity.
Knight, Heather; Lee, Jae-Kyu; Ma, Hongshen
2008-01-01
The Gesture Recognition Interactive Technology (GRiT) Chair Alarm aims to prevent patient falls from chairs and wheelchairs by recognizing the gesture of a patient attempting to stand. Patient falls are one of the greatest causes of injury in hospitals. Current chair and bed exit alarm systems are inadequate because of insufficient notification, high false-alarm rate, and long trigger delays. The GRiT chair alarm uses an array of capacitive proximity sensors and pressure sensors to create a map of the patient's sitting position, which is then processed using gesture recognition algorithms to determine when a patient is attempting to stand and to alarm the care providers. This system also uses a range of voice and light feedback to encourage the patient to remain seated and/or to make use of the system's integrated nurse-call function. This system can be seamlessly integrated into existing hospital WiFi networks to send notifications and approximate patient location through existing nurse call systems.
Using virtual data for training deep model for hand gesture recognition
NASA Astrophysics Data System (ADS)
Nikolaev, E. I.; Dvoryaninov, P. V.; Lensky, Y. Y.; Drozdovsky, N. S.
2018-05-01
Deep learning has shown real promise for the classification efficiency for hand gesture recognition problems. In this paper, the authors present experimental results for a deeply-trained model for hand gesture recognition through the use of hand images. The authors have trained two deep convolutional neural networks. The first architecture produces the hand position as a 2D-vector by input hand image. The second one predicts the hand gesture class for the input image. The first proposed architecture produces state of the art results with an accuracy rate of 89% and the second architecture with split input produces accuracy rate of 85.2%. In this paper, the authors also propose using virtual data for training a supervised deep model. Such technique is aimed to avoid using original labelled images in the training process. The interest of this method in data preparation is motivated by the need to overcome one of the main challenges of deep supervised learning: using a copious amount of labelled data during training.
Embodied Communication: Speakers' Gestures Affect Listeners' Actions
ERIC Educational Resources Information Center
Cook, Susan Wagner; Tanenhaus, Michael K.
2009-01-01
We explored how speakers and listeners use hand gestures as a source of perceptual-motor information during naturalistic communication. After solving the Tower of Hanoi task either with real objects or on a computer, speakers explained the task to listeners. Speakers' hand gestures, but not their speech, reflected properties of the particular…
Gesture Recognition for Educational Games: Magic Touch Math
NASA Astrophysics Data System (ADS)
Kye, Neo Wen; Mustapha, Aida; Azah Samsudin, Noor
2017-08-01
Children nowadays are having problem learning and understanding basic mathematical operations because they are not interested in studying or learning mathematics. This project proposes an educational game called Magic Touch Math that focuses on basic mathematical operations targeted to children between the age of three to five years old using gesture recognition to interact with the game. Magic Touch Math was developed in accordance to the Game Development Life Cycle (GDLC) methodology. The prototype developed has helped children to learn basic mathematical operations via intuitive gestures. It is hoped that the application is able to get the children motivated and interested in mathematics.
Tracking and Classification of In-Air Hand Gesture Based on Thermal Guided Joint Filter.
Kim, Seongwan; Ban, Yuseok; Lee, Sangyoun
2017-01-17
The research on hand gestures has attracted many image processing-related studies, as it intuitively conveys the intention of a human as it pertains to motional meaning. Various sensors have been used to exploit the advantages of different modalities for the extraction of important information conveyed by the hand gesture of a user. Although many works have focused on learning the benefits of thermal information from thermal cameras, most have focused on face recognition or human body detection, rather than hand gesture recognition. Additionally, the majority of the works that take advantage of multiple modalities (e.g., the combination of a thermal sensor and a visual sensor), usually adopting simple fusion approaches between the two modalities. As both thermal sensors and visual sensors have their own shortcomings and strengths, we propose a novel joint filter-based hand gesture recognition method to simultaneously exploit the strengths and compensate the shortcomings of each. Our study is motivated by the investigation of the mutual supplementation between thermal and visual information in low feature level for the consistent representation of a hand in the presence of varying lighting conditions. Accordingly, our proposed method leverages the thermal sensor's stability against luminance and the visual sensors textural detail, while complementing the low resolution and halo effect of thermal sensors and the weakness against illumination of visual sensors. A conventional region tracking method and a deep convolutional neural network have been leveraged to track the trajectory of a hand gesture and to recognize the hand gesture, respectively. Our experimental results show stability in recognizing a hand gesture against varying lighting conditions based on the contribution of the joint kernels of spatial adjacency and thermal range similarity.
Tracking and Classification of In-Air Hand Gesture Based on Thermal Guided Joint Filter
Kim, Seongwan; Ban, Yuseok; Lee, Sangyoun
2017-01-01
The research on hand gestures has attracted many image processing-related studies, as it intuitively conveys the intention of a human as it pertains to motional meaning. Various sensors have been used to exploit the advantages of different modalities for the extraction of important information conveyed by the hand gesture of a user. Although many works have focused on learning the benefits of thermal information from thermal cameras, most have focused on face recognition or human body detection, rather than hand gesture recognition. Additionally, the majority of the works that take advantage of multiple modalities (e.g., the combination of a thermal sensor and a visual sensor), usually adopting simple fusion approaches between the two modalities. As both thermal sensors and visual sensors have their own shortcomings and strengths, we propose a novel joint filter-based hand gesture recognition method to simultaneously exploit the strengths and compensate the shortcomings of each. Our study is motivated by the investigation of the mutual supplementation between thermal and visual information in low feature level for the consistent representation of a hand in the presence of varying lighting conditions. Accordingly, our proposed method leverages the thermal sensor’s stability against luminance and the visual sensors textural detail, while complementing the low resolution and halo effect of thermal sensors and the weakness against illumination of visual sensors. A conventional region tracking method and a deep convolutional neural network have been leveraged to track the trajectory of a hand gesture and to recognize the hand gesture, respectively. Our experimental results show stability in recognizing a hand gesture against varying lighting conditions based on the contribution of the joint kernels of spatial adjacency and thermal range similarity. PMID:28106716
Give me a hand: Differential effects of gesture type in guiding young children's problem-solving.
Vallotton, Claire; Fusaro, Maria; Hayden, Julia; Decker, Kalli; Gutowski, Elizabeth
2015-11-01
Adults' gestures support children's learning in problem-solving tasks, but gestures may be differentially useful to children of different ages, and different features of gestures may make them more or less useful to children. The current study investigated parents' use of gestures to support their young children (1.5 - 6 years) in a block puzzle task (N = 126 parent-child dyads), and identified patterns in parents' gesture use indicating different gestural strategies. Further, we examined the effect of child age on both the frequency and types of gestures parents used, and on their usefulness to support children's learning. Children attempted to solve the puzzle independently before and after receiving help from their parent; half of the parents were instructed to sit on their hands while they helped. Parents who could use their hands appear to use gestures in three strategies: orienting the child to the task, providing abstract information, and providing embodied information; further, they adapted their gesturing to their child's age and skill level. Younger children elicited more frequent and more proximal gestures from parents. Despite the greater use of gestures with younger children, it was the oldest group (4.5-6.0 years) who were most affected by parents' gestures. The oldest group was positively affected by the total frequency of parents' gestures, and in particular, parents' use of embodying gestures (indexes that touched their referents, representational demonstrations with object in hand, and physically guiding child's hands). Though parents rarely used the embodying strategy with older children, it was this strategy which most enhanced the problem-solving of children 4.5 - 6 years.
Give me a hand: Differential effects of gesture type in guiding young children's problem-solving
Vallotton, Claire; Fusaro, Maria; Hayden, Julia; Decker, Kalli; Gutowski, Elizabeth
2015-01-01
Adults’ gestures support children's learning in problem-solving tasks, but gestures may be differentially useful to children of different ages, and different features of gestures may make them more or less useful to children. The current study investigated parents’ use of gestures to support their young children (1.5 – 6 years) in a block puzzle task (N = 126 parent-child dyads), and identified patterns in parents’ gesture use indicating different gestural strategies. Further, we examined the effect of child age on both the frequency and types of gestures parents used, and on their usefulness to support children's learning. Children attempted to solve the puzzle independently before and after receiving help from their parent; half of the parents were instructed to sit on their hands while they helped. Parents who could use their hands appear to use gestures in three strategies: orienting the child to the task, providing abstract information, and providing embodied information; further, they adapted their gesturing to their child's age and skill level. Younger children elicited more frequent and more proximal gestures from parents. Despite the greater use of gestures with younger children, it was the oldest group (4.5-6.0 years) who were most affected by parents’ gestures. The oldest group was positively affected by the total frequency of parents’ gestures, and in particular, parents’ use of embodying gestures (indexes that touched their referents, representational demonstrations with object in hand, and physically guiding child's hands). Though parents rarely used the embodying strategy with older children, it was this strategy which most enhanced the problem-solving of children 4.5 – 6 years. PMID:26848192
Critical brain regions for tool-related and imitative actions: a componential analysis
Shapiro, Allison D.; Coslett, H. Branch
2014-01-01
Numerous functional neuroimaging studies suggest that widespread bilateral parietal, temporal, and frontal regions are involved in tool-related and pantomimed gesture performance, but the role of these regions in specific aspects of gestural tasks remains unclear. In the largest prospective study of apraxia-related lesions to date, we performed voxel-based lesion–symptom mapping with data from 71 left hemisphere stroke participants to assess the critical neural substrates of three types of actions: gestures produced in response to viewed tools, imitation of tool-specific gestures demonstrated by the examiner, and imitation of meaningless gestures. Thus, two of the three gesture types were tool-related, and two of the three were imitative, enabling pairwise comparisons designed to highlight commonalities and differences. Gestures were scored separately for postural (hand/arm positioning) and kinematic (amplitude/timing) accuracy. Lesioned voxels in the left posterior temporal gyrus were significantly associated with lower scores on the posture component for both of the tool-related gesture tasks. Poor performance on the kinematic component of all three gesture tasks was significantly associated with lesions in left inferior parietal and frontal regions. These data enable us to propose a componential neuroanatomic model of action that delineates the specific components required for different gestural action tasks. Thus, visual posture information and kinematic capacities are differentially critical to the three types of actions studied here: the kinematic aspect is particularly critical for imitation of meaningless movement, capacity for tool-action posture representations are particularly necessary for pantomimed gestures to the sight of tools, and both capacities inform imitation of tool-related movements. These distinctions enable us to advance traditional accounts of apraxia. PMID:24776969
Critical brain regions for tool-related and imitative actions: a componential analysis.
Buxbaum, Laurel J; Shapiro, Allison D; Coslett, H Branch
2014-07-01
Numerous functional neuroimaging studies suggest that widespread bilateral parietal, temporal, and frontal regions are involved in tool-related and pantomimed gesture performance, but the role of these regions in specific aspects of gestural tasks remains unclear. In the largest prospective study of apraxia-related lesions to date, we performed voxel-based lesion-symptom mapping with data from 71 left hemisphere stroke participants to assess the critical neural substrates of three types of actions: gestures produced in response to viewed tools, imitation of tool-specific gestures demonstrated by the examiner, and imitation of meaningless gestures. Thus, two of the three gesture types were tool-related, and two of the three were imitative, enabling pairwise comparisons designed to highlight commonalities and differences. Gestures were scored separately for postural (hand/arm positioning) and kinematic (amplitude/timing) accuracy. Lesioned voxels in the left posterior temporal gyrus were significantly associated with lower scores on the posture component for both of the tool-related gesture tasks. Poor performance on the kinematic component of all three gesture tasks was significantly associated with lesions in left inferior parietal and frontal regions. These data enable us to propose a componential neuroanatomic model of action that delineates the specific components required for different gestural action tasks. Thus, visual posture information and kinematic capacities are differentially critical to the three types of actions studied here: the kinematic aspect is particularly critical for imitation of meaningless movement, capacity for tool-action posture representations are particularly necessary for pantomimed gestures to the sight of tools, and both capacities inform imitation of tool-related movements. These distinctions enable us to advance traditional accounts of apraxia. © The Author (2014). Published by Oxford University Press on behalf of the Guarantors of Brain. All rights reserved. For Permissions, please email: journals.permissions@oup.com.
Noah, J Adam; Dravida, Swethasri; Zhang, Xian; Yahil, Shaul; Hirsch, Joy
2017-01-01
The interpretation of social cues is a fundamental function of human social behavior, and resolution of inconsistencies between spoken and gestural cues plays an important role in successful interactions. To gain insight into these underlying neural processes, we compared neural responses in a traditional color/word conflict task and to a gesture/word conflict task to test hypotheses of domain-general and domain-specific conflict resolution. In the gesture task, recorded spoken words ("yes" and "no") were presented simultaneously with video recordings of actors performing one of the following affirmative or negative gestures: thumbs up, thumbs down, head nodding (up and down), or head shaking (side-to-side), thereby generating congruent and incongruent communication stimuli between gesture and words. Participants identified the communicative intent of the gestures as either positive or negative. In the color task, participants were presented the words "red" and "green" in either red or green font and were asked to identify the color of the letters. We observed a classic "Stroop" behavioral interference effect, with participants showing increased response time for incongruent trials relative to congruent ones for both the gesture and color tasks. Hemodynamic signals acquired using functional near-infrared spectroscopy (fNIRS) were increased in the right dorsolateral prefrontal cortex (DLPFC) for incongruent trials relative to congruent trials for both tasks consistent with a common, domain-general mechanism for detecting conflict. However, activity in the left DLPFC and frontal eye fields and the right temporal-parietal junction (TPJ), superior temporal gyrus (STG), supramarginal gyrus (SMG), and primary and auditory association cortices was greater for the gesture task than the color task. Thus, in addition to domain-general conflict processing mechanisms, as suggested by common engagement of right DLPFC, socially specialized neural modules localized to the left DLPFC and right TPJ including adjacent homologous receptive language areas were engaged when processing conflicting communications. These findings contribute to an emerging view of specialization within the TPJ and adjacent areas for interpretation of social cues and indicate a role for the region in processing social conflict.
So, Wing-Chee; Yi-Feng, Alvan Low; Yap, De-Fu; Kheng, Eugene; Yap, Ju-Min Melvin
2013-01-01
Previous studies have shown that iconic gestures presented in an isolated manner prime visually presented semantically related words. Since gestures and speech are almost always produced together, this study examined whether iconic gestures accompanying speech would prime words and compared the priming effect of iconic gestures with speech to that of iconic gestures presented alone. Adult participants (N = 180) were randomly assigned to one of three conditions in a lexical decision task: Gestures-Only (the primes were iconic gestures presented alone); Speech-Only (the primes were auditory tokens conveying the same meaning as the iconic gestures); Gestures-Accompanying-Speech (the primes were the simultaneous coupling of iconic gestures and their corresponding auditory tokens). Our findings revealed significant priming effects in all three conditions. However, the priming effect in the Gestures-Accompanying-Speech condition was comparable to that in the Speech-Only condition and was significantly weaker than that in the Gestures-Only condition, suggesting that the facilitatory effect of iconic gestures accompanying speech may be constrained by the level of language processing required in the lexical decision task where linguistic processing of words forms is more dominant than semantic processing. Hence, the priming effect afforded by the co-speech iconic gestures was weakened. PMID:24155738
The Role of Gesture in Supporting Mental Representations: The Case of Mental Abacus Arithmetic
ERIC Educational Resources Information Center
Brooks, Neon B.; Barner, David; Frank, Michael; Goldin-Meadow, Susan
2018-01-01
People frequently gesture when problem-solving, particularly on tasks that require spatial transformation. Gesture often facilitates task performance by interacting with internal mental representations, but how this process works is not well understood. We investigated this question by exploring the case of mental abacus (MA), a technique in which…
De Jonge-Hoekstra, Lisette; Van der Steen, Steffie; Van Geert, Paul; Cox, Ralf F A
2016-01-01
As children learn they use their speech to express words and their hands to gesture. This study investigates the interplay between real-time gestures and speech as children construct cognitive understanding during a hands-on science task. 12 children (M = 6, F = 6) from Kindergarten (n = 5) and first grade (n = 7) participated in this study. Each verbal utterance and gesture during the task were coded, on a complexity scale derived from dynamic skill theory. To explore the interplay between speech and gestures, we applied a cross recurrence quantification analysis (CRQA) to the two coupled time series of the skill levels of verbalizations and gestures. The analysis focused on (1) the temporal relation between gestures and speech, (2) the relative strength and direction of the interaction between gestures and speech, (3) the relative strength and direction between gestures and speech for different levels of understanding, and (4) relations between CRQA measures and other child characteristics. The results show that older and younger children differ in the (temporal) asymmetry in the gestures-speech interaction. For younger children, the balance leans more toward gestures leading speech in time, while the balance leans more toward speech leading gestures for older children. Secondly, at the group level, speech attracts gestures in a more dynamically stable fashion than vice versa, and this asymmetry in gestures and speech extends to lower and higher understanding levels. Yet, for older children, the mutual coupling between gestures and speech is more dynamically stable regarding the higher understanding levels. Gestures and speech are more synchronized in time as children are older. A higher score on schools' language tests is related to speech attracting gestures more rigidly and more asymmetry between gestures and speech, only for the less difficult understanding levels. A higher score on math or past science tasks is related to less asymmetry between gestures and speech. The picture that emerges from our analyses suggests that the relation between gestures, speech and cognition is more complex than previously thought. We suggest that temporal differences and asymmetry in influence between gestures and speech arise from simultaneous coordination of synergies.
Viewpoint Invariant Gesture Recognition and 3D Hand Pose Estimation Using RGB-D
ERIC Educational Resources Information Center
Doliotis, Paul
2013-01-01
The broad application domain of the work presented in this thesis is pattern classification with a focus on gesture recognition and 3D hand pose estimation. One of the main contributions of the proposed thesis is a novel method for 3D hand pose estimation using RGB-D. Hand pose estimation is formulated as a database retrieval problem. The proposed…
Straube, Benjamin; Meyer, Lea; Green, Antonia; Kircher, Tilo
2014-06-03
Speech-associated gesturing leads to memory advantages for spoken sentences. However, unexpected or surprising events are also likely to be remembered. With this study we test the hypothesis that different neural mechanisms (semantic elaboration and surprise) lead to memory advantages for iconic and unrelated gestures. During fMRI-data acquisition participants were presented with video clips of an actor verbalising concrete sentences accompanied by iconic gestures (IG; e.g., circular gesture; sentence: "The man is sitting at the round table"), unrelated free gestures (FG; e.g., unrelated up down movements; same sentence) and no gestures (NG; same sentence). After scanning, recognition performance for the three conditions was tested. Videos were evaluated regarding semantic relation and surprise by a different group of participants. The semantic relationship between speech and gesture was rated higher for IG (IG>FG), whereas surprise was rated higher for FG (FG>IG). Activation of the hippocampus correlated with subsequent memory performance of both gesture conditions (IG+FG>NG). For the IG condition we found activation in the left temporal pole and middle cingulate cortex (MCC; IG>FG). In contrast, for the FG condition posterior thalamic structures (FG>IG) as well as anterior and posterior cingulate cortices were activated (FG>NG). Our behavioral and fMRI-data suggest different mechanisms for processing related and unrelated co-verbal gestures, both of them leading to enhanced memory performance. Whereas activation in MCC and left temporal pole for iconic co-verbal gestures may reflect semantic memory processes, memory enhancement for unrelated gestures relies on the surprise response, mediated by anterior/posterior cingulate cortex and thalamico-hippocampal structures. Copyright © 2014 Elsevier B.V. All rights reserved.
Jurewicz, Katherina A; Neyens, David M; Catchpole, Ken; Reeves, Scott T
2018-06-01
The purpose of this research was to compare gesture-function mappings for experts and novices using a 3D, vision-based, gestural input system when exposed to the same context of anesthesia tasks in the operating room (OR). 3D, vision-based, gestural input systems can serve as a natural way to interact with computers and are potentially useful in sterile environments (e.g., ORs) to limit the spread of bacteria. Anesthesia providers' hands have been linked to bacterial transfer in the OR, but a gestural input system for anesthetic tasks has not been investigated. A repeated-measures study was conducted with two cohorts: anesthesia providers (i.e., experts) ( N = 16) and students (i.e., novices) ( N = 30). Participants chose gestures for 10 anesthetic functions across three blocks to determine intuitive gesture-function mappings. Reaction time was collected as a complementary measure for understanding the mappings. The two gesture-function mapping sets showed some similarities and differences. The gesture mappings of the anesthesia providers showed a relationship to physical components in the anesthesia environment that were not seen in the students' gestures. The students also exhibited evidence related to longer reaction times compared to the anesthesia providers. Domain expertise is influential when creating gesture-function mappings. However, both experts and novices should be able to use a gesture system intuitively, so development methods need to be refined for considering the needs of different user groups. The development of a touchless interface for perioperative anesthesia may reduce bacterial contamination and eventually offer a reduced risk of infection to patients.
Oi, Misato; Saito, Hirofumi; Li, Zongfeng; Zhao, Wenjun
2013-04-01
To examine the neural mechanism of co-speech gesture production, we measured brain activity of bilinguals during an animation-narration task using near-infrared spectroscopy. The task of the participants was to watch two stories via an animated cartoon, and then narrate the contents in their first language (Ll) and second language (L2), respectively. The participants showed significantly more gestures in L2 than in L1. The number of gestures lowered at the ending part of the narration in L1, but not in L2. Analyses of concentration changes of oxygenated hemoglobin revealed that activation of the left inferior frontal gyrus (IFG) significantly increased during gesture production, while activation of the left posterior superior temporal sulcus (pSTS) significantly decreased in line with an increase in the left IFG. These brain activation patterns suggest that the left IFG is involved in the gesture production, and the left pSTS is modulated by the speech load. Copyright © 2013 Elsevier Inc. All rights reserved.
NASA Astrophysics Data System (ADS)
Dan, Luo; Ohya, Jun
2010-02-01
Recognizing hand gestures from the video sequence acquired by a dynamic camera could be a useful interface between humans and mobile robots. We develop a state based approach to extract and recognize hand gestures from moving camera images. We improved Human-Following Local Coordinate (HFLC) System, a very simple and stable method for extracting hand motion trajectories, which is obtained from the located human face, body part and hand blob changing factor. Condensation algorithm and PCA-based algorithm was performed to recognize extracted hand trajectories. In last research, this Condensation Algorithm based method only applied for one person's hand gestures. In this paper, we propose a principal component analysis (PCA) based approach to improve the recognition accuracy. For further improvement, temporal changes in the observed hand area changing factor are utilized as new image features to be stored in the database after being analyzed by PCA. Every hand gesture trajectory in the database is classified into either one hand gesture categories, two hand gesture categories, or temporal changes in hand blob changes. We demonstrate the effectiveness of the proposed method by conducting experiments on 45 kinds of sign language based Japanese and American Sign Language gestures obtained from 5 people. Our experimental recognition results show better performance is obtained by PCA based approach than the Condensation algorithm based method.
Thinking with Your Hands: Speech-Gesture Activity during an L2 Awareness-Raising Task
ERIC Educational Resources Information Center
van Compernolle, Remi A.; Williams, Lawrence
2011-01-01
This article reports on a study of second language (L2) French learners' self-generated use of gesture to think through and resolve a metalinguistic awareness-raising task during small-group work with an expert mediator. Although the use of gesture in L2 communication and pedagogy has recently received increasing attention, little research has…
Halim, Zahid; Abbas, Ghulam
2015-01-01
Sign language provides hearing and speech impaired individuals with an interface to communicate with other members of the society. Unfortunately, sign language is not understood by most of the common people. For this, a gadget based on image processing and pattern recognition can provide with a vital aid for detecting and translating sign language into a vocal language. This work presents a system for detecting and understanding the sign language gestures by a custom built software tool and later translating the gesture into a vocal language. For the purpose of recognizing a particular gesture, the system employs a Dynamic Time Warping (DTW) algorithm and an off-the-shelf software tool is employed for vocal language generation. Microsoft(®) Kinect is the primary tool used to capture video stream of a user. The proposed method is capable of successfully detecting gestures stored in the dictionary with an accuracy of 91%. The proposed system has the ability to define and add custom made gestures. Based on an experiment in which 10 individuals with impairments used the system to communicate with 5 people with no disability, 87% agreed that the system was useful.
Hand gesture recognition by analysis of codons
NASA Astrophysics Data System (ADS)
Ramachandra, Poornima; Shrikhande, Neelima
2007-09-01
The problem of recognizing gestures from images using computers can be approached by closely understanding how the human brain tackles it. A full fledged gesture recognition system will substitute mouse and keyboards completely. Humans can recognize most gestures by looking at the characteristic external shape or the silhouette of the fingers. Many previous techniques to recognize gestures dealt with motion and geometric features of hands. In this thesis gestures are recognized by the Codon-list pattern extracted from the object contour. All edges of an image are described in terms of sequence of Codons. The Codons are defined in terms of the relationship between maxima, minima and zeros of curvature encountered as one traverses the boundary of the object. We have concentrated on a catalog of 24 gesture images from the American Sign Language alphabet (Letter J and Z are ignored as they are represented using motion) [2]. The query image given as an input to the system is analyzed and tested against the Codon-lists, which are shape descriptors for external parts of a hand gesture. We have used the Weighted Frequency Indexing Transform (WFIT) approach which is used in DNA sequence matching for matching the Codon-lists. The matching algorithm consists of two steps: 1) the query sequences are converted to short sequences and are assigned weights and, 2) all the sequences of query gestures are pruned into match and mismatch subsequences by the frequency indexing tree based on the weights of the subsequences. The Codon sequences with the most weight are used to determine the most precise match. Once a match is found, the identified gesture and corresponding interpretation are shown as output.
Explore Efficient Local Features from RGB-D Data for One-Shot Learning Gesture Recognition.
Wan, Jun; Guo, Guodong; Li, Stan Z
2016-08-01
Availability of handy RGB-D sensors has brought about a surge of gesture recognition research and applications. Among various approaches, one shot learning approach is advantageous because it requires minimum amount of data. Here, we provide a thorough review about one-shot learning gesture recognition from RGB-D data and propose a novel spatiotemporal feature extracted from RGB-D data, namely mixed features around sparse keypoints (MFSK). In the review, we analyze the challenges that we are facing, and point out some future research directions which may enlighten researchers in this field. The proposed MFSK feature is robust and invariant to scale, rotation and partial occlusions. To alleviate the insufficiency of one shot training samples, we augment the training samples by artificially synthesizing versions of various temporal scales, which is beneficial for coping with gestures performed at varying speed. We evaluate the proposed method on the Chalearn gesture dataset (CGD). The results show that our approach outperforms all currently published approaches on the challenging data of CGD, such as translated, scaled and occluded subsets. When applied to the RGB-D datasets that are not one-shot (e.g., the Cornell Activity Dataset-60 and MSR Daily Activity 3D dataset), the proposed feature also produces very promising results under leave-one-out cross validation or one-shot learning.
Give Me a Hand: Differential Effects of Gesture Type in Guiding Young Children's Problem-Solving
ERIC Educational Resources Information Center
Vallotton, Claire; Fusaro, Maria; Hayden, Julia; Decker, Kalli; Gutowski, Elizabeth
2015-01-01
Adults' gestures support children's learning in problem-solving tasks, but gestures may be differentially useful to children of different ages, and different features of gestures may make them more or less useful to children. The current study investigated parents' use of gestures to support their young children (1.5-6 years) in a block puzzle…
NASA Astrophysics Data System (ADS)
Lahamy, H.; Lichti, D.
2012-07-01
The automatic interpretation of human gestures can be used for a natural interaction with computers without the use of mechanical devices such as keyboards and mice. The recognition of hand postures have been studied for many years. However, most of the literature in this area has considered 2D images which cannot provide a full description of the hand gestures. In addition, a rotation-invariant identification remains an unsolved problem even with the use of 2D images. The objective of the current study is to design a rotation-invariant recognition process while using a 3D signature for classifying hand postures. An heuristic and voxelbased signature has been designed and implemented. The tracking of the hand motion is achieved with the Kalman filter. A unique training image per posture is used in the supervised classification. The designed recognition process and the tracking procedure have been successfully evaluated. This study has demonstrated the efficiency of the proposed rotation invariant 3D hand posture signature which leads to 98.24% recognition rate after testing 12723 samples of 12 gestures taken from the alphabet of the American Sign Language.
Using our hands to change our minds
Goldin-Meadow, Susan
2015-01-01
Jean Piaget was a master at observing the routine behaviors children produce as they go from knowing less to knowing more about at a task, and making inferences not only about how children understand the task at each point, but also about how they progress from one point to the next. This paper examines a routine behavior that Piaget overlooked–the spontaneous gestures speakers produce as they explain their solutions to a problem. These gestures are not mere hand waving. They reflect ideas that the speaker has about the problem, often ideas that are not found in that speaker's talk. Gesture can do more than reflect ideas–it can also change them. Observing the gestures that others produce can change a learner's ideas, as can producing one's own gestures. In this sense, gesture behaves like any other action. But gesture differs from many other actions in that it also promotes generalization of new ideas. Gesture represents the world rather than directly manipulating the world (gesture does not move objects around) and is thus a special kind of action. As a result, the mechanisms by which gesture and action promote learning may differ. Because it is both an action and a representation, gesture can serve as a bridge between the two and thus be a powerful tool for learning abstract ideas. PMID:27906502
NASA Astrophysics Data System (ADS)
Mantecón, Tomás.; del Blanco, Carlos Roberto; Jaureguizar, Fernando; García, Narciso
2014-06-01
New forms of natural interactions between human operators and UAVs (Unmanned Aerial Vehicle) are demanded by the military industry to achieve a better balance of the UAV control and the burden of the human operator. In this work, a human machine interface (HMI) based on a novel gesture recognition system using depth imagery is proposed for the control of UAVs. Hand gesture recognition based on depth imagery is a promising approach for HMIs because it is more intuitive, natural, and non-intrusive than other alternatives using complex controllers. The proposed system is based on a Support Vector Machine (SVM) classifier that uses spatio-temporal depth descriptors as input features. The designed descriptor is based on a variation of the Local Binary Pattern (LBP) technique to efficiently work with depth video sequences. Other major consideration is the especial hand sign language used for the UAV control. A tradeoff between the use of natural hand signs and the minimization of the inter-sign interference has been established. Promising results have been achieved in a depth based database of hand gestures especially developed for the validation of the proposed system.
Real-time skeleton tracking for embedded systems
NASA Astrophysics Data System (ADS)
Coleca, Foti; Klement, Sascha; Martinetz, Thomas; Barth, Erhardt
2013-03-01
Touch-free gesture technology is beginning to become more popular with consumers and may have a significant future impact on interfaces for digital photography. However, almost every commercial software framework for gesture and pose detection is aimed at either desktop PCs or high-powered GPUs, making mobile implementations for gesture recognition an attractive area for research and development. In this paper we present an algorithm for hand skeleton tracking and gesture recognition that runs on an ARM-based platform (Pandaboard ES, OMAP 4460 architecture). The algorithm uses self-organizing maps to fit a given topology (skeleton) into a 3D point cloud. This is a novel way of approaching the problem of pose recognition as it does not employ complex optimization techniques or data-based learning. After an initial background segmentation step, the algorithm is ran in parallel with heuristics, which detect and correct artifacts arising from insufficient or erroneous input data. We then optimize the algorithm for the ARM platform using fixed-point computation and the NEON SIMD architecture the OMAP4460 provides. We tested the algorithm with two different depth-sensing devices (Microsoft Kinect, PMD Camboard). For both input devices we were able to accurately track the skeleton at the native framerate of the cameras.
Face Recognition From One Example View.
1995-09-01
Proceedings, International Workshop on Automatic Face- and Gesture-Recognition, pages 248{253, Zurich, 1995. [32] Yael Moses, Shimon Ullman, and Shimon...recognition. Journal of Cognitive Neuroscience, 3(1):71{86, 1991. [49] Shimon Ullman and Ronen Basri. Recognition by linear combinations of models
van Nispen, Karin; van de Sandt-Koenderman, Mieke; Mol, Lisette; Krahmer, Emiel
2014-01-01
Gesticulation (gestures accompanying speech) and pantomime (gestures in the absence of speech) can each be comprehensible. Little is known about the differences between these two gesture modes in people with aphasia. To discover whether there are differences in the communicative use of gesticulation and pantomime in QH, a person with severe fluent aphasia. QH performed two tasks: naming objects and retelling a story. He did this once in a verbal condition (enabling gesticulation) and once in a pantomime condition. For both conditions, the comprehensibility of gestures was analysed in a forced-choice task by naïve judges. Secondly, a comparison was made between QH and healthy controls for the representation techniques used. Pantomimes produced by QH for naming objects were significantly more comprehensible than chance, whereas his gesticulation was not. For retelling a story the opposite pattern was found. When naming objects QH gesticulated much more than did healthy controls. His pantomimes for this task were simpler than those used by the control group. For retelling a story no differences were found. Although QH did not make full use of each gesture modes' potential, both did contribute to QH's comprehensibility. Crucially, the benefits of each mode differed across tasks. This implies that both gesture modes should be taken into account separately in models of speech and gesture production and in clinical practice for different communicative settings. © 2013 Royal College of Speech and Language Therapists.
NASA Astrophysics Data System (ADS)
Kryuchkov, B. I.; Usov, V. M.; Chertopolokhov, V. A.; Ronzhin, A. L.; Karpov, A. A.
2017-05-01
Extravehicular activity (EVA) on the lunar surface, necessary for the future exploration of the Moon, involves extensive use of robots. One of the factors of safe EVA is a proper interaction between cosmonauts and robots in extreme environments. This requires a simple and natural man-machine interface, e.g. multimodal contactless interface based on recognition of gestures and cosmonaut's poses. When travelling in the "Follow Me" mode (master/slave), a robot uses onboard tools for tracking cosmonaut's position and movements, and on the basis of these data builds its itinerary. The interaction in the system "cosmonaut-robot" on the lunar surface is significantly different from that on the Earth surface. For example, a man, dressed in a space suit, has limited fine motor skills. In addition, EVA is quite tiring for the cosmonauts, and a tired human being less accurately performs movements and often makes mistakes. All this leads to new requirements for the convenient use of the man-machine interface designed for EVA. To improve the reliability and stability of human-robot communication it is necessary to provide options for duplicating commands at the task stages and gesture recognition. New tools and techniques for space missions must be examined at the first stage of works in laboratory conditions, and then in field tests (proof tests at the site of application). The article analyzes the methods of detection and tracking of movements and gesture recognition of the cosmonaut during EVA, which can be used for the design of human-machine interface. A scenario for testing these methods by constructing a virtual environment simulating EVA on the lunar surface is proposed. Simulation involves environment visualization and modeling of the use of the "vision" of the robot to track a moving cosmonaut dressed in a spacesuit.
Hippocampal declarative memory supports gesture production: Evidence from amnesia
Hilliard, Caitlin; Cook, Susan Wagner; Duff, Melissa C.
2016-01-01
Spontaneous co-speech hand gestures provide a visuospatial representation of what is being communicated in spoken language. Although it is clear that gestures emerge from representations in memory for what is being communicated (De Ruiter, 1998; Wesp, Hesse, Keutmann, & Wheaton, 2001), the mechanism supporting the relationship between gesture and memory is unknown. Current theories of gesture production posit that action – supported by motor areas of the brain – is key in determining whether gestures are produced. We propose that when and how gestures are produced is determined in part by hippocampally-mediated declarative memory. We examined the speech and gesture of healthy older adults and of memory-impaired patients with hippocampal amnesia during four discourse tasks that required accessing episodes and information from the remote past. Consistent with previous reports of impoverished spoken language in patients with hippocampal amnesia, we predicted that these patients, who have difficulty generating multifaceted declarative memory representations, may in turn have impoverished gesture production. We found that patients gestured less overall relative to healthy comparison participants, and that this was particularly evident in tasks that may rely more heavily on declarative memory. Thus, gestures do not just emerge from the motor representation activated for speaking, but are also sensitive to the representation available in hippocampal declarative memory, suggesting a direct link between memory and gesture production. PMID:27810497
Co-speech iconic gestures and visuo-spatial working memory.
Wu, Ying Choon; Coulson, Seana
2014-11-01
Three experiments tested the role of verbal versus visuo-spatial working memory in the comprehension of co-speech iconic gestures. In Experiment 1, participants viewed congruent discourse primes in which the speaker's gestures matched the information conveyed by his speech, and incongruent ones in which the semantic content of the speaker's gestures diverged from that in his speech. Discourse primes were followed by picture probes that participants judged as being either related or unrelated to the preceding clip. Performance on this picture probe classification task was faster and more accurate after congruent than incongruent discourse primes. The effect of discourse congruency on response times was linearly related to measures of visuo-spatial, but not verbal, working memory capacity, as participants with greater visuo-spatial WM capacity benefited more from congruent gestures. In Experiments 2 and 3, participants performed the same picture probe classification task under conditions of high and low loads on concurrent visuo-spatial (Experiment 2) and verbal (Experiment 3) memory tasks. Effects of discourse congruency and verbal WM load were additive, while effects of discourse congruency and visuo-spatial WM load were interactive. Results suggest that congruent co-speech gestures facilitate multi-modal language comprehension, and indicate an important role for visuo-spatial WM in these speech-gesture integration processes. Copyright © 2014 Elsevier B.V. All rights reserved.
Masson-Carro, Ingrid; Goudbeek, Martijn; Krahmer, Emiel
2016-10-01
Past research has sought to elucidate how speakers and addressees establish common ground in conversation, yet few studies have focused on how visual cues such as co-speech gestures contribute to this process. Likewise, the effect of cognitive constraints on multimodal grounding remains to be established. This study addresses the relationship between the verbal and gestural modalities during grounding in referential communication. We report data from a collaborative task where repeated references were elicited, and a time constraint was imposed to increase cognitive load. Our results reveal no differential effects of repetition or cognitive load on the semantic-based gesture rate, suggesting that representational gestures and speech are closely coordinated during grounding. However, gestures and speech differed in their execution, especially under time pressure. We argue that speech and gesture are two complementary streams that might be planned in conjunction but that unfold independently in later stages of language production, with speakers emphasizing the form of their gestures, but not of their words, to better meet the goals of the collaborative task. Copyright © 2016 Cognitive Science Society, Inc.
The image-interpretation-workstation of the future: lessons learned
NASA Astrophysics Data System (ADS)
Maier, S.; van de Camp, F.; Hafermann, J.; Wagner, B.; Peinsipp-Byma, E.; Beyerer, J.
2017-05-01
In recent years, professionally used workstations got increasingly complex and multi-monitor systems are more and more common. Novel interaction techniques like gesture recognition were developed but used mostly for entertainment and gaming purposes. These human computer interfaces are not yet widely used in professional environments where they could greatly improve the user experience. To approach this problem, we combined existing tools in our imageinterpretation-workstation of the future, a multi-monitor workplace comprised of four screens. Each screen is dedicated to a special task in the image interpreting process: a geo-information system to geo-reference the images and provide a spatial reference for the user, an interactive recognition support tool, an annotation tool and a reporting tool. To further support the complex task of image interpreting, self-developed interaction systems for head-pose estimation and hand tracking were used in addition to more common technologies like touchscreens, face identification and speech recognition. A set of experiments were conducted to evaluate the usability of the different interaction systems. Two typical extensive tasks of image interpreting were devised and approved by military personal. They were then tested with a current setup of an image interpreting workstation using only keyboard and mouse against our image-interpretationworkstation of the future. To get a more detailed look at the usefulness of the interaction techniques in a multi-monitorsetup, the hand tracking, head pose estimation and the face recognition were further evaluated using tests inspired by everyday tasks. The results of the evaluation and the discussion are presented in this paper.
Wöllner, Clemens; Deconinck, Frederik J A
2013-05-01
Gender recognition in point-light displays was investigated with regard to body morphology cues and motion cues of human motion performed with different levels of technical skill. Gestures of male and female orchestral conductors were recorded with a motion capture system while they conducted excerpts from a Mendelssohn string symphony to musicians. Point-light displays of conductors were presented to observers under the following conditions: visual-only, auditory-only, audiovisual, and two non-conducting conditions (walking and static images). Observers distinguished between male and female conductors in gait and static images, but not in visual-only and auditory-only conducting conditions. Across all conductors, gender recognition for audiovisual stimuli was better than chance, yet significantly less reliable than for gait. Separate analyses for two groups of conductors indicated an expertise effect in that novice conductors' gender was perceived above chance level for visual-only and audiovisual conducting, while skilled conducting gestures of experts did not afford gender-specific cues. In these conditions, participants may have ignored the body morphology cues that led to correct judgments for static images. Results point to a response bias such that conductors were more often judged to be male. Thus judgment accuracy depended both on the conductors' level of expertise as well as on the observers' concepts, suggesting that perceivable differences between men and women may diminish for highly trained movements of experienced individuals. Copyright © 2013 Elsevier B.V. All rights reserved.
2016-04-01
publications, images, and videos. Technologies or techniques . The technique for one shot gesture recognition is a result from the research activity... shot learning concept for gesture recognition. Name: Aditya Ajay Shanghavi Project Role: Master Student Researcher Identifier (e.g. ORCID ID...use case . The transparency error depends more on the x than the z head tracking error. Head tracking is typically accurate to less than 10mm in x
Comprehension of iconic gestures by chimpanzees and human children.
Bohn, Manuel; Call, Josep; Tomasello, Michael
2016-02-01
Iconic gestures-communicative acts using hand or body movements that resemble their referent-figure prominently in theories of language evolution and development. This study contrasted the abilities of chimpanzees (N=11) and 4-year-old human children (N=24) to comprehend novel iconic gestures. Participants learned to retrieve rewards from apparatuses in two distinct locations, each requiring a different action. In the test, a human adult informed the participant where to go by miming the action needed to obtain the reward. Children used the iconic gestures (more than arbitrary gestures) to locate the reward, whereas chimpanzees did not. Some children also used arbitrary gestures in the same way, but only after they had previously shown comprehension for iconic gestures. Over time, chimpanzees learned to associate iconic gestures with the appropriate location faster than arbitrary gestures, suggesting at least some recognition of the iconicity involved. These results demonstrate the importance of iconicity in referential communication. Copyright © 2015 Elsevier Inc. All rights reserved.
Cavallo, Filippo; Sinigaglia, Stefano; Megali, Giuseppe; Pietrabissa, Andrea; Dario, Paolo; Mosca, Franco; Cuschieri, Alfred
2014-10-01
The uptake of minimal access surgery (MAS) has by virtue of its clinical benefits become widespread across the surgical specialties. However, despite its advantages in reducing traumatic insult to the patient, it imposes significant ergonomic restriction on the operating surgeons who require training for the safe execution. Recent progress in manipulator technologies (robotic or mechanical) have certainly reduced the level of difficulty, however it requires information for a complete gesture analysis of surgical performance. This article reports on the development and evaluation of such a system capable of full biomechanical and machine learning. The system for gesture analysis comprises 5 principal modules, which permit synchronous acquisition of multimodal surgical gesture signals from different sources and settings. The acquired signals are used to perform a biomechanical analysis for investigation of kinematics, dynamics, and muscle parameters of surgical gestures and a machine learning model for segmentation and recognition of principal phases of surgical gesture. The biomechanical system is able to estimate the level of expertise of subjects and the ergonomics in using different instruments. The machine learning approach is able to ascertain the level of expertise of subjects and has the potential for automatic recognition of surgical gesture for surgeon-robot interactions. Preliminary tests have confirmed the efficacy of the system for surgical gesture analysis, providing an objective evaluation of progress during training of surgeons in their acquisition of proficiency in MAS approach and highlighting useful information for the design and evaluation of master-slave manipulator systems. © The Author(s) 2013.
ERIC Educational Resources Information Center
Suanda, Sumarga H.; Namy, Laura L.
2013-01-01
Infants' early communicative repertoires include both words and symbolic gestures. The current study examined the extent to which infants organize words and gestures in a single unified lexicon. As a window into lexical organization, eighteen-month-olds' ("N" = 32) avoidance of word-gesture overlap was examined and compared with…
Perceived Conventionality in Co-speech Gestures Involves the Fronto-Temporal Language Network.
Wolf, Dhana; Rekittke, Linn-Marlen; Mittelberg, Irene; Klasen, Martin; Mathiak, Klaus
2017-01-01
Face-to-face communication is multimodal; it encompasses spoken words, facial expressions, gaze, and co-speech gestures. In contrast to linguistic symbols (e.g., spoken words or signs in sign language) relying on mostly explicit conventions, gestures vary in their degree of conventionality. Bodily signs may have a general accepted or conventionalized meaning (e.g., a head shake) or less so (e.g., self-grooming). We hypothesized that subjective perception of conventionality in co-speech gestures relies on the classical language network, i.e., the left hemispheric inferior frontal gyrus (IFG, Broca's area) and the posterior superior temporal gyrus (pSTG, Wernicke's area) and studied 36 subjects watching video-recorded story retellings during a behavioral and an functional magnetic resonance imaging (fMRI) experiment. It is well documented that neural correlates of such naturalistic videos emerge as intersubject covariance (ISC) in fMRI even without involving a stimulus (model-free analysis). The subjects attended either to perceived conventionality or to a control condition (any hand movements or gesture-speech relations). Such tasks modulate ISC in contributing neural structures and thus we studied ISC changes to task demands in language networks. Indeed, the conventionality task significantly increased covariance of the button press time series and neuronal synchronization in the left IFG over the comparison with other tasks. In the left IFG, synchronous activity was observed during the conventionality task only. In contrast, the left pSTG exhibited correlated activation patterns during all conditions with an increase in the conventionality task at the trend level only. Conceivably, the left IFG can be considered a core region for the processing of perceived conventionality in co-speech gestures similar to spoken language. In general, the interpretation of conventionalized signs may rely on neural mechanisms that engage during language comprehension.
Perceived Conventionality in Co-speech Gestures Involves the Fronto-Temporal Language Network
Wolf, Dhana; Rekittke, Linn-Marlen; Mittelberg, Irene; Klasen, Martin; Mathiak, Klaus
2017-01-01
Face-to-face communication is multimodal; it encompasses spoken words, facial expressions, gaze, and co-speech gestures. In contrast to linguistic symbols (e.g., spoken words or signs in sign language) relying on mostly explicit conventions, gestures vary in their degree of conventionality. Bodily signs may have a general accepted or conventionalized meaning (e.g., a head shake) or less so (e.g., self-grooming). We hypothesized that subjective perception of conventionality in co-speech gestures relies on the classical language network, i.e., the left hemispheric inferior frontal gyrus (IFG, Broca's area) and the posterior superior temporal gyrus (pSTG, Wernicke's area) and studied 36 subjects watching video-recorded story retellings during a behavioral and an functional magnetic resonance imaging (fMRI) experiment. It is well documented that neural correlates of such naturalistic videos emerge as intersubject covariance (ISC) in fMRI even without involving a stimulus (model-free analysis). The subjects attended either to perceived conventionality or to a control condition (any hand movements or gesture-speech relations). Such tasks modulate ISC in contributing neural structures and thus we studied ISC changes to task demands in language networks. Indeed, the conventionality task significantly increased covariance of the button press time series and neuronal synchronization in the left IFG over the comparison with other tasks. In the left IFG, synchronous activity was observed during the conventionality task only. In contrast, the left pSTG exhibited correlated activation patterns during all conditions with an increase in the conventionality task at the trend level only. Conceivably, the left IFG can be considered a core region for the processing of perceived conventionality in co-speech gestures similar to spoken language. In general, the interpretation of conventionalized signs may rely on neural mechanisms that engage during language comprehension. PMID:29249945
Beat gestures help preschoolers recall and comprehend discourse information.
Llanes-Coromina, Judith; Vilà-Giménez, Ingrid; Kushch, Olga; Borràs-Comes, Joan; Prieto, Pilar
2018-08-01
Although the positive effects of iconic gestures on word recall and comprehension by children have been clearly established, less is known about the benefits of beat gestures (rhythmic hand/arm movements produced together with prominent prosody). This study investigated (a) whether beat gestures combined with prosodic information help children recall contrastively focused words as well as information related to those words in a child-directed discourse (Experiment 1) and (b) whether the presence of beat gestures helps children comprehend a narrative discourse (Experiment 2). In Experiment 1, 51 4-year-olds were exposed to a total of three short stories with contrastive words presented in three conditions, namely with prominence in both speech and gesture, prominence in speech only, and nonprominent speech. Results of a recall task showed that (a) children remembered more words when exposed to prominence in both speech and gesture than in either of the other two conditions and that (b) children were more likely to remember information related to those words when the words were associated with beat gestures. In Experiment 2, 55 5- and 6-year-olds were presented with six narratives with target items either produced with prosodic prominence but no beat gestures or produced with both prosodic prominence and beat gestures. Results of a comprehension task demonstrated that stories told with beat gestures were comprehended better by children. Together, these results constitute evidence that beat gestures help preschoolers not only to recall discourse information but also to comprehend it. Copyright © 2018 Elsevier Inc. All rights reserved.
From action to abstraction: Gesture as a mechanism of change
Goldin-Meadow, Susan
2015-01-01
Piaget was a master at observing the routine behaviors children produce as they go from knowing less to knowing more about at a task, and making inferences not only about how the children understood the task at each point, but also about how they progressed from one point to the next. In this paper, I examine a routine behavior that Piaget overlooked—the spontaneous gestures speakers produce as they explain their solutions to a problem. These gestures are not mere hand waving. They reflect ideas that the speaker has about the problem, often ideas that are not found in that speaker’s talk. But gesture can do more than reflect ideas—it can also change them. In this sense, gesture behaves like any other action; both gesture and action on objects facilitate learning problems on which training was given. However, only gesture promotes transferring the knowledge gained to problems that require generalization. Gesture is, in fact, a special kind of action in that it represents the world rather than directly manipulating the world (gesture does not move objects around). The mechanisms by which gesture and action promote learning may therefore differ—gesture is able to highlight components of an action that promote abstract learning while leaving out details that could tie learning to a specific context. Because it is both an action and a representation, gesture can serve as a bridge between the two and thus be a powerful tool for learning abstract ideas. PMID:26692629
From action to abstraction: Gesture as a mechanism of change.
Goldin-Meadow, Susan
2015-12-01
Piaget was a master at observing the routine behaviors children produce as they go from knowing less to knowing more about at a task, and making inferences not only about how the children understood the task at each point, but also about how they progressed from one point to the next. In this paper, I examine a routine behavior that Piaget overlooked-the spontaneous gestures speakers produce as they explain their solutions to a problem. These gestures are not mere hand waving. They reflect ideas that the speaker has about the problem, often ideas that are not found in that speaker's talk. But gesture can do more than reflect ideas-it can also change them. In this sense, gesture behaves like any other action; both gesture and action on objects facilitate learning problems on which training was given. However, only gesture promotes transferring the knowledge gained to problems that require generalization. Gesture is, in fact, a special kind of action in that it represents the world rather than directly manipulating the world (gesture does not move objects around). The mechanisms by which gesture and action promote learning may therefore differ-gesture is able to highlight components of an action that promote abstract learning while leaving out details that could tie learning to a specific context. Because it is both an action and a representation, gesture can serve as a bridge between the two and thus be a powerful tool for learning abstract ideas.
Speech-associated gestures, Broca’s area, and the human mirror system
Skipper, Jeremy I.; Goldin-Meadow, Susan; Nusbaum, Howard C.; Small, Steven L
2009-01-01
Speech-associated gestures are hand and arm movements that not only convey semantic information to listeners but are themselves actions. Broca’s area has been assumed to play an important role both in semantic retrieval or selection (as part of a language comprehension system) and in action recognition (as part of a “mirror” or “observation–execution matching” system). We asked whether the role that Broca’s area plays in processing speech-associated gestures is consistent with the semantic retrieval/selection account (predicting relatively weak interactions between Broca’s area and other cortical areas because the meaningful information that speech-associated gestures convey reduces semantic ambiguity and thus reduces the need for semantic retrieval/selection) or the action recognition account (predicting strong interactions between Broca’s area and other cortical areas because speech-associated gestures are goal-direct actions that are “mirrored”). We compared the functional connectivity of Broca’s area with other cortical areas when participants listened to stories while watching meaningful speech-associated gestures, speech-irrelevant self-grooming hand movements, or no hand movements. A network analysis of neuroimaging data showed that interactions involving Broca’s area and other cortical areas were weakest when spoken language was accompanied by meaningful speech-associated gestures, and strongest when spoken language was accompanied by self-grooming hand movements or by no hand movements at all. Results are discussed with respect to the role that the human mirror system plays in processing speech-associated movements. PMID:17533001
Intelligent RF-Based Gesture Input Devices Implemented Using e-Textiles †
Hughes, Dana; Profita, Halley; Radzihovsky, Sarah; Correll, Nikolaus
2017-01-01
We present an radio-frequency (RF)-based approach to gesture detection and recognition, using e-textile versions of common transmission lines used in microwave circuits. This approach allows for easy fabrication of input swatches that can detect a continuum of finger positions and similarly basic gestures, using a single measurement line. We demonstrate that the swatches can perform gesture detection when under thin layers of cloth or when weatherproofed, providing a high level of versatility not present with other types of approaches. Additionally, using small convolutional neural networks, low-level gestures can be identified with a high level of accuracy using a small, inexpensive microcontroller, allowing for an intelligent fabric that reports only gestures of interest, rather than a simple sensor requiring constant surveillance from an external computing device. The resulting e-textile smart composite has applications in controlling wearable devices by providing a simple, eyes-free mechanism to input simple gestures. PMID:28125010
Intelligent RF-Based Gesture Input Devices Implemented Using e-Textiles.
Hughes, Dana; Profita, Halley; Radzihovsky, Sarah; Correll, Nikolaus
2017-01-24
We present an radio-frequency (RF)-based approach to gesture detection and recognition, using e-textile versions of common transmission lines used in microwave circuits. This approach allows for easy fabrication of input swatches that can detect a continuum of finger positions and similarly basic gestures, using a single measurement line. We demonstrate that the swatches can perform gesture detection when under thin layers of cloth or when weatherproofed, providing a high level of versatility not present with other types of approaches. Additionally, using small convolutional neural networks, low-level gestures can be identified with a high level of accuracy using a small, inexpensive microcontroller, allowing for an intelligent fabric that reports only gestures of interest, rather than a simple sensor requiring constant surveillance from an external computing device. The resulting e-textile smart composite has applications in controlling wearable devices by providing a simple, eyes-free mechanism to input simple gestures.
The motor theory of speech perception revisited.
Massaro, Dominic W; Chen, Trevor H
2008-04-01
Galantucci, Fowler, and Turvey (2006) have claimed that perceiving speech is perceiving gestures and that the motor system is recruited for perceiving speech. We make the counter argument that perceiving speech is not perceiving gestures, that the motor system is not recruitedfor perceiving speech, and that speech perception can be adequately described by a prototypical pattern recognition model, the fuzzy logical model of perception (FLMP). Empirical evidence taken as support for gesture and motor theory is reconsidered in more detail and in the framework of the FLMR Additional theoretical and logical arguments are made to challenge gesture and motor theory.
ERIC Educational Resources Information Center
Oi, Misato; Saito, Hirofumi; Li, Zongfeng; Zhao, Wenjun
2013-01-01
To examine the neural mechanism of co-speech gesture production, we measured brain activity of bilinguals during an animation-narration task using near-infrared spectroscopy. The task of the participants was to watch two stories via an animated cartoon, and then narrate the contents in their first language (Ll) and second language (L2),…
Video content analysis of surgical procedures.
Loukas, Constantinos
2018-02-01
In addition to its therapeutic benefits, minimally invasive surgery offers the potential for video recording of the operation. The videos may be archived and used later for reasons such as cognitive training, skills assessment, and workflow analysis. Methods from the major field of video content analysis and representation are increasingly applied in the surgical domain. In this paper, we review recent developments and analyze future directions in the field of content-based video analysis of surgical operations. The review was obtained from PubMed and Google Scholar search on combinations of the following keywords: 'surgery', 'video', 'phase', 'task', 'skills', 'event', 'shot', 'analysis', 'retrieval', 'detection', 'classification', and 'recognition'. The collected articles were categorized and reviewed based on the technical goal sought, type of surgery performed, and structure of the operation. A total of 81 articles were included. The publication activity is constantly increasing; more than 50% of these articles were published in the last 3 years. Significant research has been performed for video task detection and retrieval in eye surgery. In endoscopic surgery, the research activity is more diverse: gesture/task classification, skills assessment, tool type recognition, shot/event detection and retrieval. Recent works employ deep neural networks for phase and tool recognition as well as shot detection. Content-based video analysis of surgical operations is a rapidly expanding field. Several future prospects for research exist including, inter alia, shot boundary detection, keyframe extraction, video summarization, pattern discovery, and video annotation. The development of publicly available benchmark datasets to evaluate and compare task-specific algorithms is essential.
Comprehension of Co-Speech Gestures in Aphasic Patients: An Eye Movement Study.
Eggenberger, Noëmi; Preisig, Basil C; Schumacher, Rahel; Hopfner, Simone; Vanbellingen, Tim; Nyffeler, Thomas; Gutbrod, Klemens; Annoni, Jean-Marie; Bohlhalter, Stephan; Cazzoli, Dario; Müri, René M
2016-01-01
Co-speech gestures are omnipresent and a crucial element of human interaction by facilitating language comprehension. However, it is unclear whether gestures also support language comprehension in aphasic patients. Using visual exploration behavior analysis, the present study aimed to investigate the influence of congruence between speech and co-speech gestures on comprehension in terms of accuracy in a decision task. Twenty aphasic patients and 30 healthy controls watched videos in which speech was either combined with meaningless (baseline condition), congruent, or incongruent gestures. Comprehension was assessed with a decision task, while remote eye-tracking allowed analysis of visual exploration. In aphasic patients, the incongruent condition resulted in a significant decrease of accuracy, while the congruent condition led to a significant increase in accuracy compared to baseline accuracy. In the control group, the incongruent condition resulted in a decrease in accuracy, while the congruent condition did not significantly increase the accuracy. Visual exploration analysis showed that patients fixated significantly less on the face and tended to fixate more on the gesturing hands compared to controls. Co-speech gestures play an important role for aphasic patients as they modulate comprehension. Incongruent gestures evoke significant interference and deteriorate patients' comprehension. In contrast, congruent gestures enhance comprehension in aphasic patients, which might be valuable for clinical and therapeutic purposes.
Vision-based posture recognition using an ensemble classifier and a vote filter
NASA Astrophysics Data System (ADS)
Ji, Peng; Wu, Changcheng; Xu, Xiaonong; Song, Aiguo; Li, Huijun
2016-10-01
Posture recognition is a very important Human-Robot Interaction (HRI) way. To segment effective posture from an image, we propose an improved region grow algorithm which combining with the Single Gauss Color Model. The experiment shows that the improved region grow algorithm can get the complete and accurate posture than traditional Single Gauss Model and region grow algorithm, and it can eliminate the similar region from the background at the same time. In the posture recognition part, and in order to improve the recognition rate, we propose a CNN ensemble classifier, and in order to reduce the misjudgments during a continuous gesture control, a vote filter is proposed and applied to the sequence of recognition results. Comparing with CNN classifier, the CNN ensemble classifier we proposed can yield a 96.27% recognition rate, which is better than that of CNN classifier, and the proposed vote filter can improve the recognition result and reduce the misjudgments during the consecutive gesture switch.
Gesture Facilitates Children's Creative Thinking.
Kirk, Elizabeth; Lewis, Carine
2017-02-01
Gestures help people think and can help problem solvers generate new ideas. We conducted two experiments exploring the self-oriented function of gesture in a novel domain: creative thinking. In Experiment 1, we explored the relationship between children's spontaneous gesture production and their ability to generate novel uses for everyday items (alternative-uses task). There was a significant correlation between children's creative fluency and their gesture production, and the majority of children's gestures depicted an action on the target object. Restricting children from gesturing did not significantly reduce their fluency, however. In Experiment 2, we encouraged children to gesture, and this significantly boosted their generation of creative ideas. These findings demonstrate that gestures serve an important self-oriented function and can assist creative thinking.
Selection of suitable hand gestures for reliable myoelectric human computer interface.
Castro, Maria Claudia F; Arjunan, Sridhar P; Kumar, Dinesh K
2015-04-09
Myoelectric controlled prosthetic hand requires machine based identification of hand gestures using surface electromyogram (sEMG) recorded from the forearm muscles. This study has observed that a sub-set of the hand gestures have to be selected for an accurate automated hand gesture recognition, and reports a method to select these gestures to maximize the sensitivity and specificity. Experiments were conducted where sEMG was recorded from the muscles of the forearm while subjects performed hand gestures and then was classified off-line. The performances of ten gestures were ranked using the proposed Positive-Negative Performance Measurement Index (PNM), generated by a series of confusion matrices. When using all the ten gestures, the sensitivity and specificity was 80.0% and 97.8%. After ranking the gestures using the PNM, six gestures were selected and these gave sensitivity and specificity greater than 95% (96.5% and 99.3%); Hand open, Hand close, Little finger flexion, Ring finger flexion, Middle finger flexion and Thumb flexion. This work has shown that reliable myoelectric based human computer interface systems require careful selection of the gestures that have to be recognized and without such selection, the reliability is poor.
Using arm and hand gestures to command robots during stealth operations
NASA Astrophysics Data System (ADS)
Stoica, Adrian; Assad, Chris; Wolf, Michael; You, Ki Sung; Pavone, Marco; Huntsberger, Terry; Iwashita, Yumi
2012-06-01
Command of support robots by the warfighter requires intuitive interfaces to quickly communicate high degree-offreedom (DOF) information while leaving the hands unencumbered. Stealth operations rule out voice commands and vision-based gesture interpretation techniques, as they often entail silent operations at night or in other low visibility conditions. Targeted at using bio-signal inputs to set navigation and manipulation goals for the robot (say, simply by pointing), we developed a system based on an electromyography (EMG) "BioSleeve", a high density sensor array for robust, practical signal collection from forearm muscles. The EMG sensor array data is fused with inertial measurement unit (IMU) data. This paper describes the BioSleeve system and presents initial results of decoding robot commands from the EMG and IMU data using a BioSleeve prototype with up to sixteen bipolar surface EMG sensors. The BioSleeve is demonstrated on the recognition of static hand positions (e.g. palm facing front, fingers upwards) and on dynamic gestures (e.g. hand wave). In preliminary experiments, over 90% correct recognition was achieved on five static and nine dynamic gestures. We use the BioSleeve to control a team of five LANdroid robots in individual and group/squad behaviors. We define a gesture composition mechanism that allows the specification of complex robot behaviors with only a small vocabulary of gestures/commands, and we illustrate it with a set of complex orders.
Using Arm and Hand Gestures to Command Robots during Stealth Operations
NASA Technical Reports Server (NTRS)
Stoica, Adrian; Assad, Chris; Wolf, Michael; You, Ki Sung; Pavone, Marco; Huntsberger, Terry; Iwashita, Yumi
2012-01-01
Command of support robots by the warfighter requires intuitive interfaces to quickly communicate high degree-of-freedom (DOF) information while leaving the hands unencumbered. Stealth operations rule out voice commands and vision-based gesture interpretation techniques, as they often entail silent operations at night or in other low visibility conditions. Targeted at using bio-signal inputs to set navigation and manipulation goals for the robot (say, simply by pointing), we developed a system based on an electromyography (EMG) "BioSleeve", a high density sensor array for robust, practical signal collection from forearm muscles. The EMG sensor array data is fused with inertial measurement unit (IMU) data. This paper describes the BioSleeve system and presents initial results of decoding robot commands from the EMG and IMU data using a BioSleeve prototype with up to sixteen bipolar surface EMG sensors. The BioSleeve is demonstrated on the recognition of static hand positions (e.g. palm facing front, fingers upwards) and on dynamic gestures (e.g. hand wave). In preliminary experiments, over 90% correct recognition was achieved on five static and nine dynamic gestures. We use the BioSleeve to control a team of five LANdroid robots in individual and group/squad behaviors. We define a gesture composition mechanism that allows the specification of complex robot behaviors with only a small vocabulary of gestures/commands, and we illustrate it with a set of complex orders.
Gesture-Controlled Interfaces for Self-Service Machines
NASA Technical Reports Server (NTRS)
Cohen, Charles J.; Beach, Glenn
2006-01-01
Gesture-controlled interfaces are software- driven systems that facilitate device control by translating visual hand and body signals into commands. Such interfaces could be especially attractive for controlling self-service machines (SSMs) for example, public information kiosks, ticket dispensers, gasoline pumps, and automated teller machines (see figure). A gesture-controlled interface would include a vision subsystem comprising one or more charge-coupled-device video cameras (at least two would be needed to acquire three-dimensional images of gestures). The output of the vision system would be processed by a pure software gesture-recognition subsystem. Then a translator subsystem would convert a sequence of recognized gestures into commands for the SSM to be controlled; these could include, for example, a command to display requested information, change control settings, or actuate a ticket- or cash-dispensing mechanism. Depending on the design and operational requirements of the SSM to be controlled, the gesture-controlled interface could be designed to respond to specific static gestures, dynamic gestures, or both. Static and dynamic gestures can include stationary or moving hand signals, arm poses or motions, and/or whole-body postures or motions. Static gestures would be recognized on the basis of their shapes; dynamic gestures would be recognized on the basis of both their shapes and their motions. Because dynamic gestures include temporal as well as spatial content, this gesture- controlled interface can extract more information from dynamic than it can from static gestures.
Prototype-Incorporated Emotional Neural Network.
Oyedotun, Oyebade K; Khashman, Adnan
2017-08-15
Artificial neural networks (ANNs) aim to simulate the biological neural activities. Interestingly, many ''engineering'' prospects in ANN have relied on motivations from cognition and psychology studies. So far, two important learning theories that have been subject of active research are the prototype and adaptive learning theories. The learning rules employed for ANNs can be related to adaptive learning theory, where several examples of the different classes in a task are supplied to the network for adjusting internal parameters. Conversely, the prototype-learning theory uses prototypes (representative examples); usually, one prototype per class of the different classes contained in the task. These prototypes are supplied for systematic matching with new examples so that class association can be achieved. In this paper, we propose and implement a novel neural network algorithm based on modifying the emotional neural network (EmNN) model to unify the prototype- and adaptive-learning theories. We refer to our new model as ``prototype-incorporated EmNN''. Furthermore, we apply the proposed model to two real-life challenging tasks, namely, static hand-gesture recognition and face recognition, and compare the result to those obtained using the popular back-propagation neural network (BPNN), emotional BPNN (EmNN), deep networks, an exemplar classification model, and k-nearest neighbor.
Using our hands to change our minds.
Goldin-Meadow, Susan
2017-01-01
Jean Piaget was a master at observing the routine behaviors children produce as they go from knowing less to knowing more about at a task, and making inferences not only about how children understand the task at each point, but also about how they progress from one point to the next. This article examines a routine behavior that Piaget overlooked-the spontaneous gestures speakers produce as they explain their solutions to a problem. These gestures are not mere hand waving. They reflect ideas that the speaker has about the problem, often ideas that are not found in that speaker's talk. Gesture can do more than reflect ideas-it can also change them. Observing the gestures that others produce can change a learner's ideas, as can producing one's own gestures. In this sense, gesture behaves like any other action. But gesture differs from many other actions in that it also promotes generalization of new ideas. Gesture represents the world rather than directly manipulating the world (gesture does not move objects around) and is thus a special kind of action. As a result, the mechanisms by which gesture and action promote learning may differ. Because it is both an action and a representation, gesture can serve as a bridge between the two and thus be a powerful tool for learning abstract ideas. WIREs Cogn Sci 2017, 8:e1368. doi: 10.1002/wcs.1368 For further resources related to this article, please visit the WIREs website. © 2016 Wiley Periodicals, Inc.
Speech and gesture in spatial language and cognition among the Yucatec Mayas.
Le Guen, Olivier
2011-07-01
In previous analyses of the influence of language on cognition, speech has been the main channel examined. In studies conducted among Yucatec Mayas, efforts to determine the preferred frame of reference in use in this community have failed to reach an agreement (Bohnemeyer & Stolz, 2006; Levinson, 2003 vs. Le Guen, 2006, 2009). This paper argues for a multimodal analysis of language that encompasses gesture as well as speech, and shows that the preferred frame of reference in Yucatec Maya is only detectable through the analysis of co-speech gesture and not through speech alone. A series of experiments compares knowledge of the semantics of spatial terms, performance on nonlinguistic tasks and gestures produced by men and women. The results show a striking gender difference in the knowledge of the semantics of spatial terms, but an equal preference for a geocentric frame of reference in nonverbal tasks. In a localization task, participants used a variety of strategies in their speech, but they all exhibited a systematic preference for a geocentric frame of reference in their gestures. Copyright © 2011 Cognitive Science Society, Inc.
Real-time face and gesture analysis for human-robot interaction
NASA Astrophysics Data System (ADS)
Wallhoff, Frank; Rehrl, Tobias; Mayer, Christoph; Radig, Bernd
2010-05-01
Human communication relies on a large number of different communication mechanisms like spoken language, facial expressions, or gestures. Facial expressions and gestures are one of the main nonverbal communication mechanisms and pass large amounts of information between human dialog partners. Therefore, to allow for intuitive human-machine interaction, a real-time capable processing and recognition of facial expressions, hand and head gestures are of great importance. We present a system that is tackling these challenges. The input features for the dynamic head gestures and facial expressions are obtained from a sophisticated three-dimensional model, which is fitted to the user in a real-time capable manner. Applying this model different kinds of information are extracted from the image data and afterwards handed over to a real-time capable data-transferring framework, the so-called Real-Time DataBase (RTDB). In addition to the head and facial-related features, also low-level image features regarding the human hand - optical flow, Hu-moments are stored into the RTDB for the evaluation process of hand gestures. In general, the input of a single camera is sufficient for the parallel evaluation of the different gestures and facial expressions. The real-time capable recognition of the dynamic hand and head gestures are performed via different Hidden Markov Models, which have proven to be a quick and real-time capable classification method. On the other hand, for the facial expressions classical decision trees or more sophisticated support vector machines are used for the classification process. These obtained results of the classification processes are again handed over to the RTDB, where other processes (like a Dialog Management Unit) can easily access them without any blocking effects. In addition, an adjustable amount of history can be stored by the RTDB buffer unit.
[Assessment of gestures and their psychiatric relevance].
Bulucz, Judit; Simon, Lajos
2008-01-01
Analyzing and investigating non-verbal behavior and gestures has been receiving much attention since the last century. Thanks to the pioneer work of Ekman and Friesen we have a number of descriptive-analytic, categorizing and semantic content related scales and scoring systems. Generation of gestures, the integrative system with speech and the inter-cultural differences are in the focus of interest. Furthermore, analysis of the gestural changes caused by lesions of distinct neurological areas point toward to formation of new diagnostic approaches. The more widespread application of computerized methods resulted in an increasing number of experiments which study gesture generation, reproduction in mechanical and virtual reality. Increasing efforts are directed towards the understanding of human and computerized recognition of human gestures. In this review we describe the results emphasizing the relations of those results with psychiatric and neuropsychiatric disorders, specifically schizophrenia and affective spectrum.
An Interactive Astronaut-Robot System with Gesture Control
Liu, Jinguo; Luo, Yifan; Ju, Zhaojie
2016-01-01
Human-robot interaction (HRI) plays an important role in future planetary exploration mission, where astronauts with extravehicular activities (EVA) have to communicate with robot assistants by speech-type or gesture-type user interfaces embedded in their space suits. This paper presents an interactive astronaut-robot system integrating a data-glove with a space suit for the astronaut to use hand gestures to control a snake-like robot. Support vector machine (SVM) is employed to recognize hand gestures and particle swarm optimization (PSO) algorithm is used to optimize the parameters of SVM to further improve its recognition accuracy. Various hand gestures from American Sign Language (ASL) have been selected and used to test and validate the performance of the proposed system. PMID:27190503
Power independent EMG based gesture recognition for robotics.
Li, Ling; Looney, David; Park, Cheolsoo; Rehman, Naveed U; Mandic, Danilo P
2011-01-01
A novel method for detecting muscle contraction is presented. This method is further developed for identifying four different gestures to facilitate a hand gesture controlled robot system. It is achieved based on surface Electromyograph (EMG) measurements of groups of arm muscles. The cross-information is preserved through a simultaneous processing of EMG channels using a recent multivariate extension of Empirical Mode Decomposition (EMD). Next, phase synchrony measures are employed to make the system robust to different power levels due to electrode placements and impedances. The multiple pairwise muscle synchronies are used as features of a discrete gesture space comprising four gestures (flexion, extension, pronation, supination). Simulations on real-time robot control illustrate the enhanced accuracy and robustness of the proposed methodology.
Talking to the Beat: Six-Year-Olds' Use of Stroke-Defined Non-Referential Gestures
ERIC Educational Resources Information Center
Mathew, Mili; Yuen, Ivan; Demuth, Katherine
2018-01-01
Children are known to use different types of referential gestures (e.g., deictic, iconic) from a very young age. In contrast, their use of non-referential gestures is not well established. This study investigated the use of "stroke-defined non-referential" 'beat' gestures in a story-retelling and an exposition task by twelve 6-year-olds,…
Evaluation of the leap motion controller as a new contact-free pointing device.
Bachmann, Daniel; Weichert, Frank; Rinkenauer, Gerhard
2014-12-24
This paper presents a Fitts' law-based analysis of the user's performance in selection tasks with the Leap Motion Controller compared with a standard mouse device. The Leap Motion Controller (LMC) is a new contact-free input system for gesture-based human-computer interaction with declared sub-millimeter accuracy. Up to this point, there has hardly been any systematic evaluation of this new system available. With an error rate of 7.8% for the LMC and 2.8% for the mouse device, movement times twice as large as for a mouse device and high overall effort ratings, the Leap Motion Controller's performance as an input device for everyday generic computer pointing tasks is rather limited, at least with regard to the selection recognition provided by the LMC.
Evaluation of the Leap Motion Controller as a New Contact-Free Pointing Device
Bachmann, Daniel; Weichert, Frank; Rinkenauer, Gerhard
2015-01-01
This paper presents a Fitts' law-based analysis of the user's performance in selection tasks with the Leap Motion Controller compared with a standard mouse device. The Leap Motion Controller (LMC) is a new contact-free input system for gesture-based human-computer interaction with declared sub-millimeter accuracy. Up to this point, there has hardly been any systematic evaluation of this new system available. With an error rate of 7.8 % for the LMC and 2.8% for the mouse device, movement times twice as large as for a mouse device and high overall effort ratings, the Leap Motion Controller's performance as an input device for everyday generic computer pointing tasks is rather limited, at least with regard to the selection recognition provided by the LMC. PMID:25609043
Liu, Kai-Chun; Chan, Chia-Tai
2017-01-01
The proportion of the aging population is rapidly increasing around the world, which will cause stress on society and healthcare systems. In recent years, advances in technology have created new opportunities for automatic activities of daily living (ADL) monitoring to improve the quality of life and provide adequate medical service for the elderly. Such automatic ADL monitoring requires reliable ADL information on a fine-grained level, especially for the status of interaction between body gestures and the environment in the real-world. In this work, we propose a significant change spotting mechanism for periodic human motion segmentation during cleaning task performance. A novel approach is proposed based on the search for a significant change of gestures, which can manage critical technical issues in activity recognition, such as continuous data segmentation, individual variance, and category ambiguity. Three typical machine learning classification algorithms are utilized for the identification of the significant change candidate, including a Support Vector Machine (SVM), k-Nearest Neighbors (kNN), and Naive Bayesian (NB) algorithm. Overall, the proposed approach achieves 96.41% in the F1-score by using the SVM classifier. The results show that the proposed approach can fulfill the requirement of fine-grained human motion segmentation for automatic ADL monitoring. PMID:28106853
Matching Heard and Seen Speech: An ERP Study of Audiovisual Word Recognition
Kaganovich, Natalya; Schumaker, Jennifer; Rowland, Courtney
2016-01-01
Seeing articulatory gestures while listening to speech-in-noise (SIN) significantly improves speech understanding. However, the degree of this improvement varies greatly among individuals. We examined a relationship between two distinct stages of visual articulatory processing and the SIN accuracy by combining a cross-modal repetition priming task with ERP recordings. Participants first heard a word referring to a common object (e.g., pumpkin) and then decided whether the subsequently presented visual silent articulation matched the word they had just heard. Incongruent articulations elicited a significantly enhanced N400, indicative of a mismatch detection at the pre-lexical level. Congruent articulations elicited a significantly larger LPC, indexing articulatory word recognition. Only the N400 difference between incongruent and congruent trials was significantly correlated with individuals’ SIN accuracy improvement in the presence of the talker’s face. PMID:27155219
Dynamic Monitoring Reveals Motor Task Characteristics in Prehistoric Technical Gestures
Pfleging, Johannes; Stücheli, Marius; Iovita, Radu; Buchli, Jonas
2015-01-01
Reconstructing ancient technical gestures associated with simple tool actions is crucial for understanding the co-evolution of the human forelimb and its associated control-related cognitive functions on the one hand, and of the human technological arsenal on the other hand. Although the topic of gesture is an old one in Paleolithic archaeology and in anthropology in general, very few studies have taken advantage of the new technologies from the science of kinematics in order to improve replicative experimental protocols. Recent work in paleoanthropology has shown the potential of monitored replicative experiments to reconstruct tool-use-related motions through the study of fossil bones, but so far comparatively little has been done to examine the dynamics of the tool itself. In this paper, we demonstrate that we can statistically differentiate gestures used in a simple scraping task through dynamic monitoring. Dynamics combines kinematics (position, orientation, and speed) with contact mechanical parameters (force and torque). Taken together, these parameters are important because they play a role in the formation of a visible archaeological signature, use-wear. We present our new affordable, yet precise methodology for measuring the dynamics of a simple hide-scraping task, carried out using a pull-to (PT) and a push-away (PA) gesture. A strain gage force sensor combined with a visual tag tracking system records force, torque, as well as position and orientation of hafted flint stone tools. The set-up allows switching between two tool configurations, one with distal and the other one with perpendicular hafting of the scrapers, to allow for ethnographically plausible reconstructions. The data show statistically significant differences between the two gestures: scraping away from the body (PA) generates higher shearing forces, but requires greater hand torque. Moreover, most benchmarks associated with the PA gesture are more highly variable than in the PT gesture. These results demonstrate that different gestures used in ‘common’ prehistoric tasks can be distinguished quantitatively based on their dynamic parameters. Future research needs to assess our ability to reconstruct these parameters from observed use-wear patterns. PMID:26284785
Comprehension of Co-Speech Gestures in Aphasic Patients: An Eye Movement Study
Eggenberger, Noëmi; Preisig, Basil C.; Schumacher, Rahel; Hopfner, Simone; Vanbellingen, Tim; Nyffeler, Thomas; Gutbrod, Klemens; Annoni, Jean-Marie; Bohlhalter, Stephan; Cazzoli, Dario; Müri, René M.
2016-01-01
Background Co-speech gestures are omnipresent and a crucial element of human interaction by facilitating language comprehension. However, it is unclear whether gestures also support language comprehension in aphasic patients. Using visual exploration behavior analysis, the present study aimed to investigate the influence of congruence between speech and co-speech gestures on comprehension in terms of accuracy in a decision task. Method Twenty aphasic patients and 30 healthy controls watched videos in which speech was either combined with meaningless (baseline condition), congruent, or incongruent gestures. Comprehension was assessed with a decision task, while remote eye-tracking allowed analysis of visual exploration. Results In aphasic patients, the incongruent condition resulted in a significant decrease of accuracy, while the congruent condition led to a significant increase in accuracy compared to baseline accuracy. In the control group, the incongruent condition resulted in a decrease in accuracy, while the congruent condition did not significantly increase the accuracy. Visual exploration analysis showed that patients fixated significantly less on the face and tended to fixate more on the gesturing hands compared to controls. Conclusion Co-speech gestures play an important role for aphasic patients as they modulate comprehension. Incongruent gestures evoke significant interference and deteriorate patients’ comprehension. In contrast, congruent gestures enhance comprehension in aphasic patients, which might be valuable for clinical and therapeutic purposes. PMID:26735917
Fazio, B B
1994-04-01
This study examined the counting abilities of preschool children with specific language impairment compared to language-matched and mental-age-matched peers. In order to determine the nature of the difficulties SLI children exhibited in counting, the subjects participated in a series of oral counting tasks and a series of gestural tasks that used an invented counting system based on pointing to body parts. Despite demonstrating knowledge of many of the rules associated with counting, SLI preschool children displayed marked difficulty in counting objects. On oral counting tasks, they showed difficulty with rote counting, displayed a limited repertoire of number terms, and miscounted sets of objects. However, on gestural counting tasks, SLI children's performance was significantly better. These findings suggest that SLI children have a specific difficulty with the rote sequential aspect of learning number words.
Recognition of Iconicity Doesn't Come for Free
ERIC Educational Resources Information Center
Namy, Laura L.
2008-01-01
Iconicity--resemblance between a symbol and its referent--has long been presumed to facilitate symbolic insight and symbol use in infancy. These two experiments test children's ability to recognize iconic gestures at ages 14 through 26 months. The results indicate a clear ability to recognize how a gesture resembles its referent by 26 months, but…
Speech-Associated Gestures, Broca's Area, and the Human Mirror System
ERIC Educational Resources Information Center
Skipper, Jeremy I.; Goldin-Meadow, Susan; Nusbaum, Howard C.; Small, Steven L.
2007-01-01
Speech-associated gestures are hand and arm movements that not only convey semantic information to listeners but are themselves actions. Broca's area has been assumed to play an important role both in semantic retrieval or selection (as part of a language comprehension system) and in action recognition (as part of a "mirror" or…
Upper-limb prosthetic control using wearable multichannel mechanomyography.
Wilson, Samuel; Vaidyanathan, Ravi
2017-07-01
In this paper we introduce a robust multi-channel wearable sensor system for capturing user intent to control robotic hands. The interface is based on a fusion of inertial measurement and mechanomyography (MMG), which measures the vibrations of muscle fibres during motion. MMG is immune to issues such as sweat, skin impedance, and the need for a reference signal that is common to electromyography (EMG). The main contributions of this work are: 1) the hardware design of a fused inertial and MMG measurement system that can be worn on the arm, 2) a unified algorithm for detection, segmentation, and classification of muscle movement corresponding to hand gestures, and 3) experiments demonstrating the real-time control of a commercial prosthetic hand (Bebionic Version 2). Results show recognition of seven gestures, achieving an offline classification accuracy of 83.5% performed on five healthy subjects and one transradial amputee. The gesture recognition was then tested in real time on subsets of two and five gestures, with an average accuracy of 93.3% and 62.2% respectively. To our knowledge this is the first applied MMG based control system for practical prosthetic control.
A Natural Interaction Interface for UAVs Using Intuitive Gesture Recognition
NASA Technical Reports Server (NTRS)
Chandarana, Meghan; Trujillo, Anna; Shimada, Kenji; Allen, Danette
2016-01-01
The popularity of unmanned aerial vehicles (UAVs) is increasing as technological advancements boost their favorability for a broad range of applications. One application is science data collection. In fields like Earth and atmospheric science, researchers are seeking to use UAVs to augment their current portfolio of platforms and increase their accessibility to geographic areas of interest. By increasing the number of data collection platforms UAVs will significantly improve system robustness and allow for more sophisticated studies. Scientists would like be able to deploy an available fleet of UAVs to fly a desired flight path and collect sensor data without needing to understand the complex low-level controls required to describe and coordinate such a mission. A natural interaction interface for a Ground Control System (GCS) using gesture recognition is developed to allow non-expert users (e.g., scientists) to define a complex flight path for a UAV using intuitive hand gesture inputs from the constructed gesture library. The GCS calculates the combined trajectory on-line, verifies the trajectory with the user, and sends it to the UAV controller to be flown.
Gestural interaction in a virtual environment
NASA Astrophysics Data System (ADS)
Jacoby, Richard H.; Ferneau, Mark; Humphries, Jim
1994-04-01
This paper discusses the use of hand gestures (i.e., changing finger flexion) within a virtual environment (VE). Many systems now employ static hand postures (i.e., static finger flexion), often coupled with hand translations and rotations, as a method of interacting with a VE. However, few systems are currently using dynamically changing finger flexion for interacting with VEs. In our system, the user wears an electronically instrumented glove. We have developed a simple algorithm for recognizing gestures for use in two applications: automotive design and visualization of atmospheric data. In addition to recognizing the gestures, we also calculate the rate at which the gestures are made and the rate and direction of hand movement while making the gestures. We report on our experiences with the algorithm design and implementation, and the use of the gestures in our applications. We also talk about our background work in user calibration of the glove, as well as learned and innate posture recognition (postures recognized with and without training, respectively).
Iconic Gestures for Robot Avatars, Recognition and Integration with Speech.
Bremner, Paul; Leonards, Ute
2016-01-01
Co-verbal gestures are an important part of human communication, improving its efficiency and efficacy for information conveyance. One possible means by which such multi-modal communication might be realized remotely is through the use of a tele-operated humanoid robot avatar. Such avatars have been previously shown to enhance social presence and operator salience. We present a motion tracking based tele-operation system for the NAO robot platform that allows direct transmission of speech and gestures produced by the operator. To assess the capabilities of this system for transmitting multi-modal communication, we have conducted a user study that investigated if robot-produced iconic gestures are comprehensible, and are integrated with speech. Robot performed gesture outcomes were compared directly to those for gestures produced by a human actor, using a within participant experimental design. We show that iconic gestures produced by a tele-operated robot are understood by participants when presented alone, almost as well as when produced by a human. More importantly, we show that gestures are integrated with speech when presented as part of a multi-modal communication equally well for human and robot performances.
Using an Augmented Reality Device as a Distance-based Vision Aid-Promise and Limitations.
Kinateder, Max; Gualtieri, Justin; Dunn, Matt J; Jarosz, Wojciech; Yang, Xing-Dong; Cooper, Emily A
2018-06-06
For people with limited vision, wearable displays hold the potential to digitally enhance visual function. As these display technologies advance, it is important to understand their promise and limitations as vision aids. The aim of this study was to test the potential of a consumer augmented reality (AR) device for improving the functional vision of people with near-complete vision loss. An AR application that translates spatial information into high-contrast visual patterns was developed. Two experiments assessed the efficacy of the application to improve vision: an exploratory study with four visually impaired participants and a main controlled study with participants with simulated vision loss (n = 48). In both studies, performance was tested on a range of visual tasks (identifying the location, pose and gesture of a person, identifying objects, and moving around in an unfamiliar space). Participants' accuracy and confidence were compared on these tasks with and without augmented vision, as well as their subjective responses about ease of mobility. In the main study, the AR application was associated with substantially improved accuracy and confidence in object recognition (all P < .001) and to a lesser degree in gesture recognition (P < .05). There was no significant change in performance on identifying body poses or in subjective assessments of mobility, as compared with a control group. Consumer AR devices may soon be able to support applications that improve the functional vision of users for some tasks. In our study, both artificially impaired participants and participants with near-complete vision loss performed tasks that they could not do without the AR system. Current limitations in system performance and form factor, as well as the risk of overconfidence, will need to be overcome.This is an open-access article distributed under the terms of the Creative Commons Attribution-Non Commercial-No Derivatives License 4.0 (CCBY-NC-ND), where it is permissible to download and share the work provided it is properly cited. The work cannot be changed in any way or used commercially without permission from the journal.
A female advantage in the serial production of non-representational learned gestures.
Chipman, Karen; Hampson, Elizabeth
2006-01-01
Clinical research has demonstrated a sex difference in the neuroanatomical organization of the limb praxis system. To test for a corresponding sex difference in the functioning of this system, we compared healthy men and women on a gesture production task modeled after those used in apraxia research. In two separate studies, participants were taught to perform nine non-representational gestures in response to computer-generated color cues. After extensive practice with the gestures, the color cues were placed on a timer and presented in randomized sequences at progressively faster speeds. A detailed videotape analysis revealed that women in both studies committed significantly fewer 'praxic' errors than men (i.e., errors that resembled those seen in limb apraxia). This was true during both the untimed practice trials and the speeded trials of the task, despite equivalent numbers of errors between the sexes in the 'non-praxic' (i.e., executory) error categories. Women in both studies also performed the task at significantly faster speeds than men. This finding was not accounted for by a female advantage in extraneous elements of the task, i.e., speed of color processing, associative retrieval, or motor execution. Together, the two studies provide convergent support for a female advantage in the efficiency of forelimb gesture production. They are consistent with emerging evidence of a sex difference in the anatomical organization of the praxis system.
Self-Recognition in Autistic Children.
ERIC Educational Resources Information Center
Dawson, Geraldine; McKissick, Fawn Celeste
1984-01-01
Fifteen autistic children (four to six years old) were assessed for visual self-recognition ability, as well as for object permanence and gestural imitation. It was found that 13 of 15 autistic children showed evidence of self-recognition. Consistent relationships were suggested between self-cognition and object permanence but not between…
Limb apraxia in aphasic patients.
Ortiz, Karin Zazo; Mantovani-Nagaoka, Joana
2017-11-01
Limb apraxia is usually associated with left cerebral hemisphere damage, with numerous case studies involving aphasic patients. The aim of this study was to verify the occurrence of limb apraxia in aphasic patients and analyze its nature. This study involved 44 healthy volunteers and 28 aphasic patients matched for age and education. AH participants were assessed using a limb apraxia battery comprising subtests evaluating lexical-semantic aspects related to the comprehension/production of gestures as well as motor movements. Aphasics had worse performances on many tasks related to conceptual components of gestures. The difficulty found on the imitation of dynamic gesture tasks also indicated that there were specific motor difficulties in gesture planning. These results reinforce the importance of conducting limb apraxia assessment in aphasic patients and also highlight pantomime difficulties as a good predictor for semantic disturbances.
Age-related changes in learning across early childhood: a new imitation task.
Dickerson, Kelly; Gerhardstein, Peter; Zack, Elizabeth; Barr, Rachel
2013-11-01
Imitation plays a critical role in social and cognitive development, but the social learning mechanisms contributing to the development of imitation are not well understood. We developed a new imitation task designed to examine social learning mechanisms across the early childhood period. The new task involves assembly of abstract-shaped puzzle pieces in an arbitrary sequence on a magnet board. Additionally, we introduce a new scoring system that extends traditional goal-directed imitation scoring to include measures of both children's success at copying gestures (sliding the puzzle pieces) and goals (connecting the puzzle pieces). In Experiment 1, we demonstrated an age-invariant baseline from 1.5 to 3.5 years of age, accompanied by age-related changes in success at copying goals and gestures from a live demonstrator. In Experiment 2, we applied our new task to learning following a video demonstration. Imitation performance in the video demonstration group lagged behind that of the live demonstration group, showing a protracted video deficit effect. Across both experiments, children were more likely to copy gestures at earlier ages, suggesting mimicry, and only later copy both goals and gestures, suggesting imitation. Taken together, the findings suggest that different social learning strategies may predominate in imitation learning dependent upon the degree of object affordance, task novelty, and task complexity. © 2012 Wiley Periodicals, Inc.
A Show of Hands: Relations between Young Children's Gesturing and Executive Function
ERIC Educational Resources Information Center
O'Neill, Gina; Miller, Patricia H.
2013-01-01
This study brought together 2 literatures--gesturing and executive function--in order to examine the possible role of gesture in children's executive function. Children (N = 41) aged 2½-6 years performed a sorting-shift executive function task (Dimensional Change Card Sort). Responses of interest included correct sorting, response latency,…
Suanda, Sumarga H.; Namy, Laura L.
2012-01-01
Infants’ early communicative repertoires include both words and symbolic gestures. The current study examined the extent to which infants organize words and gestures in a single unified lexicon. As a window into lexical organization, eighteen-month-olds’ (N = 32) avoidance of word-gesture overlap was examined and compared to avoidance of word-word overlap. The current study revealed that when presented with novel words, infants avoided lexical overlap, mapping novel words onto novel objects. In contrast, when presented with novel gestures, infants sought overlap, mapping novel gestures onto familiar objects. The results suggest that infants do not treat words and gestures as equivalent lexical items and that during a period of development when word and symbolic gesture processing share many similarities, important differences also exist between these two symbolic forms. PMID:23539273
The Speech Focus Position Effect on Jaw-Finger Coordination in a Pointing Task
ERIC Educational Resources Information Center
Rochet-Capellan, Amelie; Laboissiere, Rafael; Galvan, Arturo; Schwartz, Jean-Luc
2008-01-01
Purpose: This article investigates jaw-finger coordination in a task involving pointing to a target while naming it with a 'CVCV (e.g., /'papa/) versus CV'CV (e.g., /pa'pa/) word. According to the authors' working hypothesis, the pointing apex (gesture extremum) would be synchronized with the apex of the jaw-opening gesture corresponding to the…
Integrating Speech and Iconic Gestures in a Stroop-Like Task: Evidence for Automatic Processing
ERIC Educational Resources Information Center
Kelly, Spencer D.; Creigh, Peter; Bartolotti, James
2010-01-01
Previous research has demonstrated a link between language and action in the brain. The present study investigates the strength of this neural relationship by focusing on a potential interface between the two systems: cospeech iconic gesture. Participants performed a Stroop-like task in which they watched videos of a man and a woman speaking and…
Spoken and Gestural Production in a Naming Task by Young Children with Down Syndrome
ERIC Educational Resources Information Center
Stefanini, Silvia; Caselli, Maria Cristina; Volterra, Virginia
2007-01-01
Lexical production in children with Down syndrome (DS) was investigated by examining spoken naming accuracy and the use of spontaneous gestures in a picture naming task. Fifteen children with DS (range 3.8-8.3 years) were compared to typically developing children (TD), matched for chronological age and developmental age (range 2.6-4.3 years).…
Iconic Gestures for Robot Avatars, Recognition and Integration with Speech
Bremner, Paul; Leonards, Ute
2016-01-01
Co-verbal gestures are an important part of human communication, improving its efficiency and efficacy for information conveyance. One possible means by which such multi-modal communication might be realized remotely is through the use of a tele-operated humanoid robot avatar. Such avatars have been previously shown to enhance social presence and operator salience. We present a motion tracking based tele-operation system for the NAO robot platform that allows direct transmission of speech and gestures produced by the operator. To assess the capabilities of this system for transmitting multi-modal communication, we have conducted a user study that investigated if robot-produced iconic gestures are comprehensible, and are integrated with speech. Robot performed gesture outcomes were compared directly to those for gestures produced by a human actor, using a within participant experimental design. We show that iconic gestures produced by a tele-operated robot are understood by participants when presented alone, almost as well as when produced by a human. More importantly, we show that gestures are integrated with speech when presented as part of a multi-modal communication equally well for human and robot performances. PMID:26925010
Heimann, Mikael; Strid, Karin; Smith, Lars; Tjus, Tomas; Ulvund, Stein Erik; Meltzoff, Andrew N.
2006-01-01
The relationship between recall memory, visual recognition memory, social communication, and the emergence of language skills was measured in a longitudinal study. Thirty typically developing Swedish children were tested at 6, 9 and 14 months. The result showed that, in combination, visual recognition memory at 6 months, deferred imitation at 9 months and turn-taking skills at 14 months could explain 41% of the variance in the infants’ production of communicative gestures as measured by a Swedish variant of the MacArthur Communicative Development Inventories (CDI). In this statistical model, deferred imitation stood out as the strongest predictor. PMID:16886041
Recognition of iconicity doesn't come for free.
Namy, Laura L
2008-11-01
Iconicity--resemblance between a symbol and its referent--has long been presumed to facilitate symbolic insight and symbol use in infancy. These two experiments test children's ability to recognize iconic gestures at ages 14 through 26 months. The results indicate a clear ability to recognize how a gesture resembles its referent by 26 months, but little evidence of recognition of iconicity at the onset of symbolic development. These findings imply that iconicity is not available as an aid at the onset of symbolic development but rather that the ability to apprehend the relation between a symbol and its referent develops over the course of the second year.
Learning Semantics of Gestural Instructions for Human-Robot Collaboration
Shukla, Dadhichi; Erkent, Özgür; Piater, Justus
2018-01-01
Designed to work safely alongside humans, collaborative robots need to be capable partners in human-robot teams. Besides having key capabilities like detecting gestures, recognizing objects, grasping them, and handing them over, these robots need to seamlessly adapt their behavior for efficient human-robot collaboration. In this context we present the fast, supervised Proactive Incremental Learning (PIL) framework for learning associations between human hand gestures and the intended robotic manipulation actions. With the proactive aspect, the robot is competent to predict the human's intent and perform an action without waiting for an instruction. The incremental aspect enables the robot to learn associations on the fly while performing a task. It is a probabilistic, statistically-driven approach. As a proof of concept, we focus on a table assembly task where the robot assists its human partner. We investigate how the accuracy of gesture detection affects the number of interactions required to complete the task. We also conducted a human-robot interaction study with non-roboticist users comparing a proactive with a reactive robot that waits for instructions. PMID:29615888
Learning Semantics of Gestural Instructions for Human-Robot Collaboration.
Shukla, Dadhichi; Erkent, Özgür; Piater, Justus
2018-01-01
Designed to work safely alongside humans, collaborative robots need to be capable partners in human-robot teams. Besides having key capabilities like detecting gestures, recognizing objects, grasping them, and handing them over, these robots need to seamlessly adapt their behavior for efficient human-robot collaboration. In this context we present the fast, supervised Proactive Incremental Learning (PIL) framework for learning associations between human hand gestures and the intended robotic manipulation actions. With the proactive aspect, the robot is competent to predict the human's intent and perform an action without waiting for an instruction. The incremental aspect enables the robot to learn associations on the fly while performing a task. It is a probabilistic, statistically-driven approach. As a proof of concept, we focus on a table assembly task where the robot assists its human partner. We investigate how the accuracy of gesture detection affects the number of interactions required to complete the task. We also conducted a human-robot interaction study with non-roboticist users comparing a proactive with a reactive robot that waits for instructions.
Advanced human machine interaction for an image interpretation workstation
NASA Astrophysics Data System (ADS)
Maier, S.; Martin, M.; van de Camp, F.; Peinsipp-Byma, E.; Beyerer, J.
2016-05-01
In recent years, many new interaction technologies have been developed that enhance the usability of computer systems and allow for novel types of interaction. The areas of application for these technologies have mostly been in gaming and entertainment. However, in professional environments, there are especially demanding tasks that would greatly benefit from improved human machine interfaces as well as an overall improved user experience. We, therefore, envisioned and built an image-interpretation-workstation of the future, a multi-monitor workplace comprised of four screens. Each screen is dedicated to a complex software product such as a geo-information system to provide geographic context, an image annotation tool, software to generate standardized reports and a tool to aid in the identification of objects. Using self-developed systems for hand tracking, pointing gestures and head pose estimation in addition to touchscreens, face identification, and speech recognition systems we created a novel approach to this complex task. For example, head pose information is used to save the position of the mouse cursor on the currently focused screen and to restore it as soon as the same screen is focused again while hand gestures allow for intuitive manipulation of 3d objects in mid-air. While the primary focus is on the task of image interpretation, all of the technologies involved provide generic ways of efficiently interacting with a multi-screen setup and could be utilized in other fields as well. In preliminary experiments, we received promising feedback from users in the military and started to tailor the functionality to their needs
Gesture production and comprehension in children with specific language impairment.
Botting, Nicola; Riches, Nicholas; Gaynor, Marguerite; Morgan, Gary
2010-03-01
Children with specific language impairment (SLI) have difficulties with spoken language. However, some recent research suggests that these impairments reflect underlying cognitive limitations. Studying gesture may inform us clinically and theoretically about the nature of the association between language and cognition. A total of 20 children with SLI and 19 typically developing (TD) peers were assessed on a novel measure of gesture production. Children were also assessed for sentence comprehension errors in a speech-gesture integration task. Children with SLI performed equally to peers on gesture production but performed less well when comprehending integrated speech and gesture. Error patterns revealed a significant group interaction: children with SLI made more gesture-based errors, whilst TD children made semantically based ones. Children with SLI accessed and produced lexically encoded gestures despite having impaired spoken vocabulary and this group also showed stronger associations between gesture and language than TD children. When SLI comprehension breaks down, gesture may be relied on over speech, whilst TD children have a preference for spoken cues. The findings suggest that for children with SLI, gesture scaffolds are still more related to language development than for TD peers who have out-grown earlier reliance on gestures. Future clinical implications may include standardized assessment of symbolic gesture and classroom based gesture support for clinical groups.
Pouw, Wim T J L; Mavilidi, Myrto-Foteini; van Gog, Tamara; Paas, Fred
2016-08-01
Non-communicative hand gestures have been found to benefit problem-solving performance. These gestures seem to compensate for limited internal cognitive capacities, such as visual working memory capacity. Yet, it is not clear how gestures might perform this cognitive function. One hypothesis is that gesturing is a means to spatially index mental simulations, thereby reducing the need for visually projecting the mental simulation onto the visual presentation of the task. If that hypothesis is correct, less eye movements should be made when participants gesture during problem solving than when they do not gesture. We therefore used mobile eye tracking to investigate the effect of co-thought gesturing and visual working memory capacity on eye movements during mental solving of the Tower of Hanoi problem. Results revealed that gesturing indeed reduced the number of eye movements (lower saccade counts), especially for participants with a relatively lower visual working memory capacity. Subsequent problem-solving performance was not affected by having (not) gestured during the mental solving phase. The current findings suggest that our understanding of gestures in problem solving could be improved by taking into account eye movements during gesturing.
Imitation and matching of meaningless gestures: distinct involvement from motor and visual imagery.
Lesourd, Mathieu; Navarro, Jordan; Baumard, Josselin; Jarry, Christophe; Le Gall, Didier; Osiurak, François
2017-05-01
The aim of the present study was to understand the underlying cognitive processes of imitation and matching of meaningless gestures. Neuropsychological evidence obtained in brain damaged patients, has shown that distinct cognitive processes supported imitation and matching of meaningless gestures. Left-brain damaged (LBD) patients failed to imitate while right-brain damaged (RBD) patients failed to match meaningless gestures. Moreover, other studies with brain damaged patients showed that LBD patients were impaired in motor imagery while RBD patients were impaired in visual imagery. Thus, we hypothesize that imitation of meaningless gestures might rely on motor imagery, whereas matching of meaningless gestures might be based on visual imagery. In a first experiment, using a correlational design, we demonstrated that posture imitation relies on motor imagery but not on visual imagery (Experiment 1a) and that posture matching relies on visual imagery but not on motor imagery (Experiment 1b). In a second experiment, by manipulating directly the body posture of the participants, we demonstrated that such manipulation evokes a difference only in imitation task but not in matching task. In conclusion, the present study provides direct evidence that the way we imitate or we have to compare postures depends on motor imagery or visual imagery, respectively. Our results are discussed in the light of recent findings about underlying mechanisms of meaningful and meaningless gestures.
Control and Guidance of Low-Cost Robots via Gesture Perception for Monitoring Activities in the Home
Sempere, Angel D.; Serna-Leon, Arturo; Gil, Pablo; Puente, Santiago; Torres, Fernando
2015-01-01
This paper describes the development of a low-cost mini-robot that is controlled by visual gestures. The prototype allows a person with disabilities to perform visual inspections indoors and in domestic spaces. Such a device could be used as the operator's eyes obviating the need for him to move about. The robot is equipped with a motorised webcam that is also controlled by visual gestures. This camera is used to monitor tasks in the home using the mini-robot while the operator remains quiet and motionless. The prototype was evaluated through several experiments testing the ability to use the mini-robot’s kinematics and communication systems to make it follow certain paths. The mini-robot can be programmed with specific orders and can be tele-operated by means of 3D hand gestures to enable the operator to perform movements and monitor tasks from a distance. PMID:26690448
Kim, Kwangtaek; Kim, Joongrock; Choi, Jaesung; Kim, Junghyun; Lee, Sangyoun
2015-01-01
Vision-based hand gesture interactions are natural and intuitive when interacting with computers, since we naturally exploit gestures to communicate with other people. However, it is agreed that users suffer from discomfort and fatigue when using gesture-controlled interfaces, due to the lack of physical feedback. To solve the problem, we propose a novel complete solution of a hand gesture control system employing immersive tactile feedback to the user's hand. For this goal, we first developed a fast and accurate hand-tracking algorithm with a Kinect sensor using the proposed MLBP (modified local binary pattern) that can efficiently analyze 3D shapes in depth images. The superiority of our tracking method was verified in terms of tracking accuracy and speed by comparing with existing methods, Natural Interaction Technology for End-user (NITE), 3D Hand Tracker and CamShift. As the second step, a new tactile feedback technology with a piezoelectric actuator has been developed and integrated into the developed hand tracking algorithm, including the DTW (dynamic time warping) gesture recognition algorithm for a complete solution of an immersive gesture control system. The quantitative and qualitative evaluations of the integrated system were conducted with human subjects, and the results demonstrate that our gesture control with tactile feedback is a promising technology compared to a vision-based gesture control system that has typically no feedback for the user's gesture inputs. Our study provides researchers and designers with informative guidelines to develop more natural gesture control systems or immersive user interfaces with haptic feedback. PMID:25580901
Kim, Kwangtaek; Kim, Joongrock; Choi, Jaesung; Kim, Junghyun; Lee, Sangyoun
2015-01-08
Vision-based hand gesture interactions are natural and intuitive when interacting with computers, since we naturally exploit gestures to communicate with other people. However, it is agreed that users suffer from discomfort and fatigue when using gesture-controlled interfaces, due to the lack of physical feedback. To solve the problem, we propose a novel complete solution of a hand gesture control system employing immersive tactile feedback to the user's hand. For this goal, we first developed a fast and accurate hand-tracking algorithm with a Kinect sensor using the proposed MLBP (modified local binary pattern) that can efficiently analyze 3D shapes in depth images. The superiority of our tracking method was verified in terms of tracking accuracy and speed by comparing with existing methods, Natural Interaction Technology for End-user (NITE), 3D Hand Tracker and CamShift. As the second step, a new tactile feedback technology with a piezoelectric actuator has been developed and integrated into the developed hand tracking algorithm, including the DTW (dynamic time warping) gesture recognition algorithm for a complete solution of an immersive gesture control system. The quantitative and qualitative evaluations of the integrated system were conducted with human subjects, and the results demonstrate that our gesture control with tactile feedback is a promising technology compared to a vision-based gesture control system that has typically no feedback for the user's gesture inputs. Our study provides researchers and designers with informative guidelines to develop more natural gesture control systems or immersive user interfaces with haptic feedback.
An interactive VR system based on full-body tracking and gesture recognition
NASA Astrophysics Data System (ADS)
Zeng, Xia; Sang, Xinzhu; Chen, Duo; Wang, Peng; Guo, Nan; Yan, Binbin; Wang, Kuiru
2016-10-01
Most current virtual reality (VR) interactions are realized with the hand-held input device which leads to a low degree of presence. There is other solutions using sensors like Leap Motion to recognize the gestures of users in order to interact in a more natural way, but the navigation in these systems is still a problem, because they fail to map the actual walking to virtual walking only with a partial body of the user represented in the synthetic environment. Therefore, we propose a system in which users can walk around in the virtual environment as a humanoid model, selecting menu items and manipulating with the virtual objects using natural hand gestures. With a Kinect depth camera, the system tracks the joints of the user, mapping them to a full virtual body which follows the move of the tracked user. The movements of the feet can be detected to determine whether the user is in walking state, so that the walking of model in the virtual world can be activated and stopped by means of animation control in Unity engine. This method frees the hands of users comparing to traditional navigation way using hand-held device. We use the point cloud data getting from Kinect depth camera to recognize the gestures of users, such as swiping, pressing and manipulating virtual objects. Combining the full body tracking and gestures recognition using Kinect, we achieve our interactive VR system in Unity engine with a high degree of presence.
Real time gesture based control: A prototype development
NASA Astrophysics Data System (ADS)
Bhargava, Deepshikha; Solanki, L.; Rai, Satish Kumar
2016-03-01
The computer industry is getting advanced. In a short span of years, industry is growing high with advanced techniques. Robots have been replacing humans, increasing the efficiency, accessibility and accuracy of the system and creating man-machine interaction. Robotic industry is developing many new trends. However, they still need to be controlled by humans itself. This paper presents an approach to control a motor like a robot with hand gestures not by old ways like buttons or physical devices. Controlling robots with hand gestures is very popular now-a-days. Currently, at this level, gesture features are applied for detecting and tracking the hand in real time. A principal component analysis algorithm is being used for identification of a hand gesture by using open CV image processing library. Contours, convex-hull, and convexity defects are the gesture features. PCA is a statistical approach used for reducing the number of variables in hand recognition. While extracting the most relevant information (feature) contained in the images (hand). After detecting and recognizing hand a servo motor is being controlled, which uses hand gesture as an input device (like mouse and keyboard), and reduces human efforts.
Type of iconicity influences children's comprehension of gesture.
Hodges, Leslie E; Özçalışkan, Şeyda; Williamson, Rebecca
2018-02-01
Children produce iconic gestures conveying action information earlier than the ones conveying attribute information (Özçalışkan, Gentner, & Goldin-Meadow, 2014). In this study, we ask whether children's comprehension of iconic gestures follows a similar pattern, also with earlier comprehension of iconic gestures conveying action. Children, ages 2-4years, were presented with 12 minimally-informative speech+iconic gesture combinations, conveying either an action (e.g., open palm flapping as if bird flying) or an attribute (e.g., fingers spread as if bird's wings) associated with a referent. They were asked to choose the correct match for each gesture in a forced-choice task. Our results showed that children could identify the referent of an iconic gesture conveying characteristic action earlier (age 2) than the referent of an iconic gesture conveying characteristic attribute (age 3). Overall, our study identifies ages 2-3 as important in the development of comprehension of iconic co-speech gestures, and indicates that the comprehension of iconic gestures with action meanings is easier than, and may even precede, the comprehension of iconic gestures with attribute meanings. Copyright © 2017 Elsevier Inc. All rights reserved.
Does a robotic scrub nurse improve economy of movements?
NASA Astrophysics Data System (ADS)
Wachs, Juan P.; Jacob, Mithun; Li, Yu-Ting; Akingba, George
2012-02-01
Objective: Robotic assistance during surgery has been shown to be a useful resource to both augment the surgical skills of the surgeon through tele-operation, and to assist the surgeon handling the surgical instruments to the surgeon, similar to a surgical tech. We evaluated the performance and effect of a gesture driven surgical robotic nurse in the context of economy of movements, during an abdominal incision and closure exercise with a simulator. Methods: A longitudinal midline incision (100 mm) was performed on the simulated abdominal wall to enter the peritoneal cavity without damaging the internal organs. The wound was then closed using a blunt needle ensuring that no tissue is caught up by the suture material. All the instruments required to complete this task were delivered by a robotic surgical manipulator directly to the surgeon. The instruments were requested through voice and gesture recognition. The robotic system used a low end range sensor camera to extract the hand poses and for recognizing the gestures. The instruments were delivered to the vicinity of the patient, at chest height and at a reachable distance to the surgeon. Task performance measures for each of three abdominal incision and closure exercises were measured and compared to a human scrub nurse instrument delivery action. Picking instrument position variance, completion time and trajectory of the hand were recorded for further analysis. Results: The variance of the position of the robotic tip when delivering the surgical instrument is compared to the same position when a human delivers the instrument. The variance was found to be 88.86% smaller compared to the human delivery group. The mean task completion time to complete the surgical exercise was 162.7+/- 10.1 secs for the human assistant and 191.6+/- 3.3 secs (P<.01) when using the robotic standard display group. Conclusion: Multimodal robotic scrub nurse assistant improves the surgical procedure by reducing the number of movements (lower variance in the picking position). The variance of the picking point is closely related to the concept of economy of movements in the operating room. Improving the effectiveness of the operating room can potentially enhance the safety of surgical interventions without affecting the performance time.
Wavelet decomposition based principal component analysis for face recognition using MATLAB
NASA Astrophysics Data System (ADS)
Sharma, Mahesh Kumar; Sharma, Shashikant; Leeprechanon, Nopbhorn; Ranjan, Aashish
2016-03-01
For the realization of face recognition systems in the static as well as in the real time frame, algorithms such as principal component analysis, independent component analysis, linear discriminate analysis, neural networks and genetic algorithms are used for decades. This paper discusses an approach which is a wavelet decomposition based principal component analysis for face recognition. Principal component analysis is chosen over other algorithms due to its relative simplicity, efficiency, and robustness features. The term face recognition stands for identifying a person from his facial gestures and having resemblance with factor analysis in some sense, i.e. extraction of the principal component of an image. Principal component analysis is subjected to some drawbacks, mainly the poor discriminatory power and the large computational load in finding eigenvectors, in particular. These drawbacks can be greatly reduced by combining both wavelet transform decomposition for feature extraction and principal component analysis for pattern representation and classification together, by analyzing the facial gestures into space and time domain, where, frequency and time are used interchangeably. From the experimental results, it is envisaged that this face recognition method has made a significant percentage improvement in recognition rate as well as having a better computational efficiency.
A biometric authentication model using hand gesture images.
Fong, Simon; Zhuang, Yan; Fister, Iztok; Fister, Iztok
2013-10-30
A novel hand biometric authentication method based on measurements of the user's stationary hand gesture of hand sign language is proposed. The measurement of hand gestures could be sequentially acquired by a low-cost video camera. There could possibly be another level of contextual information, associated with these hand signs to be used in biometric authentication. As an analogue, instead of typing a password 'iloveu' in text which is relatively vulnerable over a communication network, a signer can encode a biometric password using a sequence of hand signs, 'i' , 'l' , 'o' , 'v' , 'e' , and 'u'. Subsequently the features from the hand gesture images are extracted which are integrally fuzzy in nature, to be recognized by a classification model for telling if this signer is who he claimed himself to be, by examining over his hand shape and the postures in doing those signs. It is believed that everybody has certain slight but unique behavioral characteristics in sign language, so are the different hand shape compositions. Simple and efficient image processing algorithms are used in hand sign recognition, including intensity profiling, color histogram and dimensionality analysis, coupled with several popular machine learning algorithms. Computer simulation is conducted for investigating the efficacy of this novel biometric authentication model which shows up to 93.75% recognition accuracy.
A Psychometric Measure of Working Memory Capacity for Configured Body Movement
Wu, Ying Choon; Coulson, Seana
2014-01-01
Working memory (WM) models have traditionally assumed at least two domain-specific storage systems for verbal and visuo-spatial information. We review data that suggest the existence of an additional slave system devoted to the temporary storage of body movements, and present a novel instrument for its assessment: the movement span task. The movement span task assesses individuals' ability to remember and reproduce meaningless configurations of the body. During the encoding phase of a trial, participants watch short videos of meaningless movements presented in sets varying in size from one to five items. Immediately after encoding, they are prompted to reenact as many items as possible. The movement span task was administered to 90 participants along with standard tests of verbal WM, visuo-spatial WM, and a gesture classification test in which participants judged whether a speaker's gestures were congruent or incongruent with his accompanying speech. Performance on the gesture classification task was not related to standard measures of verbal or visuo-spatial working memory capacity, but was predicted by scores on the movement span task. Results suggest the movement span task can serve as an assessment of individual differences in WM capacity for body-centric information. PMID:24465437
Avola, Danilo; Spezialetti, Matteo; Placidi, Giuseppe
2013-06-01
Rehabilitation is often required after stroke, surgery, or degenerative diseases. It has to be specific for each patient and can be easily calibrated if assisted by human-computer interfaces and virtual reality. Recognition and tracking of different human body landmarks represent the basic features for the design of the next generation of human-computer interfaces. The most advanced systems for capturing human gestures are focused on vision-based techniques which, on the one hand, may require compromises from real-time and spatial precision and, on the other hand, ensure natural interaction experience. The integration of vision-based interfaces with thematic virtual environments encourages the development of novel applications and services regarding rehabilitation activities. The algorithmic processes involved during gesture recognition activity, as well as the characteristics of the virtual environments, can be developed with different levels of accuracy. This paper describes the architectural aspects of a framework supporting real-time vision-based gesture recognition and virtual environments for fast prototyping of customized exercises for rehabilitation purposes. The goal is to provide the therapist with a tool for fast implementation and modification of specific rehabilitation exercises for specific patients, during functional recovery. Pilot examples of designed applications and preliminary system evaluation are reported and discussed. Copyright © 2013 Elsevier Ireland Ltd. All rights reserved.
Evaluating the utility of two gestural discomfort evaluation methods
Son, Minseok; Jung, Jaemoon; Park, Woojin
2017-01-01
Evaluating physical discomfort of designed gestures is important for creating safe and usable gesture-based interaction systems; yet, gestural discomfort evaluation has not been extensively studied in HCI, and few evaluation methods seem currently available whose utility has been experimentally confirmed. To address this, this study empirically demonstrated the utility of the subjective rating method after a small number of gesture repetitions (a maximum of four repetitions) in evaluating designed gestures in terms of physical discomfort resulting from prolonged, repetitive gesture use. The subjective rating method has been widely used in previous gesture studies but without empirical evidence on its utility. This study also proposed a gesture discomfort evaluation method based on an existing ergonomics posture evaluation tool (Rapid Upper Limb Assessment) and demonstrated its utility in evaluating designed gestures in terms of physical discomfort resulting from prolonged, repetitive gesture use. Rapid Upper Limb Assessment is an ergonomics postural analysis tool that quantifies the work-related musculoskeletal disorders risks for manual tasks, and has been hypothesized to be capable of correctly determining discomfort resulting from prolonged, repetitive gesture use. The two methods were evaluated through comparisons against a baseline method involving discomfort rating after actual prolonged, repetitive gesture use. Correlation analyses indicated that both methods were in good agreement with the baseline. The methods proposed in this study seem useful for predicting discomfort resulting from prolonged, repetitive gesture use, and are expected to help interaction designers create safe and usable gesture-based interaction systems. PMID:28423016
Van Volkinburg, Kyle; Washington, Gregory
2017-08-01
This paper reports on a wearable gesture-based controller fabricated using the sensing capabilities of the flexible thin-film piezoelectric polymer polyvinylidene fluoride (PVDF) which is shown to repeatedly and accurately discern, in real time, between right and left hand gestures. The PVDF is affixed to a compression sleeve worn on the forearm to create a wearable device that is flexible, adaptable, and highly shape conforming. Forearm muscle movements, which drive hand motions, are detected by the PVDF which outputs its voltage signal to a developed microcontroller-based board and processed by an artificial neural network that was trained to recognize the generated voltage profile of right and left hand gestures. The PVDF has been spatially shaded (etched) in such a way as to increase sensitivity to expected deformations caused by the specific muscles employed in making the targeted right and left gestures. The device proves to be exceptionally accurate both when positioned as intended and when rotated and translated on the forearm.
Daylighting Digital Dimmer SBIR Phase 2 Final Report
DOE Office of Scientific and Technical Information (OSTI.GOV)
Jones, Morgan
The primary focus of the Phase II Development is the implementation of two key technologies, Task To Wall (TTW) Control, and Wand Gesture light dimming control into an easy to use remote for SSL light control, the MoJo Remote. The MoJo Remote product family includes a battery powered wireless remote, a WiFi gateway as well as Mobile Applications for iOS and Android. Specific accomplishments during the second reporting period include: 1. Finalization and implementation of MoJo Remote Accelerometer and capacitive-touch based UI/UX, referred to as the Wand Gesture UI. 2. Issuance of Patent for Wand Gesture UI. 3. Industrial andmore » Mechanical Design for MoJo Remote and MoJo Gateway. 4. Task To Wall implementation and testing in MoJo Remote. 5. Zooming User Interface (ZUI) for the Mobile App implemented on both iOS and Andriod. 6. iOS Mobile app developed to beta level functionality. 7. Initial Development of the Android Mobile Application. 8. Closed loop color control at task (demonstrated at 2016 SSL R&D Workshop). 9. Task To Wall extended to Color Control, working in simulation. 10. Beta testing begun in Late 2017/Early 2018. The MoJo Remote integrates the Patented TTW Control and the Wand Gesture innovative User Interface, and is currently in Beta testing and on the path to commercialization.« less
Touch Interaction with 3D Geographical Visualization on Web: Selected Technological and User Issues
NASA Astrophysics Data System (ADS)
Herman, L.; Stachoň, Z.; Stuchlík, R.; Hladík, J.; Kubíček, P.
2016-10-01
The use of both 3D visualization and devices with touch displays is increasing. In this paper, we focused on the Web technologies for 3D visualization of spatial data and its interaction via touch screen gestures. At the first stage, we compared the support of touch interaction in selected JavaScript libraries on different hardware (desktop PCs with touch screens, tablets, and smartphones) and software platforms. Afterward, we realized simple empiric test (within-subject design, 6 participants, 2 simple tasks, LCD touch monitor Acer and digital terrain models as stimuli) focusing on the ability of users to solve simple spatial tasks via touch screens. An in-house testing web tool was developed and used based on JavaScript, PHP, and X3DOM languages and Hammer.js libraries. The correctness of answers, speed of users' performances, used gestures, and a simple gesture metric was recorded and analysed. Preliminary results revealed that the pan gesture is most frequently used by test participants and it is also supported by the majority of 3D libraries. Possible gesture metrics and future developments including the interpersonal differences are discussed in the conclusion.
Vibrotactile pattern recognition: a portable compact tactile matrix.
Thullier, Francine; Bolmont, Benoît; Lestienne, Francis G
2012-02-01
Compact tactile matrix (CTM) is a vibrotactile device composed of a seven-by-seven array of electromechanical vibrators "tactip" used to represent tactile patterns applied to a small skin area. The CTM uses a dynamic feature to generate spatiotemporal tactile patterns. The design requirements focus particularly on maximizing the transmission of the vibration from one tactip to the others as well as to the skin over a square area of 16 cm (2) while simultaneously minimizing the transmission of vibrations throughout the overall structure of the CTM. Experiments were conducted on 22 unpracticed subjects to evaluate how the CTM could be used to develop a tactile semantics for communication of instructions in order to test the ability of the subjects to identify: 1) directional prescriptors for gesture guidance and 2) instructional commands for operational task requirements in a military context. The results indicate that, after familiarization, recognition accuracies in the tactile patterns were remarkably precise for more 80% of the subjects. © 2011 IEEE
2014-01-01
Background It is widely accepted that emotion processing difficulties are involved in Autism Spectrum Conditions (ASC). An increasing number of studies have focused on the development of training programs and have shown promising results. However, most of these programs are appropriate for individuals with high-functioning ASC (HFA) but exclude individuals with low-functioning ASC (LFA). We have developed a computer-based game called JeStiMulE based on logical skills to teach emotions to individuals with ASC, independently of their age, intellectual, verbal and academic level. The aim of the present study was to verify the usability of JeStiMulE (which is its adaptability, effectiveness and efficiency) on a heterogeneous ASC group. We hypothesized that after JeStiMulE training, a performance improvement would be found in emotion recognition tasks. Methods A heterogeneous group of thirty-three children and adolescents with ASC received two one-hour JeStiMulE sessions per week over four weeks. In order to verify the usability of JeStiMulE, game data were collected for each participant. Furthermore, all participants were presented before and after training with five emotion recognition tasks, two including pictures of game avatars (faces and gestures) and three including pictures of real-life characters (faces, gestures and social scenes). Results Descriptive data showed suitable adaptability, effectiveness and efficiency of JeStiMulE. Results revealed a significant main effect of Session on avatars (ANOVA: F (1,32) = 98.48, P < .001) and on pictures of real-life characters (ANOVA: F (1,32) = 49.09, P < .001). A significant Session × Task × Emotion interaction was also found for avatars (ANOVA: F (6,192) = 2.84, P = .01). This triple interaction was close to significance for pictures of real-life characters (ANOVA: F (12,384) = 1.73, P = .057). Post-hoc analyses revealed that 30 out of 35 conditions found a significant increase after training. Conclusions JeStiMulE appears to be a promising tool to teach emotion recognition not only to individuals with HFA but also those with LFA. JeStiMulE is thus based on ASC-specific skills, offering a model of logical processing of social information to compensate for difficulties with intuitive social processing. Trial registration Comité de Protection des Personnes Sud Méditerranée V (CPP): reference number 11.046 (https://cpp-sud-mediterranee-v.fr/). PMID:25018866
Age, gesture span, and dissociations among component subsystems of working memory.
Dolman, R; Roy, E A; Dimeck, P T; Hall, C R
2000-01-01
Working memory was examined in old and young adults using a series of span tasks, including the forward versions of the visual-spatial and digit span tasks from the Wechsler Memory Scale-Revised, and comparable hand gesture and visual design span tasks. The observation that the young participants performed significantly better on all the tasks except digit span suggested that aging has an impact on some component subsystems of working memory but not others. Analyses of intercorrelations in span performance supports the dissociation among three component subsystems, one for auditory verbal information (the articulatory loop), one for visual-spatial information (visual-spatial scratch-pad), and one for hand/body postural configuration.
Lemaitre, Guillaume; Heller, Laurie M.; Navolio, Nicole; Zúñiga-Peñaranda, Nicolas
2015-01-01
We report a series of experiments about a little-studied type of compatibility effect between a stimulus and a response: the priming of manual gestures via sounds associated with these gestures. The goal was to investigate the plasticity of the gesture-sound associations mediating this type of priming. Five experiments used a primed choice-reaction task. Participants were cued by a stimulus to perform response gestures that produced response sounds; those sounds were also used as primes before the response cues. We compared arbitrary associations between gestures and sounds (key lifts and pure tones) created during the experiment (i.e. no pre-existing knowledge) with ecological associations corresponding to the structure of the world (tapping gestures and sounds, scraping gestures and sounds) learned through the entire life of the participant (thus existing prior to the experiment). Two results were found. First, the priming effect exists for ecological as well as arbitrary associations between gestures and sounds. Second, the priming effect is greatly reduced for ecologically existing associations and is eliminated for arbitrary associations when the response gesture stops producing the associated sounds. These results provide evidence that auditory-motor priming is mainly created by rapid learning of the association between sounds and the gestures that produce them. Auditory-motor priming is therefore mediated by short-term associations between gestures and sounds that can be readily reconfigured regardless of prior knowledge. PMID:26544884
Automatic temporal segment detection via bilateral long short-term memory recurrent neural networks
NASA Astrophysics Data System (ADS)
Sun, Bo; Cao, Siming; He, Jun; Yu, Lejun; Li, Liandong
2017-03-01
Constrained by the physiology, the temporal factors associated with human behavior, irrespective of facial movement or body gesture, are described by four phases: neutral, onset, apex, and offset. Although they may benefit related recognition tasks, it is not easy to accurately detect such temporal segments. An automatic temporal segment detection framework using bilateral long short-term memory recurrent neural networks (BLSTM-RNN) to learn high-level temporal-spatial features, which synthesizes the local and global temporal-spatial information more efficiently, is presented. The framework is evaluated in detail over the face and body database (FABO). The comparison shows that the proposed framework outperforms state-of-the-art methods for solving the problem of temporal segment detection.
Kong, Anthony Pak-Hin; Law, Sam-Po; Kwan, Connie Ching-Yin; Lai, Christy; Lam, Vivian
2014-01-01
Gestures are commonly used together with spoken language in human communication. One major limitation of gesture investigations in the existing literature lies in the fact that the coding of forms and functions of gestures has not been clearly differentiated. This paper first described a recently developed Database of Speech and GEsture (DoSaGE) based on independent annotation of gesture forms and functions among 119 neurologically unimpaired right-handed native speakers of Cantonese (divided into three age and two education levels), and presented findings of an investigation examining how gesture use was related to age and linguistic performance. Consideration of these two factors, for which normative data are currently very limited or lacking in the literature, is relevant and necessary when one evaluates gesture employment among individuals with and without language impairment. Three speech tasks, including monologue of a personally important event, sequential description, and story-telling, were used for elicitation. The EUDICO Linguistic ANnotator (ELAN) software was used to independently annotate each participant’s linguistic information of the transcript, forms of gestures used, and the function for each gesture. About one-third of the subjects did not use any co-verbal gestures. While the majority of gestures were non-content-carrying, which functioned mainly for reinforcing speech intonation or controlling speech flow, the content-carrying ones were used to enhance speech content. Furthermore, individuals who are younger or linguistically more proficient tended to use fewer gestures, suggesting that normal speakers gesture differently as a function of age and linguistic performance. PMID:25667563
Gesture-Based Controls for Robots: Overview and Implications for Use by Soldiers
2016-07-01
to go somewhere but you did not say where”), (Kennedy et al. 2007; Perzanowski et al 2000a, 2000b). Many efforts are currently focused on developing...start/end of a gesture. They reported a 98% accuracy using a modified handwriting recognition statistical algorithm. The same algorithm was tested...to the device (light switch, music player) and saying “lights on” or “volume up” (Wilson and Shafer 2003). The Nintendo Wii remote controller has
A biometric authentication model using hand gesture images
2013-01-01
A novel hand biometric authentication method based on measurements of the user’s stationary hand gesture of hand sign language is proposed. The measurement of hand gestures could be sequentially acquired by a low-cost video camera. There could possibly be another level of contextual information, associated with these hand signs to be used in biometric authentication. As an analogue, instead of typing a password ‘iloveu’ in text which is relatively vulnerable over a communication network, a signer can encode a biometric password using a sequence of hand signs, ‘i’ , ‘l’ , ‘o’ , ‘v’ , ‘e’ , and ‘u’. Subsequently the features from the hand gesture images are extracted which are integrally fuzzy in nature, to be recognized by a classification model for telling if this signer is who he claimed himself to be, by examining over his hand shape and the postures in doing those signs. It is believed that everybody has certain slight but unique behavioral characteristics in sign language, so are the different hand shape compositions. Simple and efficient image processing algorithms are used in hand sign recognition, including intensity profiling, color histogram and dimensionality analysis, coupled with several popular machine learning algorithms. Computer simulation is conducted for investigating the efficacy of this novel biometric authentication model which shows up to 93.75% recognition accuracy. PMID:24172288
Pen-chant: Acoustic emissions of handwriting and drawing
NASA Astrophysics Data System (ADS)
Seniuk, Andrew G.
The sounds generated by a writing instrument ('pen-chant') provide a rich and underutilized source of information for pattern recognition. We examine the feasibility of recognition of handwritten cursive text, exclusively through an analysis of acoustic emissions. We design and implement a family of recognizers using a template matching approach, with templates and similarity measures derived variously from: smoothed amplitude signal with fixed resolution, discrete sequence of magnitudes obtained from peaks in the smoothed amplitude signal, and ordered tree obtained from a scale space signal representation. Test results are presented for recognition of isolated lowercase cursive characters and for whole words. We also present qualitative results for recognizing gestures such as circling, scratch-out, check-marks, and hatching. Our first set of results, using samples provided by the author, yield recognition rates of over 70% (alphabet) and 90% (26 words), with a confidence of +/-8%, based solely on acoustic emissions. Our second set of results uses data gathered from nine writers. These results demonstrate that acoustic emissions are a rich source of information, usable---on their own or in conjunction with image-based features---to solve pattern recognition problems. In future work, this approach can be applied to writer identification, handwriting and gesture-based computer input technology, emotion recognition, and temporal analysis of sketches.
Multi-Touch Tabletop System Using Infrared Image Recognition for User Position Identification.
Suto, Shota; Watanabe, Toshiya; Shibusawa, Susumu; Kamada, Masaru
2018-05-14
A tabletop system can facilitate multi-user collaboration in a variety of settings, including small meetings, group work, and education and training exercises. The ability to identify the users touching the table and their positions can promote collaborative work among participants, so methods have been studied that involve attaching sensors to the table, chairs, or to the users themselves. An effective method of recognizing user actions without placing a burden on the user would be some type of visual process, so the development of a method that processes multi-touch gestures by visual means is desired. This paper describes the development of a multi-touch tabletop system using infrared image recognition for user position identification and presents the results of touch-gesture recognition experiments and a system-usability evaluation. Using an inexpensive FTIR touch panel and infrared light, this system picks up the touch areas and the shadow area of the user's hand by an infrared camera to establish an association between the hand and table touch points and estimate the position of the user touching the table. The multi-touch gestures prepared for this system include an operation to change the direction of an object to face the user and a copy operation in which two users generate duplicates of an object. The system-usability evaluation revealed that prior learning was easy and that system operations could be easily performed.
Multi-Touch Tabletop System Using Infrared Image Recognition for User Position Identification
Suto, Shota; Watanabe, Toshiya; Shibusawa, Susumu; Kamada, Masaru
2018-01-01
A tabletop system can facilitate multi-user collaboration in a variety of settings, including small meetings, group work, and education and training exercises. The ability to identify the users touching the table and their positions can promote collaborative work among participants, so methods have been studied that involve attaching sensors to the table, chairs, or to the users themselves. An effective method of recognizing user actions without placing a burden on the user would be some type of visual process, so the development of a method that processes multi-touch gestures by visual means is desired. This paper describes the development of a multi-touch tabletop system using infrared image recognition for user position identification and presents the results of touch-gesture recognition experiments and a system-usability evaluation. Using an inexpensive FTIR touch panel and infrared light, this system picks up the touch areas and the shadow area of the user’s hand by an infrared camera to establish an association between the hand and table touch points and estimate the position of the user touching the table. The multi-touch gestures prepared for this system include an operation to change the direction of an object to face the user and a copy operation in which two users generate duplicates of an object. The system-usability evaluation revealed that prior learning was easy and that system operations could be easily performed. PMID:29758006
Exploration of Force Myography and surface Electromyography in hand gesture classification.
Jiang, Xianta; Merhi, Lukas-Karim; Xiao, Zhen Gang; Menon, Carlo
2017-03-01
Whereas pressure sensors increasingly have received attention as a non-invasive interface for hand gesture recognition, their performance has not been comprehensively evaluated. This work examined the performance of hand gesture classification using Force Myography (FMG) and surface Electromyography (sEMG) technologies by performing 3 sets of 48 hand gestures using a prototyped FMG band and an array of commercial sEMG sensors worn both on the wrist and forearm simultaneously. The results show that the FMG band achieved classification accuracies as good as the high quality, commercially available, sEMG system on both wrist and forearm positions; specifically, by only using 8 Force Sensitive Resisters (FSRs), the FMG band achieved accuracies of 91.2% and 83.5% in classifying the 48 hand gestures in cross-validation and cross-trial evaluations, which were higher than those of sEMG (84.6% and 79.1%). By using all 16 FSRs on the band, our device achieved high accuracies of 96.7% and 89.4% in cross-validation and cross-trial evaluations. Copyright © 2017 IPEM. Published by Elsevier Ltd. All rights reserved.
Arabic sign language recognition based on HOG descriptor
NASA Astrophysics Data System (ADS)
Ben Jmaa, Ahmed; Mahdi, Walid; Ben Jemaa, Yousra; Ben Hamadou, Abdelmajid
2017-02-01
We present in this paper a new approach for Arabic sign language (ArSL) alphabet recognition using hand gesture analysis. This analysis consists in extracting a histogram of oriented gradient (HOG) features from a hand image and then using them to generate an SVM Models. Which will be used to recognize the ArSL alphabet in real-time from hand gesture using a Microsoft Kinect camera. Our approach involves three steps: (i) Hand detection and localization using a Microsoft Kinect camera, (ii) hand segmentation and (iii) feature extraction using Arabic alphabet recognition. One each input image first obtained by using a depth sensor, we apply our method based on hand anatomy to segment hand and eliminate all the errors pixels. This approach is invariant to scale, to rotation and to translation of the hand. Some experimental results show the effectiveness of our new approach. Experiment revealed that the proposed ArSL system is able to recognize the ArSL with an accuracy of 90.12%.
Learning from gesture: How early does it happen?
Novack, Miriam A; Goldin-Meadow, Susan; Woodward, Amanda L
2015-09-01
Iconic gesture is a rich source of information for conveying ideas to learners. However, in order to learn from iconic gesture, a learner must be able to interpret its iconic form-a nontrivial task for young children. Our study explores how young children interpret iconic gesture and whether they can use it to infer a previously unknown action. In Study 1, 2- and 3-year-old children were shown iconic gestures that illustrated how to operate a novel toy to achieve a target action. Children in both age groups successfully figured out the target action more often after seeing an iconic gesture demonstration than after seeing no demonstration. However, the 2-year-olds (but not the 3-year-olds) figured out fewer target actions after seeing an iconic gesture demonstration than after seeing a demonstration of an incomplete-action and, in this sense, were not yet experts at interpreting gesture. Nevertheless, both age groups seemed to understand that gesture could convey information that can be used to guide their own actions, and that gesture is thus not movement for its own sake. That is, the children in both groups produced the action displayed in gesture on the object itself, rather than producing the action in the air (in other words, they rarely imitated the experimenter's gesture as it was performed). Study 2 compared 2-year-olds' performance following iconic vs. point gesture demonstrations. Iconic gestures led children to discover more target actions than point gestures, suggesting that iconic gesture does more than just focus a learner's attention, it conveys substantive information about how to solve the problem, information that is accessible to children as young as 2. The ability to learn from iconic gesture is thus in place by toddlerhood and, although still fragile, allows children to process gesture, not as meaningless movement, but as an intentional communicative representation. Copyright © 2015 Elsevier B.V. All rights reserved.
Learning from gesture: How early does it happen?
Novack, Miriam A.; Goldin-Meadow, Susan; Woodward, Amanda L.
2015-01-01
Iconic gesture is a rich source of information for conveying ideas to learners. However, in order to learn from iconic gesture, a learner must be able to interpret its iconic form--a nontrivial task for young children. Our study explores how young children interpret iconic gesture and whether they can use it to infer a previously unknown action. In Study 1, 2- and 3-year-old children were shown iconic gestures that illustrated how to operate a novel toy to achieve a target action. Children in both age groups successfully figured out the target action more often after seeing an iconic gesture demonstration than after seeing no demonstration. However, the 2-year-olds (but not the 3-year-olds) figured out fewer target actions after seeing an iconic gesture demonstration than after seeing a demonstration of an incomplete-action and, in this sense, were not yet experts at interpreting gesture. Nevertheless, both age groups seemed to understand that gesture could convey information that can be used to guide their own actions, and that gesture is thus not movement for its own sake. That is, the children in both groups produced the action displayed in gesture on the object itself, rather than producing the action in the air (in other words, they rarely imitated the experimenter’s gesture as it was performed). Study 2 compared 2-year-olds’ performance following iconic vs. point gesture demonstrations. Iconic gestures led children to discover more target actions than point gestures, suggesting that iconic gesture does more than just focus a learner’s attention--,it conveys substantive information about how to solve the problem, information that is accessible to children as young as 2. The ability to learn from iconic gesture is thus in place by toddlerhood and, although still fragile, allows children to process gesture, not as meaningless movement, but as an intentional communicative representation. PMID:26036925
Coverbal gestures in the recovery from severe fluent aphasia: a pilot study.
Carlomagno, Sergio; Zulian, Nicola; Razzano, Carmelina; De Mercurio, Ilaria; Marini, Andrea
2013-01-01
This post hoc study investigated coverbal gesture patterns in two persons with chronic Wernicke's aphasia. They had both received therapy focusing on multimodal communication therapy, and their pre- and post-therapy verbal and gestural skills in face-to-face conversational interaction with their speech therapist were analysed by administering a partial barrier Referential Communication Task (RCT). The RCT sessions were reviewed in order to analyse: (a) participant coverbal gesture occurrence and types when in speaker role, (b) distribution of iconic gestures in the RCT communicative moves, (c) recognisable semantic content, and (d) the ways in which gestures were combined with empty or paraphasic speech. At post-therapy assessment only one participant showed improved communication skills in spite of his persistent language deficits. The improvement corresponded to changes on all gesturing measures, suggesting thereby that his communication relied more on gestural information. No measurable changes were observed for the non-responding participant-a finding indicating that the coverbal gesture measures used in this study might account for the different outcomes. These results point to the potential role of gestures in treatment aimed at fostering recovery from severe fluent aphasia. Moreover, this pattern of improvement runs contrary to a view of gestures used as a pure substitute for lexical items, in the communication of people with severe fluent aphasia. The readers will describe how to assess and interpret the patterns of coverbal gesturing in persons with fluent aphasia. They will also recognize the potential role of coverbal gestures in recovery from severe fluent aphasia. Copyright © 2012 Elsevier Inc. All rights reserved.
Patients with hippocampal amnesia successfully integrate gesture and speech.
Hilverman, Caitlin; Clough, Sharice; Duff, Melissa C; Cook, Susan Wagner
2018-06-19
During conversation, people integrate information from co-speech hand gestures with information in spoken language. For example, after hearing the sentence, "A piece of the log flew up and hit Carl in the face" while viewing a gesture directed at the nose, people tend to later report that the log hit Carl in the nose (information only in gesture) rather than in the face (information in speech). The cognitive and neural mechanisms that support the integration of gesture with speech are unclear. One possibility is that the hippocampus - known for its role in relational memory and information integration - is necessary for integrating gesture and speech. To test this possibility, we examined how patients with hippocampal amnesia and healthy and brain-damaged comparison participants express information from gesture in a narrative retelling task. Participants watched videos of an experimenter telling narratives that included hand gestures that contained supplementary information. Participants were asked to retell the narratives and their spoken retellings were assessed for the presence of information from gesture. For features that had been accompanied by supplementary gesture, patients with amnesia retold fewer of these features overall and fewer retellings that matched the speech from the narrative. Yet their retellings included features that contained information that had been present uniquely in gesture in amounts that were not reliably different from comparison groups. Thus, a functioning hippocampus is not necessary for gesture-speech integration over short timescales. Providing unique information in gesture may enhance communication for individuals with declarative memory impairment, possibly via non-declarative memory mechanisms. Copyright © 2018. Published by Elsevier Ltd.
The Co-Organization of Demonstratives and Pointing Gestures
ERIC Educational Resources Information Center
Cooperrider, Kensy
2016-01-01
Demonstratives and pointing gestures are universal, early emerging, and ubiquitous, and it has long been claimed that there is a special relationship between them. But what exactly is the nature of this relationship? The present study investigates this question using a referential communication task. Speakers referred to targets that were near or…
Beat gestures improve word recall in 3- to 5-year-old children.
Igualada, Alfonso; Esteve-Gibert, Núria; Prieto, Pilar
2017-04-01
Although research has shown that adults can benefit from the presence of beat gestures in word recall tasks, studies have failed to conclusively generalize these findings to preschool children. This study investigated whether the presence of beat gestures helps children to recall information when these gestures have the function of singling out a linguistic element in its discourse context. A total of 106 3- to 5-year-old children were asked to recall a list of words within a pragmatically child-relevant context (i.e., a storytelling activity) in which the target word was or was not accompanied by a beat gesture. Results showed that children recalled the target word significantly better when it was accompanied by a beat gesture than when it was not, indicating a local recall effect. Moreover, the recall of adjacent non-target words did not differ depending on the condition, revealing that beat gestures seem to have a strictly local highlighting function (i.e., no global recall effect). These results demonstrate that preschoolers benefit from the pragmatic contribution offered by beat gestures when they function as multimodal markers of prominence. Copyright © 2016 Elsevier Inc. All rights reserved.
Producing Gestures Facilitates Route Learning
So, Wing Chee; Ching, Terence Han-Wei; Lim, Phoebe Elizabeth; Cheng, Xiaoqin; Ip, Kit Yee
2014-01-01
The present study investigates whether producing gestures would facilitate route learning in a navigation task and whether its facilitation effect is comparable to that of hand movements that leave physical visible traces. In two experiments, we focused on gestures produced without accompanying speech, i.e., co-thought gestures (e.g., an index finger traces the spatial sequence of a route in the air). Adult participants were asked to study routes shown in four diagrams, one at a time. Participants reproduced the routes (verbally in Experiment 1 and non-verbally in Experiment 2) without rehearsal or after rehearsal by mentally simulating the route, by drawing it, or by gesturing (either in the air or on paper). Participants who moved their hands (either in the form of gestures or drawing) recalled better than those who mentally simulated the routes and those who did not rehearse, suggesting that hand movements produced during rehearsal facilitate route learning. Interestingly, participants who gestured the routes in the air or on paper recalled better than those who drew them on paper in both experiments, suggesting that the facilitation effect of co-thought gesture holds for both verbal and nonverbal recall modalities. It is possibly because, co-thought gesture, as a kind of representational action, consolidates spatial sequence better than drawing and thus exerting more powerful influence on spatial representation. PMID:25426624
Kelly, Spencer D.; Hirata, Yukari; Manansala, Michael; Huang, Jessica
2014-01-01
Co-speech hand gestures are a type of multimodal input that has received relatively little attention in the context of second language learning. The present study explored the role that observing and producing different types of gestures plays in learning novel speech sounds and word meanings in an L2. Naïve English-speakers were taught two components of Japanese—novel phonemic vowel length contrasts and vocabulary items comprised of those contrasts—in one of four different gesture conditions: Syllable Observe, Syllable Produce, Mora Observe, and Mora Produce. Half of the gestures conveyed intuitive information about syllable structure, and the other half, unintuitive information about Japanese mora structure. Within each Syllable and Mora condition, half of the participants only observed the gestures that accompanied speech during training, and the other half also produced the gestures that they observed along with the speech. The main finding was that participants across all four conditions had similar outcomes in two different types of auditory identification tasks and a vocabulary test. The results suggest that hand gestures may not be well suited for learning novel phonetic distinctions at the syllable level within a word, and thus, gesture-speech integration may break down at the lowest levels of language processing and learning. PMID:25071646
Talbott, Meagan R.; Tager-Flusberg, Helen
2013-01-01
Impairments in language and communication are an early-appearing feature of autism spectrum disorders (ASD), with delays in language and gesture evident as early as the first year of life. Research with typically developing populations highlights the importance of both infant and maternal gesture use in infants’ early language development. The current study explores the gesture production of infants at risk for autism and their mothers at 12 months of age, and the association between these early maternal and infant gestures and between these early gestures and infants’ language at 18 months. Gestures were scored from both a caregiver-infant interaction (both infants and mothers) and from a semi-structured task (infants only). Mothers of non-diagnosed high risk infant siblings gestured more frequently than mothers of low risk infants. Infant and maternal gesture use at 12 months was associated with infants’ language scores at 18 months in both low risk and non-diagnosed high risk infants. These results demonstrate the impact of risk status on maternal behavior and the importance of considering the role of social and contextual factors on the language development of infants at risk for autism. Results from the subset of infants who meet preliminary criteria for ASD are also discussed. PMID:23585026
Scientific Visualization of Radio Astronomy Data using Gesture Interaction
NASA Astrophysics Data System (ADS)
Mulumba, P.; Gain, J.; Marais, P.; Woudt, P.
2015-09-01
MeerKAT in South Africa (Meer = More Karoo Array Telescope) will require software to help visualize, interpret and interact with multidimensional data. While visualization of multi-dimensional data is a well explored topic, little work has been published on the design of intuitive interfaces to such systems. More specifically, the use of non-traditional interfaces (such as motion tracking and multi-touch) has not been widely investigated within the context of visualizing astronomy data. We hypothesize that a natural user interface would allow for easier data exploration which would in turn lead to certain kinds of visualizations (volumetric, multidimensional). To this end, we have developed a multi-platform scientific visualization system for FITS spectral data cubes using VTK (Visualization Toolkit) and a natural user interface to explore the interaction between a gesture input device and multidimensional data space. Our system supports visual transformations (translation, rotation and scaling) as well as sub-volume extraction and arbitrary slicing of 3D volumetric data. These tasks were implemented across three prototypes aimed at exploring different interaction strategies: standard (mouse/keyboard) interaction, volumetric gesture tracking (Leap Motion controller) and multi-touch interaction (multi-touch monitor). A Heuristic Evaluation revealed that the volumetric gesture tracking prototype shows great promise for interfacing with the depth component (z-axis) of 3D volumetric space across multiple transformations. However, this is limited by users needing to remember the required gestures. In comparison, the touch-based gesture navigation is typically more familiar to users as these gestures were engineered from standard multi-touch actions. Future work will address a complete usability test to evaluate and compare the different interaction modalities against the different visualization tasks.
Marshall, Chloë R; Morgan, Gary
2015-01-01
There has long been interest in why languages are shaped the way they are, and in the relationship between sign language and gesture. In sign languages, entity classifiers are handshapes that encode how objects move, how they are located relative to one another, and how multiple objects of the same type are distributed in space. Previous studies have shown that hearing adults who are asked to use only manual gestures to describe how objects move in space will use gestures that bear some similarities to classifiers. We investigated how accurately hearing adults, who had been learning British Sign Language (BSL) for 1-3 years, produce and comprehend classifiers in (static) locative and distributive constructions. In a production task, learners of BSL knew that they could use their hands to represent objects, but they had difficulty choosing the same, conventionalized, handshapes as native signers. They were, however, highly accurate at encoding location and orientation information. Learners therefore show the same pattern found in sign-naïve gesturers. In contrast, handshape, orientation, and location were comprehended with equal (high) accuracy, and testing a group of sign-naïve adults showed that they too were able to understand classifiers with higher than chance accuracy. We conclude that adult learners of BSL bring their visuo-spatial knowledge and gestural abilities to the tasks of understanding and producing constructions that contain entity classifiers. We speculate that investigating the time course of adult sign language acquisition might shed light on how gesture became (and, indeed, becomes) conventionalized during the genesis of sign languages. Copyright © 2014 Cognitive Science Society, Inc.
Colletta, Jean-Marc; Guidetti, Michèle; Capirci, Olga; Cristilli, Carla; Demir, Ozlem Ece; Kunene-Nicolas, Ramona N; Levine, Susan
2015-01-01
The aim of this paper is to compare speech and co-speech gestures observed during a narrative retelling task in five- and ten-year-old children from three different linguistic groups, French, American, and Italian, in order to better understand the role of age and language in the development of multimodal monologue discourse abilities. We asked 98 five- and ten-year-old children to narrate a short, wordless cartoon. Results showed a common developmental trend as well as linguistic and gesture differences between the three language groups. In all three languages, older children were found to give more detailed narratives, to insert more comments, and to gesture more and use different gestures--specifically gestures that contribute to the narrative structure--than their younger counterparts. Taken together, these findings allow a tentative model of multimodal narrative development in which major changes in later language acquisition occur despite language and culture differences.
The autistic child's appraisal of expressions of emotion.
Hobson, R P
1986-05-01
Groups of MA-matched autistic, normal and non-autistic retarded children were tested for their ability to choose drawn and photographed facial expressions of emotion to "go with" a person videotaped in gestures, vocalizations and contexts indicative of four emotional states. Although both autistic and control subjects were adept in choosing drawings of non-personal objects to correspond with videotaped cues, the autistic children were markedly impaired in selecting the appropriate faces for the videotaped expressions and contexts. Within the autistic group, the children's performance in this task of emotion recognition was related to MA. It is suggested that autistic children have difficulty in recognizing how different expressions of particular emotions are associated with each other, and that this might contribute to their failure to understand the emotional states of other people.
Schippers, Marleen B; Gazzola, Valeria; Goebel, Rainer; Keysers, Christian
2009-08-27
Communication is an important aspect of human life, allowing us to powerfully coordinate our behaviour with that of others. Boiled down to its mere essentials, communication entails transferring a mental content from one brain to another. Spoken language obviously plays an important role in communication between human individuals. Manual gestures however often aid the semantic interpretation of the spoken message, and gestures may have played a central role in the earlier evolution of communication. Here we used the social game of charades to investigate the neural basis of gestural communication by having participants produce and interpret meaningful gestures while their brain activity was measured using functional magnetic resonance imaging. While participants decoded observed gestures, the putative mirror neuron system (pMNS: premotor, parietal and posterior mid-temporal cortex), associated with motor simulation, and the temporo-parietal junction (TPJ), associated with mentalizing and agency attribution, were significantly recruited. Of these areas only the pMNS was recruited during the production of gestures. This suggests that gestural communication relies on a combination of simulation and, during decoding, mentalizing/agency attribution brain areas. Comparing the decoding of gestures with a condition in which participants viewed the same gestures with an instruction not to interpret the gestures showed that although parts of the pMNS responded more strongly during active decoding, most of the pMNS and the TPJ did not show such significant task effects. This suggests that the mere observation of gestures recruits most of the system involved in voluntary interpretation.
NASA Astrophysics Data System (ADS)
Elia, Iliada; Gagatsis, Athanasios; van den Heuvel-Panhuizen, Marja
2014-12-01
In recent educational research, it is well acknowledged that gestures are an important source of developing abstract thinking in early childhood and can serve as an additional window to the mind of the developing child. The present paper reports on a case study which explores the function of gestures in a geometrical activity at kindergarten level. In the study, the spontaneous gestures of the child are investigated, as well as the influence of the teacher's gestures on the child's gestures. In the first part of the activity, the child under study transforms a spatial array of blocks she has constructed by herself into a verbal description, so that another person, i.e., the teacher, who cannot see what the child has built, makes the same construction. Next, the teacher builds a new construction and describes it so that the child can build it. Hereafter, it is again the turn of the child to build another construction and describe it to the teacher. The child was found to spontaneously use iconic and deictic gestures throughout the whole activity. These gestures, and primarily the iconic ones, helped her make apparent different space and shape aspects of the constructions. Along with her speech, gestures acted as semiotic means of objectification to successfully accomplish the task. The teacher's gestures were found to influence the child's gestures when describing aspects of shapes and spatial relationships between shapes. This influence results in either mimicking or extending the teacher's gestures. These findings are discussed and implications for further research are drawn.
Design and Implementation of a Smart Home System Using Multisensor Data Fusion Technology.
Hsu, Yu-Liang; Chou, Po-Huan; Chang, Hsing-Cheng; Lin, Shyan-Lung; Yang, Shih-Chin; Su, Heng-Yi; Chang, Chih-Chien; Cheng, Yuan-Sheng; Kuo, Yu-Chen
2017-07-15
This paper aims to develop a multisensor data fusion technology-based smart home system by integrating wearable intelligent technology, artificial intelligence, and sensor fusion technology. We have developed the following three systems to create an intelligent smart home environment: (1) a wearable motion sensing device to be placed on residents' wrists and its corresponding 3D gesture recognition algorithm to implement a convenient automated household appliance control system; (2) a wearable motion sensing device mounted on a resident's feet and its indoor positioning algorithm to realize an effective indoor pedestrian navigation system for smart energy management; (3) a multisensor circuit module and an intelligent fire detection and alarm algorithm to realize a home safety and fire detection system. In addition, an intelligent monitoring interface is developed to provide in real-time information about the smart home system, such as environmental temperatures, CO concentrations, communicative environmental alarms, household appliance status, human motion signals, and the results of gesture recognition and indoor positioning. Furthermore, an experimental testbed for validating the effectiveness and feasibility of the smart home system was built and verified experimentally. The results showed that the 3D gesture recognition algorithm could achieve recognition rates for automated household appliance control of 92.0%, 94.8%, 95.3%, and 87.7% by the 2-fold cross-validation, 5-fold cross-validation, 10-fold cross-validation, and leave-one-subject-out cross-validation strategies. For indoor positioning and smart energy management, the distance accuracy and positioning accuracy were around 0.22% and 3.36% of the total traveled distance in the indoor environment. For home safety and fire detection, the classification rate achieved 98.81% accuracy for determining the conditions of the indoor living environment.
Design and Implementation of a Smart Home System Using Multisensor Data Fusion Technology
Chou, Po-Huan; Chang, Hsing-Cheng; Lin, Shyan-Lung; Yang, Shih-Chin; Su, Heng-Yi; Chang, Chih-Chien; Cheng, Yuan-Sheng; Kuo, Yu-Chen
2017-01-01
This paper aims to develop a multisensor data fusion technology-based smart home system by integrating wearable intelligent technology, artificial intelligence, and sensor fusion technology. We have developed the following three systems to create an intelligent smart home environment: (1) a wearable motion sensing device to be placed on residents’ wrists and its corresponding 3D gesture recognition algorithm to implement a convenient automated household appliance control system; (2) a wearable motion sensing device mounted on a resident’s feet and its indoor positioning algorithm to realize an effective indoor pedestrian navigation system for smart energy management; (3) a multisensor circuit module and an intelligent fire detection and alarm algorithm to realize a home safety and fire detection system. In addition, an intelligent monitoring interface is developed to provide in real-time information about the smart home system, such as environmental temperatures, CO concentrations, communicative environmental alarms, household appliance status, human motion signals, and the results of gesture recognition and indoor positioning. Furthermore, an experimental testbed for validating the effectiveness and feasibility of the smart home system was built and verified experimentally. The results showed that the 3D gesture recognition algorithm could achieve recognition rates for automated household appliance control of 92.0%, 94.8%, 95.3%, and 87.7% by the 2-fold cross-validation, 5-fold cross-validation, 10-fold cross-validation, and leave-one-subject-out cross-validation strategies. For indoor positioning and smart energy management, the distance accuracy and positioning accuracy were around 0.22% and 3.36% of the total traveled distance in the indoor environment. For home safety and fire detection, the classification rate achieved 98.81% accuracy for determining the conditions of the indoor living environment. PMID:28714884
ERIC Educational Resources Information Center
Heimann, Mikael; Strid, Karin; Smith, Lars; Tjus, Tomas; Ulvund, Stein Erik; Meltzoff, Andrew N.
2006-01-01
The relationship between recall memory, visual recognition memory, social communication, and the emergence of language skills was measured in a longitudinal study. Thirty typically developing Swedish children were tested at 6, 9 and 14 months. The result showed that, in combination, visual recognition memory at 6 months, deferred imitation at 9…
Gesture and Motor Skill in Relation to Language in Children with Language Impairment
ERIC Educational Resources Information Center
Iverson, Jana M.; Braddock, Barbara A.
2011-01-01
Purpose: To examine gesture and motor abilities in relation to language in children with language impairment (LI). Method: Eleven children with LI (aged 2;7 to 6;1 [years;months]) and 16 typically developing (TD) children of similar chronological ages completed 2 picture narration tasks, and their language (rate of verbal utterances, mean length…
ERIC Educational Resources Information Center
Roseano, Paolo; González, Montserrat; Borràs-Comes, Joan; Prieto, Pilar
2016-01-01
This study investigates how epistemic stance is encoded and perceived in face-to-face communication when language is regarded as comprised by speech and gesture. Two studies were conducted with this goal in mind. The first study consisted of a production task in which participants performed opinion reports. Results showed that speakers communicate…
Pointing Gestures as a Cognitive Tool in Young Children: Experimental Evidence
ERIC Educational Resources Information Center
Delgado, Begona; Gomez, Juan Carlos; Sarria, Encarnacion
2011-01-01
This article explores the possible cognitive function associated with pointing gestures from a Vygotskian perspective. In Study 1, 39 children who were 2-4 years of age were observed in a solitary condition while solving a mnemonic task with or without an explicit memory demand. A discriminant analysis showed that children used noncommunicative…
Gesture Use in Story Recall by Chinese-English Bilinguals
ERIC Educational Resources Information Center
Nicoladis, Elena; Pika, Simone; Yin, Hui; Marentette, Paula
2007-01-01
Previous studies have shown inconsistent results concerning bilinguals' use of gestures to compensate for reduced proficiency in their second language (L2). These results could be because of differing task demands. In this study, we asked 16 intermediate English L2 speakers (whose first language [L1] was Chinese) to watch a story and tell it back…
ERIC Educational Resources Information Center
Mavilidi, Myrto-Foteini; Okely, Anthony D.; Chandler, Paul; Cliff, Dylan P.; Paas, Fred
2015-01-01
Research suggests that integrating human movement into a cognitive learning task can be effective for learning due to its cognitive and physiological effects. In this study, the learning effects of enacting words through whole-body movements (i.e., physical exercise) and part-body movements (i.e., gestures) were investigated in a foreign language…
Learning gestures for customizable human-computer interaction in the operating room.
Schwarz, Loren Arthur; Bigdelou, Ali; Navab, Nassir
2011-01-01
Interaction with computer-based medical devices in the operating room is often challenging for surgeons due to sterility requirements and the complexity of interventional procedures. Typical solutions, such as delegating the interaction task to an assistant, can be inefficient. We propose a method for gesture-based interaction in the operating room that surgeons can customize to personal requirements and interventional workflow. Given training examples for each desired gesture, our system learns low-dimensional manifold models that enable recognizing gestures and tracking particular poses for fine-grained control. By capturing the surgeon's movements with a few wireless body-worn inertial sensors, we avoid issues of camera-based systems, such as sensitivity to illumination and occlusions. Using a component-based framework implementation, our method can easily be connected to different medical devices. Our experiments show that the approach is able to robustly recognize learned gestures and to distinguish these from other movements.
Human-Computer Interaction Based on Hand Gestures Using RGB-D Sensors
Palacios, José Manuel; Sagüés, Carlos; Montijano, Eduardo; Llorente, Sergio
2013-01-01
In this paper we present a new method for hand gesture recognition based on an RGB-D sensor. The proposed approach takes advantage of depth information to cope with the most common problems of traditional video-based hand segmentation methods: cluttered backgrounds and occlusions. The algorithm also uses colour and semantic information to accurately identify any number of hands present in the image. Ten different static hand gestures are recognised, including all different combinations of spread fingers. Additionally, movements of an open hand are followed and 6 dynamic gestures are identified. The main advantage of our approach is the freedom of the user's hands to be at any position of the image without the need of wearing any specific clothing or additional devices. Besides, the whole method can be executed without any initial training or calibration. Experiments carried out with different users and in different environments prove the accuracy and robustness of the method which, additionally, can be run in real-time. PMID:24018953
On the Relationship between Fluid Intelligence, Gesture Production, and Brain Structure
ERIC Educational Resources Information Center
Wartenburger, Isabell; Kuhn, Esther; Sassenberg, Uta; Foth, Manja; Franz, Elizabeth A.; van der Meer, Elke
2010-01-01
Individuals scoring high in fluid intelligence tasks generally perform very efficiently in problem solving tasks and analogical reasoning tasks presumably because they are able to select the task-relevant information very quickly and focus on a limited set of task-relevant cognitive operations. Moreover, individuals with high fluid intelligence…
Optical gesture sensing and depth mapping technologies for head-mounted displays: an overview
NASA Astrophysics Data System (ADS)
Kress, Bernard; Lee, Johnny
2013-05-01
Head Mounted Displays (HMDs), and especially see-through HMDs have gained renewed interest in recent time, and for the first time outside the traditional military and defense realm, due to several high profile consumer electronics companies presenting their products to hit market. Consumer electronics HMDs have quite different requirements and constrains as their military counterparts. Voice comments are the de-facto interface for such devices, but when the voice recognition does not work (not connection to the cloud for example), trackpad and gesture sensing technologies have to be used to communicate information to the device. We review in this paper the various technologies developed today integrating optical gesture sensing in a small footprint, as well as the various related 3d depth mapping sensors.
Drijvers, Linda; Özyürek, Asli
2017-01-01
This study investigated whether and to what extent iconic co-speech gestures contribute to information from visible speech to enhance degraded speech comprehension at different levels of noise-vocoding. Previous studies of the contributions of these 2 visual articulators to speech comprehension have only been performed separately. Twenty participants watched videos of an actress uttering an action verb and completed a free-recall task. The videos were presented in 3 speech conditions (2-band noise-vocoding, 6-band noise-vocoding, clear), 3 multimodal conditions (speech + lips blurred, speech + visible speech, speech + visible speech + gesture), and 2 visual-only conditions (visible speech, visible speech + gesture). Accuracy levels were higher when both visual articulators were present compared with 1 or none. The enhancement effects of (a) visible speech, (b) gestural information on top of visible speech, and (c) both visible speech and iconic gestures were larger in 6-band than 2-band noise-vocoding or visual-only conditions. Gestural enhancement in 2-band noise-vocoding did not differ from gestural enhancement in visual-only conditions. When perceiving degraded speech in a visual context, listeners benefit more from having both visual articulators present compared with 1. This benefit was larger at 6-band than 2-band noise-vocoding, where listeners can benefit from both phonological cues from visible speech and semantic cues from iconic gestures to disambiguate speech.
Corina, David P.; Grosvald, Michael
2011-01-01
In this paper, we compare responses of deaf signers and hearing non-signers engaged in a categorization task of signs and non-linguistic human actions. We examine the time it takes to make such categorizations under conditions of 180-degree stimulus inversion and as a function of repetition priming, in an effort to understand whether the processing of sign language forms draws upon special processing mechanisms or makes use of mechanisms used in recognition of non-linguistic human actions. Our data show that deaf signers were much faster in the categorization of both linguistic and non-linguistic actions, and relative to hearing non-signers, show evidence that they were more sensitive to the configural properties of signs. Our study suggests that sign expertise may lead to modifications of a general-purpose human action recognition system rather than evoking a qualitatively different mode of processing, and supports the contention that signed languages make use of perceptual systems through which humans understand or parse human actions and gestures more generally. PMID:22153323
Rising tones and rustling noises: Metaphors in gestural depictions of sounds
Scurto, Hugo; Françoise, Jules; Bevilacqua, Frédéric; Houix, Olivier; Susini, Patrick
2017-01-01
Communicating an auditory experience with words is a difficult task and, in consequence, people often rely on imitative non-verbal vocalizations and gestures. This work explored the combination of such vocalizations and gestures to communicate auditory sensations and representations elicited by non-vocal everyday sounds. Whereas our previous studies have analyzed vocal imitations, the present research focused on gestural depictions of sounds. To this end, two studies investigated the combination of gestures and non-verbal vocalizations. A first, observational study examined a set of vocal and gestural imitations of recordings of sounds representative of a typical everyday environment (ecological sounds) with manual annotations. A second, experimental study used non-ecological sounds whose parameters had been specifically designed to elicit the behaviors highlighted in the observational study, and used quantitative measures and inferential statistics. The results showed that these depicting gestures are based on systematic analogies between a referent sound, as interpreted by a receiver, and the visual aspects of the gestures: auditory-visual metaphors. The results also suggested a different role for vocalizations and gestures. Whereas the vocalizations reproduce all features of the referent sounds as faithfully as vocally possible, the gestures focus on one salient feature with metaphors based on auditory-visual correspondences. Both studies highlighted two metaphors consistently shared across participants: the spatial metaphor of pitch (mapping different pitches to different positions on the vertical dimension), and the rustling metaphor of random fluctuations (rapidly shaking of hands and fingers). We interpret these metaphors as the result of two kinds of representations elicited by sounds: auditory sensations (pitch and loudness) mapped to spatial position, and causal representations of the sound sources (e.g. rain drops, rustling leaves) pantomimed and embodied by the participants’ gestures. PMID:28750071
Left centro-parieto-temporal response to tool-gesture incongruity: an ERP study.
Chang, Yi-Tzu; Chen, Hsiang-Yu; Huang, Yuan-Chieh; Shih, Wan-Yu; Chan, Hsiao-Lung; Wu, Ping-Yi; Meng, Ling-Fu; Chen, Chen-Chi; Wang, Ching-I
2018-03-13
Action semantics have been investigated in relation to context violation but remain less examined in relation to the meaning of gestures. In the present study, we examined tool-gesture incongruity by event-related potentials (ERPs) and hypothesized that the component N400, a neural index which has been widely used in both linguistic and action semantic congruence, is significant for conditions of incongruence. Twenty participants performed a tool-gesture judgment task, in which they were asked to judge whether the tool-gesture pairs were correct or incorrect, for the purpose of conveying functional expression of the tools. Online electroencephalograms and behavioral performances (the accuracy rate and reaction time) were recorded. The ERP analysis showed a left centro-parieto-temporal N300 effect (220-360 ms) for the correct condition. However, the expected N400 (400-550 ms) could not be differentiated between correct/incorrect conditions. After 700 ms, a prominent late negative complex for the correct condition was also found in the left centro-parieto-temporal area. The neurophysiological findings indicated that the left centro-parieto-temporal area is the predominant region contributing to neural processing for tool-gesture incongruity in right-handers. The temporal dynamics of tool-gesture incongruity are: (1) firstly enhanced for recognizable tool-gesture using patterns, (2) and require a secondary reanalysis for further examination of the highly complicated visual structures of gestures and tools. The evidence from the tool-gesture incongruity indicated altered brain activities attributable to the N400 in relation to lexical and action semantics. The online interaction between gesture and tool processing provided minimal context violation or anticipation effect, which may explain the missing N400.
Janke, Vikki; Marshall, Chloë R
2017-01-01
An ongoing issue of interest in second language research concerns what transfers from a speaker's first language to their second. For learners of a sign language, gesture is a potential substrate for transfer. Our study provides a novel test of gestural production by eliciting silent gesture from novices in a controlled environment. We focus on spatial relationships, which in sign languages are represented in a very iconic way using the hands, and which one might therefore predict to be easy for adult learners to acquire. However, a previous study by Marshall and Morgan (2015) revealed that this was only partly the case: in a task that required them to express the relative locations of objects, hearing adult learners of British Sign Language (BSL) could represent objects' locations and orientations correctly, but had difficulty selecting the correct handshapes to represent the objects themselves. If hearing adults are indeed drawing upon their gestural resources when learning sign languages, then their difficulties may have stemmed from their having in manual gesture only a limited repertoire of handshapes to draw upon, or, alternatively, from having too broad a repertoire. If the first hypothesis is correct, the challenge for learners is to extend their handshape repertoire, but if the second is correct, the challenge is instead to narrow down to the handshapes appropriate for that particular sign language. 30 sign-naïve hearing adults were tested on Marshall and Morgan's task. All used some handshapes that were different from those used by native BSL signers and learners, and the set of handshapes used by the group as a whole was larger than that employed by native signers and learners. Our findings suggest that a key challenge when learning to express locative relations might be reducing from a very large set of gestural resources, rather than supplementing a restricted one, in order to converge on the conventionalized classifier system that forms part of the grammar of the language being learned.
Drijvers, Linda; Özyürek, Asli; Jensen, Ole
2018-05-01
During face-to-face communication, listeners integrate speech with gestures. The semantic information conveyed by iconic gestures (e.g., a drinking gesture) can aid speech comprehension in adverse listening conditions. In this magnetoencephalography (MEG) study, we investigated the spatiotemporal neural oscillatory activity associated with gestural enhancement of degraded speech comprehension. Participants watched videos of an actress uttering clear or degraded speech, accompanied by a gesture or not and completed a cued-recall task after watching every video. When gestures semantically disambiguated degraded speech comprehension, an alpha and beta power suppression and a gamma power increase revealed engagement and active processing in the hand-area of the motor cortex, the extended language network (LIFG/pSTS/STG/MTG), medial temporal lobe, and occipital regions. These observed low- and high-frequency oscillatory modulations in these areas support general unification, integration and lexical access processes during online language comprehension, and simulation of and increased visual attention to manual gestures over time. All individual oscillatory power modulations associated with gestural enhancement of degraded speech comprehension predicted a listener's correct disambiguation of the degraded verb after watching the videos. Our results thus go beyond the previously proposed role of oscillatory dynamics in unimodal degraded speech comprehension and provide first evidence for the role of low- and high-frequency oscillations in predicting the integration of auditory and visual information at a semantic level. © 2018 The Authors Human Brain Mapping Published by Wiley Periodicals, Inc.
Özyürek, Asli; Jensen, Ole
2018-01-01
Abstract During face‐to‐face communication, listeners integrate speech with gestures. The semantic information conveyed by iconic gestures (e.g., a drinking gesture) can aid speech comprehension in adverse listening conditions. In this magnetoencephalography (MEG) study, we investigated the spatiotemporal neural oscillatory activity associated with gestural enhancement of degraded speech comprehension. Participants watched videos of an actress uttering clear or degraded speech, accompanied by a gesture or not and completed a cued‐recall task after watching every video. When gestures semantically disambiguated degraded speech comprehension, an alpha and beta power suppression and a gamma power increase revealed engagement and active processing in the hand‐area of the motor cortex, the extended language network (LIFG/pSTS/STG/MTG), medial temporal lobe, and occipital regions. These observed low‐ and high‐frequency oscillatory modulations in these areas support general unification, integration and lexical access processes during online language comprehension, and simulation of and increased visual attention to manual gestures over time. All individual oscillatory power modulations associated with gestural enhancement of degraded speech comprehension predicted a listener's correct disambiguation of the degraded verb after watching the videos. Our results thus go beyond the previously proposed role of oscillatory dynamics in unimodal degraded speech comprehension and provide first evidence for the role of low‐ and high‐frequency oscillations in predicting the integration of auditory and visual information at a semantic level. PMID:29380945
Multimodal Neuroelectric Interface Development
NASA Technical Reports Server (NTRS)
Trejo, Leonard J.; Wheeler, Kevin R.; Jorgensen, Charles C.; Totah, Joseph (Technical Monitor)
2001-01-01
This project aims to improve performance of NASA missions by developing multimodal neuroelectric technologies for augmented human-system interaction. Neuroelectric technologies will add completely new modes of interaction that operate in parallel with keyboards, speech, or other manual controls, thereby increasing the bandwidth of human-system interaction. We recently demonstrated the feasibility of real-time electromyographic (EMG) pattern recognition for a direct neuroelectric human-computer interface. We recorded EMG signals from an elastic sleeve with dry electrodes, while a human subject performed a range of discrete gestures. A machine-teaming algorithm was trained to recognize the EMG patterns associated with the gestures and map them to control signals. Successful applications now include piloting two Class 4 aircraft simulations (F-15 and 757) and entering data with a "virtual" numeric keyboard. Current research focuses on on-line adaptation of EMG sensing and processing and recognition of continuous gestures. We are also extending this on-line pattern recognition methodology to electroencephalographic (EEG) signals. This will allow us to bypass muscle activity and draw control signals directly from the human brain. Our system can reliably detect P-rhythm (a periodic EEG signal from motor cortex in the 10 Hz range) with a lightweight headset containing saline-soaked sponge electrodes. The data show that EEG p-rhythm can be modulated by real and imaginary motions. Current research focuses on using biofeedback to train of human subjects to modulate EEG rhythms on demand, and to examine interactions of EEG-based control with EMG-based and manual control. Viewgraphs on these neuroelectric technologies are also included.
Embodied Interactions in Human-Machine Decision Making for Situation Awareness Enhancement Systems
2016-06-09
characterize differences in spatial navigation strategies in a complex task, the Traveling Salesman Problem (TSP). For the second year, we developed...visual processing, leading to better solutions for spatial optimization problems . I will develop a framework to determine which body expressions best...methods include systematic characterization of gestures during complex problem solving. 15. SUBJECT TERMS Embodied interaction, gestures, one-shot
GEsture: an online hand-drawing tool for gene expression pattern search.
Wang, Chunyan; Xu, Yiqing; Wang, Xuelin; Zhang, Li; Wei, Suyun; Ye, Qiaolin; Zhu, Youxiang; Yin, Hengfu; Nainwal, Manoj; Tanon-Reyes, Luis; Cheng, Feng; Yin, Tongming; Ye, Ning
2018-01-01
Gene expression profiling data provide useful information for the investigation of biological function and process. However, identifying a specific expression pattern from extensive time series gene expression data is not an easy task. Clustering, a popular method, is often used to classify similar expression genes, however, genes with a 'desirable' or 'user-defined' pattern cannot be efficiently detected by clustering methods. To address these limitations, we developed an online tool called GEsture. Users can draw, or graph a curve using a mouse instead of inputting abstract parameters of clustering methods. GEsture explores genes showing similar, opposite and time-delay expression patterns with a gene expression curve as input from time series datasets. We presented three examples that illustrate the capacity of GEsture in gene hunting while following users' requirements. GEsture also provides visualization tools (such as expression pattern figure, heat map and correlation network) to display the searching results. The result outputs may provide useful information for researchers to understand the targets, function and biological processes of the involved genes.
Spatial language facilitates spatial cognition: Evidence from children who lack language input
Gentner, Dedre; Özyürek, Asli; Gürcanli, Özge; Goldin-Meadow, Susan
2013-01-01
Does spatial language influence how people think about space? To address this question, we observed children who did not know a conventional language, and tested their performance on nonlinguistic spatial tasks. We studied deaf children living in Istanbul whose hearing losses prevented them from acquiring speech and whose hearing parents had not exposed them to sign. Lacking a conventional language, the children used gestures, called homesigns, to communicate. In Study 1, we asked whether homesigners used gesture to convey spatial relations, and found that they did not. In Study 2, we tested a new group of homesigners on a spatial mapping task, and found that they performed significantly worse than hearing Turkish children who were matched to the deaf children on another cognitive task. The absence of spatial language thus went hand-in-hand with poor performance on the nonlinguistic spatial task, pointing to the importance of spatial language in thinking about space. PMID:23542409
Adaptive Local Spatiotemporal Features from RGB-D Data for One-Shot Learning Gesture Recognition
Lin, Jia; Ruan, Xiaogang; Yu, Naigong; Yang, Yee-Hong
2016-01-01
Noise and constant empirical motion constraints affect the extraction of distinctive spatiotemporal features from one or a few samples per gesture class. To tackle these problems, an adaptive local spatiotemporal feature (ALSTF) using fused RGB-D data is proposed. First, motion regions of interest (MRoIs) are adaptively extracted using grayscale and depth velocity variance information to greatly reduce the impact of noise. Then, corners are used as keypoints if their depth, and velocities of grayscale and of depth meet several adaptive local constraints in each MRoI. With further filtering of noise, an accurate and sufficient number of keypoints is obtained within the desired moving body parts (MBPs). Finally, four kinds of multiple descriptors are calculated and combined in extended gradient and motion spaces to represent the appearance and motion features of gestures. The experimental results on the ChaLearn gesture, CAD-60 and MSRDailyActivity3D datasets demonstrate that the proposed feature achieves higher performance compared with published state-of-the-art approaches under the one-shot learning setting and comparable accuracy under the leave-one-out cross validation. PMID:27999337
Adaptive Local Spatiotemporal Features from RGB-D Data for One-Shot Learning Gesture Recognition.
Lin, Jia; Ruan, Xiaogang; Yu, Naigong; Yang, Yee-Hong
2016-12-17
Noise and constant empirical motion constraints affect the extraction of distinctive spatiotemporal features from one or a few samples per gesture class. To tackle these problems, an adaptive local spatiotemporal feature (ALSTF) using fused RGB-D data is proposed. First, motion regions of interest (MRoIs) are adaptively extracted using grayscale and depth velocity variance information to greatly reduce the impact of noise. Then, corners are used as keypoints if their depth, and velocities of grayscale and of depth meet several adaptive local constraints in each MRoI. With further filtering of noise, an accurate and sufficient number of keypoints is obtained within the desired moving body parts (MBPs). Finally, four kinds of multiple descriptors are calculated and combined in extended gradient and motion spaces to represent the appearance and motion features of gestures. The experimental results on the ChaLearn gesture, CAD-60 and MSRDailyActivity3D datasets demonstrate that the proposed feature achieves higher performance compared with published state-of-the-art approaches under the one-shot learning setting and comparable accuracy under the leave-one-out cross validation.
Hearing gestures, seeing music: vision influences perceived tone duration.
Schutz, Michael; Lipscomb, Scott
2007-01-01
Percussionists inadvertently use visual information to strategically manipulate audience perception of note duration. Videos of long (L) and short (S) notes performed by a world-renowned percussionist were separated into visual (Lv, Sv) and auditory (La, Sa) components. Visual components contained only the gesture used to perform the note, auditory components the acoustic note itself. Audio and visual components were then crossed to create realistic musical stimuli. Participants were informed of the mismatch, and asked to rate note duration of these audio-visual pairs based on sound alone. Ratings varied based on visual (Lv versus Sv), but not auditory (La versus Sa) components. Therefore while longer gestures do not make longer notes, longer gestures make longer sounding notes through the integration of sensory information. This finding contradicts previous research showing that audition dominates temporal tasks such as duration judgment.
Gesture Analysis for Astronomy Presentation Software
NASA Astrophysics Data System (ADS)
Robinson, Marc A.
Astronomy presentation software in a planetarium setting provides a visually stimulating way to introduce varied scientific concepts, including computer science concepts, to a wide audience. However, the underlying computational complexity and opportunities for discussion are often overshadowed by the brilliance of the presentation itself. To bring this discussion back out into the open, a method needs to be developed to make the computer science applications more visible. This thesis introduces the GAAPS system, which endeavors to implement free-hand gesture-based control of astronomy presentation software, with the goal of providing that talking point to begin the discussion of computer science concepts in a planetarium setting. The GAAPS system incorporates gesture capture and analysis in a unique environment presenting unique challenges, and introduces a novel algorithm called a Bounding Box Tree to create and select features for this particular gesture data. This thesis also analyzes several different machine learning techniques to determine a well-suited technique for the classification of this particular data set, with an artificial neural network being chosen as the implemented algorithm. The results of this work will allow for the desired introduction of computer science discussion into the specific setting used, as well as provide for future work pertaining to gesture recognition with astronomy presentation software.
NASA Astrophysics Data System (ADS)
Martin, P.; Tseu, A.; Férey, N.; Touraine, D.; Bourdot, P.
2014-02-01
Most advanced immersive devices provide collaborative environment within several users have their distinct head-tracked stereoscopic point of view. Combining with common used interactive features such as voice and gesture recognition, 3D mouse, haptic feedback, and spatialized audio rendering, these environments should faithfully reproduce a real context. However, even if many studies have been carried out on multimodal systems, we are far to definitively solve the issue of multimodal fusion, which consists in merging multimodal events coming from users and devices, into interpretable commands performed by the application. Multimodality and collaboration was often studied separately, despite of the fact that these two aspects share interesting similarities. We discuss how we address this problem, thought the design and implementation of a supervisor that is able to deal with both multimodal fusion and collaborative aspects. The aim of this supervisor is to ensure the merge of user's input from virtual reality devices in order to control immersive multi-user applications. We deal with this problem according to a practical point of view, because the main requirements of this supervisor was defined according to a industrial task proposed by our automotive partner, that as to be performed with multimodal and collaborative interactions in a co-located multi-user environment. In this task, two co-located workers of a virtual assembly chain has to cooperate to insert a seat into the bodywork of a car, using haptic devices to feel collision and to manipulate objects, combining speech recognition and two hands gesture recognition as multimodal instructions. Besides the architectural aspect of this supervisor, we described how we ensure the modularity of our solution that could apply on different virtual reality platforms, interactive contexts and virtual contents. A virtual context observer included in this supervisor in was especially designed to be independent to the content of the virtual scene of targeted application, and is use to report high-level interactive and collaborative events. This context observer allows the supervisor to merge these interactive and collaborative events, but is also used to deal with new issues coming from our observation of two co-located users in an immersive device performing this assembly task. We highlight the fact that when speech recognition features are provided to the two users, it is required to automatically detect according to the interactive context, whether the vocal instructions must be translated into commands that have to be performed by the machine, or whether they take a part of the natural communication necessary for collaboration. Information coming from this context observer that indicates a user is looking at its collaborator, is important to detect if the user is talking to its partner. Moreover, as the users are physically co-localised and head-tracking is used to provide high fidelity stereoscopic rendering, and natural walking navigation in the virtual scene, we have to deals with collision and screen occlusion between the co-located users in the physical work space. Working area and focus of each user, computed and reported by the context observer is necessary to prevent or avoid these situations.
ERIC Educational Resources Information Center
Colletta, Jean-Marc; Guidetti, Michele; Capirci, Olga; Cristilli, Carla; Demir, Ozlem Ece; Kunene-Nicolas, Ramona N.; Levine, Susan
2015-01-01
The aim of this paper is to compare speech and co-speech gestures observed during a narrative retelling task in five- and ten-year-old children from three different linguistic groups, French, American, and Italian, in order to better understand the role of age and language in the development of multimodal monologue discourse abilities. We asked 98…
The speech focus position effect on jaw-finger coordination in a pointing task.
Rochet-Capellan, Amélie; Laboissière, Rafael; Galván, Arturo; Schwartz, Jean-Luc
2008-12-01
This article investigates jaw-finger coordination in a task involving pointing to a target while naming it with a CVCV (e.g., /papa/) versus CVCV (e.g., /papa/) word. According to the authors' working hypothesis, the pointing apex (gesture extremum) would be synchronized with the apex of the jaw-opening gesture corresponding to the stressed syllable. Jaw and finger motions were recorded using Optotrak (Northern Digital, Waterloo, Ontario, Canada). The effects of stress position on jaw-finger coordination were tested across different target positions (near vs. far) and different consonants in the target word (/t/ vs. /p/). Twenty native Portuguese Brazilian speakers participated in the experiment (all conditions). Jaw response starts earlier, and finger-target alignment period is longer for CVCV words than for CVCV ones. The apex of the jaw-opening gesture for the stressed syllable appears synchronized with the onset of the finger-target alignment period (corresponding to the pointing apex) for CVCV words and with the offset of that period for CVCV words. For both stress conditions, the stressed syllable occurs within the finger-target alignment period because of tight finger-jaw coordination. This result is interpreted as evidence for an anchoring of the speech deictic site (part of speech that shows) in the pointing gesture.
Characterizing Articulation in Apraxic Speech Using Real-Time Magnetic Resonance Imaging.
Hagedorn, Christina; Proctor, Michael; Goldstein, Louis; Wilson, Stephen M; Miller, Bruce; Gorno-Tempini, Maria Luisa; Narayanan, Shrikanth S
2017-04-14
Real-time magnetic resonance imaging (MRI) and accompanying analytical methods are shown to capture and quantify salient aspects of apraxic speech, substantiating and expanding upon evidence provided by clinical observation and acoustic and kinematic data. Analysis of apraxic speech errors within a dynamic systems framework is provided and the nature of pathomechanisms of apraxic speech discussed. One adult male speaker with apraxia of speech was imaged using real-time MRI while producing spontaneous speech, repeated naming tasks, and self-paced repetition of word pairs designed to elicit speech errors. Articulatory data were analyzed, and speech errors were detected using time series reflecting articulatory activity in regions of interest. Real-time MRI captured two types of apraxic gestural intrusion errors in a word pair repetition task. Gestural intrusion errors in nonrepetitive speech, multiple silent initiation gestures at the onset of speech, and covert (unphonated) articulation of entire monosyllabic words were also captured. Real-time MRI and accompanying analytical methods capture and quantify many features of apraxic speech that have been previously observed using other modalities while offering high spatial resolution. This patient's apraxia of speech affected the ability to select only the appropriate vocal tract gestures for a target utterance, suppressing others, and to coordinate them in time.
Talker and lexical effects on audiovisual word recognition by adults with cochlear implants.
Kaiser, Adam R; Kirk, Karen Iler; Lachs, Lorin; Pisoni, David B
2003-04-01
The present study examined how postlingually deafened adults with cochlear implants combine visual information from lipreading with auditory cues in an open-set word recognition task. Adults with normal hearing served as a comparison group. Word recognition performance was assessed using lexically controlled word lists presented under auditory-only, visual-only, and combined audiovisual presentation formats. Effects of talker variability were studied by manipulating the number of talkers producing the stimulus tokens. Lexical competition was investigated using sets of lexically easy and lexically hard test words. To assess the degree of audiovisual integration, a measure of visual enhancement, R(a), was used to assess the gain in performance provided in the audiovisual presentation format relative to the maximum possible performance obtainable in the auditory-only format. Results showed that word recognition performance was highest for audiovisual presentation followed by auditory-only and then visual-only stimulus presentation. Performance was better for single-talker lists than for multiple-talker lists, particularly under the audiovisual presentation format. Word recognition performance was better for the lexically easy than for the lexically hard words regardless of presentation format. Visual enhancement scores were higher for single-talker conditions compared to multiple-talker conditions and tended to be somewhat better for lexically easy words than for lexically hard words. The pattern of results suggests that information from the auditory and visual modalities is used to access common, multimodal lexical representations in memory. The findings are discussed in terms of the complementary nature of auditory and visual sources of information that specify the same underlying gestures and articulatory events in speech.
Talker and Lexical Effects on Audiovisual Word Recognition by Adults With Cochlear Implants
Kaiser, Adam R.; Kirk, Karen Iler; Lachs, Lorin; Pisoni, David B.
2012-01-01
The present study examined how postlingually deafened adults with cochlear implants combine visual information from lipreading with auditory cues in an open-set word recognition task. Adults with normal hearing served as a comparison group. Word recognition performance was assessed using lexically controlled word lists presented under auditory-only, visual-only, and combined audiovisual presentation formats. Effects of talker variability were studied by manipulating the number of talkers producing the stimulus tokens. Lexical competition was investigated using sets of lexically easy and lexically hard test words. To assess the degree of audiovisual integration, a measure of visual enhancement, Ra, was used to assess the gain in performance provided in the audiovisual presentation format relative to the maximum possible performance obtainable in the auditory-only format. Results showed that word recognition performance was highest for audiovisual presentation followed by auditory-only and then visual-only stimulus presentation. Performance was better for single-talker lists than for multiple-talker lists, particularly under the audiovisual presentation format. Word recognition performance was better for the lexically easy than for the lexically hard words regardless of presentation format. Visual enhancement scores were higher for single-talker conditions compared to multiple-talker conditions and tended to be somewhat better for lexically easy words than for lexically hard words. The pattern of results suggests that information from the auditory and visual modalities is used to access common, multimodal lexical representations in memory. The findings are discussed in terms of the complementary nature of auditory and visual sources of information that specify the same underlying gestures and articulatory events in speech. PMID:14700380
Primates' Socio-Cognitive Abilities: What Kind of Comparisons Makes Sense?
Byrnit, Jill T
2015-09-01
Referential gestures are of pivotal importance to the human species. We effortlessly make use of each others' referential gestures to attend to the same things, and our ability to use these gestures show themselves from very early in life. Almost 20 years ago, James Anderson and colleagues presented an experimental paradigm with which to examine the use of referential gestures in non-human primates: the object-choice task. Since then, numerous object-choice studies have been made, not only with primates but also with a range of other animal taxa. Surprisingly, several non-primate species appear to perform better in the object-choice task than primates do. Different hypotheses have been offered to explain the results. Some of these have employed generalizations about primates or subsets of primate taxa that do not take into account the unparalleled diversity that exists between species within the primate order on parameters relevant to the requirements of the object-choice task, such as social structure, feeding ecology, and general morphology. To examine whether these broad primate generalizations offer a fruitful organizing framework within which to interpret the results, a review was made of all published primate results on the use of gazing and glancing cues with species ordered along the primate phylogenetic tree. It was concluded that differences between species may be larger than differences between ancestry taxa, and it is suggested that we need to start rethinking why we are testing animals on experimental paradigms that do not take into account what are the challenges of their natural habitat.
Human-Computer Interaction in Smart Environments
Paravati, Gianluca; Gatteschi, Valentina
2015-01-01
Here, we provide an overview of the content of the Special Issue on “Human-computer interaction in smart environments”. The aim of this Special Issue is to highlight technologies and solutions encompassing the use of mass-market sensors in current and emerging applications for interacting with Smart Environments. Selected papers address this topic by analyzing different interaction modalities, including hand/body gestures, face recognition, gaze/eye tracking, biosignal analysis, speech and activity recognition, and related issues.
Mexican sign language recognition using normalized moments and artificial neural networks
NASA Astrophysics Data System (ADS)
Solís-V., J.-Francisco; Toxqui-Quitl, Carina; Martínez-Martínez, David; H.-G., Margarita
2014-09-01
This work presents a framework designed for the Mexican Sign Language (MSL) recognition. A data set was recorded with 24 static signs from the MSL using 5 different versions, this MSL dataset was captured using a digital camera in incoherent light conditions. Digital Image Processing was used to segment hand gestures, a uniform background was selected to avoid using gloved hands or some special markers. Feature extraction was performed by calculating normalized geometric moments of gray scaled signs, then an Artificial Neural Network performs the recognition using a 10-fold cross validation tested in weka, the best result achieved 95.83% of recognition rate.
Sign Language Translator Application Using OpenCV
NASA Astrophysics Data System (ADS)
Triyono, L.; Pratisto, E. H.; Bawono, S. A. T.; Purnomo, F. A.; Yudhanto, Y.; Raharjo, B.
2018-03-01
This research focuses on the development of sign language translator application using OpenCV Android based, this application is based on the difference in color. The author also utilizes Support Machine Learning to predict the label. Results of the research showed that the coordinates of the fingertip search methods can be used to recognize a hand gesture to the conditions contained open arms while to figure gesture with the hand clenched using search methods Hu Moments value. Fingertip methods more resilient in gesture recognition with a higher success rate is 95% on the distance variation is 35 cm and 55 cm and variations of light intensity of approximately 90 lux and 100 lux and light green background plain condition compared with the Hu Moments method with the same parameters and the percentage of success of 40%. While the background of outdoor environment applications still can not be used with a success rate of only 6 managed and the rest failed.
NASA Astrophysics Data System (ADS)
King, S. L.
2015-12-01
The purpose of this study is twofold: 1) to describe how a teaching assistant (TA) in an undergraduate geology laboratory employs a multimodal system in order to mediate the students' understanding of scientific knowledge and develop a contextualization of a concept in three-dimensional space and 2) to describe how a linguistic awareness of gestural patterns can be used to inform TA training assessment of students' conceptual understanding in situ. During the study the TA aided students in developing the conceptual understanding and reconstruction of a meteoric impact, which produces shatter cone formations. The concurrent use of speech, gesture, and physical manipulation of objects is employed by the TA in order to aid the conceptual understanding of this particular phenomenon. Using the methods of gestural analysis in works by Goldin-Meadow, 2000 and McNeill, 1992, this study describes the gestures of the TA and the students as well as the purpose and motivation of the meditational strategies employed by TA in order to build the geological concept in the constructed 3-dimensional space. Through a series of increasingly complex gestures, the TA assists the students to construct the forensic concept of the imagined 3-D space, which can then be applied to a larger context. As the TA becomes more familiar with the students' meditational needs, the TA adapts teaching and gestural styles to meet their respective ZPDs (Vygotsky 1978). This study shows that in the laboratory setting language, gesture, and physical manipulation of the experimental object are all integral to the learning and demonstration of scientific concepts. Recognition of the gestural patterns of the students allows the TA the ability to dynamically assess the students understanding of a concept. Using the information from this example of student-TA interaction, a brief short course has been created to assist TAs in recognizing the mediational power as well as the assessment potential of gestural awareness in classroom settings and will be test-run in the fall 2015 semester. This presentation will describe classroom interaction data, the design of the short course, and the implementation/ results of this module.
Design and Development of VR Learning Environments for Children with ASD
ERIC Educational Resources Information Center
Cai, Yiyu; Chiew, Ruby; Nay, Zin Tun; Indhumathi, Chandrasekaran; Huang, Lihui
2017-01-01
Basic social interaction and executing certain tasks can be difficult for children with autism spectrum disorder (ASD). The symptoms of such behaviour include inappropriate gestures, body language and facial expressions, lack of interest in certain tasks, cognitive disability in coordination of limbs, and a difficulty in comprehending tasks'…
The Importance of Gesture in Children's Spatial Reasoning
ERIC Educational Resources Information Center
Ehrlich, Stacy B.; Levine, Susan C.; Goldin-Meadow, Susan
2006-01-01
On average, men outperform women on mental rotation tasks. Even boys as young as 4 1/2 perform better than girls on simplified spatial transformation tasks. The goal of our study was to explore ways of improving 5-year-olds' performance on a spatial transformation task and to examine the strategies children use to solve this task. We found that…
Grasps Recognition and Evaluation of Stroke Patients for Supporting Rehabilitation Therapy
Sale, Patrizio; Nijenhuis, Sharon; Prange, Gerdienke; Amirabdollahian, Farshid
2014-01-01
Stroke survivors often suffer impairments on their wrist and hand. Robot-mediated rehabilitation techniques have been proposed as a way to enhance conventional therapy, based on intensive repeated movements. Amongst the set of activities of daily living, grasping is one of the most recurrent. Our aim is to incorporate the detection of grasps in the machine-mediated rehabilitation framework so that they can be incorporated into interactive therapeutic games. In this study, we developed and tested a method based on support vector machines for recognizing various grasp postures wearing a passive exoskeleton for hand and wrist rehabilitation after stroke. The experiment was conducted with ten healthy subjects and eight stroke patients performing the grasping gestures. The method was tested in terms of accuracy and robustness with respect to intersubjects' variability and differences between different grasps. Our results show reliable recognition while also indicating that the recognition accuracy can be used to assess the patients' ability to consistently repeat the gestures. Additionally, a grasp quality measure was proposed to measure the capabilities of the stroke patients to perform grasp postures in a similar way than healthy people. These two measures can be potentially used as complementary measures to other upper limb motion tests. PMID:25258709
Nagahama, Yasuhiro; Okina, Tomoko; Suzuki, Norio
2015-11-01
To examine whether imitation of gestures provided useful information to diagnose early dementia in elderly patients. Imitation of finger and hand gestures was evaluated in patients with mild dementia; 74 patients had dementia with Lewy bodies (DLB), 100 with Alzheimer's disease (AD) and 52 with subcortical vascular dementia (SVaD). Significantly, more patients with DLB (32.4%) compared with patients with AD (5%) or SVaD (11.5%) had an impaired ability to imitate finger gestures bilaterally. Also, significantly, more patients with DLB (36.5%) compared with patients with AD (5%) or SVaD (15.4%) had lower mean scores of both hands. In contrast, impairment of the imitation of bimanual gestures was comparable among the three patient groups (DLB 50%, AD 42%, SVaD 42.3%). Our study revealed that imitation of bimanual gestures was impaired non-specifically in about half of the patients with mild dementia, whereas imitation of finger gestures was significantly more impaired in patients with early DLB than in those with AD or SVaD. Although the sensitivity was not high, the imitation tasks may provide additional information for diagnosis of mild dementia, especially for DLB. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://group.bmj.com/group/rights-licensing/permissions.
Tactile Data Entry for Extravehicular Activity
NASA Technical Reports Server (NTRS)
Adams, Richard J.; Olowin, Aaron B.; Hannaford, Blake; Sands, O Scott
2012-01-01
In the task-saturated environment of extravehicular activity (EVA), an astronaut's ability to leverage suit-integrated information systems is limited by a lack of options for data entry. In particular, bulky gloves inhibit the ability to interact with standard computing interfaces such as a mouse or keyboard. This paper presents the results of a preliminary investigation into a system that permits the space suit gloves themselves to be used as data entry devices. Hand motion tracking is combined with simple finger gesture recognition to enable use of a virtual keyboard, while tactile feedback provides touch-based context to the graphical user interface (GUI) and positive confirmation of keystroke events. In human subject trials, conducted with twenty participants using a prototype system, participants entered text significantly faster with tactile feedback than without (p = 0.02). The results support incorporation of vibrotactile information in a future system that will enable full touch typing and general mouse interactions using instrumented EVA gloves.
Human Movement Recognition Based on the Stochastic Characterisation of Acceleration Data
Munoz-Organero, Mario; Lotfi, Ahmad
2016-01-01
Human activity recognition algorithms based on information obtained from wearable sensors are successfully applied in detecting many basic activities. Identified activities with time-stationary features are characterised inside a predefined temporal window by using different machine learning algorithms on extracted features from the measured data. Better accuracy, precision and recall levels could be achieved by combining the information from different sensors. However, detecting short and sporadic human movements, gestures and actions is still a challenging task. In this paper, a novel algorithm to detect human basic movements from wearable measured data is proposed and evaluated. The proposed algorithm is designed to minimise computational requirements while achieving acceptable accuracy levels based on characterising some particular points in the temporal series obtained from a single sensor. The underlying idea is that this algorithm would be implemented in the sensor device in order to pre-process the sensed data stream before sending the information to a central point combining the information from different sensors to improve accuracy levels. Intra- and inter-person validation is used for two particular cases: single step detection and fall detection and classification using a single tri-axial accelerometer. Relevant results for the above cases and pertinent conclusions are also presented. PMID:27618063
The adaptation of GDL motion recognition system to sport and rehabilitation techniques analysis.
Hachaj, Tomasz; Ogiela, Marek R
2016-06-01
The main novelty of this paper is presenting the adaptation of Gesture Description Language (GDL) methodology to sport and rehabilitation data analysis and classification. In this paper we showed that Lua language can be successfully used for adaptation of the GDL classifier to those tasks. The newly applied scripting language allows easily extension and integration of classifier with other software technologies and applications. The obtained execution speed allows using the methodology in the real-time motion capture data processing where capturing frequency differs from 100 Hz to even 500 Hz depending on number of features or classes to be calculated and recognized. Due to this fact the proposed methodology can be used to the high-end motion capture system. We anticipate that using novel, efficient and effective method will highly help both sport trainers and physiotherapist in they practice. The proposed approach can be directly applied to motion capture data kinematics analysis (evaluation of motion without regard to the forces that cause that motion). The ability to apply pattern recognition methods for GDL description can be utilized in virtual reality environment and used for sport training or rehabilitation treatment.
The Application of Leap Motion in Astronaut Virtual Training
NASA Astrophysics Data System (ADS)
Qingchao, Xie; Jiangang, Chao
2017-03-01
With the development of computer vision, virtual reality has been applied in astronaut virtual training. As an advanced optic equipment to track hand, Leap Motion can provide precise and fluid tracking of hands. Leap Motion is suitable to be used as gesture input device in astronaut virtual training. This paper built an astronaut virtual training based Leap Motion, and established the mathematics model of hands occlusion. At last the ability of Leap Motion to handle occlusion was analysed. A virtual assembly simulation platform was developed for astronaut training, and occlusion gesture would influence the recognition process. The experimental result can guide astronaut virtual training.
Working Memory for Linguistic and Non-linguistic Manual Gestures: Evidence, Theory, and Application.
Rudner, Mary
2018-01-01
Linguistic manual gestures are the basis of sign languages used by deaf individuals. Working memory and language processing are intimately connected and thus when language is gesture-based, it is important to understand related working memory mechanisms. This article reviews work on working memory for linguistic and non-linguistic manual gestures and discusses theoretical and applied implications. Empirical evidence shows that there are effects of load and stimulus degradation on working memory for manual gestures. These effects are similar to those found for working memory for speech-based language. Further, there are effects of pre-existing linguistic representation that are partially similar across language modalities. But above all, deaf signers score higher than hearing non-signers on an n-back task with sign-based stimuli, irrespective of their semantic and phonological content, but not with non-linguistic manual actions. This pattern may be partially explained by recent findings relating to cross-modal plasticity in deaf individuals. It suggests that in linguistic gesture-based working memory, semantic aspects may outweigh phonological aspects when processing takes place under challenging conditions. The close association between working memory and language development should be taken into account in understanding and alleviating the challenges faced by deaf children growing up with cochlear implants as well as other clinical populations.
Working Memory for Linguistic and Non-linguistic Manual Gestures: Evidence, Theory, and Application
Rudner, Mary
2018-01-01
Linguistic manual gestures are the basis of sign languages used by deaf individuals. Working memory and language processing are intimately connected and thus when language is gesture-based, it is important to understand related working memory mechanisms. This article reviews work on working memory for linguistic and non-linguistic manual gestures and discusses theoretical and applied implications. Empirical evidence shows that there are effects of load and stimulus degradation on working memory for manual gestures. These effects are similar to those found for working memory for speech-based language. Further, there are effects of pre-existing linguistic representation that are partially similar across language modalities. But above all, deaf signers score higher than hearing non-signers on an n-back task with sign-based stimuli, irrespective of their semantic and phonological content, but not with non-linguistic manual actions. This pattern may be partially explained by recent findings relating to cross-modal plasticity in deaf individuals. It suggests that in linguistic gesture-based working memory, semantic aspects may outweigh phonological aspects when processing takes place under challenging conditions. The close association between working memory and language development should be taken into account in understanding and alleviating the challenges faced by deaf children growing up with cochlear implants as well as other clinical populations. PMID:29867655
Computer-Vision-Assisted Palm Rehabilitation With Supervised Learning.
Vamsikrishna, K M; Dogra, Debi Prosad; Desarkar, Maunendra Sankar
2016-05-01
Physical rehabilitation supported by the computer-assisted-interface is gaining popularity among health-care fraternity. In this paper, we have proposed a computer-vision-assisted contactless methodology to facilitate palm and finger rehabilitation. Leap motion controller has been interfaced with a computing device to record parameters describing 3-D movements of the palm of a user undergoing rehabilitation. We have proposed an interface using Unity3D development platform. Our interface is capable of analyzing intermediate steps of rehabilitation without the help of an expert, and it can provide online feedback to the user. Isolated gestures are classified using linear discriminant analysis (DA) and support vector machines (SVM). Finally, a set of discrete hidden Markov models (HMM) have been used to classify gesture sequence performed during rehabilitation. Experimental validation using a large number of samples collected from healthy volunteers reveals that DA and SVM perform similarly while applied on isolated gesture recognition. We have compared the results of HMM-based sequence classification with CRF-based techniques. Our results confirm that both HMM and CRF perform quite similarly when tested on gesture sequences. The proposed system can be used for home-based palm or finger rehabilitation in the absence of experts.
Do Owners Have a Clever Hans Effect on Dogs? Results of a Pointing Study
Schmidjell, Teresa; Range, Friederike; Huber, Ludwig; Virányi, Zsófia
2012-01-01
Dogs are exceptionally successful at interpreting human pointing gestures to locate food hidden in one of two containers. However, it has repeatedly been questioned whether dogs rely on the pointing gesture or their success is increased by subtle cues from their human handler. In two experiments we used a standard two-way object-choice task to focus on this potential Clever Hans effect. We investigated if and how owners’ knowledge and beliefs influenced their dogs’ performance. In two experiments, as is typical in such pointing tasks, the owners sat behind their dogs, in close auditory and tactile contact with them. In Experiment 1, we systematically manipulated the owners’ knowledge of whether or not their dog should follow the pointing gesture, but at the same time instructed the owners to refrain from influencing the choice of their dog. We found no influence of subtle cues from the owners, if indeed they existed: dogs in the different groups followed the pointing uniformly. Furthermore, in the absence of pointing dogs chose randomly, even though the owners had been informed about the location of the reward. In Experiment 2, owners were instructed to actively influence the choice of their dogs, and they, indeed, succeeded in sending their dogs to the container they believed to be baited. However, their influence was significantly weaker if the experimenter had previously pointed to the other location. Overall the pointing gesture seems to have a strong effect on the choice of dogs in an object-choice task. Pointing can lead the dogs to success without help from their owners as well as it can counteract clear directional instructions provided by the owners. PMID:23272000
Madapana, Naveen; Gonzalez, Glebys; Rodgers, Richard; Zhang, Lingsong; Wachs, Juan P
2018-01-01
Gestural interfaces allow accessing and manipulating Electronic Medical Records (EMR) in hospitals while keeping a complete sterile environment. Particularly, in the Operating Room (OR), these interfaces enable surgeons to browse Picture Archiving and Communication System (PACS) without the need of delegating functions to the surgical staff. Existing gesture based medical interfaces rely on a suboptimal and an arbitrary small set of gestures that are mapped to a few commands available in PACS software. The objective of this work is to discuss a method to determine the most suitable set of gestures based on surgeon's acceptability. To achieve this goal, the paper introduces two key innovations: (a) a novel methodology to incorporate gestures' semantic properties into the agreement analysis, and (b) a new agreement metric to determine the most suitable gesture set for a PACS. Three neurosurgical diagnostic tasks were conducted by nine neurosurgeons. The set of commands and gesture lexicons were determined using a Wizard of Oz paradigm. The gestures were decomposed into a set of 55 semantic properties based on the motion trajectory, orientation and pose of the surgeons' hands and their ground truth values were manually annotated. Finally, a new agreement metric was developed, using the known Jaccard similarity to measure consensus between users over a gesture set. A set of 34 PACS commands were found to be a sufficient number of actions for PACS manipulation. In addition, it was found that there is a level of agreement of 0.29 among the surgeons over the gestures found. Two statistical tests including paired t-test and Mann Whitney Wilcoxon test were conducted between the proposed metric and the traditional agreement metric. It was found that the agreement values computed using the former metric are significantly higher (p < 0.001) for both tests. This study reveals that the level of agreement among surgeons over the best gestures for PACS operation is higher than the previously reported metric (0.29 vs 0.13). This observation is based on the fact that the agreement focuses on main features of the gestures rather than the gestures themselves. The level of agreement is not very high, yet indicates a majority preference, and is better than using gestures based on authoritarian or arbitrary approaches. The methods described in this paper provide a guiding framework for the design of future gesture based PACS systems for the OR.
Motion-Capture-Enabled Software for Gestural Control of 3D Models
NASA Technical Reports Server (NTRS)
Norris, Jeffrey S.; Luo, Victor; Crockett, Thomas M.; Shams, Khawaja S.; Powell, Mark W.; Valderrama, Anthony
2012-01-01
Current state-of-the-art systems use general-purpose input devices such as a keyboard, mouse, or joystick that map to tasks in unintuitive ways. This software enables a person to control intuitively the position, size, and orientation of synthetic objects in a 3D virtual environment. It makes possible the simultaneous control of the 3D position, scale, and orientation of 3D objects using natural gestures. Enabling the control of 3D objects using a commercial motion-capture system allows for natural mapping of the many degrees of freedom of the human body to the manipulation of the 3D objects. It reduces training time for this kind of task, and eliminates the need to create an expensive, special-purpose controller.
Improving 3D Character Posing with a Gestural Interface.
Kyto, Mikko; Dhinakaran, Krupakar; Martikainen, Aki; Hamalainen, Perttu
2017-01-01
The most time-consuming part of character animation is 3D character posing. Posing using a mouse is a slow and tedious task that involves sequences of selecting on-screen control handles and manipulating the handles to adjust character parameters, such as joint rotations and end effector positions. Thus, various 3D user interfaces have been proposed to make animating easier, but they typically provide less accuracy. The proposed interface combines a mouse with the Leap Motion device to provide 3D input. A usability study showed that users preferred the Leap Motion over a mouse as a 3D gestural input device. The Leap Motion drastically decreased the number of required operations and the task completion time, especially for novice users.
Model of Emotional Expressions in Movements
ERIC Educational Resources Information Center
Rozaliev, Vladimir L.; Orlova, Yulia A.
2013-01-01
This paper presents a new approach to automated identification of human emotions based on analysis of body movements, a recognition of gestures and poses. Methodology, models and automated system for emotion identification are considered. To characterize the person emotions in the model, body movements are described with linguistic variables and a…
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Research on virtual Guzheng based on Kinect
NASA Astrophysics Data System (ADS)
Li, Shuyao; Xu, Kuangyi; Zhang, Heng
2018-05-01
There are a lot of researches on virtual instruments, but there are few on classical Chinese instruments, and the techniques used are very limited. This paper uses Unity 3D and Kinect camera combined with virtual reality technology and gesture recognition method to design a virtual playing system of Guzheng, a traditional Chinese musical instrument, with demonstration function. In this paper, the real scene obtained by Kinect camera is fused with virtual Guzheng in Unity 3D. The depth data obtained by Kinect and the Suzuki85 algorithm are used to recognize the relative position of the user's right hand and the virtual Guzheng, and the hand gesture of the user is recognized by Kinect.
NASA Astrophysics Data System (ADS)
Balbin, Jessie R.; Pinugu, Jasmine Nadja J.; Basco, Abigail Joy S.; Cabanada, Myla B.; Gonzales, Patrisha Melrose V.; Marasigan, Juan Carlos C.
2017-06-01
The research aims to build a tool in assessing patients for post-traumatic stress disorder or PTSD. The parameters used are heart rate, skin conductivity, and facial gestures. Facial gestures are recorded using OpenFace, an open-source face recognition program that uses facial action units in to track facial movements. Heart rate and skin conductivity is measured through sensors operated using Raspberry Pi. Results are stored in a database for easy and quick access. Databases to be used are uploaded to a cloud platform so that doctors have direct access to the data. This research aims to analyze these parameters and give accurate assessment of the patient.
Comprehension of human pointing gestures in horses (Equus caballus).
Maros, Katalin; Gácsi, Márta; Miklósi, Adám
2008-07-01
Twenty domestic horses (Equus caballus) were tested for their ability to rely on different human gesticular cues in a two-way object choice task. An experimenter hid food under one of two bowls and after baiting, indicated the location of the food to the subjects by using one of four different cues. Horses could locate the hidden reward on the basis of the distal dynamic-sustained, proximal momentary and proximal dynamic-sustained pointing gestures but failed to perform above chance level when the experimenter performed a distal momentary pointing gesture. The results revealed that horses could rely spontaneously on those cues that could have a stimulus or local enhancement effect, but the possible comprehension of the distal momentary pointing remained unclear. The results are discussed with reference to the involvement of various factors such as predisposition to read human visual cues, the effect of domestication and extensive social experience and the nature of the gesture used by the experimenter in comparative investigations.
Kunene Nicolas, Ramona; Guidetti, Michèle; Colletta, Jean-Marc
2017-01-01
The present study reports on a developmental and cross-linguistic study of oral narratives produced by speakers of Zulu (a Bantu language) and French (a Romance language). Specifically, we focus on oral narrative performance as a bimodal (i.e., linguistic and gestural) behaviour during the late language acquisition phase. We analyzed seventy-two oral narratives produced by L1 Zulu and French adults and primary school children aged between five and ten years old. The data were all collected using a narrative retelling task. The results revealed a strong effect of age on discourse performance, confirming that narrative abilities improve with age, irrespective of language. However, the results also showed cross-linguistic differences. Zulu oral narratives were longer, more detailed, and accompanied by more co-speech gestures than the French narratives. The parallel effect of age and language on gestural behaviour is discussed and highlights the importance of studying oral narratives from a multimodal perspective within a cross-linguistic framework.
Yu, Ningbo; Xu, Chang; Li, Huanshuai; Wang, Kui; Wang, Liancheng; Liu, Jingtai
2016-03-18
Disabilities after neural injury, such as stroke, bring tremendous burden to patients, families and society. Besides the conventional constrained-induced training with a paretic arm, bilateral rehabilitation training involves both the ipsilateral and contralateral sides of the neural injury, fitting well with the fact that both arms are needed in common activities of daily living (ADLs), and can promote good functional recovery. In this work, the fusion of a gesture sensor and a haptic sensor with force feedback capabilities has enabled a bilateral rehabilitation training therapy. The Leap Motion gesture sensor detects the motion of the healthy hand, and the omega.7 device can detect and assist the paretic hand, according to the designed cooperative task paradigm, as much as needed, with active force feedback to accomplish the manipulation task. A virtual scenario has been built up, and the motion and force data facilitate instantaneous visual and audio feedback, as well as further analysis of the functional capabilities of the patient. This task-oriented bimanual training paradigm recruits the sensory, motor and cognitive aspects of the patient into one loop, encourages the active involvement of the patients into rehabilitation training, strengthens the cooperation of both the healthy and impaired hands, challenges the dexterous manipulation capability of the paretic hand, suits easy of use at home or centralized institutions and, thus, promises effective potentials for rehabilitation training.
Yu, Ningbo; Xu, Chang; Li, Huanshuai; Wang, Kui; Wang, Liancheng; Liu, Jingtai
2016-01-01
Disabilities after neural injury, such as stroke, bring tremendous burden to patients, families and society. Besides the conventional constrained-induced training with a paretic arm, bilateral rehabilitation training involves both the ipsilateral and contralateral sides of the neural injury, fitting well with the fact that both arms are needed in common activities of daily living (ADLs), and can promote good functional recovery. In this work, the fusion of a gesture sensor and a haptic sensor with force feedback capabilities has enabled a bilateral rehabilitation training therapy. The Leap Motion gesture sensor detects the motion of the healthy hand, and the omega.7 device can detect and assist the paretic hand, according to the designed cooperative task paradigm, as much as needed, with active force feedback to accomplish the manipulation task. A virtual scenario has been built up, and the motion and force data facilitate instantaneous visual and audio feedback, as well as further analysis of the functional capabilities of the patient. This task-oriented bimanual training paradigm recruits the sensory, motor and cognitive aspects of the patient into one loop, encourages the active involvement of the patients into rehabilitation training, strengthens the cooperation of both the healthy and impaired hands, challenges the dexterous manipulation capability of the paretic hand, suits easy of use at home or centralized institutions and, thus, promises effective potentials for rehabilitation training. PMID:26999149
A multimodal interface for real-time soldier-robot teaming
NASA Astrophysics Data System (ADS)
Barber, Daniel J.; Howard, Thomas M.; Walter, Matthew R.
2016-05-01
Recent research and advances in robotics have led to the development of novel platforms leveraging new sensing capabilities for semantic navigation. As these systems becoming increasingly more robust, they support highly complex commands beyond direct teleoperation and waypoint finding facilitating a transition away from robots as tools to robots as teammates. Supporting future Soldier-Robot teaming requires communication capabilities on par with human-human teams for successful integration of robots. Therefore, as robots increase in functionality, it is equally important that the interface between the Soldier and robot advances as well. Multimodal communication (MMC) enables human-robot teaming through redundancy and levels of communications more robust than single mode interaction. Commercial-off-the-shelf (COTS) technologies released in recent years for smart-phones and gaming provide tools for the creation of portable interfaces incorporating MMC through the use of speech, gestures, and visual displays. However, for multimodal interfaces to be successfully used in the military domain, they must be able to classify speech, gestures, and process natural language in real-time with high accuracy. For the present study, a prototype multimodal interface supporting real-time interactions with an autonomous robot was developed. This device integrated COTS Automated Speech Recognition (ASR), a custom gesture recognition glove, and natural language understanding on a tablet. This paper presents performance results (e.g. response times, accuracy) of the integrated device when commanding an autonomous robot to perform reconnaissance and surveillance activities in an unknown outdoor environment.
Yang, Yang; Saleemi, Imran; Shah, Mubarak
2013-07-01
This paper proposes a novel representation of articulated human actions and gestures and facial expressions. The main goals of the proposed approach are: 1) to enable recognition using very few examples, i.e., one or k-shot learning, and 2) meaningful organization of unlabeled datasets by unsupervised clustering. Our proposed representation is obtained by automatically discovering high-level subactions or motion primitives, by hierarchical clustering of observed optical flow in four-dimensional, spatial, and motion flow space. The completely unsupervised proposed method, in contrast to state-of-the-art representations like bag of video words, provides a meaningful representation conducive to visual interpretation and textual labeling. Each primitive action depicts an atomic subaction, like directional motion of limb or torso, and is represented by a mixture of four-dimensional Gaussian distributions. For one--shot and k-shot learning, the sequence of primitive labels discovered in a test video are labeled using KL divergence, and can then be represented as a string and matched against similar strings of training videos. The same sequence can also be collapsed into a histogram of primitives or be used to learn a Hidden Markov model to represent classes. We have performed extensive experiments on recognition by one and k-shot learning as well as unsupervised action clustering on six human actions and gesture datasets, a composite dataset, and a database of facial expressions. These experiments confirm the validity and discriminative nature of the proposed representation.
SeleCon: Scalable IoT Device Selection and Control Using Hand Gestures.
Alanwar, Amr; Alzantot, Moustafa; Ho, Bo-Jhang; Martin, Paul; Srivastava, Mani
2017-04-01
Although different interaction modalities have been proposed in the field of human-computer interface (HCI), only a few of these techniques could reach the end users because of scalability and usability issues. Given the popularity and the growing number of IoT devices, selecting one out of many devices becomes a hurdle in a typical smarthome environment. Therefore, an easy-to-learn, scalable, and non-intrusive interaction modality has to be explored. In this paper, we propose a pointing approach to interact with devices, as pointing is arguably a natural way for device selection. We introduce SeleCon for device selection and control which uses an ultra-wideband (UWB) equipped smartwatch. To interact with a device in our system, people can point to the device to select it then draw a hand gesture in the air to specify a control action. To this end, SeleCon employs inertial sensors for pointing gesture detection and a UWB transceiver for identifying the selected device from ranging measurements. Furthermore, SeleCon supports an alphabet of gestures that can be used for controlling the selected devices. We performed our experiment in a 9 m -by-10 m lab space with eight deployed devices. The results demonstrate that SeleCon can achieve 84.5% accuracy for device selection and 97% accuracy for hand gesture recognition. We also show that SeleCon is power efficient to sustain daily use by turning off the UWB transceiver, when a user's wrist is stationary.
RehabGesture: An Alternative Tool for Measuring Human Movement.
Brandão, Alexandre F; Dias, Diego R C; Castellano, Gabriela; Parizotto, Nivaldo A; Trevelin, Luis Carlos
2016-07-01
Systems for range of motion (ROM) measurement such as OptoTrak, Motion Capture, Motion Analysis, Vicon, and Visual 3D are so expensive that they become impracticable in public health systems and even in private rehabilitation clinics. Telerehabilitation is a branch within telemedicine intended to offer ways to increase motor and/or cognitive stimuli, aimed at faster and more effective recovery of given disabilities, and to measure kinematic data such as the improvement in ROM. In the development of the RehabGesture tool, we used the gesture recognition sensor Kinect(®) (Microsoft, Redmond, WA) and the concepts of Natural User Interface and Open Natural Interaction. RehabGesture can measure and record the ROM during rehabilitation sessions while the user interacts with the virtual reality environment. The software allows the measurement of the ROM (in the coronal plane) from 0° extension to 145° flexion of the elbow joint, as well as from 0° adduction to 180° abduction of the glenohumeral (shoulder) joint, leaving the standing position. The proposed tool has application in the fields of training and physical evaluation of professional and amateur athletes in clubs and gyms and may have application in rehabilitation and physiotherapy clinics for patients with compromised motor abilities. RehabGesture represents a low-cost solution to measure the movement of the upper limbs, as well as to stimulate the process of teaching and learning in disciplines related to the study of human movement, such as kinesiology.
SeleCon: Scalable IoT Device Selection and Control Using Hand Gestures
Alanwar, Amr; Alzantot, Moustafa; Ho, Bo-Jhang; Martin, Paul; Srivastava, Mani
2018-01-01
Although different interaction modalities have been proposed in the field of human-computer interface (HCI), only a few of these techniques could reach the end users because of scalability and usability issues. Given the popularity and the growing number of IoT devices, selecting one out of many devices becomes a hurdle in a typical smarthome environment. Therefore, an easy-to-learn, scalable, and non-intrusive interaction modality has to be explored. In this paper, we propose a pointing approach to interact with devices, as pointing is arguably a natural way for device selection. We introduce SeleCon for device selection and control which uses an ultra-wideband (UWB) equipped smartwatch. To interact with a device in our system, people can point to the device to select it then draw a hand gesture in the air to specify a control action. To this end, SeleCon employs inertial sensors for pointing gesture detection and a UWB transceiver for identifying the selected device from ranging measurements. Furthermore, SeleCon supports an alphabet of gestures that can be used for controlling the selected devices. We performed our experiment in a 9m-by-10m lab space with eight deployed devices. The results demonstrate that SeleCon can achieve 84.5% accuracy for device selection and 97% accuracy for hand gesture recognition. We also show that SeleCon is power efficient to sustain daily use by turning off the UWB transceiver, when a user’s wrist is stationary. PMID:29683151
Spatt, Josef; Bak, Thomas; Bozeat, Sasha; Patterson, Karalyn; Hodges, John R
2002-05-01
To investigate the nature of the apraxia in corticobasal degeneration (CBD) five patients with CBD and five matched controls were compared on tests of: i) meaningless and symbolic gesture production, ii) a battery of semantic tasks based on 20 everyday items (involving naming and picture-picture matching according to semantic attributes, matching gestures-to-objects, object usage from name and with the real object) and iii) a novel tool test of mechanical problem solving. All five patients showed severe impairment in the production of meaningless and symbolic gestures from command, and by imitation, and were also impaired when using real objects. Deficits were not, however, restricted to action production: four were unable to match gestures to objects and all five showed impairment in the selection and usage of novel tools in the mechanical problem solving task. Surprising was the finding of an additional semantic knowledge breakdown in three cases, two of whom were markedly anomic. The apraxia in CBD is, therefore, multifactorial. There is profound breakdown in the organisation and co-ordination of motor programming. In addition, patients show central deficits in action knowledge and mechanical problem solving, which has been linked to parietal lobe pathology. General semantic memory may also be affected in CBD in some cases and this may then contribute to impaired object usage. This combination of more than one deficit relevant for object use may explain why CBD patients are far more disabled by their dyspraxia in everyday life than any other patient group.
Design of a compact low-power human-computer interaction equipment for hand motion
NASA Astrophysics Data System (ADS)
Wu, Xianwei; Jin, Wenguang
2017-01-01
Human-Computer Interaction (HCI) raises demand of convenience, endurance, responsiveness and naturalness. This paper describes a design of a compact wearable low-power HCI equipment applied to gesture recognition. System combines multi-mode sense signals: the vision sense signal and the motion sense signal, and the equipment is equipped with the depth camera and the motion sensor. The dimension (40 mm × 30 mm) and structure is compact and portable after tight integration. System is built on a module layered framework, which contributes to real-time collection (60 fps), process and transmission via synchronous confusion with asynchronous concurrent collection and wireless Blue 4.0 transmission. To minimize equipment's energy consumption, system makes use of low-power components, managing peripheral state dynamically, switching into idle mode intelligently, pulse-width modulation (PWM) of the NIR LEDs of the depth camera and algorithm optimization by the motion sensor. To test this equipment's function and performance, a gesture recognition algorithm is applied to system. As the result presents, general energy consumption could be as low as 0.5 W.
Recognition of surgical skills using hidden Markov models
NASA Astrophysics Data System (ADS)
Speidel, Stefanie; Zentek, Tom; Sudra, Gunther; Gehrig, Tobias; Müller-Stich, Beat Peter; Gutt, Carsten; Dillmann, Rüdiger
2009-02-01
Minimally invasive surgery is a highly complex medical discipline and can be regarded as a major breakthrough in surgical technique. A minimally invasive intervention requires enhanced motor skills to deal with difficulties like the complex hand-eye coordination and restricted mobility. To alleviate these constraints we propose to enhance the surgeon's capabilities by providing a context-aware assistance using augmented reality techniques. To recognize and analyze the current situation for context-aware assistance, we need intraoperative sensor data and a model of the intervention. Characteristics of a situation are the performed activity, the used instruments, the surgical objects and the anatomical structures. Important information about the surgical activity can be acquired by recognizing the surgical gesture performed. Surgical gestures in minimally invasive surgery like cutting, knot-tying or suturing are here referred to as surgical skills. We use the motion data from the endoscopic instruments to classify and analyze the performed skill and even use it for skill evaluation in a training scenario. The system uses Hidden Markov Models (HMM) to model and recognize a specific surgical skill like knot-tying or suturing with an average recognition rate of 92%.
Gesture therapy: an upper limb virtual reality-based motor rehabilitation platform.
Sucar, Luis Enrique; Orihuela-Espina, Felipe; Velazquez, Roger Luis; Reinkensmeyer, David J; Leder, Ronald; Hernández-Franco, Jorge
2014-05-01
Virtual reality platforms capable of assisting rehabilitation must provide support for rehabilitation principles: promote repetition, task oriented training, appropriate feedback, and a motivating environment. As such, development of these platforms is a complex process which has not yet reached maturity. This paper presents our efforts to contribute to this field, presenting Gesture Therapy, a virtual reality-based platform for rehabilitation of the upper limb. We describe the system architecture and main features of the platform and provide preliminary evidence of the feasibility of the platform in its current status.
Zhao, Wanying; Riggs, Kevin; Schindler, Igor; Holle, Henning
2018-02-21
Language and action naturally occur together in the form of cospeech gestures, and there is now convincing evidence that listeners display a strong tendency to integrate semantic information from both domains during comprehension. A contentious question, however, has been which brain areas are causally involved in this integration process. In previous neuroimaging studies, left inferior frontal gyrus (IFG) and posterior middle temporal gyrus (pMTG) have emerged as candidate areas; however, it is currently not clear whether these areas are causally or merely epiphenomenally involved in gesture-speech integration. In the present series of experiments, we directly tested for a potential critical role of IFG and pMTG by observing the effect of disrupting activity in these areas using transcranial magnetic stimulation in a mixed gender sample of healthy human volunteers. The outcome measure was performance on a Stroop-like gesture task (Kelly et al., 2010a), which provides a behavioral index of gesture-speech integration. Our results provide clear evidence that disrupting activity in IFG and pMTG selectively impairs gesture-speech integration, suggesting that both areas are causally involved in the process. These findings are consistent with the idea that these areas play a joint role in gesture-speech integration, with IFG regulating strategic semantic access via top-down signals acting upon temporal storage areas. SIGNIFICANCE STATEMENT Previous neuroimaging studies suggest an involvement of inferior frontal gyrus and posterior middle temporal gyrus in gesture-speech integration, but findings have been mixed and due to methodological constraints did not allow inferences of causality. By adopting a virtual lesion approach involving transcranial magnetic stimulation, the present study provides clear evidence that both areas are causally involved in combining semantic information arising from gesture and speech. These findings support the view that, rather than being separate entities, gesture and speech are part of an integrated multimodal language system, with inferior frontal gyrus and posterior middle temporal gyrus serving as critical nodes of the cortical network underpinning this system. Copyright © 2018 the authors 0270-6474/18/381891-10$15.00/0.
Septic safe interactions with smart glasses in health care.
Czuszynski, K; Ruminski, J; Kocejko, T; Wtorek, J
2015-08-01
In this paper, septic safe methods of interaction with smart glasses, due to the health care environment applications consideration, are presented. The main focus is on capabilities of an optical, proximity-based gesture sensor and eye-tracker input systems. The design of both interfaces is being adapted to the open smart glasses platform that is being developed under the eGlasses project. Preliminary results obtained from the proximity sensor show that the recognition of different static and dynamic hand gestures is promising. The experiments performed for the eye-tracker module shown the possibility of interaction with simple Graphical User Interface provided by the near-to-eye display. Research leads to the conclusion of attractiveness of collaborative interfaces for interaction with smart glasses.
Children's Understanding of Large-Scale Mapping Tasks: An Analysis of Talk, Drawings, and Gesture
ERIC Educational Resources Information Center
Kotsopoulos, Donna; Cordy, Michelle; Langemeyer, Melanie
2015-01-01
This research examined how children represent motion in large-scale mapping tasks that we referred to as "motion maps". The underlying mathematical content was transformational geometry. In total, 19 children, 8- to 10-year-old, created motion maps and captured their motion maps with accompanying verbal description digitally. Analysis of…
Interpretation of human pointing by African elephants: generalisation and rationality.
Smet, Anna F; Byrne, Richard W
2014-11-01
Factors influencing the abilities of different animals to use cooperative social cues from humans are still unclear, in spite of long-standing interest in the topic. One of the few species that have been found successful at using human pointing is the African elephant (Loxodonta africana); despite few opportunities for learning about pointing, elephants follow a pointing gesture in an object-choice task, even when the pointing signal and experimenter's body position are in conflict, and when the gesture itself is visually subtle. Here, we show that the success of captive African elephants at using human pointing is not restricted to situations where the pointing signal is sustained until the time of choice: elephants followed human pointing even when the pointing gesture was withdrawn before they had responded to it. Furthermore, elephants rapidly generalised their response to a type of social cue they were unlikely to have seen before: pointing with the foot. However, unlike young children, they showed no sign of evaluating the 'rationality' of this novel pointing gesture according to its visual context: that is, whether the experimenter's hands were occupied or not.
Rossol, Nathaniel; Cheng, Irene; Rui Shen; Basu, Anup
2014-01-01
Real-time control of visual display systems via mid-air hand gestures offers many advantages over traditional interaction modalities. In medicine, for example, it allows a practitioner to adjust display values, e.g. contrast or zoom, on a medical visualization interface without the need to re-sterilize the interface. However, when users are holding a small tool (such as a pen, surgical needle, or computer stylus) the need to constantly put the tool down in order to make hand gesture interactions is not ideal. This work presents a novel interface that automatically adjusts for gesturing with hands and hand-held tools to precisely control medical displays. The novelty of our interface is that it uses a single set of gestures designed to be equally effective for fingers and hand-held tools without using markers. This type of interface was previously not feasible with low-resolution depth sensors such as Kinect, but is now achieved by using the recently released Leap Motion controller. Our interface is validated through a user study on a group of people given the task of adjusting parameters on a medical image.
Lausberg, Hedda; Sloetjes, Han
2016-09-01
As visual media spread to all domains of public and scientific life, nonverbal behavior is taking its place as an important form of communication alongside the written and spoken word. An objective and reliable method of analysis for hand movement behavior and gesture is therefore currently required in various scientific disciplines, including psychology, medicine, linguistics, anthropology, sociology, and computer science. However, no adequate common methodological standards have been developed thus far. Many behavioral gesture-coding systems lack objectivity and reliability, and automated methods that register specific movement parameters often fail to show validity with regard to psychological and social functions. To address these deficits, we have combined two methods, an elaborated behavioral coding system and an annotation tool for video and audio data. The NEUROGES-ELAN system is an effective and user-friendly research tool for the analysis of hand movement behavior, including gesture, self-touch, shifts, and actions. Since its first publication in 2009 in Behavior Research Methods, the tool has been used in interdisciplinary research projects to analyze a total of 467 individuals from different cultures, including subjects with mental disease and brain damage. Partly on the basis of new insights from these studies, the system has been revised methodologically and conceptually. The article presents the revised version of the system, including a detailed study of reliability. The improved reproducibility of the revised version makes NEUROGES-ELAN a suitable system for basic empirical research into the relation between hand movement behavior and gesture and cognitive, emotional, and interactive processes and for the development of automated movement behavior recognition methods.
Survey on Classifying Human Actions through Visual Sensors
2011-04-08
International Conference on Automatic Face and Gesture Recognition, 2008, pp. 1-6, doi:10.1109/AFGR.2008.4813416. [47] Herrera, A., Beck , A., Bell, D...Announcement, DARPA- BAA -10-53, 2010 www.darpa.mil/tcto/docs/DARPA_ME_BAA-10-53_Mod1.pdf [84] Del Rose, M., Stein, J., “Survivability on the ART Robotic
ERIC Educational Resources Information Center
von Feldt, James R.; Subtelny, Joanne
The Webster diacritical system provides a discrete symbol for each sound and designates the appropriate syllable to be stressed in any polysyllabic word; the symbol system presents cues for correct production, auditory discriminiation, and visual recognition of new words in print and as visual speech gestures. The Webster's Diacritical CAI Program…
None
2018-05-18
Celebration of CERN's 25th birthday with a speech by L. Van Hove and J.B. Adams, musical interludes by Ms. Mey and her colleagues (starting with Beethoven). The general managers then proceed with the presentation of souvenirs to members of the personnel who have 25 years of service in the organization. A gesture of recognition is also given to Zwerner.
Bensoussan, Sandy; Cornil, Maude; Meunier-Salaün, Marie-Christine; Tallet, Céline
2016-01-01
Although animals rarely use only one sense to communicate, few studies have investigated the use of combinations of different signals between animals and humans. This study assessed for the first time the spontaneous reactions of piglets to human pointing gestures and voice in an object-choice task with a reward. Piglets (Sus scrofa domestica) mainly use auditory signals–individually or in combination with other signals—to communicate with their conspecifics. Their wide hearing range (42 Hz to 40.5 kHz) fits the range of human vocalisations (40 Hz to 1.5 kHz), which may induce sensitivity to the human voice. However, only their ability to use visual signals from humans, especially pointing gestures, has been assessed to date. The current study investigated the effects of signal type (visual, auditory and combined visual and auditory) and piglet experience on the piglets’ ability to locate a hidden food reward over successive tests. Piglets did not find the hidden reward at first presentation, regardless of the signal type given. However, they subsequently learned to use a combination of auditory and visual signals (human voice and static or dynamic pointing gestures) to successfully locate the reward in later tests. This learning process may result either from repeated presentations of the combination of static gestures and auditory signals over successive tests, or from transitioning from static to dynamic pointing gestures, again over successive tests. Furthermore, piglets increased their chance of locating the reward either if they did not go straight to a bowl after entering the test area or if they stared at the experimenter before visiting it. Piglets were not able to use the voice direction alone, indicating that a combination of signals (pointing and voice direction) is necessary. Improving our communication with animals requires adapting to their individual sensitivity to human-given signals. PMID:27792731
Bensoussan, Sandy; Cornil, Maude; Meunier-Salaün, Marie-Christine; Tallet, Céline
2016-01-01
Although animals rarely use only one sense to communicate, few studies have investigated the use of combinations of different signals between animals and humans. This study assessed for the first time the spontaneous reactions of piglets to human pointing gestures and voice in an object-choice task with a reward. Piglets (Sus scrofa domestica) mainly use auditory signals-individually or in combination with other signals-to communicate with their conspecifics. Their wide hearing range (42 Hz to 40.5 kHz) fits the range of human vocalisations (40 Hz to 1.5 kHz), which may induce sensitivity to the human voice. However, only their ability to use visual signals from humans, especially pointing gestures, has been assessed to date. The current study investigated the effects of signal type (visual, auditory and combined visual and auditory) and piglet experience on the piglets' ability to locate a hidden food reward over successive tests. Piglets did not find the hidden reward at first presentation, regardless of the signal type given. However, they subsequently learned to use a combination of auditory and visual signals (human voice and static or dynamic pointing gestures) to successfully locate the reward in later tests. This learning process may result either from repeated presentations of the combination of static gestures and auditory signals over successive tests, or from transitioning from static to dynamic pointing gestures, again over successive tests. Furthermore, piglets increased their chance of locating the reward either if they did not go straight to a bowl after entering the test area or if they stared at the experimenter before visiting it. Piglets were not able to use the voice direction alone, indicating that a combination of signals (pointing and voice direction) is necessary. Improving our communication with animals requires adapting to their individual sensitivity to human-given signals.
Usability Evaluation Methods for Gesture-Based Games: A Systematic Review.
Simor, Fernando Winckler; Brum, Manoela Rogofski; Schmidt, Jaison Dairon Ebertz; Rieder, Rafael; De Marchi, Ana Carolina Bertoletti
2016-10-04
Gestural interaction systems are increasingly being used, mainly in games, expanding the idea of entertainment and providing experiences with the purpose of promoting better physical and/or mental health. Therefore, it is necessary to establish mechanisms for evaluating the usability of these interfaces, which make gestures the basis of interaction, to achieve a balance between functionality and ease of use. This study aims to present the results of a systematic review focused on usability evaluation methods for gesture-based games, considering devices with motion-sensing capability. We considered the usability methods used, the common interface issues, and the strategies adopted to build good gesture-based games. The research was centered on four electronic databases: IEEE, Association for Computing Machinery (ACM), Springer, and Science Direct from September 4 to 21, 2015. Within 1427 studies evaluated, 10 matched the eligibility criteria. As a requirement, we considered studies about gesture-based games, Kinect and/or Wii as devices, and the use of a usability method to evaluate the user interface. In the 10 studies found, there was no standardization in the methods because they considered diverse analysis variables. Heterogeneously, authors used different instruments to evaluate gesture-based interfaces and no default approach was proposed. Questionnaires were the most used instruments (70%, 7/10), followed by interviews (30%, 3/10), and observation and video recording (20%, 2/10). Moreover, 60% (6/10) of the studies used gesture-based serious games to evaluate the performance of elderly participants in rehabilitation tasks. This highlights the need for creating an evaluation protocol for older adults to provide a user-friendly interface according to the user's age and limitations. Through this study, we conclude this field is in need of a usability evaluation method for serious games, especially games for older adults, and that the definition of a methodology and a test protocol may offer the user more comfort, welfare, and confidence.
Usability Evaluation Methods for Gesture-Based Games: A Systematic Review
Simor, Fernando Winckler; Brum, Manoela Rogofski; Schmidt, Jaison Dairon Ebertz; De Marchi, Ana Carolina Bertoletti
2016-01-01
Background Gestural interaction systems are increasingly being used, mainly in games, expanding the idea of entertainment and providing experiences with the purpose of promoting better physical and/or mental health. Therefore, it is necessary to establish mechanisms for evaluating the usability of these interfaces, which make gestures the basis of interaction, to achieve a balance between functionality and ease of use. Objective This study aims to present the results of a systematic review focused on usability evaluation methods for gesture-based games, considering devices with motion-sensing capability. We considered the usability methods used, the common interface issues, and the strategies adopted to build good gesture-based games. Methods The research was centered on four electronic databases: IEEE, Association for Computing Machinery (ACM), Springer, and Science Direct from September 4 to 21, 2015. Within 1427 studies evaluated, 10 matched the eligibility criteria. As a requirement, we considered studies about gesture-based games, Kinect and/or Wii as devices, and the use of a usability method to evaluate the user interface. Results In the 10 studies found, there was no standardization in the methods because they considered diverse analysis variables. Heterogeneously, authors used different instruments to evaluate gesture-based interfaces and no default approach was proposed. Questionnaires were the most used instruments (70%, 7/10), followed by interviews (30%, 3/10), and observation and video recording (20%, 2/10). Moreover, 60% (6/10) of the studies used gesture-based serious games to evaluate the performance of elderly participants in rehabilitation tasks. This highlights the need for creating an evaluation protocol for older adults to provide a user-friendly interface according to the user’s age and limitations. Conclusions Through this study, we conclude this field is in need of a usability evaluation method for serious games, especially games for older adults, and that the definition of a methodology and a test protocol may offer the user more comfort, welfare, and confidence. PMID:27702737
Multimodal interaction for human-robot teams
NASA Astrophysics Data System (ADS)
Burke, Dustin; Schurr, Nathan; Ayers, Jeanine; Rousseau, Jeff; Fertitta, John; Carlin, Alan; Dumond, Danielle
2013-05-01
Unmanned ground vehicles have the potential for supporting small dismounted teams in mapping facilities, maintaining security in cleared buildings, and extending the team's reconnaissance and persistent surveillance capability. In order for such autonomous systems to integrate with the team, we must move beyond current interaction methods using heads-down teleoperation which require intensive human attention and affect the human operator's ability to maintain local situational awareness and ensure their own safety. This paper focuses on the design, development and demonstration of a multimodal interaction system that incorporates naturalistic human gestures, voice commands, and a tablet interface. By providing multiple, partially redundant interaction modes, our system degrades gracefully in complex environments and enables the human operator to robustly select the most suitable interaction method given the situational demands. For instance, the human can silently use arm and hand gestures for commanding a team of robots when it is important to maintain stealth. The tablet interface provides an overhead situational map allowing waypoint-based navigation for multiple ground robots in beyond-line-of-sight conditions. Using lightweight, wearable motion sensing hardware either worn comfortably beneath the operator's clothing or integrated within their uniform, our non-vision-based approach enables an accurate, continuous gesture recognition capability without line-of-sight constraints. To reduce the training necessary to operate the system, we designed the interactions around familiar arm and hand gestures.
Specificity of Dyspraxia in Children with Autism
MacNeil, Lindsey K.; Mostofsky, Stewart H.
2012-01-01
Objective To explore the specificity of impaired praxis and postural knowledge to autism by examining three samples of children, including those with autism spectrum disorder (ASD), attention-deficit hyperactivity disorder (ADHD), and typically developing (TD) children. Method Twenty-four children with ASD, 24 children with ADHD, and 24 TD children, ages 8–13, completed measures assessing basic motor control (the Physical and Neurological Exam for Subtle Signs; PANESS), praxis (performance of skilled gestures to command, with imitation, and tool use) and the ability to recognize correct hand postures necessary to perform these skilled gestures (the Postural Knowledge Test; PKT). Results Children with ASD performed significantly worse than TD children on all three assessments. In contrast, children with ADHD performed significantly worse than TD controls on PANESS but not on the praxis examination or PKT. Furthermore, children with ASD performed significantly worse than children with ADHD on both the praxis examination and PKT, but not on the PANESS. Conclusions Whereas both children with ADHD and children with ASD show impairments in basic motor control, impairments in performance and recognition of skilled motor gestures, consistent with dyspraxia, appear to be specific to autism. The findings suggest that impaired formation of perceptual-motor action models necessary to development of skilled gestures and other goal directed behavior is specific to autism; whereas, impaired basic motor control may be a more generalized finding. PMID:22288405
Latent Factors Limiting the Performance of sEMG-Interfaces.
Lobov, Sergey; Krilova, Nadia; Kastalskiy, Innokentiy; Kazantsev, Victor; Makarov, Valeri A
2018-04-06
Recent advances in recording and real-time analysis of surface electromyographic signals (sEMG) have fostered the use of sEMG human-machine interfaces for controlling personal computers, prostheses of upper limbs, and exoskeletons among others. Despite a relatively high mean performance, sEMG-interfaces still exhibit strong variance in the fidelity of gesture recognition among different users. Here, we systematically study the latent factors determining the performance of sEMG-interfaces in synthetic tests and in an arcade game. We show that the degree of muscle cooperation and the amount of the body fatty tissue are the decisive factors in synthetic tests. Our data suggest that these factors can only be adjusted by long-term training, which promotes fine-tuning of low-level neural circuits driving the muscles. Short-term training has no effect on synthetic tests, but significantly increases the game scoring. This implies that it works at a higher decision-making level, not relevant for synthetic gestures. We propose a procedure that enables quantification of the gestures' fidelity in a dynamic gaming environment. For each individual subject, the approach allows identifying "problematic" gestures that decrease gaming performance. This information can be used for optimizing the training strategy and for adapting the signal processing algorithms to individual users, which could be a way for a qualitative leap in the development of future sEMG-interfaces.
Toward Inverse Control of Physics-Based Sound Synthesis
NASA Astrophysics Data System (ADS)
Pfalz, A.; Berdahl, E.
2017-05-01
Long Short-Term Memory networks (LSTMs) can be trained to realize inverse control of physics-based sound synthesizers. Physics-based sound synthesizers simulate the laws of physics to produce output sound according to input gesture signals. When a user's gestures are measured in real time, she or he can use them to control physics-based sound synthesizers, thereby creating simulated virtual instruments. An intriguing question is how to program a computer to learn to play such physics-based models. This work demonstrates that LSTMs can be trained to accomplish this inverse control task with four physics-based sound synthesizers.
Tremblay, Pascale; Gracco, Vincent L
2009-05-01
An emerging theoretical perspective, largely based on neuroimaging studies, suggests that the pre-SMA is involved in planning cognitive aspects of motor behavior and language, such as linguistic and non-linguistic response selection. Neuroimaging studies, however, cannot indicate whether a brain region is equally important to all tasks in which it is activated. In the present study, we tested the hypothesis that the pre-SMA is an important component of response selection, using an interference technique. High frequency repetitive TMS (10 Hz) was used to interfere with the functioning of the pre-SMA during tasks requiring selection of words and oral gestures under different selection modes (forced, volitional) and attention levels (high attention, low attention). Results show that TMS applied to the pre-SMA interferes selectively with the volitional selection condition, resulting in longer RTs. The low- and high-attention forced selection conditions were unaffected by TMS, demonstrating that the pre-SMA is sensitive to selection mode but not attentional demands. TMS similarly affected the volitional selection of words and oral gestures, reflecting the response-independent nature of the pre-SMA contribution to response selection. The implications of these results are discussed.
Dynamic action units slip in speech production errors ☆
Goldstein, Louis; Pouplier, Marianne; Chen, Larissa; Saltzman, Elliot; Byrd, Dani
2008-01-01
In the past, the nature of the compositional units proposed for spoken language has largely diverged from the types of control units pursued in the domains of other skilled motor tasks. A classic source of evidence as to the units structuring speech has been patterns observed in speech errors – “slips of the tongue”. The present study reports, for the first time, on kinematic data from tongue and lip movements during speech errors elicited in the laboratory using a repetition task. Our data are consistent with the hypothesis that speech production results from the assembly of dynamically defined action units – gestures – in a linguistically structured environment. The experimental results support both the presence of gestural units and the dynamical properties of these units and their coordination. This study of speech articulation shows that it is possible to develop a principled account of spoken language within a more general theory of action. PMID:16822494
Bisagno, Elisa; Morra, Sergio
2018-03-01
This study examines young volleyball players' learning of increasingly complex attack gestures. The main purpose of the study was to examine the predictive role of a cognitive variable, working memory capacity (or "M capacity"), in the acquisition and development of motor skills in a structured sport. Pascual-Leone's theory of constructive operators (TCO) was used as a framework; it defines working memory capacity as the maximum number of schemes that can be simultaneously activated by attentional resources. The role of expertise in motor learning was also considered. The expertise of each athlete was assessed in terms of years of practice and number of training sessions per week. The participants were 120 volleyball players, aged between 6 and 26 years, who performed both working memory tests and practical tests of volleyball involving the execution of the "third touch" by means of technical gestures of varying difficulty. We proposed a task analysis of these different gestures framed within the TCO. The results pointed to a very clear dissociation. On the one hand, M capacity was the best predictor of correct motor performance, and a specific capacity threshold was found for learning each attack gesture. On the other hand, experience was the key for the precision of the athletic gestures. This evidence could underline the existence of two different cognitive mechanisms in motor learning. The first one, relying on attentional resources, is required to learn a gesture. The second one, based on repeated experience, leads to its automatization. Copyright © 2017 Elsevier Inc. All rights reserved.
ERIC Educational Resources Information Center
Casey, Laura Baylot; Bicard, David F.
2009-01-01
Language development in typically developing children has a very predictable pattern beginning with crying, cooing, babbling, and gestures along with the recognition of spoken words, comprehension of spoken words, and then one word utterances. This predictable pattern breaks down for children with language disorders. This article will discuss…
2010 NRL Review: Power, Energy, Synergy
2010-01-01
scientific, technical, engineering, and mathematics (STEM) fields. To this end, NRL has brought 399 students on board as employees, tutored another...Employees — Recent Ph.D., Faculty Member, and College Graduate Programs, Professional Appointments, and College and High School Student Programs 278...information with higher-level cognitive reasoning; gesture recognition for shoulder-to- shoulder human-robot interaction; and anticipation and learning on a
NASA Astrophysics Data System (ADS)
Ormand, C. J.; Shipley, T. F.; Tikoff, B.; Manduca, C. A.; Dutrow, B. L.; Goodwin, L. B.; Hickson, T.; Atit, K.; Gagnier, K. M.; Resnick, I.
2013-12-01
Spatial visualization is an essential skill in many, if not all, STEM disciplines. It is a prerequisite for understanding subjects as diverse as fluid flow through 3D fault systems, magnetic and gravitational fields, atmospheric and oceanic circulation patterns, cellular and molecular structures, engineering design, topology, and much, much more. Undergraduate geoscience students, in both introductory and upper-level courses, bring a wide range of spatial skill levels to the classroom. However, spatial thinking improves with practice, and can improve more rapidly with intentional training. As a group of geoscience faculty members and cognitive psychologists, we are collaborating to apply the results of cognitive science research to the development of teaching materials to improve undergraduate geology majors' spatial thinking skills. This approach has the potential to transform undergraduate STEM education by removing one significant barrier to success in the STEM disciplines. Two promising teaching strategies have emerged from recent cognitive science research into spatial thinking: gesturing and predictive sketching. Studies show that students who gesture about spatial relationships perform better on spatial tasks than students who don't gesture, perhaps because gesture provides a mechanism for cognitive offloading. Similarly, students who sketch their predictions about the interiors of geologic block diagrams perform better on penetrative thinking tasks than students who make predictions without sketching. We are developing new teaching materials for Mineralogy, Structural Geology, and Sedimentology & Stratigraphy courses using these two strategies. Our data suggest that the research-based teaching materials we are developing may boost students' spatial thinking skills beyond the baseline gains we have measured in the same courses without the new curricular materials.
ERIC Educational Resources Information Center
Fernandes, Anthony; Kahn, Leslie H.; Civil, Marta
2017-01-01
In this article, we use multimodality to examine how bilingual students interact with an area task from the National Assessment of Educational Progress in task-based interviews. Using vignettes, we demonstrate how some of these students manipulate the concrete materials, and use gestures, as a primary form of structuring their explanations and…
Chironomic stylization of intonation.
d'Alessandro, Christophe; Rilliard, Albert; Le Beux, Sylvain
2011-03-01
Intonation stylization is studied using "chironomy," i.e., the analogy between hand gestures and prosodic movements. An intonation mimicking paradigm is used. The task of the ten subjects is to copy the intonation pattern of sentences with the help of a stylus on a graphic tablet, using a system for real-time manual intonation modification. Gestural imitation is compared to vocal imitation of the same sentences (seven for a male speaker, seven for a female speaker). Distance measures between gestural copies, vocal imitations, and original sentences are computed for performance assessment. Perceptual testing is also used for assessing the quality of gestural copies. The perceptual difference between natural and stylized contours is measured using a mean opinion score paradigm for 15 subjects. The results indicate that intonation contours can be stylized with accuracy by chironomic imitation. The results of vocal imitation and chironomic imitation are comparable, but subjects show better imitation results in vocal imitation. The best stylized contours using chironomy seems perceptually indistinguishable or almost indistinguishable from natural contours, particularly for female speech. This indicates that chironomic stylization is effective, and that hand movements can be analogous to intonation movements. © 2011 Acoustical Society of America
Fels, S S; Hinton, G E
1997-01-01
Glove-Talk II is a system which translates hand gestures to speech through an adaptive interface. Hand gestures are mapped continuously to ten control parameters of a parallel formant speech synthesizer. The mapping allows the hand to act as an artificial vocal tract that produces speech in real time. This gives an unlimited vocabulary in addition to direct control of fundamental frequency and volume. Currently, the best version of Glove-Talk II uses several input devices, a parallel formant speech synthesizer, and three neural networks. The gesture-to-speech task is divided into vowel and consonant production by using a gating network to weight the outputs of a vowel and a consonant neural network. The gating network and the consonant network are trained with examples from the user. The vowel network implements a fixed user-defined relationship between hand position and vowel sound and does not require any training examples from the user. Volume, fundamental frequency, and stop consonants are produced with a fixed mapping from the input devices. With Glove-Talk II, the subject can speak slowly but with far more natural sounding pitch variations than a text-to-speech synthesizer.
What happens to the motor theory of perception when the motor system is damaged?
Stasenko, Alena; Garcea, Frank E; Mahon, Bradford Z
2013-09-01
Motor theories of perception posit that motor information is necessary for successful recognition of actions. Perhaps the most well known of this class of proposals is the motor theory of speech perception, which argues that speech recognition is fundamentally a process of identifying the articulatory gestures (i.e. motor representations) that were used to produce the speech signal. Here we review neuropsychological evidence from patients with damage to the motor system, in the context of motor theories of perception applied to both manual actions and speech. Motor theories of perception predict that patients with motor impairments will have impairments for action recognition. Contrary to that prediction, the available neuropsychological evidence indicates that recognition can be spared despite profound impairments to production. These data falsify strong forms of the motor theory of perception, and frame new questions about the dynamical interactions that govern how information is exchanged between input and output systems.
What happens to the motor theory of perception when the motor system is damaged?
Stasenko, Alena; Garcea, Frank E.; Mahon, Bradford Z.
2016-01-01
Motor theories of perception posit that motor information is necessary for successful recognition of actions. Perhaps the most well known of this class of proposals is the motor theory of speech perception, which argues that speech recognition is fundamentally a process of identifying the articulatory gestures (i.e. motor representations) that were used to produce the speech signal. Here we review neuropsychological evidence from patients with damage to the motor system, in the context of motor theories of perception applied to both manual actions and speech. Motor theories of perception predict that patients with motor impairments will have impairments for action recognition. Contrary to that prediction, the available neuropsychological evidence indicates that recognition can be spared despite profound impairments to production. These data falsify strong forms of the motor theory of perception, and frame new questions about the dynamical interactions that govern how information is exchanged between input and output systems. PMID:26823687
Covert face recognition in congenital prosopagnosia: a group study.
Rivolta, Davide; Palermo, Romina; Schmalzl, Laura; Coltheart, Max
2012-03-01
Even though people with congenital prosopagnosia (CP) never develop a normal ability to "overtly" recognize faces, some individuals show indices of "covert" (or implicit) face recognition. The aim of this study was to demonstrate covert face recognition in CP when participants could not overtly recognize the faces. Eleven people with CP completed three tasks assessing their overt face recognition ability, and three tasks assessing their "covert" face recognition: a Forced choice familiarity task, a Forced choice cued task, and a Priming task. Evidence of covert recognition was observed with the Forced choice familiarity task, but not the Priming task. In addition, we propose that the Forced choice cued task does not measure covert processing as such, but instead "provoked-overt" recognition. Our study clearly shows that people with CP demonstrate covert recognition for faces that they cannot overtly recognize, and that behavioural tasks vary in their sensitivity to detect covert recognition in CP. Copyright © 2011 Elsevier Srl. All rights reserved.
Facial Emotion Recognition: A Survey and Real-World User Experiences in Mixed Reality
Mehta, Dhwani; Siddiqui, Mohammad Faridul Haque
2018-01-01
Extensive possibilities of applications have made emotion recognition ineluctable and challenging in the field of computer science. The use of non-verbal cues such as gestures, body movement, and facial expressions convey the feeling and the feedback to the user. This discipline of Human–Computer Interaction places reliance on the algorithmic robustness and the sensitivity of the sensor to ameliorate the recognition. Sensors play a significant role in accurate detection by providing a very high-quality input, hence increasing the efficiency and the reliability of the system. Automatic recognition of human emotions would help in teaching social intelligence in the machines. This paper presents a brief study of the various approaches and the techniques of emotion recognition. The survey covers a succinct review of the databases that are considered as data sets for algorithms detecting the emotions by facial expressions. Later, mixed reality device Microsoft HoloLens (MHL) is introduced for observing emotion recognition in Augmented Reality (AR). A brief introduction of its sensors, their application in emotion recognition and some preliminary results of emotion recognition using MHL are presented. The paper then concludes by comparing results of emotion recognition by the MHL and a regular webcam. PMID:29389845
Facial Emotion Recognition: A Survey and Real-World User Experiences in Mixed Reality.
Mehta, Dhwani; Siddiqui, Mohammad Faridul Haque; Javaid, Ahmad Y
2018-02-01
Extensive possibilities of applications have made emotion recognition ineluctable and challenging in the field of computer science. The use of non-verbal cues such as gestures, body movement, and facial expressions convey the feeling and the feedback to the user. This discipline of Human-Computer Interaction places reliance on the algorithmic robustness and the sensitivity of the sensor to ameliorate the recognition. Sensors play a significant role in accurate detection by providing a very high-quality input, hence increasing the efficiency and the reliability of the system. Automatic recognition of human emotions would help in teaching social intelligence in the machines. This paper presents a brief study of the various approaches and the techniques of emotion recognition. The survey covers a succinct review of the databases that are considered as data sets for algorithms detecting the emotions by facial expressions. Later, mixed reality device Microsoft HoloLens (MHL) is introduced for observing emotion recognition in Augmented Reality (AR). A brief introduction of its sensors, their application in emotion recognition and some preliminary results of emotion recognition using MHL are presented. The paper then concludes by comparing results of emotion recognition by the MHL and a regular webcam.
Iris Cryptography for Security Purpose
NASA Astrophysics Data System (ADS)
Ajith, Srighakollapu; Balaji Ganesh Kumar, M.; Latha, S.; Samiappan, Dhanalakshmi; Muthu, P.
2018-04-01
In today's world, the security became the major issue to every human being. A major issue is hacking as hackers are everywhere, as the technology was developed still there are many issues where the technology fails to meet the security. Engineers, scientists were discovering the new products for security purpose as biometrics sensors like face recognition, pattern recognition, gesture recognition, voice authentication etcetera. But these devices fail to reach the expected results. In this work, we are going to present an approach to generate a unique secure key using the iris template. Here the iris templates are processed using the well-defined processing techniques. Using the encryption and decryption process they are stored, traversed and utilized. As of the work, we can conclude that the iris cryptography gives us the expected results for securing the data from eavesdroppers.
NASA Astrophysics Data System (ADS)
Huang, Shih-Chieh Douglas
In this dissertation, I investigate the effects of a grounded learning experience on college students' mental models of physics systems. The grounded learning experience consisted of a priming stage and an instruction stage, and within each stage, one of two different types of visuo-haptic representation was applied: visuo-gestural simulation (visual modality and gestures) and visuo-haptic simulation (visual modality, gestures, and somatosensory information). A pilot study involving N = 23 college students examined how using different types of visuo-haptic representation in instruction affected people's mental model construction for physics systems. Participants' abilities to construct mental models were operationalized through their pretest-to-posttest gain scores for a basic physics system and their performance on a transfer task involving an advanced physics system. Findings from this pilot study revealed that, while both simulations significantly improved participants' mental modal construction for physics systems, visuo-haptic simulation was significantly better than visuo-gestural simulation. In addition, clinical interviews suggested that participants' mental model construction for physics systems benefited from receiving visuo-haptic simulation in a tutorial prior to the instruction stage. A dissertation study involving N = 96 college students examined how types of visuo-haptic representation in different applications support participants' mental model construction for physics systems. Participant's abilities to construct mental models were again operationalized through their pretest-to-posttest gain scores for a basic physics system and their performance on a transfer task involving an advanced physics system. Participants' physics misconceptions were also measured before and after the grounded learning experience. Findings from this dissertation study not only revealed that visuo-haptic simulation was significantly more effective in promoting mental model construction and remedying participants' physics misconceptions than visuo-gestural simulation, they also revealed that visuo-haptic simulation was more effective during the priming stage than during the instruction stage. Interestingly, the effects of visuo-haptic simulation in priming and visuo-haptic simulation in instruction on participants' pretest-to-posttest gain scores for a basic physics system appeared additive. These results suggested that visuo-haptic simulation is effective in physics learning, especially when it is used during the priming stage.
ERIC Educational Resources Information Center
Brunkan, Melissa C.
2016-01-01
The purpose of this study was to validate previous research that suggests using movement in conjunction with singing tasks can affect intonation and perception of the task. Singers (N = 49) were video and audio recorded, using a motion capture system, while singing a phrase from a familiar song, first with no motion, and then while doing a low,…
Do dogs follow behavioral cues from an unreliable human?
Takaoka, Akiko; Maeda, Tomomi; Hori, Yusuke; Fujita, Kazuo
2015-03-01
Dogs are known to consistently follow human pointing gestures. In this study, we asked whether dogs "automatically" do this or whether they flexibly adjust their behavior depending upon the reliability of the pointer, demonstrated in an immediately preceding event. We tested pet dogs in a version of the object choice task in which a piece of food was hidden in one of the two containers. In Experiment 1, Phase 1, an experimenter pointed at the baited container; the second container was empty. In Phase 2, after showing the contents of both containers to the dogs, the experimenter pointed at the empty container. In Phase 3, the procedure was exactly as in Phase 1. We compared the dogs' responses to the experimenter's pointing gestures in Phases 1 and 3. Most dogs followed pointing in Phase 1, but many fewer did so in Phase 3. In Experiment 2, dogs followed a new experimenter's pointing in Phase 3 following replication of procedures of Phases 1 and 2 in Experiment 1. This ruled out the possibility that dogs simply lost motivation to participate in the task in later phases. These results suggest that not only dogs are highly skilled at understanding human pointing gestures, but also they make inferences about the reliability of a human who presents cues and consequently modify their behavior flexibly depending on the inference.
Walking the talk--speech activates the leg motor cortex.
Liuzzi, Gianpiero; Ellger, Tanja; Flöel, Agnes; Breitenstein, Caterina; Jansen, Andreas; Knecht, Stefan
2008-09-01
Speech may have evolved from earlier modes of communication based on gestures. Consistent with such a motor theory of speech, cortical orofacial and hand motor areas are activated by both speech production and speech perception. However, the extent of speech-related activation of the motor cortex remains unclear. Therefore, we examined if reading and listening to continuous prose also activates non-brachiofacial motor representations like the leg motor cortex. We found corticospinal excitability of bilateral leg muscle representations to be enhanced by speech production and silent reading. Control experiments showed that speech production yielded stronger facilitation of the leg motor system than non-verbal tongue-mouth mobilization and silent reading more than a visuo-attentional task thus indicating speech-specificity of the effect. In the frame of the motor theory of speech this finding suggests that the system of gestural communication, from which speech may have evolved, is not confined to the hand but includes gestural movements of other body parts as well.
Working and Learning with Knowledge in the Lobes of a Humanoid's Mind
NASA Technical Reports Server (NTRS)
Ambrose, Robert; Savely, Robert; Bluethmann, William; Kortenkamp, David
2003-01-01
Humanoid class robots must have sufficient dexterity to assist people and work in an environment designed for human comfort and productivity. This dexterity, in particular the ability to use tools, requires a cognitive understanding of self and the world that exceeds contemporary robotics. Our hypothesis is that the sense-think-act paradigm that has proven so successful for autonomous robots is missing one or more key elements that will be needed for humanoids to meet their full potential as autonomous human assistants. This key ingredient is knowledge. The presented work includes experiments conducted on the Robonaut system, a NASA and the Defense Advanced research Projects Agency (DARPA) joint project, and includes collaborative efforts with a DARPA Mobile Autonomous Robot Software technical program team of researchers at NASA, MIT, USC, NRL, UMass and Vanderbilt. The paper reports on results in the areas of human-robot interaction (human tracking, gesture recognition, natural language, supervised control), perception (stereo vision, object identification, object pose estimation), autonomous grasping (tactile sensing, grasp reflex, grasp stability) and learning (human instruction, task level sequences, and sensorimotor association).
Measuring Cross-Cultural Competence in Soldiers and Cadets: A Comparison of Existing Instruments
2010-11-01
Cracking the nonverbal code: Intercultural competence and gesture recognition across cultures . Journal of Cross - Cultural Psychology , 36, 380-395...Technical Report 1276 Measuring Cross - Cultural Competence in Soldiers and Cadets: A Comparison of Existing Instruments Allison Abbe U.S. Army...Final 3. DATES COVERED (from. . July 2008-August 2010 .to) 4. TITLE AND SUBTITLE 5a. CONTRACT OR GRANT NUMBER Measuring Cross - Cultural Competence
Wołk, Agnieszka; Glinkowski, Wojciech
2017-01-01
People with speech, hearing, or mental impairment require special communication assistance, especially for medical purposes. Automatic solutions for speech recognition and voice synthesis from text are poor fits for communication in the medical domain because they are dependent on error-prone statistical models. Systems dependent on manual text input are insufficient. Recently introduced systems for automatic sign language recognition are dependent on statistical models as well as on image and gesture quality. Such systems remain in early development and are based mostly on minimal hand gestures unsuitable for medical purposes. Furthermore, solutions that rely on the Internet cannot be used after disasters that require humanitarian aid. We propose a high-speed, intuitive, Internet-free, voice-free, and text-free tool suited for emergency medical communication. Our solution is a pictogram-based application that provides easy communication for individuals who have speech or hearing impairment or mental health issues that impair communication, as well as foreigners who do not speak the local language. It provides support and clarification in communication by using intuitive icons and interactive symbols that are easy to use on a mobile device. Such pictogram-based communication can be quite effective and ultimately make people's lives happier, easier, and safer. PMID:29230254
Mechanically Compliant Electronic Materials for Wearable Photovoltaics and Human-Machine Interfaces
NASA Astrophysics Data System (ADS)
O'Connor, Timothy Francis, III
Applications of stretchable electronic materials for human-machine interfaces are described herein. Intrinsically stretchable organic conjugated polymers and stretchable electronic composites were used to develop stretchable organic photovoltaics (OPVs), mechanically robust wearable OPVs, and human-machine interfaces for gesture recognition, American Sign Language Translation, haptic control of robots, and touch emulation for virtual reality, augmented reality, and the transmission of touch. The stretchable and wearable OPVs comprise active layers of poly-3-alkylthiophene:phenyl-C61-butyric acid methyl ester (P3AT:PCBM) and transparent conductive electrodes of poly(3,4-ethylenedioxythiophene)-poly(styrenesulfonate) (PEDOT:PSS) and devices could only be fabricated through a deep understanding of the connection between molecular structure and the co-engineering of electronic performance with mechanical resilience. The talk concludes with the use of composite piezoresistive sensors two smart glove prototypes. The first integrates stretchable strain sensors comprising a carbon-elastomer composite, a wearable microcontroller, low energy Bluetooth, and a 6-axis accelerometer/gyroscope to construct a fully functional gesture recognition glove capable of wirelessly translating American Sign Language to text on a cell phone screen. The second creates a system for the haptic control of a 3D printed robot arm, as well as the transmission of touch and temperature information.
Wołk, Krzysztof; Wołk, Agnieszka; Glinkowski, Wojciech
2017-01-01
People with speech, hearing, or mental impairment require special communication assistance, especially for medical purposes. Automatic solutions for speech recognition and voice synthesis from text are poor fits for communication in the medical domain because they are dependent on error-prone statistical models. Systems dependent on manual text input are insufficient. Recently introduced systems for automatic sign language recognition are dependent on statistical models as well as on image and gesture quality. Such systems remain in early development and are based mostly on minimal hand gestures unsuitable for medical purposes. Furthermore, solutions that rely on the Internet cannot be used after disasters that require humanitarian aid. We propose a high-speed, intuitive, Internet-free, voice-free, and text-free tool suited for emergency medical communication. Our solution is a pictogram-based application that provides easy communication for individuals who have speech or hearing impairment or mental health issues that impair communication, as well as foreigners who do not speak the local language. It provides support and clarification in communication by using intuitive icons and interactive symbols that are easy to use on a mobile device. Such pictogram-based communication can be quite effective and ultimately make people's lives happier, easier, and safer.
Fels, S S; Hinton, G E
1998-01-01
Glove-TalkII is a system which translates hand gestures to speech through an adaptive interface. Hand gestures are mapped continuously to ten control parameters of a parallel formant speech synthesizer. The mapping allows the hand to act as an artificial vocal tract that produces speech in real time. This gives an unlimited vocabulary in addition to direct control of fundamental frequency and volume. Currently, the best version of Glove-TalkII uses several input devices (including a Cyberglove, a ContactGlove, a three-space tracker, and a foot pedal), a parallel formant speech synthesizer, and three neural networks. The gesture-to-speech task is divided into vowel and consonant production by using a gating network to weight the outputs of a vowel and a consonant neural network. The gating network and the consonant network are trained with examples from the user. The vowel network implements a fixed user-defined relationship between hand position and vowel sound and does not require any training examples from the user. Volume, fundamental frequency, and stop consonants are produced with a fixed mapping from the input devices. One subject has trained to speak intelligibly with Glove-TalkII. He speaks slowly but with far more natural sounding pitch variations than a text-to-speech synthesizer.
Two-year-olds use adults' but not peers' points.
Kachel, Gregor; Moore, Richard; Tomasello, Michael
2018-03-12
In the current study, 24- to 27-month-old children (N = 37) used pointing gestures in a cooperative object choice task with either peer or adult partners. When indicating the location of a hidden toy, children pointed equally accurately for adult and peer partners but more often for adult partners. When choosing from one of three hiding places, children used adults' pointing to find a hidden toy significantly more often than they used peers'. In interaction with peers, children's choice behavior was at chance level. These results suggest that toddlers ascribe informative value to adults' but not peers' pointing gestures, and highlight the role of children's social expectations in their communicative development. © 2018 John Wiley & Sons Ltd.
Mobile user identity sensing using the motion sensor
NASA Astrophysics Data System (ADS)
Zhao, Xi; Feng, Tao; Xu, Lei; Shi, Weidong
2014-05-01
Employing mobile sensor data to recognize user behavioral activities has been well studied in recent years. However, to adopt the data as a biometric modality has rarely been explored. Existing methods either used the data to recognize gait, which is considered as a distinguished identity feature; or segmented a specific kind of motion for user recognition, such as phone picking-up motion. Since the identity and the motion gesture jointly affect motion data, to fix the gesture (walking or phone picking-up) definitively simplifies the identity sensing problem. However, it meanwhile introduces the complexity from gesture detection or requirement on a higher sample rate from motion sensor readings, which may draw the battery fast and affect the usability of the phone. In general, it is still under investigation that motion based user authentication in a large scale satisfies the accuracy requirement as a stand-alone biometrics modality. In this paper, we propose a novel approach to use the motion sensor readings for user identity sensing. Instead of decoupling the user identity from a gesture, we reasonably assume users have their own distinguishing phone usage habits and extract the identity from fuzzy activity patterns, represented by a combination of body movements whose signals in chains span in relative low frequency spectrum and hand movements whose signals span in relative high frequency spectrum. Then Bayesian Rules are applied to analyze the dependency of different frequency components in the signals. During testing, a posterior probability of user identity given the observed chains can be computed for authentication. Tested on an accelerometer dataset with 347 users, our approach has demonstrated the promising results.
Kinect-based sign language recognition of static and dynamic hand movements
NASA Astrophysics Data System (ADS)
Dalawis, Rando C.; Olayao, Kenneth Deniel R.; Ramos, Evan Geoffrey I.; Samonte, Mary Jane C.
2017-02-01
A different approach of sign language recognition of static and dynamic hand movements was developed in this study using normalized correlation algorithm. The goal of this research was to translate fingerspelling sign language into text using MATLAB and Microsoft Kinect. Digital input image captured by Kinect devices are matched from template samples stored in a database. This Human Computer Interaction (HCI) prototype was developed to help people with communication disability to express their thoughts with ease. Frame segmentation and feature extraction was used to give meaning to the captured images. Sequential and random testing was used to test both static and dynamic fingerspelling gestures. The researchers explained some factors they encountered causing some misclassification of signs.
Human detection and motion analysis at security points
NASA Astrophysics Data System (ADS)
Ozer, I. Burak; Lv, Tiehan; Wolf, Wayne H.
2003-08-01
This paper presents a real-time video surveillance system for the recognition of specific human activities. Specifically, the proposed automatic motion analysis is used as an on-line alarm system to detect abnormal situations in a campus environment. A smart multi-camera system developed at Princeton University is extended for use in smart environments in which the camera detects the presence of multiple persons as well as their gestures and their interaction in real-time.
Thin-Slice Perception Develops Slowly
ERIC Educational Resources Information Center
Balas, Benjamin; Kanwisher, Nancy; Saxe, Rebecca
2012-01-01
Body language and facial gesture provide sufficient visual information to support high-level social inferences from "thin slices" of behavior. Given short movies of nonverbal behavior, adults make reliable judgments in a large number of tasks. Here we find that the high precision of adults' nonverbal social perception depends on the slow…
Shape Distributions of Nonlinear Dynamical Systems for Video-Based Inference.
Venkataraman, Vinay; Turaga, Pavan
2016-12-01
This paper presents a shape-theoretic framework for dynamical analysis of nonlinear dynamical systems which appear frequently in several video-based inference tasks. Traditional approaches to dynamical modeling have included linear and nonlinear methods with their respective drawbacks. A novel approach we propose is the use of descriptors of the shape of the dynamical attractor as a feature representation of nature of dynamics. The proposed framework has two main advantages over traditional approaches: a) representation of the dynamical system is derived directly from the observational data, without any inherent assumptions, and b) the proposed features show stability under different time-series lengths where traditional dynamical invariants fail. We illustrate our idea using nonlinear dynamical models such as Lorenz and Rossler systems, where our feature representations (shape distribution) support our hypothesis that the local shape of the reconstructed phase space can be used as a discriminative feature. Our experimental analyses on these models also indicate that the proposed framework show stability for different time-series lengths, which is useful when the available number of samples are small/variable. The specific applications of interest in this paper are: 1) activity recognition using motion capture and RGBD sensors, 2) activity quality assessment for applications in stroke rehabilitation, and 3) dynamical scene classification. We provide experimental validation through action and gesture recognition experiments on motion capture and Kinect datasets. In all these scenarios, we show experimental evidence of the favorable properties of the proposed representation.
Trauma team leaders' non-verbal communication: video registration during trauma team training.
Härgestam, Maria; Hultin, Magnus; Brulin, Christine; Jacobsson, Maritha
2016-03-25
There is widespread consensus on the importance of safe and secure communication in healthcare, especially in trauma care where time is a limiting factor. Although non-verbal communication has an impact on communication between individuals, there is only limited knowledge of how trauma team leaders communicate. The purpose of this study was to investigate how trauma team members are positioned in the emergency room, and how leaders communicate in terms of gaze direction, vocal nuances, and gestures during trauma team training. Eighteen trauma teams were audio and video recorded during trauma team training in the emergency department of a hospital in northern Sweden. Quantitative content analysis was used to categorize the team members' positions and the leaders' non-verbal communication: gaze direction, vocal nuances, and gestures. The quantitative data were interpreted in relation to the specific context. Time sequences of the leaders' gaze direction, speech time, and gestures were identified separately and registered as time (seconds) and proportions (%) of the total training time. The team leaders who gained control over the most important area in the emergency room, the "inner circle", positioned themselves as heads over the team, using gaze direction, gestures, vocal nuances, and verbal commands that solidified their verbal message. Changes in position required both attention and collaboration. Leaders who spoke in a hesitant voice, or were silent, expressed ambiguity in their non-verbal communication: and other team members took over the leader's tasks. In teams where the leader had control over the inner circle, the members seemed to have an awareness of each other's roles and tasks, knowing when in time and where in space these tasks needed to be executed. Deviations in the leaders' communication increased the ambiguity in the communication, which had consequences for the teamwork. Communication cannot be taken for granted; it needs to be practiced regularly just as technical skills need to be trained. Simulation training provides healthcare professionals the opportunity to put both verbal and non-verbal communication in focus, in order to improve patient safety. Non-verbal communication plays a decisive role in the interaction between the trauma team members, and so both verbal and non-verbal communication should be in focus in trauma team training. This is even more important for inexperienced leaders, since vague non-verbal communication reinforces ambiguity and can lead to errors.
Multitasking During Degraded Speech Recognition in School-Age Children
Ward, Kristina M.; Brehm, Laurel
2017-01-01
Multitasking requires individuals to allocate their cognitive resources across different tasks. The purpose of the current study was to assess school-age children’s multitasking abilities during degraded speech recognition. Children (8 to 12 years old) completed a dual-task paradigm including a sentence recognition (primary) task containing speech that was either unprocessed or noise-band vocoded with 8, 6, or 4 spectral channels and a visual monitoring (secondary) task. Children’s accuracy and reaction time on the visual monitoring task was quantified during the dual-task paradigm in each condition of the primary task and compared with single-task performance. Children experienced dual-task costs in the 6- and 4-channel conditions of the primary speech recognition task with decreased accuracy on the visual monitoring task relative to baseline performance. In all conditions, children’s dual-task performance on the visual monitoring task was strongly predicted by their single-task (baseline) performance on the task. Results suggest that children’s proficiency with the secondary task contributes to the magnitude of dual-task costs while multitasking during degraded speech recognition. PMID:28105890
Multitasking During Degraded Speech Recognition in School-Age Children.
Grieco-Calub, Tina M; Ward, Kristina M; Brehm, Laurel
2017-01-01
Multitasking requires individuals to allocate their cognitive resources across different tasks. The purpose of the current study was to assess school-age children's multitasking abilities during degraded speech recognition. Children (8 to 12 years old) completed a dual-task paradigm including a sentence recognition (primary) task containing speech that was either unprocessed or noise-band vocoded with 8, 6, or 4 spectral channels and a visual monitoring (secondary) task. Children's accuracy and reaction time on the visual monitoring task was quantified during the dual-task paradigm in each condition of the primary task and compared with single-task performance. Children experienced dual-task costs in the 6- and 4-channel conditions of the primary speech recognition task with decreased accuracy on the visual monitoring task relative to baseline performance. In all conditions, children's dual-task performance on the visual monitoring task was strongly predicted by their single-task (baseline) performance on the task. Results suggest that children's proficiency with the secondary task contributes to the magnitude of dual-task costs while multitasking during degraded speech recognition.
Berndl, K; von Cranach, M; Grüsser, O J
1986-01-01
The perception and recognition of faces, mimic expression and gestures were investigated in normal subjects and schizophrenic patients by means of a movie test described in a previous report (Berndl et al. 1986). The error scores were compared with results from a semi-quantitative evaluation of psychopathological symptoms and with some data from the case histories. The overall error scores found in the three groups of schizophrenic patients (paranoic, hebephrenic, schizo-affective) were significantly increased (7-fold) over those of normals. No significant difference in the distribution of the error scores in the three different patient groups was found. In 10 different sub-tests following the movie the deficiencies found in the schizophrenic patients were analysed in detail. The error score for the averbal test was on average higher in paranoic patients than in the two other groups of patients, while the opposite was true for the error scores found in the verbal tests. Age and sex had some impact on the test results. In normals, female subjects were somewhat better than male. In schizophrenic patients the reverse was true. Thus female patients were more affected by the disease than male patients with respect to the task performance. The correlation between duration of the disease and error score was small; less than 10% of the error scores could be attributed to factors related to the duration of illness. Evaluation of psychopathological symptoms indicated that the stronger the schizophrenic defect, the higher the error score, but again this relationship was responsible for not more than 10% of the errors. The estimated degree of acute psychosis and overall sum of psychopathological abnormalities as scored in a semi-quantitative exploration did not correlate with the error score, but with each other. Similarly, treatment with psychopharmaceuticals, previous misuse of drugs or of alcohol had practically no effect on the outcome of the test data. The analysis of performance and test data of schizophrenic patients indicated that our findings are most likely not due to a "non-specific" impairment of cognitive function in schizophrenia, but point to a fairly selective defect in elementary cognitive visual functions necessary for averbal social communication. Some possible explanations of the data are discussed in relation to neuropsychological and neurophysiological findings on "face-specific" cortical areas located in the primate temporal lobe.
Visual and tactile interfaces for bi-directional human robot communication
NASA Astrophysics Data System (ADS)
Barber, Daniel; Lackey, Stephanie; Reinerman-Jones, Lauren; Hudson, Irwin
2013-05-01
Seamless integration of unmanned and systems and Soldiers in the operational environment requires robust communication capabilities. Multi-Modal Communication (MMC) facilitates achieving this goal due to redundancy and levels of communication superior to single mode interaction using auditory, visual, and tactile modalities. Visual signaling using arm and hand gestures is a natural method of communication between people. Visual signals standardized within the U.S. Army Field Manual and in use by Soldiers provide a foundation for developing gestures for human to robot communication. Emerging technologies using Inertial Measurement Units (IMU) enable classification of arm and hand gestures for communication with a robot without the requirement of line-of-sight needed by computer vision techniques. These devices improve the robustness of interpreting gestures in noisy environments and are capable of classifying signals relevant to operational tasks. Closing the communication loop between Soldiers and robots necessitates them having the ability to return equivalent messages. Existing visual signals from robots to humans typically require highly anthropomorphic features not present on military vehicles. Tactile displays tap into an unused modality for robot to human communication. Typically used for hands-free navigation and cueing, existing tactile display technologies are used to deliver equivalent visual signals from the U.S. Army Field Manual. This paper describes ongoing research to collaboratively develop tactile communication methods with Soldiers, measure classification accuracy of visual signal interfaces, and provides an integration example including two robotic platforms.
Young Children’s Sensitivity to Their Own Ignorance in Informing Others
Kim, Sunae; Paulus, Markus; Sodian, Beate; Proust, Joelle
2016-01-01
Prior research suggests that young children selectively inform others depending on others’ knowledge states. Yet, little is known whether children selectively inform others depending on their own knowledge states. To explore this issue, we manipulated 3- to 4-year-old children’s knowledge about the content of a box and assessed the impact on their decisions to inform another person. Moreover, we assessed the presence of uncertainty gestures while they inform another person in light of the suggestions that children's gestures reflect early developing, perhaps transient, epistemic sensitivity. Finally, we compared children’s performance in the informing context to their explicit verbal judgment of their knowledge states to further confirm the existence of a performance gap between the two tasks. In their decisions to inform, children tend to accurately assess their ignorance, whereas they tend to overestimate their own knowledge states when asked to explicitly report them. Moreover, children display different levels of uncertainty gestures depending on the varying degrees of their informational access. These findings suggest that children’s implicit awareness of their own ignorance may be facilitated in a social, communicative context. PMID:27023683
A Motion-Based Feature for Event-Based Pattern Recognition
Clady, Xavier; Maro, Jean-Matthieu; Barré, Sébastien; Benosman, Ryad B.
2017-01-01
This paper introduces an event-based luminance-free feature from the output of asynchronous event-based neuromorphic retinas. The feature consists in mapping the distribution of the optical flow along the contours of the moving objects in the visual scene into a matrix. Asynchronous event-based neuromorphic retinas are composed of autonomous pixels, each of them asynchronously generating “spiking” events that encode relative changes in pixels' illumination at high temporal resolutions. The optical flow is computed at each event, and is integrated locally or globally in a speed and direction coordinate frame based grid, using speed-tuned temporal kernels. The latter ensures that the resulting feature equitably represents the distribution of the normal motion along the current moving edges, whatever their respective dynamics. The usefulness and the generality of the proposed feature are demonstrated in pattern recognition applications: local corner detection and global gesture recognition. PMID:28101001
Lazarowski, Lucia; Dorman, David C
2015-01-01
Several studies have shown that domestic dogs respond to human social cues such as pointing. Some experiments have shown that pet dogs outperformed wolves in following a momentary distal point. These findings have lent support to the hypothesis that domestication is responsible for domestic dogs' ability to utilize human gestures. Other studies demonstrating comparable performance in human-socialized wolves suggest this skill depends on experience with relevant human stimuli. However, domestic dogs lacking thorough exposure to humans are underrepresented in the comparative literature. The goal of this study was to evaluate pet and kennel-reared research domestic dogs on their ability to follow two types of point in an object-choice task. This study used young adult, intact male research dogs (n=11) and a comparison group of pet dogs living in human homes (n=9). We found that while pet dogs followed the momentary distal point above chance levels, research dogs did not. Both groups followed the simpler dynamic proximal point; however, pet dogs outperformed research dogs on this task. Our results indicate that ontogenetic experiences may influence a domestic dog's ability to use human gestures, highlighting the importance of testing different sub-populations of domestic dogs. Copyright © 2014 Elsevier B.V. All rights reserved.
Multimodal neuroelectric interface development
NASA Technical Reports Server (NTRS)
Trejo, Leonard J.; Wheeler, Kevin R.; Jorgensen, Charles C.; Rosipal, Roman; Clanton, Sam T.; Matthews, Bryan; Hibbs, Andrew D.; Matthews, Robert; Krupka, Michael
2003-01-01
We are developing electromyographic and electroencephalographic methods, which draw control signals for human-computer interfaces from the human nervous system. We have made progress in four areas: 1) real-time pattern recognition algorithms for decoding sequences of forearm muscle activity associated with control gestures; 2) signal-processing strategies for computer interfaces using electroencephalogram (EEG) signals; 3) a flexible computation framework for neuroelectric interface research; and d) noncontact sensors, which measure electromyogram or EEG signals without resistive contact to the body.
Neural architectures for robot intelligence.
Ritter, H; Steil, J J; Nölker, C; Röthling, F; McGuire, P
2003-01-01
We argue that direct experimental approaches to elucidate the architecture of higher brains may benefit from insights gained from exploring the possibilities and limits of artificial control architectures for robot systems. We present some of our recent work that has been motivated by that view and that is centered around the study of various aspects of hand actions since these are intimately linked with many higher cognitive abilities. As examples, we report on the development of a modular system for the recognition of continuous hand postures based on neural nets, the use of vision and tactile sensing for guiding prehensile movements of a multifingered hand, and the recognition and use of hand gestures for robot teaching. Regarding the issue of learning, we propose to view real-world learning from the perspective of data-mining and to focus more strongly on the imitation of observed actions instead of purely reinforcement-based exploration. As a concrete example of such an effort we report on the status of an ongoing project in our laboratory in which a robot equipped with an attention system with a neurally inspired architecture is taught actions by using hand gestures in conjunction with speech commands. We point out some of the lessons learnt from this system, and discuss how systems of this kind can contribute to the study of issues at the junction between natural and artificial cognitive systems.
NASA Astrophysics Data System (ADS)
Ren, Yilong; Duan, Xitong; Wu, Lei; He, Jin; Xu, Wu
2017-06-01
With the development of the “VR+” era, the traditional virtual assembly system of power equipment has been unable to satisfy our growing needs. In this paper, based on the analysis of the traditional virtual assembly system of electric power equipment and the application of VR technology in the virtual assembly system of electric power equipment in our country, this paper puts forward the scheme of establishing the virtual assembly system of power equipment: At first, we should obtain the information of power equipment, then we should using OpenGL and multi texture technology to build 3D solid graphics library. After the completion of three-dimensional modeling, we can use the dynamic link library DLL package three-dimensional solid graphics generation program to realize the modularization of power equipment model library and power equipment model library generated hidden algorithm. After the establishment of 3D power equipment model database, we set up the virtual assembly system of 3D power equipment to separate the assembly operation of the power equipment from the space. At the same time, aiming at the deficiency of the traditional gesture recognition algorithm, we propose a gesture recognition algorithm based on improved PSO algorithm for BP neural network data glove. Finally, the virtual assembly system of power equipment can really achieve multi-channel interaction function.
Advances to the development of a basic Mexican sign-to-speech and text language translator
NASA Astrophysics Data System (ADS)
Garcia-Bautista, G.; Trujillo-Romero, F.; Diaz-Gonzalez, G.
2016-09-01
Sign Language (SL) is the basic alternative communication method between deaf people. However, most of the hearing people have trouble understanding the SL, making communication with deaf people almost impossible and taking them apart from daily activities. In this work we present an automatic basic real-time sign language translator capable of recognize a basic list of Mexican Sign Language (MSL) signs of 10 meaningful words, letters (A-Z) and numbers (1-10) and translate them into speech and text. The signs were collected from a group of 35 MSL signers executed in front of a Microsoft Kinect™ Sensor. The hand gesture recognition system use the RGB-D camera to build and storage data point clouds, color and skeleton tracking information. In this work we propose a method to obtain the representative hand trajectory pattern information. We use Euclidean Segmentation method to obtain the hand shape and Hierarchical Centroid as feature extraction method for images of numbers and letters. A pattern recognition method based on a Back Propagation Artificial Neural Network (ANN) is used to interpret the hand gestures. Finally, we use K-Fold Cross Validation method for training and testing stages. Our results achieve an accuracy of 95.71% on words, 98.57% on numbers and 79.71% on letters. In addition, an interactive user interface was designed to present the results in voice and text format.
Training industrial robots with gesture recognition techniques
NASA Astrophysics Data System (ADS)
Piane, Jennifer; Raicu, Daniela; Furst, Jacob
2013-01-01
In this paper we propose to use gesture recognition approaches to track a human hand in 3D space and, without the use of special clothing or markers, be able to accurately generate code for training an industrial robot to perform the same motion. The proposed hand tracking component includes three methods: a color-thresholding model, naïve Bayes analysis and Support Vector Machine (SVM) to detect the human hand. Next, it performs stereo matching on the region where the hand was detected to find relative 3D coordinates. The list of coordinates returned is expectedly noisy due to the way the human hand can alter its apparent shape while moving, the inconsistencies in human motion and detection failures in the cluttered environment. Therefore, the system analyzes the list of coordinates to determine a path for the robot to move, by smoothing the data to reduce noise and looking for significant points used to determine the path the robot will ultimately take. The proposed system was applied to pairs of videos recording the motion of a human hand in a „real‟ environment to move the end-affector of a SCARA robot along the same path as the hand of the person in the video. The correctness of the robot motion was determined by observers indicating that motion of the robot appeared to match the motion of the video.
Kinect system in home-based cardiovascular rehabilitation.
Vieira, Ágata; Gabriel, Joaquim; Melo, Cristina; Machado, Jorge
2017-01-01
Cardiovascular diseases lead to a high consumption of financial resources. An important part of the recovery process is the cardiovascular rehabilitation. This study aimed to present a new cardiovascular rehabilitation system to 11 outpatients with coronary artery disease from a Hospital in Porto, Portugal, later collecting their opinions. This system is based on a virtual reality game system, using the Kinect sensor while performing an exercise protocol which is integrated in a home-based cardiovascular rehabilitation programme, with a duration of 6 months and at the maintenance phase. The participants responded to a questionnaire asking for their opinion about the system. The results demonstrated that 91% of the participants (n = 10) enjoyed the artwork, while 100% (n = 11) agreed on the importance and usefulness of the automatic counting of the number of repetitions, moreover 64% (n = 7) reported motivation to continue performing the programme after the end of the study, and 100% (n = 11) recognized Kinect as an instrument with potential to be an asset in cardiovascular rehabilitation. Criticisms included limitations in motion capture and gesture recognition, 91% (n = 10), and the lack of home space, 27% (n = 3). According to the participants' opinions, the Kinect has the potential to be used in cardiovascular rehabilitation; however, several technical details require improvement, particularly regarding the motion capture and gesture recognition.
Nocchi, Federico; Gazzellini, Simone; Grisolia, Carmela; Petrarca, Maurizio; Cannatà, Vittorio; Cappa, Paolo; D'Alessio, Tommaso; Castelli, Enrico
2012-07-24
The potential of robot-mediated therapy and virtual reality in neurorehabilitation is becoming of increasing importance. However, there is limited information, using neuroimaging, on the neural networks involved in training with these technologies. This study was intended to detect the brain network involved in the visual processing of movement during robotic training. The main aim was to investigate the existence of a common cerebral network able to assimilate biological (human upper limb) and non-biological (abstract object) movements, hence testing the suitability of the visual non-biological feedback provided by the InMotion2 Robot. A visual functional Magnetic Resonance Imaging (fMRI) task was administered to 22 healthy subjects. The task required observation and retrieval of motor gestures and of the visual feedback used in robotic training. Functional activations of both biological and non-biological movements were examined to identify areas activated in both conditions, along with differential activity in upper limb vs. abstract object trials. Control of response was also tested by administering trials with congruent and incongruent reaching movements. The observation of upper limb and abstract object movements elicited similar patterns of activations according to a caudo-rostral pathway for the visual processing of movements (including specific areas of the occipital, temporal, parietal, and frontal lobes). Similarly, overlapping activations were found for the subsequent retrieval of the observed movement. Furthermore, activations of frontal cortical areas were associated with congruent trials more than with the incongruent ones. This study identified the neural pathway associated with visual processing of movement stimuli used in upper limb robot-mediated training and investigated the brain's ability to assimilate abstract object movements with human motor gestures. In both conditions, activations were elicited in cerebral areas involved in visual perception, sensory integration, recognition of movement, re-mapping on the somatosensory and motor cortex, storage in memory, and response control. Results from the congruent vs. incongruent trials revealed greater activity for the former condition than the latter in a network including cingulate cortex, right inferior and middle frontal gyrus that are involved in the go-signal and in decision control. Results on healthy subjects would suggest the appropriateness of an abstract visual feedback provided during motor training. The task contributes to highlight the potential of fMRI in improving the understanding of visual motor processes and may also be useful in detecting brain reorganisation during training.
Surgical gesture classification from video and kinematic data.
Zappella, Luca; Béjar, Benjamín; Hager, Gregory; Vidal, René
2013-10-01
Much of the existing work on automatic classification of gestures and skill in robotic surgery is based on dynamic cues (e.g., time to completion, speed, forces, torque) or kinematic data (e.g., robot trajectories and velocities). While videos could be equally or more discriminative (e.g., videos contain semantic information not present in kinematic data), they are typically not used because of the difficulties associated with automatic video interpretation. In this paper, we propose several methods for automatic surgical gesture classification from video data. We assume that the video of a surgical task (e.g., suturing) has been segmented into video clips corresponding to a single gesture (e.g., grabbing the needle, passing the needle) and propose three methods to classify the gesture of each video clip. In the first one, we model each video clip as the output of a linear dynamical system (LDS) and use metrics in the space of LDSs to classify new video clips. In the second one, we use spatio-temporal features extracted from each video clip to learn a dictionary of spatio-temporal words, and use a bag-of-features (BoF) approach to classify new video clips. In the third one, we use multiple kernel learning (MKL) to combine the LDS and BoF approaches. Since the LDS approach is also applicable to kinematic data, we also use MKL to combine both types of data in order to exploit their complementarity. Our experiments on a typical surgical training setup show that methods based on video data perform equally well, if not better, than state-of-the-art approaches based on kinematic data. In turn, the combination of both kinematic and video data outperforms any other algorithm based on one type of data alone. Copyright © 2013 Elsevier B.V. All rights reserved.
ERIC Educational Resources Information Center
Toumpaniari, Konstantina; Loyens, Sofie; Mavilidi, Myrto-Foteini; Paas, Fred
2015-01-01
Research has demonstrated that physical activity involving gross motor activities can lead to better cognitive functioning and higher academic achievement scores. In addition, research within the theoretical framework of embodied cognition has shown that embodying knowledge through the use of more subtle motor activities, such as task-relevant…
Assessment of Self-Recognition in Young Children with Handicaps.
ERIC Educational Resources Information Center
Kelley, Michael F.; And Others
1988-01-01
Thirty young children with handicaps were assessed on five self-recognition mirror tasks. The set of tasks formed a reproducible scale, indicating that these tasks are an appropriate measure of self-recognition in this population. Data analysis suggested that stage of self-recognition is positively and significantly related to cognitive…
ERIC Educational Resources Information Center
So, Wing Chee; Chen-Hui, Colin Sim; Wei-Shan, Julie Low
2012-01-01
Abundant research has shown that encoding meaningful gesture, such as an iconic gesture, enhances memory. This paper asked whether gesture needs to carry meaning to improve memory recall by comparing the mnemonic effect of meaningful (i.e., iconic gestures) and nonmeaningful gestures (i.e., beat gestures). Beat gestures involve simple motoric…
Cultural differences in self-recognition: the early development of autonomous and related selves?
Ross, Josephine; Yilmaz, Mandy; Dale, Rachel; Cassidy, Rose; Yildirim, Iraz; Suzanne Zeedyk, M
2017-05-01
Fifteen- to 18-month-old infants from three nationalities were observed interacting with their mothers and during two self-recognition tasks. Scottish interactions were characterized by distal contact, Zambian interactions by proximal contact, and Turkish interactions by a mixture of contact strategies. These culturally distinct experiences may scaffold different perspectives on self. In support, Scottish infants performed best in a task requiring recognition of the self in an individualistic context (mirror self-recognition), whereas Zambian infants performed best in a task requiring recognition of the self in a less individualistic context (body-as-obstacle task). Turkish infants performed similarly to Zambian infants on the body-as-obstacle task, but outperformed Zambians on the mirror self-recognition task. Verbal contact (a distal strategy) was positively related to mirror self-recognition and negatively related to passing the body-as-obstacle task. Directive action and speech (proximal strategies) were negatively related to mirror self-recognition. Self-awareness performance was best predicted by cultural context; autonomous settings predicted success in mirror self-recognition, and related settings predicted success in the body-as-obstacle task. These novel data substantiate the idea that cultural factors may play a role in the early expression of self-awareness. More broadly, the results highlight the importance of moving beyond the mark test, and designing culturally sensitive tests of self-awareness. © 2016 John Wiley & Sons Ltd.
NASA Astrophysics Data System (ADS)
Xu, Kai; Wang, Yiwen; Wang, Yueming; Wang, Fang; Hao, Yaoyao; Zhang, Shaomin; Zhang, Qiaosheng; Chen, Weidong; Zheng, Xiaoxiang
2013-04-01
Objective. The high-dimensional neural recordings bring computational challenges to movement decoding in motor brain machine interfaces (mBMI), especially for portable applications. However, not all recorded neural activities relate to the execution of a certain movement task. This paper proposes to use a local-learning-based method to perform neuron selection for the gesture prediction in a reaching and grasping task. Approach. Nonlinear neural activities are decomposed into a set of linear ones in a weighted feature space. A margin is defined to measure the distance between inter-class and intra-class neural patterns. The weights, reflecting the importance of neurons, are obtained by minimizing a margin-based exponential error function. To find the most dominant neurons in the task, 1-norm regularization is introduced to the objective function for sparse weights, where near-zero weights indicate irrelevant neurons. Main results. The signals of only 10 neurons out of 70 selected by the proposed method could achieve over 95% of the full recording's decoding accuracy of gesture predictions, no matter which different decoding methods are used (support vector machine and K-nearest neighbor). The temporal activities of the selected neurons show visually distinguishable patterns associated with various hand states. Compared with other algorithms, the proposed method can better eliminate the irrelevant neurons with near-zero weights and provides the important neuron subset with the best decoding performance in statistics. The weights of important neurons converge usually within 10-20 iterations. In addition, we study the temporal and spatial variation of neuron importance along a period of one and a half months in the same task. A high decoding performance can be maintained by updating the neuron subset. Significance. The proposed algorithm effectively ascertains the neuronal importance without assuming any coding model and provides a high performance with different decoding models. It shows better robustness of identifying the important neurons with noisy signals presented. The low demand of computational resources which, reflected by the fast convergence, indicates the feasibility of the method applied in portable BMI systems. The ascertainment of the important neurons helps to inspect neural patterns visually associated with the movement task. The elimination of irrelevant neurons greatly reduces the computational burden of mBMI systems and maintains the performance with better robustness.
Interface Prostheses With Classifier-Feedback-Based User Training.
Fang, Yinfeng; Zhou, Dalin; Li, Kairu; Liu, Honghai
2017-11-01
It is evident that user training significantly affects performance of pattern-recognition-based myoelectric prosthetic device control. Despite plausible classification accuracy on offline datasets, online accuracy usually suffers from the changes in physiological conditions and electrode displacement. The user ability in generating consistent electromyographic (EMG) patterns can be enhanced via proper user training strategies in order to improve online performance. This study proposes a clustering-feedback strategy that provides real-time feedback to users by means of a visualized online EMG signal input as well as the centroids of the training samples, whose dimensionality is reduced to minimal number by dimension reduction. Clustering feedback provides a criterion that guides users to adjust motion gestures and muscle contraction forces intentionally. The experiment results have demonstrated that hand motion recognition accuracy increases steadily along the progress of the clustering-feedback-based user training, while conventional classifier-feedback methods, i.e., label feedback, hardly achieve any improvement. The result concludes that the use of proper classifier feedback can accelerate the process of user training, and implies prosperous future for the amputees with limited or no experience in pattern-recognition-based prosthetic device manipulation.It is evident that user training significantly affects performance of pattern-recognition-based myoelectric prosthetic device control. Despite plausible classification accuracy on offline datasets, online accuracy usually suffers from the changes in physiological conditions and electrode displacement. The user ability in generating consistent electromyographic (EMG) patterns can be enhanced via proper user training strategies in order to improve online performance. This study proposes a clustering-feedback strategy that provides real-time feedback to users by means of a visualized online EMG signal input as well as the centroids of the training samples, whose dimensionality is reduced to minimal number by dimension reduction. Clustering feedback provides a criterion that guides users to adjust motion gestures and muscle contraction forces intentionally. The experiment results have demonstrated that hand motion recognition accuracy increases steadily along the progress of the clustering-feedback-based user training, while conventional classifier-feedback methods, i.e., label feedback, hardly achieve any improvement. The result concludes that the use of proper classifier feedback can accelerate the process of user training, and implies prosperous future for the amputees with limited or no experience in pattern-recognition-based prosthetic device manipulation.
Parks, Colleen M
2013-07-01
Research examining the importance of surface-level information to familiarity in recognition memory tasks is mixed: Sometimes it affects recognition and sometimes it does not. One potential explanation of the inconsistent findings comes from the ideas of dual process theory of recognition and the transfer-appropriate processing framework, which suggest that the extent to which perceptual fluency matters on a recognition test depends in large part on the task demands. A test that recruits perceptual processing for discrimination should show greater perceptual effects and smaller conceptual effects than standard recognition, similar to the pattern of effects found in perceptual implicit memory tasks. This idea was tested in the current experiment by crossing a levels of processing manipulation with a modality manipulation on a series of recognition tests that ranged from conceptual (standard recognition) to very perceptually demanding (a speeded recognition test with degraded stimuli). Results showed that the levels of processing effect decreased and the effect of modality increased when tests were made perceptually demanding. These results support the idea that surface-level features influence performance on recognition tests when they are made salient by the task demands. PsycINFO Database Record (c) 2013 APA, all rights reserved.
The Costs and Benefits of Testing and Guessing on Recognition Memory
Huff, Mark J.; Balota, David A.; Hutchison, Keith A.
2016-01-01
We examined whether two types of interpolated tasks (i.e., retrieval-practice via free recall or guessing a missing critical item) improved final recognition for related and unrelated word lists relative to restudying or completing a filler task. Both retrieval-practice and guessing tasks improved correct recognition relative to restudy and filler tasks, particularly when study lists were semantically related. However, both retrieval practice and guessing also generally inflated false recognition for the non-presented critical words. These patterns were found when final recognition was completed during a short delay within the same experimental session (Experiment 1) and following a 24-hr delay (Experiment 2). In Experiment 3, task instructions were presented randomly after each list to determine whether retrieval-practice and guessing effects were influenced by task-expectancy processes. In contrast to Experiments 1 and 2, final recognition following retrieval practice and guessing was equivalent to restudy, suggesting that the observed retrieval-practice and guessing advantages were in part due to preparatory task-based processing during study. PMID:26950490
Latent Factors Limiting the Performance of sEMG-Interfaces
Lobov, Sergey; Krilova, Nadia; Kazantsev, Victor
2018-01-01
Recent advances in recording and real-time analysis of surface electromyographic signals (sEMG) have fostered the use of sEMG human–machine interfaces for controlling personal computers, prostheses of upper limbs, and exoskeletons among others. Despite a relatively high mean performance, sEMG-interfaces still exhibit strong variance in the fidelity of gesture recognition among different users. Here, we systematically study the latent factors determining the performance of sEMG-interfaces in synthetic tests and in an arcade game. We show that the degree of muscle cooperation and the amount of the body fatty tissue are the decisive factors in synthetic tests. Our data suggest that these factors can only be adjusted by long-term training, which promotes fine-tuning of low-level neural circuits driving the muscles. Short-term training has no effect on synthetic tests, but significantly increases the game scoring. This implies that it works at a higher decision-making level, not relevant for synthetic gestures. We propose a procedure that enables quantification of the gestures’ fidelity in a dynamic gaming environment. For each individual subject, the approach allows identifying “problematic” gestures that decrease gaming performance. This information can be used for optimizing the training strategy and for adapting the signal processing algorithms to individual users, which could be a way for a qualitative leap in the development of future sEMG-interfaces. PMID:29642410
PyMOL mControl: Manipulating Molecular Visualization with Mobile Devices
ERIC Educational Resources Information Center
Lam, Wendy W. T.; Siu, Shirley W. I.
2017-01-01
Viewing and manipulating three-dimensional (3D) structures in molecular graphics software are essential tasks for researchers and students to understand the functions of molecules. Currently, the way to manipulate a 3D molecular object is mainly based on mouse-and-keyboard control that is usually difficult and tedious to learn. While gesture-based…
FlagHouse Forum: Ability Switches--The Nuts and Bolts
ERIC Educational Resources Information Center
Exceptional Parent, 2011
2011-01-01
An ability switch, in simple terms, is an alternative to a button that requires fine dexterity to push. Many toys and appliances operate because of fine motor stimulation, prohibiting many people with fine motor challenges from finding independence with daily tasks. Ability switches offer the option to make things work with a simple gesture that…
Audiovisual Vowel Monitoring and the Word Superiority Effect in Children
ERIC Educational Resources Information Center
Fort, Mathilde; Spinelli, Elsa; Savariaux, Christophe; Kandel, Sonia
2012-01-01
The goal of this study was to explore whether viewing the speaker's articulatory gestures contributes to lexical access in children (ages 5-10) and in adults. We conducted a vowel monitoring task with words and pseudo-words in audio-only (AO) and audiovisual (AV) contexts with white noise masking the acoustic signal. The results indicated that…
Non-Native Chinese Language Learners' Attitudes towards Online Vision-Based Motion Games
ERIC Educational Resources Information Center
Hao, Yungwei; Hong, Jon-Chao; Jong, Jyh-Tsorng; Hwang, Ming-Yueh; Su, Chao-Ya; Yang, Jin-Shin
2010-01-01
Learning to write Chinese characters is often thought to be a very challenging and laborious task. However, new learning tools are being designed that might reduce learners' tedium. This study explores one such tool, an online program in which learners can learn Chinese characters through vision-based motion games. The learner's gestures are…
Children's Understanding of Communicative Intentions in the Middle of the Second Year of Life
ERIC Educational Resources Information Center
Aureli, Tiziana; Perucchini, Paola; Genco, Maria
2009-01-01
Two tasks were administered to 40 children aged from 16 to 20 months (mean age = 18;1), to evaluate children's understanding of declarative and informative intention [Behne, T., Carpenter, M., & Tomasello, M. (2005). One-year-olds comprehend the communicative intentions behind gestures in a hiding game. "Developmental Science", 8, 492-499;…
Pedagogical Agent Gestures to Improve Learner Comprehension of Abstract Concepts in Hints
ERIC Educational Resources Information Center
Martins, Igor; de Morais, Felipe; Schaab, Bruno; Jaques, Patricia
2016-01-01
In most Intelligent Tutoring Systems, the help messages (hints) are not very clear for students as they are only presented textually and have little connection with the task elements. This can lead to students' undesired behaviors, like gaming the system, associated with low performance. In this paper, the authors aim at evaluating if the gestures…
Domestic Dogs Comprehend Human Communication with Iconic Signs
ERIC Educational Resources Information Center
Kaminski, Juliane; Tempelmann, Sebastian; Call, Josep; Tomasello, Michael
2009-01-01
A key skill in early human development is the ability to comprehend communicative intentions as expressed in both nonlinguistic gestures and language. In the current studies, we confronted domestic dogs (some of whom knew many human "words") with a task in which they had to infer the intended referent of a human's communicative act via iconic…
Recognizing User Identity by Touch on Tabletop Displays: An Interactive Authentication Method
ERIC Educational Resources Information Center
Torres Peralta, Raquel
2012-01-01
Multi-touch tablets allow users to interact with computers through intuitive, natural gestures and direct manipulation of digital objects. One advantage of these devices is that they can offer a large, collaborative space where several users can work on a task at the same time. However the lack of privacy in these situations makes standard…
Multimodal approaches for emotion recognition: a survey
NASA Astrophysics Data System (ADS)
Sebe, Nicu; Cohen, Ira; Gevers, Theo; Huang, Thomas S.
2004-12-01
Recent technological advances have enabled human users to interact with computers in ways previously unimaginable. Beyond the confines of the keyboard and mouse, new modalities for human-computer interaction such as voice, gesture, and force-feedback are emerging. Despite important advances, one necessary ingredient for natural interaction is still missing-emotions. Emotions play an important role in human-to-human communication and interaction, allowing people to express themselves beyond the verbal domain. The ability to understand human emotions is desirable for the computer in several applications. This paper explores new ways of human-computer interaction that enable the computer to be more aware of the user's emotional and attentional expressions. We present the basic research in the field and the recent advances into the emotion recognition from facial, voice, and physiological signals, where the different modalities are treated independently. We then describe the challenging problem of multimodal emotion recognition and we advocate the use of probabilistic graphical models when fusing the different modalities. We also discuss the difficult issues of obtaining reliable affective data, obtaining ground truth for emotion recognition, and the use of unlabeled data.
Multimodal approaches for emotion recognition: a survey
NASA Astrophysics Data System (ADS)
Sebe, Nicu; Cohen, Ira; Gevers, Theo; Huang, Thomas S.
2005-01-01
Recent technological advances have enabled human users to interact with computers in ways previously unimaginable. Beyond the confines of the keyboard and mouse, new modalities for human-computer interaction such as voice, gesture, and force-feedback are emerging. Despite important advances, one necessary ingredient for natural interaction is still missing-emotions. Emotions play an important role in human-to-human communication and interaction, allowing people to express themselves beyond the verbal domain. The ability to understand human emotions is desirable for the computer in several applications. This paper explores new ways of human-computer interaction that enable the computer to be more aware of the user's emotional and attentional expressions. We present the basic research in the field and the recent advances into the emotion recognition from facial, voice, and physiological signals, where the different modalities are treated independently. We then describe the challenging problem of multimodal emotion recognition and we advocate the use of probabilistic graphical models when fusing the different modalities. We also discuss the difficult issues of obtaining reliable affective data, obtaining ground truth for emotion recognition, and the use of unlabeled data.
Emotion recognition in Parkinson's disease: Static and dynamic factors.
Wasser, Cory I; Evans, Felicity; Kempnich, Clare; Glikmann-Johnston, Yifat; Andrews, Sophie C; Thyagarajan, Dominic; Stout, Julie C
2018-02-01
The authors tested the hypothesis that Parkinson's disease (PD) participants would perform better in an emotion recognition task with dynamic (video) stimuli compared to a task using only static (photograph) stimuli and compared performances on both tasks to healthy control participants. In a within-subjects study, 21 PD participants and 20 age-matched healthy controls performed both static and dynamic emotion recognition tasks. The authors used a 2-way analysis of variance (controlling for individual participant variance) to determine the effect of group (PD, control) on emotion recognition performance in static and dynamic facial recognition tasks. Groups did not significantly differ in their performances on the static and dynamic tasks; however, the trend was suggestive that PD participants performed worse than controls. PD participants may have subtle emotion recognition deficits that are not ameliorated by the addition of contextual cues, similar to those found in everyday scenarios. Consistent with previous literature, the results suggest that PD participants may have underlying emotion recognition deficits, which may impact their social functioning. (PsycINFO Database Record (c) 2018 APA, all rights reserved).
An exploration of imitation recognition in young children with autism spectrum disorders.
Berger, Natalie I; Ingersoll, Brooke
2013-10-01
The ability to recognize when one is being imitated has been hypothesized to be an important developmental process related to the emergence of more advanced social-cognitive skills. While a series of behaviors indicating progressively more mature imitation recognition (IR) skills has been assessed in typically developing children, empirical work with children with autism spectrum disorders (ASDs) has largely focused on basic social responses to an imitative adult (e.g. increases in eye contact). Limited work has explored more mature IR behaviors in this population. This study compared the degree to which children with ASD engage in different behaviors thought to be indicative of IR during a naturalistic imitation task and the relationship between different types of IR behaviors and social-cognitive skills (i.e. imitation, language, social reciprocity, and joint attention). Thirty children with ASD were administered standardized measures of cognitive level, language, joint attention, social reciprocity, and imitation. IR behaviors were observed during periods of contingent imitation by an adult. Participants engaged more frequently in less mature (e.g. looking at the experimenter's toy or face) than more mature IR behaviors (e.g. testing the experimenter's intent to imitate). After controlling for developmental level, social reciprocity, object imitation, and gesture imitation were positively correlated with more mature IR. These findings suggest that the development of more mature IR skills is related to the development of other social-cognitive skills in children with ASD and provide additional empirical support for reports of more mature IR observed in this population. , Inc. © 2013 International Society for Autism Research, Wiley Periodicals, Inc.
Family environment influences emotion recognition following paediatric traumatic brain injury.
Schmidt, Adam T; Orsten, Kimberley D; Hanten, Gerri R; Li, Xiaoqi; Levin, Harvey S
2010-01-01
This study investigated the relationship between family functioning and performance on two tasks of emotion recognition (emotional prosody and face emotion recognition) and a cognitive control procedure (the Flanker task) following paediatric traumatic brain injury (TBI) or orthopaedic injury (OI). A total of 142 children (75 TBI, 67 OI) were assessed on three occasions: baseline, 3 months and 1 year post-injury on the two emotion recognition tasks and the Flanker task. Caregivers also completed the Life Stressors and Resources Scale (LISRES) on each occasion. Growth curve analysis was used to analyse the data. Results indicated that family functioning influenced performance on the emotional prosody and Flanker tasks but not on the face emotion recognition task. Findings on both the emotional prosody and Flanker tasks were generally similar across groups. However, financial resources emerged as significantly related to emotional prosody performance in the TBI group only (p = 0.0123). Findings suggest family functioning variables--especially financial resources--can influence performance on an emotional processing task following TBI in children.
How dogs know when communication is intended for them.
Kaminski, Juliane; Schulz, Linda; Tomasello, Michael
2012-03-01
Domestic dogs comprehend human gestural communication in a way that other animal species do not. But little is known about the specific cues they use to determine when human communication is intended for them. In a series of four studies, we confronted both adult dogs and young dog puppies with object choice tasks in which a human indicated one of two opaque cups by either pointing to it or gazing at it. We varied whether the communicator made eye contact with the dog in association with the gesture (or whether her back was turned or her eyes were directed at another recipient) and whether the communicator called the dog's name (or the name of another recipient). Results demonstrated the importance of eye contact in human-dog communication, and, to a lesser extent, the calling of the dog's name--with no difference between adult dogs and young puppies--which are precisely the communicative cues used by human infants for identifying communicative intent. Unlike human children, however, dogs did not seem to comprehend the human's communicative gesture when it was directed to another human, perhaps because dogs view all human communicative acts as directives for the recipient. © 2011 Blackwell Publishing Ltd.
Cross-cultural recognition of basic emotions through nonverbal emotional vocalizations
Sauter, Disa A.; Eisner, Frank; Ekman, Paul; Scott, Sophie K.
2010-01-01
Emotional signals are crucial for sharing important information, with conspecifics, for example, to warn humans of danger. Humans use a range of different cues to communicate to others how they feel, including facial, vocal, and gestural signals. We examined the recognition of nonverbal emotional vocalizations, such as screams and laughs, across two dramatically different cultural groups. Western participants were compared to individuals from remote, culturally isolated Namibian villages. Vocalizations communicating the so-called “basic emotions” (anger, disgust, fear, joy, sadness, and surprise) were bidirectionally recognized. In contrast, a set of additional emotions was only recognized within, but not across, cultural boundaries. Our findings indicate that a number of primarily negative emotions have vocalizations that can be recognized across cultures, while most positive emotions are communicated with culture-specific signals. PMID:20133790
NASA Technical Reports Server (NTRS)
Simpson, C. A.
1985-01-01
In the present study of the responses of pairs of pilots to aircraft warning classification tasks using an isolated word, speaker-dependent speech recognition system, the induced stress was manipulated by means of different scoring procedures for the classification task and by the inclusion of a competitive manual control task. Both speech patterns and recognition accuracy were analyzed, and recognition errors were recorded by type for an isolated word speaker-dependent system and by an offline technique for a connected word speaker-dependent system. While errors increased with task loading for the isolated word system, there was no such effect for task loading in the case of the connected word system.
Automated surgical skill assessment in RMIS training.
Zia, Aneeq; Essa, Irfan
2018-05-01
Manual feedback in basic robot-assisted minimally invasive surgery (RMIS) training can consume a significant amount of time from expert surgeons' schedule and is prone to subjectivity. In this paper, we explore the usage of different holistic features for automated skill assessment using only robot kinematic data and propose a weighted feature fusion technique for improving score prediction performance. Moreover, we also propose a method for generating 'task highlights' which can give surgeons a more directed feedback regarding which segments had the most effect on the final skill score. We perform our experiments on the publicly available JHU-ISI Gesture and Skill Assessment Working Set (JIGSAWS) and evaluate four different types of holistic features from robot kinematic data-sequential motion texture (SMT), discrete Fourier transform (DFT), discrete cosine transform (DCT) and approximate entropy (ApEn). The features are then used for skill classification and exact skill score prediction. Along with using these features individually, we also evaluate the performance using our proposed weighted combination technique. The task highlights are produced using DCT features. Our results demonstrate that these holistic features outperform all previous Hidden Markov Model (HMM)-based state-of-the-art methods for skill classification on the JIGSAWS dataset. Also, our proposed feature fusion strategy significantly improves performance for skill score predictions achieving up to 0.61 average spearman correlation coefficient. Moreover, we provide an analysis on how the proposed task highlights can relate to different surgical gestures within a task. Holistic features capturing global information from robot kinematic data can successfully be used for evaluating surgeon skill in basic surgical tasks on the da Vinci robot. Using the framework presented can potentially allow for real-time score feedback in RMIS training and help surgical trainees have more focused training.
Child-Robot Interactions for Second Language Tutoring to Preschool Children
Vogt, Paul; de Haas, Mirjam; de Jong, Chiara; Baxter, Peta; Krahmer, Emiel
2017-01-01
In this digital age social robots will increasingly be used for educational purposes, such as second language tutoring. In this perspective article, we propose a number of design features to develop a child-friendly social robot that can effectively support children in second language learning, and we discuss some technical challenges for developing these. The features we propose include choices to develop the robot such that it can act as a peer to motivate the child during second language learning and build trust at the same time, while still being more knowledgeable than the child and scaffolding that knowledge in adult-like manner. We also believe that the first impressions children have about robots are crucial for them to build trust and common ground, which would support child-robot interactions in the long term. We therefore propose a strategy to introduce the robot in a safe way to toddlers. Other features relate to the ability to adapt to individual children’s language proficiency, respond contingently, both temporally and semantically, establish joint attention, use meaningful gestures, provide effective feedback and monitor children’s learning progress. Technical challenges we observe include automatic speech recognition (ASR) for children, reliable object recognition to facilitate semantic contingency and establishing joint attention, and developing human-like gestures with a robot that does not have the same morphology humans have. We briefly discuss an experiment in which we investigate how children respond to different forms of feedback the robot can give. PMID:28303094
Child-Robot Interactions for Second Language Tutoring to Preschool Children.
Vogt, Paul; de Haas, Mirjam; de Jong, Chiara; Baxter, Peta; Krahmer, Emiel
2017-01-01
In this digital age social robots will increasingly be used for educational purposes, such as second language tutoring. In this perspective article, we propose a number of design features to develop a child-friendly social robot that can effectively support children in second language learning, and we discuss some technical challenges for developing these. The features we propose include choices to develop the robot such that it can act as a peer to motivate the child during second language learning and build trust at the same time, while still being more knowledgeable than the child and scaffolding that knowledge in adult-like manner. We also believe that the first impressions children have about robots are crucial for them to build trust and common ground, which would support child-robot interactions in the long term. We therefore propose a strategy to introduce the robot in a safe way to toddlers. Other features relate to the ability to adapt to individual children's language proficiency, respond contingently, both temporally and semantically, establish joint attention, use meaningful gestures, provide effective feedback and monitor children's learning progress. Technical challenges we observe include automatic speech recognition (ASR) for children, reliable object recognition to facilitate semantic contingency and establishing joint attention, and developing human-like gestures with a robot that does not have the same morphology humans have. We briefly discuss an experiment in which we investigate how children respond to different forms of feedback the robot can give.
Choi, Eunjung; Kwon, Sunghyuk; Lee, Donghun; Lee, Hogin; Chung, Min K
2014-07-01
Various studies that derived gesture commands from users have used the frequency ratio to select popular gestures among the users. However, the users select only one gesture from a limited number of gestures that they could imagine during an experiment, and thus, the selected gesture may not always be the best gesture. Therefore, two experiments including the same participants were conducted to identify whether the participants maintain their own gestures after observing other gestures. As a result, 66% of the top gestures were different between the two experiments. Thus, to verify the changed gestures between the two experiments, a third experiment including another set of participants was conducted, which showed that the selected gestures were similar to those from the second experiment. This finding implies that the method of using the frequency in the first step does not necessarily guarantee the popularity of the gestures. Copyright © 2014 Elsevier Ltd and The Ergonomics Society. All rights reserved.
Buratto, Luciano G.; Pottage, Claire L.; Brown, Charity; Morrison, Catriona M.; Schaefer, Alexandre
2014-01-01
Memory performance is usually impaired when participants have to encode information while performing a concurrent task. Recent studies using recall tasks have found that emotional items are more resistant to such cognitive depletion effects than non-emotional items. However, when recognition tasks are used, the same effect is more elusive as recent recognition studies have obtained contradictory results. In two experiments, we provide evidence that negative emotional content can reliably reduce the effects of cognitive depletion on recognition memory only if stimuli with high levels of emotional intensity are used. In particular, we found that recognition performance for realistic pictures was impaired by a secondary 3-back working memory task during encoding if stimuli were emotionally neutral or had moderate levels of negative emotionality. In contrast, when negative pictures with high levels of emotional intensity were used, the detrimental effects of the secondary task were significantly attenuated. PMID:25330251
Buratto, Luciano G; Pottage, Claire L; Brown, Charity; Morrison, Catriona M; Schaefer, Alexandre
2014-01-01
Memory performance is usually impaired when participants have to encode information while performing a concurrent task. Recent studies using recall tasks have found that emotional items are more resistant to such cognitive depletion effects than non-emotional items. However, when recognition tasks are used, the same effect is more elusive as recent recognition studies have obtained contradictory results. In two experiments, we provide evidence that negative emotional content can reliably reduce the effects of cognitive depletion on recognition memory only if stimuli with high levels of emotional intensity are used. In particular, we found that recognition performance for realistic pictures was impaired by a secondary 3-back working memory task during encoding if stimuli were emotionally neutral or had moderate levels of negative emotionality. In contrast, when negative pictures with high levels of emotional intensity were used, the detrimental effects of the secondary task were significantly attenuated.
ERIC Educational Resources Information Center
Herrmann, Esther; Tomasello, Michael
2006-01-01
Chimpanzees ("Pan troglodytes") and bonobos ("Pan paniscus") (Study 1) and 18- and 24-month-old human children (Study 2) participated in a novel communicative task. A human experimenter (E) hid food or a toy in one of two opaque containers before gesturing towards the reward's location in one of two ways. In the Informing condition, she attempted…
How Dogs Know when Communication Is Intended for Them
ERIC Educational Resources Information Center
Kaminski, Juliane; Schulz, Linda; Tomasello, Michael
2012-01-01
Domestic dogs comprehend human gestural communication in a way that other animal species do not. But little is known about the specific cues they use to determine when human communication is intended for them. In a series of four studies, we confronted both adult dogs and young dog puppies with object choice tasks in which a human indicated one of…
Object Recognition Memory and the Rodent Hippocampus
ERIC Educational Resources Information Center
Broadbent, Nicola J.; Gaskin, Stephane; Squire, Larry R.; Clark, Robert E.
2010-01-01
In rodents, the novel object recognition task (NOR) has become a benchmark task for assessing recognition memory. Yet, despite its widespread use, a consensus has not developed about which brain structures are important for task performance. We assessed both the anterograde and retrograde effects of hippocampal lesions on performance in the NOR…
ERIC Educational Resources Information Center
Obermeier, Christian; Holle, Henning; Gunter, Thomas C.
2011-01-01
The present series of experiments explores several issues related to gesture-speech integration and synchrony during sentence processing. To be able to more precisely manipulate gesture-speech synchrony, we used gesture fragments instead of complete gestures, thereby avoiding the usual long temporal overlap of gestures with their coexpressive…
Co-Thought and Co-Speech Gestures Are Generated by the Same Action Generation Process
ERIC Educational Resources Information Center
Chu, Mingyuan; Kita, Sotaro
2016-01-01
People spontaneously gesture when they speak (co-speech gestures) and when they solve problems silently (co-thought gestures). In this study, we first explored the relationship between these 2 types of gestures and found that individuals who produced co-thought gestures more frequently also produced co-speech gestures more frequently (Experiments…
A motion sensing-based framework for robotic manipulation.
Deng, Hao; Xia, Zeyang; Weng, Shaokui; Gan, Yangzhou; Fang, Peng; Xiong, Jing
2016-01-01
To data, outside of the controlled environments, robots normally perform manipulation tasks operating with human. This pattern requires the robot operators with high technical skills training for varied teach-pendant operating system. Motion sensing technology, which enables human-machine interaction in a novel and natural interface using gestures, has crucially inspired us to adopt this user-friendly and straightforward operation mode on robotic manipulation. Thus, in this paper, we presented a motion sensing-based framework for robotic manipulation, which recognizes gesture commands captured from motion sensing input device and drives the action of robots. For compatibility, a general hardware interface layer was also developed in the framework. Simulation and physical experiments have been conducted for preliminary validation. The results have shown that the proposed framework is an effective approach for general robotic manipulation with motion sensing control.
Effects of learning context on the acquisition and processing of emotional words in bilinguals.
Brase, Julia; Mani, Nivedita
2017-06-01
Although bilinguals respond differently to emotionally valenced words in their first language (L1) relative to emotionally neutral words, similar effects of emotional valence are hard to come by in second language (L2) processing. We examine the extent to which these differences in first and second language processing are due to the context in which the 2 languages are acquired: L1 is typically acquired in more naturalistic settings (e.g., family) than L2 (e.g., at school). Fifty German-English bilinguals learned unfamiliar German and English negative and neutral words in 2 different learning conditions: One group (emotion video context) watched videos of a person providing definitions of the words with facial and gestural cues, whereas another group (neutral video context) received the same definitions without gestural and emotional cues. Subsequently, participants carried out an emotional Stroop task, a sentence completion task, and a recall task on the words they had just learned. We found that the effect of learning context on the influence of emotional valence on responding was modulated by a) language status, L1 versus L2, and b) task requirement. We suggest that a more nuanced approach is required to capture the differences in emotion effects in the speed versus accuracy of access to words across different learning contexts and different languages, in particular with regard to our finding that bilinguals respond to L2 words in a similar manner as L1 words provided that the learning context is naturalistic and incorporates emotional and prosodic cues. (PsycINFO Database Record (c) 2017 APA, all rights reserved).
Law, Sam-Po; Chak, Gigi Wan-Chi
2017-01-01
Purpose Coverbal gesture use, which is affected by the presence and degree of aphasia, can be culturally specific. The purpose of this study was to compare gesture use among Cantonese-speaking individuals: 23 neurologically healthy speakers, 23 speakers with fluent aphasia, and 21 speakers with nonfluent aphasia. Method Multimedia data of discourse samples from these speakers were extracted from the Cantonese AphasiaBank. Gestures were independently annotated on their forms and functions to determine how gesturing rate and distribution of gestures differed across speaker groups. A multiple regression was conducted to determine the most predictive variable(s) for gesture-to-word ratio. Results Although speakers with nonfluent aphasia gestured most frequently, the rate of gesture use in counterparts with fluent aphasia did not differ significantly from controls. Different patterns of gesture functions in the 3 speaker groups revealed that gesture plays a minor role in lexical retrieval whereas its role in enhancing communication dominates among the speakers with aphasia. The percentages of complete sentences and dysfluency strongly predicted the gesturing rate in aphasia. Conclusions The current results supported the sketch model of language–gesture association. The relationship between gesture production and linguistic abilities and clinical implications for gesture-based language intervention for speakers with aphasia are also discussed. PMID:28609510
Kong, Anthony Pak-Hin; Law, Sam-Po; Chak, Gigi Wan-Chi
2017-07-12
Coverbal gesture use, which is affected by the presence and degree of aphasia, can be culturally specific. The purpose of this study was to compare gesture use among Cantonese-speaking individuals: 23 neurologically healthy speakers, 23 speakers with fluent aphasia, and 21 speakers with nonfluent aphasia. Multimedia data of discourse samples from these speakers were extracted from the Cantonese AphasiaBank. Gestures were independently annotated on their forms and functions to determine how gesturing rate and distribution of gestures differed across speaker groups. A multiple regression was conducted to determine the most predictive variable(s) for gesture-to-word ratio. Although speakers with nonfluent aphasia gestured most frequently, the rate of gesture use in counterparts with fluent aphasia did not differ significantly from controls. Different patterns of gesture functions in the 3 speaker groups revealed that gesture plays a minor role in lexical retrieval whereas its role in enhancing communication dominates among the speakers with aphasia. The percentages of complete sentences and dysfluency strongly predicted the gesturing rate in aphasia. The current results supported the sketch model of language-gesture association. The relationship between gesture production and linguistic abilities and clinical implications for gesture-based language intervention for speakers with aphasia are also discussed.
Characterization of bioelectric potentials
NASA Technical Reports Server (NTRS)
Jorgensen, Charles C. (Inventor); Wheeler, Kevin R. (Inventor)
2004-01-01
Method and system for recognizing and characterizing bioelectric potential or electromyographic (EMG) signals associated with at least one of a coarse gesture and a fine gesture that is performed by a person, and use of the bioelectric potentials to enter data and/or commands into an electrical and/or mechanical instrument. As a gesture is performed, bioelectric signals that accompany the gesture are subjected to statistical averaging, within selected time intervals. Hidden Markov model analysis is applied to identify hidden, gesture-related states that are present. A metric is used to compare signals produced by a volitional gesture (not yet identified) with corresponding signals associated with each of a set of reference gestures, and the reference gesture that is closest to the volitional gesture is identified. Signals representing the volitional gesture are analyzed and compared with a database of reference gestures to determine if the volitional gesture is likely to be one of the reference gestures. Electronic and/or mechanical commands needed to carry out the gesture may be implemented at an interface to control an instrument. Applications include control of an aircraft, entry of data from a keyboard or other data entry device, and entry of data and commands in extreme environments that interfere with accurate entry.
The Different Benefits from Different Gestures in Understanding a Concept
NASA Astrophysics Data System (ADS)
Kang, Seokmin; Hallman, Gregory L.; Son, Lisa K.; Black, John B.
2013-12-01
Explanations are typically accompanied by hand gestures. While research has shown that gestures can help learners understand a particular concept, different learning effects in different types of gesture have been less understood. To address the issues above, the current study focused on whether different types of gestures lead to different levels of improvement in understanding. Two types of gestures were investigated, and thus, three instructional videos (two gesture videos plus a no gesture control) of the subject of mitosis—all identical except for the types of gesture used—were created. After watching one of the three videos, participants were tested on their level of understanding of mitosis. The results showed that (1) differences in comprehension were obtained across the three groups, and (2) representational (semantic) gestures led to a deeper level of comprehension than both beat gestures and the no gesture control. Finally, a language proficiency effect is discussed as a moderator that may affect understanding of a concept. Our findings suggest that a teacher is encouraged to use representational gestures even to adult learners, but more work is needed to prove the benefit of using gestures for adult learners in many subject areas.
Family environment influences emotion recognition following paediatric traumatic brain injury
SCHMIDT, ADAM T.; ORSTEN, KIMBERLEY D.; HANTEN, GERRI R.; LI, XIAOQI; LEVIN, HARVEY S.
2011-01-01
Objective This study investigated the relationship between family functioning and performance on two tasks of emotion recognition (emotional prosody and face emotion recognition) and a cognitive control procedure (the Flanker task) following paediatric traumatic brain injury (TBI) or orthopaedic injury (OI). Methods A total of 142 children (75 TBI, 67 OI) were assessed on three occasions: baseline, 3 months and 1 year post-injury on the two emotion recognition tasks and the Flanker task. Caregivers also completed the Life Stressors and Resources Scale (LISRES) on each occasion. Growth curve analysis was used to analyse the data. Results Results indicated that family functioning influenced performance on the emotional prosody and Flanker tasks but not on the face emotion recognition task. Findings on both the emotional prosody and Flanker tasks were generally similar across groups. However, financial resources emerged as significantly related to emotional prosody performance in the TBI group only (p = 0.0123). Conclusions Findings suggest family functioning variables—especially financial resources—can influence performance on an emotional processing task following TBI in children. PMID:21058900
Gesture, sign, and language: The coming of age of sign language and gesture studies.
Goldin-Meadow, Susan; Brentari, Diane
2017-01-01
How does sign language compare with gesture, on the one hand, and spoken language on the other? Sign was once viewed as nothing more than a system of pictorial gestures without linguistic structure. More recently, researchers have argued that sign is no different from spoken language, with all of the same linguistic structures. The pendulum is currently swinging back toward the view that sign is gestural, or at least has gestural components. The goal of this review is to elucidate the relationships among sign language, gesture, and spoken language. We do so by taking a close look not only at how sign has been studied over the past 50 years, but also at how the spontaneous gestures that accompany speech have been studied. We conclude that signers gesture just as speakers do. Both produce imagistic gestures along with more categorical signs or words. Because at present it is difficult to tell where sign stops and gesture begins, we suggest that sign should not be compared with speech alone but should be compared with speech-plus-gesture. Although it might be easier (and, in some cases, preferable) to blur the distinction between sign and gesture, we argue that distinguishing between sign (or speech) and gesture is essential to predict certain types of learning and allows us to understand the conditions under which gesture takes on properties of sign, and speech takes on properties of gesture. We end by calling for new technology that may help us better calibrate the borders between sign and gesture.
Multi-Task Convolutional Neural Network for Pose-Invariant Face Recognition
NASA Astrophysics Data System (ADS)
Yin, Xi; Liu, Xiaoming
2018-02-01
This paper explores multi-task learning (MTL) for face recognition. We answer the questions of how and why MTL can improve the face recognition performance. First, we propose a multi-task Convolutional Neural Network (CNN) for face recognition where identity classification is the main task and pose, illumination, and expression estimations are the side tasks. Second, we develop a dynamic-weighting scheme to automatically assign the loss weight to each side task, which is a crucial problem in MTL. Third, we propose a pose-directed multi-task CNN by grouping different poses to learn pose-specific identity features, simultaneously across all poses. Last but not least, we propose an energy-based weight analysis method to explore how CNN-based MTL works. We observe that the side tasks serve as regularizations to disentangle the variations from the learnt identity features. Extensive experiments on the entire Multi-PIE dataset demonstrate the effectiveness of the proposed approach. To the best of our knowledge, this is the first work using all data in Multi-PIE for face recognition. Our approach is also applicable to in-the-wild datasets for pose-invariant face recognition and achieves comparable or better performance than state of the art on LFW, CFP, and IJB-A datasets.
The Costs and Benefits of Testing and Guessing on Recognition Memory
ERIC Educational Resources Information Center
Huff, Mark J.; Balota, David A.; Hutchison, Keith A.
2016-01-01
We examined whether 2 types of interpolated tasks (i.e., retrieval-practice via free recall or guessing a missing critical item) improved final recognition for related and unrelated word lists relative to restudying or completing a filler task. Both retrieval-practice and guessing tasks improved correct recognition relative to restudy and filler…
Rapid Naming Speed and Chinese Character Recognition
ERIC Educational Resources Information Center
Liao, Chen-Huei; Georgiou, George K.; Parrila, Rauno
2008-01-01
We examined the relationship between rapid naming speed (RAN) and Chinese character recognition accuracy and fluency. Sixty-three grade 2 and 54 grade 4 Taiwanese children were administered four RAN tasks (colors, digits, Zhu-Yin-Fu-Hao, characters), and two character recognition tasks. RAN tasks accounted for more reading variance in grade 4 than…
How Fast is Famous Face Recognition?
Barragan-Jason, Gladys; Lachat, Fanny; Barbeau, Emmanuel J.
2012-01-01
The rapid recognition of familiar faces is crucial for social interactions. However the actual speed with which recognition can be achieved remains largely unknown as most studies have been carried out without any speed constraints. Different paradigms have been used, leading to conflicting results, and although many authors suggest that face recognition is fast, the speed of face recognition has not been directly compared to “fast” visual tasks. In this study, we sought to overcome these limitations. Subjects performed three tasks, a familiarity categorization task (famous faces among unknown faces), a superordinate categorization task (human faces among animal ones), and a gender categorization task. All tasks were performed under speed constraints. The results show that, despite the use of speed constraints, subjects were slow when they had to categorize famous faces: minimum reaction time was 467 ms, which is 180 ms more than during superordinate categorization and 160 ms more than in the gender condition. Our results are compatible with a hierarchy of face processing from the superordinate level to the familiarity level. The processes taking place between detection and recognition need to be investigated in detail. PMID:23162503
Dalferth, M
1989-01-01
Autistic symptoms become apparent at the earliest during the 2nd-3rd month of life when the spontaneous registration of the meaning of specific-visual stimuli (eyes, configuration of the mother's face) do not occur and also learning experiences by reason of mimic and gestures repeatedly shown by the interaction partner can neither evoke a social smile nor stimulate anticipational behaviour. Even with increasing age an empathetic perception of feelings in the corresponding mimical gesticular formation is very difficult and they themselves are only insufficiently able to express their own feelings intelligibly to everyone. As mimic and gestures are, however, visually perceived, the autistic perceptive child's competence is of great importance. On the basis of the examinations of visual perception (retinal pathology, tunnel vision) perceptual processing (recognition of feelings, sex and age) and the disintegration of multimodal stimuli it can be presumed that social and emotional deficits are to be seen in connection with a deviant perceptive interpretation of the world and irregular processing on the basis of a neuro-biological handicap (the absence of a genetic determined reference-system for emotionally significant stimuli), which can have various causes (comp. Gillberg 1988) and also impede the adequate expression of feelings in mimic, gestures and voice. Autistic people see, experience and understand the world in a specific way in which and by which they differ from non-handicapped people.(ABSTRACT TRUNCATED AT 250 WORDS)
Kong, Anthony Pak-Hin; Law, Sam-Po; Wat, Watson Ka-Chun; Lai, Christy
2015-01-01
The use of co-verbal gestures is common in human communication and has been reported to assist word retrieval and to facilitate verbal interactions. This study systematically investigated the impact of aphasia severity, integrity of semantic processing, and hemiplegia on the use of co-verbal gestures, with reference to gesture forms and functions, by 131 normal speakers, 48 individuals with aphasia and their controls. All participants were native Cantonese speakers. It was found that the severity of aphasia and verbal-semantic impairment was associated with significantly more co-verbal gestures. However, there was no relationship between right-sided hemiplegia and gesture employment. Moreover, significantly more gestures were employed by the speakers with aphasia, but about 10% of them did not gesture. Among those who used gestures, content-carrying gestures, including iconic, metaphoric, deictic gestures, and emblems, served the function of enhancing language content and providing information additional to the language content. As for the non-content carrying gestures, beats were used primarily for reinforcing speech prosody or guiding speech flow, while non-identifiable gestures were associated with assisting lexical retrieval or with no specific functions. The above findings would enhance our understanding of the use of various forms of co-verbal gestures in aphasic discourse production and their functions. Speech-language pathologists may also refer to the current annotation system and the results to guide clinical evaluation and remediation of gestures in aphasia. PMID:26186256
ERIC Educational Resources Information Center
Parks, Colleen M.
2013-01-01
Research examining the importance of surface-level information to familiarity in recognition memory tasks is mixed: Sometimes it affects recognition and sometimes it does not. One potential explanation of the inconsistent findings comes from the ideas of dual process theory of recognition and the transfer-appropriate processing framework, which…
Chemical Entity Recognition and Resolution to ChEBI
Grego, Tiago; Pesquita, Catia; Bastos, Hugo P.; Couto, Francisco M.
2012-01-01
Chemical entities are ubiquitous through the biomedical literature and the development of text-mining systems that can efficiently identify those entities are required. Due to the lack of available corpora and data resources, the community has focused its efforts in the development of gene and protein named entity recognition systems, but with the release of ChEBI and the availability of an annotated corpus, this task can be addressed. We developed a machine-learning-based method for chemical entity recognition and a lexical-similarity-based method for chemical entity resolution and compared them with Whatizit, a popular-dictionary-based method. Our methods outperformed the dictionary-based method in all tasks, yielding an improvement in F-measure of 20% for the entity recognition task, 2–5% for the entity-resolution task, and 15% for combined entity recognition and resolution tasks. PMID:25937941
Hand Matters: Left-Hand Gestures Enhance Metaphor Explanation
ERIC Educational Resources Information Center
Argyriou, Paraskevi; Mohr, Christine; Kita, Sotaro
2017-01-01
Research suggests that speech-accompanying gestures influence cognitive processes, but it is not clear whether the gestural benefit is specific to the gesturing hand. Two experiments tested the "(right/left) hand-specificity" hypothesis for self-oriented functions of gestures: gestures with a particular hand enhance cognitive processes…
Self-organized Evaluation of Dynamic Hand Gestures for Sign Language Recognition
NASA Astrophysics Data System (ADS)
Buciu, Ioan; Pitas, Ioannis
Two main theories exist with respect to face encoding and representation in the human visual system (HVS). The first one refers to the dense (holistic) representation of the face, where faces have "holon"-like appearance. The second one claims that a more appropriate face representation is given by a sparse code, where only a small fraction of the neural cells corresponding to face encoding is activated. Theoretical and experimental evidence suggest that the HVS performs face analysis (encoding, storing, face recognition, facial expression recognition) in a structured and hierarchical way, where both representations have their own contribution and goal. According to neuropsychological experiments, it seems that encoding for face recognition, relies on holistic image representation, while a sparse image representation is used for facial expression analysis and classification. From the computer vision perspective, the techniques developed for automatic face and facial expression recognition fall into the same two representation types. Like in Neuroscience, the techniques which perform better for face recognition yield a holistic image representation, while those techniques suitable for facial expression recognition use a sparse or local image representation. The proposed mathematical models of image formation and encoding try to simulate the efficient storing, organization and coding of data in the human cortex. This is equivalent with embedding constraints in the model design regarding dimensionality reduction, redundant information minimization, mutual information minimization, non-negativity constraints, class information, etc. The presented techniques are applied as a feature extraction step followed by a classification method, which also heavily influences the recognition results.
A common functional neural network for overt production of speech and gesture.
Marstaller, L; Burianová, H
2015-01-22
The perception of co-speech gestures, i.e., hand movements that co-occur with speech, has been investigated by several studies. The results show that the perception of co-speech gestures engages a core set of frontal, temporal, and parietal areas. However, no study has yet investigated the neural processes underlying the production of co-speech gestures. Specifically, it remains an open question whether Broca's area is central to the coordination of speech and gestures as has been suggested previously. The objective of this study was to use functional magnetic resonance imaging to (i) investigate the regional activations underlying overt production of speech, gestures, and co-speech gestures, and (ii) examine functional connectivity with Broca's area. We hypothesized that co-speech gesture production would activate frontal, temporal, and parietal regions that are similar to areas previously found during co-speech gesture perception and that both speech and gesture as well as co-speech gesture production would engage a neural network connected to Broca's area. Whole-brain analysis confirmed our hypothesis and showed that co-speech gesturing did engage brain areas that form part of networks known to subserve language and gesture. Functional connectivity analysis further revealed a functional network connected to Broca's area that is common to speech, gesture, and co-speech gesture production. This network consists of brain areas that play essential roles in motor control, suggesting that the coordination of speech and gesture is mediated by a shared motor control network. Our findings thus lend support to the idea that speech can influence co-speech gesture production on a motoric level. Copyright © 2014 IBRO. Published by Elsevier Ltd. All rights reserved.
Gesture, sign and language: The coming of age of sign language and gesture studies
Goldin-Meadow, Susan; Brentari, Diane
2016-01-01
How does sign language compare to gesture, on the one hand, and to spoken language on the other? At one time, sign was viewed as nothing more than a system of pictorial gestures with no linguistic structure. More recently, researchers have argued that sign is no different from spoken language with all of the same linguistic structures. The pendulum is currently swinging back toward the view that sign is gestural, or at least has gestural components. The goal of this review is to elucidate the relationships among sign language, gesture, and spoken language. We do so by taking a close look not only at how sign has been studied over the last 50 years, but also at how the spontaneous gestures that accompany speech have been studied. We come to the conclusion that signers gesture just as speakers do. Both produce imagistic gestures along with more categorical signs or words. Because, at the moment, it is difficult to tell where sign stops and where gesture begins, we suggest that sign should not be compared to speech alone, but should be compared to speech-plus-gesture. Although it might be easier (and, in some cases, preferable) to blur the distinction between sign and gesture, we argue that making a distinction between sign (or speech) and gesture is essential to predict certain types of learning, and allows us to understand the conditions under which gesture takes on properties of sign, and speech takes on properties of gesture. We end by calling for new technology that may help us better calibrate the borders between sign and gesture. PMID:26434499
Recognition and reading aloud of kana and kanji word: an fMRI study.
Ino, Tadashi; Nakai, Ryusuke; Azuma, Takashi; Kimura, Toru; Fukuyama, Hidenao
2009-03-16
It has been proposed that different brain regions are recruited for processing two Japanese writing systems, namely, kanji (morphograms) and kana (syllabograms). However, this difference may depend upon what type of word was used and also on what type of task was performed. Using fMRI, we investigated brain activation for processing kanji and kana words with similar high familiarity in two tasks: word recognition and reading aloud. During both tasks, words and non-words were presented side by side, and the subjects were required to press a button corresponding to the real word in the word recognition task and were required to read aloud the real word in the reading aloud task. Brain activations were similar between kanji and kana during reading aloud task, whereas during word recognition task in which accurate identification and selection were required, kanji relative to kana activated regions of bilateral frontal, parietal and occipitotemporal cortices, all of which were related mainly to visual word-form analysis and visuospatial attention. Concerning the difference of brain activity between two tasks, differential activation was found only in the regions associated with task-specific sensorimotor processing for kana, whereas visuospatial attention network also showed greater activation during word recognition task than during reading aloud task for kanji. We conclude that the differences in brain activation between kanji and kana depend on the interaction between the script characteristics and the task demands.
Giving speech a hand: gesture modulates activity in auditory cortex during speech perception.
Hubbard, Amy L; Wilson, Stephen M; Callan, Daniel E; Dapretto, Mirella
2009-03-01
Viewing hand gestures during face-to-face communication affects speech perception and comprehension. Despite the visible role played by gesture in social interactions, relatively little is known about how the brain integrates hand gestures with co-occurring speech. Here we used functional magnetic resonance imaging (fMRI) and an ecologically valid paradigm to investigate how beat gesture-a fundamental type of hand gesture that marks speech prosody-might impact speech perception at the neural level. Subjects underwent fMRI while listening to spontaneously-produced speech accompanied by beat gesture, nonsense hand movement, or a still body; as additional control conditions, subjects also viewed beat gesture, nonsense hand movement, or a still body all presented without speech. Validating behavioral evidence that gesture affects speech perception, bilateral nonprimary auditory cortex showed greater activity when speech was accompanied by beat gesture than when speech was presented alone. Further, the left superior temporal gyrus/sulcus showed stronger activity when speech was accompanied by beat gesture than when speech was accompanied by nonsense hand movement. Finally, the right planum temporale was identified as a putative multisensory integration site for beat gesture and speech (i.e., here activity in response to speech accompanied by beat gesture was greater than the summed responses to speech alone and beat gesture alone), indicating that this area may be pivotally involved in synthesizing the rhythmic aspects of both speech and gesture. Taken together, these findings suggest a common neural substrate for processing speech and gesture, likely reflecting their joint communicative role in social interactions.
Giving Speech a Hand: Gesture Modulates Activity in Auditory Cortex During Speech Perception
Hubbard, Amy L.; Wilson, Stephen M.; Callan, Daniel E.; Dapretto, Mirella
2008-01-01
Viewing hand gestures during face-to-face communication affects speech perception and comprehension. Despite the visible role played by gesture in social interactions, relatively little is known about how the brain integrates hand gestures with co-occurring speech. Here we used functional magnetic resonance imaging (fMRI) and an ecologically valid paradigm to investigate how beat gesture – a fundamental type of hand gesture that marks speech prosody – might impact speech perception at the neural level. Subjects underwent fMRI while listening to spontaneously-produced speech accompanied by beat gesture, nonsense hand movement, or a still body; as additional control conditions, subjects also viewed beat gesture, nonsense hand movement, or a still body all presented without speech. Validating behavioral evidence that gesture affects speech perception, bilateral nonprimary auditory cortex showed greater activity when speech was accompanied by beat gesture than when speech was presented alone. Further, the left superior temporal gyrus/sulcus showed stronger activity when speech was accompanied by beat gesture than when speech was accompanied by nonsense hand movement. Finally, the right planum temporale was identified as a putative multisensory integration site for beat gesture and speech (i.e., here activity in response to speech accompanied by beat gesture was greater than the summed responses to speech alone and beat gesture alone), indicating that this area may be pivotally involved in synthesizing the rhythmic aspects of both speech and gesture. Taken together, these findings suggest a common neural substrate for processing speech and gesture, likely reflecting their joint communicative role in social interactions. PMID:18412134
ERIC Educational Resources Information Center
Okamoto-Barth, Sanae; Tomonaga, Masaki; Tanaka, Masayuki; Matsuzawa, Tetsuro
2008-01-01
The use of gaze shifts as social cues has various evolutionary advantages. To investigate the developmental processes of this ability, we conducted an object-choice task by using longitudinal methods with infant chimpanzees tested from 8 months old until 3 years old. The experimenter used one of six gestures towards a cup concealing food; tapping,…
ERIC Educational Resources Information Center
Moore, Richard; Mueller, Bettina; Kaminski, Juliane; Tomasello, Michael
2015-01-01
Infants can see someone pointing to one of two buckets and infer that the toy they are seeking is hidden inside. Great apes do not succeed in this task, but, surprisingly, domestic dogs do. However, whether children and dogs understand these communicative acts in the same way is not yet known. To test this possibility, an experimenter did not…
Eye-Gaze Analysis of Facial Emotion Recognition and Expression in Adolescents with ASD.
Wieckowski, Andrea Trubanova; White, Susan W
2017-01-01
Impaired emotion recognition and expression in individuals with autism spectrum disorder (ASD) may contribute to observed social impairment. The aim of this study was to examine the role of visual attention directed toward nonsocial aspects of a scene as a possible mechanism underlying recognition and expressive ability deficiency in ASD. One recognition and two expression tasks were administered. Recognition was assessed in force-choice paradigm, and expression was assessed during scripted and free-choice response (in response to emotional stimuli) tasks in youth with ASD (n = 20) and an age-matched sample of typically developing youth (n = 20). During stimulus presentation prior to response in each task, participants' eye gaze was tracked. Youth with ASD were less accurate at identifying disgust and sadness in the recognition task. They fixated less to the eye region of stimuli showing surprise. A group difference was found during the free-choice response task, such that those with ASD expressed emotion less clearly but not during the scripted task. Results suggest altered eye gaze to the mouth region but not the eye region as a candidate mechanism for decreased ability to recognize or express emotion. Findings inform our understanding of the association between social attention and emotion recognition and expression deficits.
The Effects of Aging and IQ on Item and Associative Memory
Ratcliff, Roger; Thapar, Anjali; McKoon, Gail
2011-01-01
The effects of aging and IQ on performance were examined in four memory tasks: item recognition, associative recognition, cued recall, and free recall. For item and associative recognition, accuracy and the response time distributions for correct and error responses were explained by Ratcliff’s (1978) diffusion model, at the level of individual participants. The values of the components of processing identified by the model for the recognition tasks, as well as accuracy for cued and free recall, were compared across levels of IQ ranging from 85 to 140 and age (college-age, 60-74 year olds, and 75-90 year olds). IQ had large effects on the quality of the evidence from memory on which decisions were based in the recognition tasks and accuracy in the recall tasks, except for the oldest participants for whom some of the measures were near floor values. Drift rates in the recognition tasks, accuracy in the recall tasks, and IQ all correlated strongly with each other. However, there was a small decline in drift rates for item recognition and a large decline for associative recognition and accuracy in cued recall (about 70 percent). In contrast, there were large age effects on boundary separation and nondecision time (which correlated across tasks), but little effect of IQ. The implications of these results for single- and dual- process models of item recognition are discussed and it is concluded that models that deal with both RTs and accuracy are subject to many more constraints than models that deal with only one of these measures. Overall, the results of the study show a complicated but interpretable pattern of interactions that present important targets for response time and memory models. PMID:21707207
Intelligent Control Wheelchair Using a New Visual Joystick.
Rabhi, Yassine; Mrabet, Makrem; Fnaiech, Farhat
2018-01-01
A new control system of a hand gesture-controlled wheelchair (EWC) is proposed. This smart control device is suitable for a large number of patients who cannot manipulate a standard joystick wheelchair. The movement control system uses a camera fixed on the wheelchair. The patient's hand movements are recognized using a visual recognition algorithm and artificial intelligence software; the derived corresponding signals are thus used to control the EWC in real time. One of the main features of this control technique is that it allows the patient to drive the wheelchair with a variable speed similar to that of a standard joystick. The designed device "hand gesture-controlled wheelchair" is performed at low cost and has been tested on real patients and exhibits good results. Before testing the proposed control device, we have created a three-dimensional environment simulator to test its performances with extreme security. These tests were performed on real patients with diverse hand pathologies in Mohamed Kassab National Institute of Orthopedics, Physical and Functional Rehabilitation Hospital of Tunis, and the validity of this intelligent control system had been proved.
Intelligent Control Wheelchair Using a New Visual Joystick
Mrabet, Makrem; Fnaiech, Farhat
2018-01-01
A new control system of a hand gesture-controlled wheelchair (EWC) is proposed. This smart control device is suitable for a large number of patients who cannot manipulate a standard joystick wheelchair. The movement control system uses a camera fixed on the wheelchair. The patient's hand movements are recognized using a visual recognition algorithm and artificial intelligence software; the derived corresponding signals are thus used to control the EWC in real time. One of the main features of this control technique is that it allows the patient to drive the wheelchair with a variable speed similar to that of a standard joystick. The designed device “hand gesture-controlled wheelchair” is performed at low cost and has been tested on real patients and exhibits good results. Before testing the proposed control device, we have created a three-dimensional environment simulator to test its performances with extreme security. These tests were performed on real patients with diverse hand pathologies in Mohamed Kassab National Institute of Orthopedics, Physical and Functional Rehabilitation Hospital of Tunis, and the validity of this intelligent control system had been proved. PMID:29599953
iHand: an interactive bare-hand-based augmented reality interface on commercial mobile phones
NASA Astrophysics Data System (ADS)
Choi, Junyeong; Park, Jungsik; Park, Hanhoon; Park, Jong-Il
2013-02-01
The performance of mobile phones has rapidly improved, and they are emerging as a powerful platform. In many vision-based applications, human hands play a key role in natural interaction. However, relatively little attention has been paid to the interaction between human hands and the mobile phone. Thus, we propose a vision- and hand gesture-based interface in which the user holds a mobile phone in one hand but sees the other hand's palm through a built-in camera. The virtual contents are faithfully rendered on the user's palm through palm pose estimation, and reaction with hand and finger movements is achieved that is recognized by hand shape recognition. Since the proposed interface is based on hand gestures familiar to humans and does not require any additional sensors or markers, the user can freely interact with virtual contents anytime and anywhere without any training. We demonstrate that the proposed interface works at over 15 fps on a commercial mobile phone with a 1.2-GHz dual core processor and 1 GB RAM.
Hand gestures support word learning in patients with hippocampal amnesia.
Hilverman, Caitlin; Cook, Susan Wagner; Duff, Melissa C
2018-06-01
Co-speech hand gesture facilitates learning and memory, yet the cognitive and neural mechanisms supporting this remain unclear. One possibility is that motor information in gesture may engage procedural memory representations. Alternatively, iconic information from gesture may contribute to declarative memory representations mediated by the hippocampus. To investigate these alternatives, we examined gesture's effects on word learning in patients with hippocampal damage and declarative memory impairment, with intact procedural memory, and in healthy and in brain-damaged comparison groups. Participants learned novel label-object pairings while producing gesture, observing gesture, or observing without gesture. After a delay, recall and object identification were assessed. Unsurprisingly, amnesic patients were unable to recall the labels at test. However, they correctly identified objects at above chance levels, but only if they produced a gesture at encoding. Comparison groups performed well above chance at both recall and object identification regardless of gesture. These findings suggest that gesture production may support word learning by engaging nondeclarative (procedural) memory. © 2018 Wiley Periodicals, Inc.
Comprehensibility and neural substrate of communicative gestures in severe aphasia.
Hogrefe, Katharina; Ziegler, Wolfram; Weidinger, Nicole; Goldenberg, Georg
2017-08-01
Communicative gestures can compensate incomprehensibility of oral speech in severe aphasia, but the brain damage that causes aphasia may also have an impact on the production of gestures. We compared the comprehensibility of gestural communication of persons with severe aphasia and non-aphasic persons and used voxel based lesion symptom mapping (VLSM) to determine lesion sites that are responsible for poor gestural expression in aphasia. On group level, persons with aphasia conveyed more information via gestures than controls indicating a compensatory use of gestures in persons with severe aphasia. However, individual analysis showed a broad range of gestural comprehensibility. VLSM suggested that poor gestural expression was associated with lesions in anterior temporal and inferior frontal regions. We hypothesize that likely functional correlates of these localizations are selection of and flexible changes between communication channels as well as between different types of gestures and between features of actions and objects that are expressed by gestures. Copyright © 2017 Elsevier Inc. All rights reserved.
Gestures, but Not Meaningless Movements, Lighten Working Memory Load when Explaining Math
ERIC Educational Resources Information Center
Cook, Susan Wagner; Yip, Terina Kuangyi; Goldin-Meadow, Susan
2012-01-01
Gesturing is ubiquitous in communication and serves an important function for listeners, who are able to glean meaningful information from the gestures they see. But gesturing also functions for speakers, whose own gestures reduce demands on their working memory. Here we ask whether gesture's beneficial effects on working memory stem from its…
Stenbäck, Victoria; Hällgren, Mathias; Lyxell, Björn; Larsby, Birgitta
2015-06-01
Cognitive functions and speech-recognition-in-noise were evaluated with a cognitive test battery, assessing response inhibition using the Hayling task, working memory capacity (WMC) and verbal information processing, and an auditory test of speech recognition. The cognitive tests were performed in silence whereas the speech recognition task was presented in noise. Thirty young normally-hearing individuals participated in the study. The aim of the study was to investigate one executive function, response inhibition, and whether it is related to individual working memory capacity (WMC), and how speech-recognition-in-noise relates to WMC and inhibitory control. The results showed a significant difference between initiation and response inhibition, suggesting that the Hayling task taps cognitive activity responsible for executive control. Our findings also suggest that high verbal ability was associated with better performance in the Hayling task. We also present findings suggesting that individuals who perform well on tasks involving response inhibition, and WMC, also perform well on a speech-in-noise task. Our findings indicate that capacity to resist semantic interference can be used to predict performance on speech-in-noise tasks. © 2015 Scandinavian Psychological Associations and John Wiley & Sons Ltd.
Cognitive Factors Affecting Free Recall, Cued Recall, and Recognition Tasks in Alzheimer's Disease
Yamagishi, Takashi; Sato, Takuya; Sato, Atsushi; Imamura, Toru
2012-01-01
Background/Aims Our aim was to identify cognitive factors affecting free recall, cued recall, and recognition tasks in patients with Alzheimer's disease (AD). Subjects: We recruited 349 consecutive AD patients who attended a memory clinic. Methods Each patient was assessed using the Alzheimer's Disease Assessment Scale (ADAS) and the extended 3-word recall test. In this task, each patient was asked to freely recall 3 previously presented words. If patients could not recall 1 or more of the target words, the examiner cued their recall by providing the category of the target word and then provided a forced-choice recognition of the target word with 2 distracters. The patients were divided into groups according to the results of the free recall, cued recall, and recognition tasks. Multivariate logistic regression analysis for repeated measures was carried out to evaluate the net effects of cognitive factors on the free recall, cued recall, and recognition tasks after controlling for the effects of age and recent memory deficit. Results Performance on the ADAS Orientation task was found to be related to performance on the free and cued recall tasks, performance on the ADAS Following Commands task was found to be related to performance on the cued recall task, and performance on the ADAS Ideational Praxis task was found to be related to performance on the free recall, cued recall, and recognition tasks. Conclusion The extended 3-word recall test reflects deficits in a wider range of memory and other cognitive processes, including memory retention after interference, divided attention, and executive functions, compared with word-list recall tasks. The characteristics of the extended 3-word recall test may be advantageous for evaluating patients’ memory impairments in daily living. PMID:22962551
Cognitive factors affecting free recall, cued recall, and recognition tasks in Alzheimer's disease.
Yamagishi, Takashi; Sato, Takuya; Sato, Atsushi; Imamura, Toru
2012-01-01
Our aim was to identify cognitive factors affecting free recall, cued recall, and recognition tasks in patients with Alzheimer's disease (AD). We recruited 349 consecutive AD patients who attended a memory clinic. Each patient was assessed using the Alzheimer's Disease Assessment Scale (ADAS) and the extended 3-word recall test. In this task, each patient was asked to freely recall 3 previously presented words. If patients could not recall 1 or more of the target words, the examiner cued their recall by providing the category of the target word and then provided a forced-choice recognition of the target word with 2 distracters. The patients were divided into groups according to the results of the free recall, cued recall, and recognition tasks. Multivariate logistic regression analysis for repeated measures was carried out to evaluate the net effects of cognitive factors on the free recall, cued recall, and recognition tasks after controlling for the effects of age and recent memory deficit. Performance on the ADAS Orientation task was found to be related to performance on the free and cued recall tasks, performance on the ADAS Following Commands task was found to be related to performance on the cued recall task, and performance on the ADAS Ideational Praxis task was found to be related to performance on the free recall, cued recall, and recognition tasks. The extended 3-word recall test reflects deficits in a wider range of memory and other cognitive processes, including memory retention after interference, divided attention, and executive functions, compared with word-list recall tasks. The characteristics of the extended 3-word recall test may be advantageous for evaluating patients' memory impairments in daily living.
Gesture analysis of students' majoring mathematics education in micro teaching process
NASA Astrophysics Data System (ADS)
Maldini, Agnesya; Usodo, Budi; Subanti, Sri
2017-08-01
In the process of learning, especially math learning, process of interaction between teachers and students is certainly a noteworthy thing. In these interactions appear gestures or other body spontaneously. Gesture is an important source of information, because it supports oral communication and reduce the ambiguity of understanding the concept/meaning of the material and improve posture. This research which is particularly suitable for an exploratory research design to provide an initial illustration of the phenomenon. The goal of the research in this article is to describe the gesture of S1 and S2 students of mathematics education at the micro teaching process. To analyze gesture subjects, researchers used McNeil clarification. The result is two subjects using 238 gesture in the process of micro teaching as a means of conveying ideas and concepts in mathematics learning. During the process of micro teaching, subjects using the four types of gesture that is iconic gestures, deictic gesture, regulator gesturesand adapter gesture as a means to facilitate the delivery of the intent of the material being taught and communication to the listener. Variance gesture that appear on the subject due to the subject using a different gesture patterns to communicate mathematical ideas of their own so that the intensity of gesture that appeared too different.
Toward a more embedded/extended perspective on the cognitive function of gestures
Pouw, Wim T. J. L.; de Nooijer, Jacqueline A.; van Gog, Tamara; Zwaan, Rolf A.; Paas, Fred
2014-01-01
Gestures are often considered to be demonstrative of the embodied nature of the mind (Hostetter and Alibali, 2008). In this article, we review current theories and research targeted at the intra-cognitive role of gestures. We ask the question how can gestures support internal cognitive processes of the gesturer? We suggest that extant theories are in a sense disembodied, because they focus solely on embodiment in terms of the sensorimotor neural precursors of gestures. As a result, current theories on the intra-cognitive role of gestures are lacking in explanatory scope to address how gestures-as-bodily-acts fulfill a cognitive function. On the basis of recent theoretical appeals that focus on the possibly embedded/extended cognitive role of gestures (Clark, 2013), we suggest that gestures are external physical tools of the cognitive system that replace and support otherwise solely internal cognitive processes. That is gestures provide the cognitive system with a stable external physical and visual presence that can provide means to think with. We show that there is a considerable amount of overlap between the way the human cognitive system has been found to use its environment, and how gestures are used during cognitive processes. Lastly, we provide several suggestions of how to investigate the embedded/extended perspective of the cognitive function of gestures. PMID:24795687
A word in the hand: action, gesture and mental representation in humans and non-human primates
Cartmill, Erica A.; Beilock, Sian; Goldin-Meadow, Susan
2012-01-01
The movements we make with our hands both reflect our mental processes and help to shape them. Our actions and gestures can affect our mental representations of actions and objects. In this paper, we explore the relationship between action, gesture and thought in both humans and non-human primates and discuss its role in the evolution of language. Human gesture (specifically representational gesture) may provide a unique link between action and mental representation. It is kinaesthetically close to action and is, at the same time, symbolic. Non-human primates use gesture frequently to communicate, and do so flexibly. However, their gestures mainly resemble incomplete actions and lack the representational elements that characterize much of human gesture. Differences in the mirror neuron system provide a potential explanation for non-human primates' lack of representational gestures; the monkey mirror system does not respond to representational gestures, while the human system does. In humans, gesture grounds mental representation in action, but there is no evidence for this link in other primates. We argue that gesture played an important role in the transition to symbolic thought and language in human evolution, following a cognitive leap that allowed gesture to incorporate representational elements. PMID:22106432
Unreal Interactive Puppet Game Development Using Leap Motion
NASA Astrophysics Data System (ADS)
Huang, An-Pin; Huang, Fay; Jhu, Jing-Siang
2018-04-01
This paper proposed a novel puppet play method utilizing recent technology. An interactive puppet game has been developed based on the theme of a famous Chinese classical novel. This project was implemented using Unreal Engine, which is a leading software of integrated tools for developers to design and build games. On the other hand, Leap Motion Controller is a sensor device for recognizing hand movements and gestures. It is commonly used in systems which require close-range finger-based user interaction. In order to manipulate puppets’ movements, the developed program employs the Leap Motion SDK, which provides a friendly way to add motion-controlled 3D hands to an Unreal game. The novelty of our project is to replace 3D model of rigged hands by two 3D humanoid rigged characters. The challenges of this task are two folds. First, the skeleton structure of a human hand and a humanoid character (i.e., puppets) are totally different. Making the puppets to follow the hand poses of the user and yet ensuring reasonable puppets’ movements has not been discussed in the literatures nor in the developer forums. Second, there are only a limited number of built-in recognizable hand gestures. More recognizable hand gestures need to be created for the interactive game. This paper reports the proposed solutions to these challenges.
R, Elakkiya; K, Selvamani
2017-09-22
Subunit segmenting and modelling in medical sign language is one of the important studies in linguistic-oriented and vision-based Sign Language Recognition (SLR). Many efforts were made in the precedent to focus the functional subunits from the view of linguistic syllables but the problem is implementing such subunit extraction using syllables is not feasible in real-world computer vision techniques. And also, the present recognition systems are designed in such a way that it can detect the signer dependent actions under restricted and laboratory conditions. This research paper aims at solving these two important issues (1) Subunit extraction and (2) Signer independent action on visual sign language recognition. Subunit extraction involved in the sequential and parallel breakdown of sign gestures without any prior knowledge on syllables and number of subunits. A novel Bayesian Parallel Hidden Markov Model (BPaHMM) is introduced for subunit extraction to combine the features of manual and non-manual parameters to yield better results in classification and recognition of signs. Signer independent action aims in using a single web camera for different signer behaviour patterns and for cross-signer validation. Experimental results have proved that the proposed signer independent subunit level modelling for sign language classification and recognition has shown improvement and variations when compared with other existing works.
Hybrid generative-discriminative approach to age-invariant face recognition
NASA Astrophysics Data System (ADS)
Sajid, Muhammad; Shafique, Tamoor
2018-03-01
Age-invariant face recognition is still a challenging research problem due to the complex aging process involving types of facial tissues, skin, fat, muscles, and bones. Most of the related studies that have addressed the aging problem are focused on generative representation (aging simulation) or discriminative representation (feature-based approaches). Designing an appropriate hybrid approach taking into account both the generative and discriminative representations for age-invariant face recognition remains an open problem. We perform a hybrid matching to achieve robustness to aging variations. This approach automatically segments the eyes, nose-bridge, and mouth regions, which are relatively less sensitive to aging variations compared with the rest of the facial regions that are age-sensitive. The aging variations of age-sensitive facial parts are compensated using a demographic-aware generative model based on a bridged denoising autoencoder. The age-insensitive facial parts are represented by pixel average vector-based local binary patterns. Deep convolutional neural networks are used to extract relative features of age-sensitive and age-insensitive facial parts. Finally, the feature vectors of age-sensitive and age-insensitive facial parts are fused to achieve the recognition results. Extensive experimental results on morphological face database II (MORPH II), face and gesture recognition network (FG-NET), and Verification Subset of cross-age celebrity dataset (CACD-VS) demonstrate the effectiveness of the proposed method for age-invariant face recognition well.
ERIC Educational Resources Information Center
Treese, Anne-Cecile; Johansson, Mikael; Lindgren, Magnus
2010-01-01
The emotional salience of faces has previously been shown to induce memory distortions in recognition memory tasks. This event-related potential (ERP) study used repeated runs of a continuous recognition task with emotional and neutral faces to investigate emotion-induced memory distortions. In the second and third runs, participants made more…
Effect of meaning on apraxic finger imitation deficits.
Achilles, E I S; Fink, G R; Fischer, M H; Dovern, A; Held, A; Timpert, D C; Schroeter, C; Schuetz, K; Kloetzsch, C; Weiss, P H
2016-02-01
Apraxia typically results from left-hemispheric (LH), but also from right-hemispheric (RH) stroke, and often impairs gesture imitation. Especially in LH stroke, it is important to differentiate apraxia-induced gesture imitation deficits from those due to co-morbid aphasia and associated semantic deficits, possibly influencing the imitation of meaningful (MF) gestures. To explore this issue, we first investigated if the 10 supposedly meaningless (ML) gestures of a widely used finger imitation test really carry no meaning, or if the test also contains MF gestures, by asking healthy subjects (n=45) to classify these gestures as MF or ML. Most healthy subjects (98%) classified three of the 10 gestures as clearly MF. Only two gestures were considered predominantly ML. We next assessed how imitation in stroke patients (255 LH, 113 RH stroke) is influenced by gesture meaning and how aphasia influences imitation of LH stroke patients (n=208). All patients and especially patients with imitation deficits (17% of LH, 27% of RH stroke patients) imitated MF gestures significantly better than ML gestures. Importantly, meaningfulness-scores of all 10 gestures significantly predicted imitation scores of patients with imitation deficits. Furthermore, especially in LH stroke patients with imitation deficits, the severity of aphasia significantly influenced the imitation of MF, but not ML gestures. Our findings in a large patient cohort support current cognitive models of imitation and strongly suggest that ML gestures are particularly sensitive to detect imitation deficits while minimising confounding effects of aphasia which affect the imitation of MF gestures in LH stroke patients. Copyright © 2015 Elsevier Ltd. All rights reserved.
Vanbellingen, Tim; Schumacher, Rahel; Eggenberger, Noëmi; Hopfner, Simone; Cazzoli, Dario; Preisig, Basil C; Bertschi, Manuel; Nyffeler, Thomas; Gutbrod, Klemens; Bassetti, Claudio L; Bohlhalter, Stephan; Müri, René M
2015-05-01
According to the direct matching hypothesis, perceived movements automatically activate existing motor components through matching of the perceived gesture and its execution. The aim of the present study was to test the direct matching hypothesis by assessing whether visual exploration behavior correlate with deficits in gestural imitation in left hemisphere damaged (LHD) patients. Eighteen LHD patients and twenty healthy control subjects took part in the study. Gesture imitation performance was measured by the test for upper limb apraxia (TULIA). Visual exploration behavior was measured by an infrared eye-tracking system. Short videos including forty gestures (20 meaningless and 20 communicative gestures) were presented. Cumulative fixation duration was measured in different regions of interest (ROIs), namely the face, the gesturing hand, the body, and the surrounding environment. Compared to healthy subjects, patients fixated significantly less the ROIs comprising the face and the gesturing hand during the exploration of emblematic and tool-related gestures. Moreover, visual exploration of tool-related gestures significantly correlated with tool-related imitation as measured by TULIA in LHD patients. Patients and controls did not differ in the visual exploration of meaningless gestures, and no significant relationships were found between visual exploration behavior and the imitation of emblematic and meaningless gestures in TULIA. The present study thus suggests that altered visual exploration may lead to disturbed imitation of tool related gestures, however not of emblematic and meaningless gestures. Consequently, our findings partially support the direct matching hypothesis. Copyright © 2015 Elsevier Ltd. All rights reserved.
Lausberg, Hedda; Kita, Sotaro
2003-07-01
The present study investigates the hand choice in iconic gestures that accompany speech. In 10 right-handed subjects gestures were elicited by verbal narration and by silent gestural demonstrations of animations with two moving objects. In both conditions, the left-hand was used as often as the right-hand to display iconic gestures. The choice of the right- or left-hands was determined by semantic aspects of the message. The influence of hemispheric language lateralization on the hand choice in co-speech gestures appeared to be minor. Instead, speaking seemed to induce a sequential organization of the iconic gestures.
Neural integration of iconic and unrelated coverbal gestures: a functional MRI study.
Green, Antonia; Straube, Benjamin; Weis, Susanne; Jansen, Andreas; Willmes, Klaus; Konrad, Kerstin; Kircher, Tilo
2009-10-01
Gestures are an important part of interpersonal communication, for example by illustrating physical properties of speech contents (e.g., "the ball is round"). The meaning of these so-called iconic gestures is strongly intertwined with speech. We investigated the neural correlates of the semantic integration for verbal and gestural information. Participants watched short videos of five speech and gesture conditions performed by an actor, including variation of language (familiar German vs. unfamiliar Russian), variation of gesture (iconic vs. unrelated), as well as isolated familiar language, while brain activation was measured using functional magnetic resonance imaging. For familiar speech with either of both gesture types contrasted to Russian speech-gesture pairs, activation increases were observed at the left temporo-occipital junction. Apart from this shared location, speech with iconic gestures exclusively engaged left occipital areas, whereas speech with unrelated gestures activated bilateral parietal and posterior temporal regions. Our results demonstrate that the processing of speech with speech-related versus speech-unrelated gestures occurs in two distinct but partly overlapping networks. The distinct processing streams (visual versus linguistic/spatial) are interpreted in terms of "auxiliary systems" allowing the integration of speech and gesture in the left temporo-occipital region.
Kim, Huhn; Song, Haewon
2014-05-01
Nowadays, many automobile manufacturers are interested in applying the touch gestures that are used in smart phones to operate their in-vehicle information systems (IVISs). In this study, an experiment was performed to verify the applicability of touch gestures in the operation of IVISs from the viewpoints of both driving safety and usability. In the experiment, two devices were used: one was the Apple iPad, with which various touch gestures such as flicking, panning, and pinching were enabled; the other was the SK EnNavi, which only allowed tapping touch gestures. The participants performed the touch operations using the two devices under visually occluded situations, which is a well-known technique for estimating load of visual attention while driving. In scrolling through a list, the flicking gestures required more time than the tapping gestures. Interestingly, both the flicking and simple tapping gestures required slightly higher visual attention. In moving a map, the average time taken per operation and the visual attention load required for the panning gestures did not differ from those of the simple tapping gestures that are used in existing car navigation systems. In zooming in/out of a map, the average time taken per pinching gesture was similar to that of the tapping gesture but required higher visual attention. Moreover, pinching gestures at a display angle of 75° required that the participants severely bend their wrists. Because the display angles of many car navigation systems tends to be more than 75°, pinching gestures can cause severe fatigue on users' wrists. Furthermore, contrary to participants' evaluation of other gestures, several participants answered that the pinching gesture was not necessary when operating IVISs. It was found that the panning gesture is the only touch gesture that can be used without negative consequences when operating IVISs while driving. The flicking gesture is likely to be used if the screen moving speed is slower or if the car is in heavy traffic. However, the pinching gesture is not an appropriate method of operating IVISs while driving in the various scenarios examined in this study. Copyright © 2013 Elsevier Ltd and The Ergonomics Society. All rights reserved.
NASA Technical Reports Server (NTRS)
Wheeler, Kevin; Jorgensen, Charles
2000-01-01
This paper presents recent results in neuroelectric pattern recognition of electromyographic (EMG) signals used to control virtual computer input devices. The devices are designed to substitute for the functions of both a traditional joystick and keyboard entry method. We demonstrate recognition accuracy through neuroelectric control of a 757 class simulation aircraft landing at San Francisco International Airport using a virtual joystick as shown. This is accomplished by a pilot closing his fist in empty air and performing control movements that are captured by a dry electrode array on the arm which are then analyzed and routed through a flight director permitting full pilot outer loop control of the simulation. We then demonstrate finer grain motor pattern recognition through a virtual keyboard by having a typist tap his traders on a typical desk in a touch typist position. The EMG signals are then translated to keyboard presses and displayed. The paper describes the bioelectric pattern recognition methodology common to both examples. Figure 2 depicts raw EMG data from typing, the numeral '8' and the numeral '9'. These two gestures are very close in appearance and statistical properties yet are distinguishable by our hidden Kharkov model algorithms. Extensions of this work to NASA emissions and robotic control are considered.
Kroenke, Klaus-Martin; Kraft, Indra; Regenbrecht, Frank; Obrig, Hellmuth
2013-01-01
Gestures accompany speech and enrich human communication. When aphasia interferes with verbal abilities, gestures become even more relevant, compensating for and/or facilitating verbal communication. However, small-scale clinical studies yielded diverging results with regard to a therapeutic gesture benefit for lexical retrieval. Based on recent functional neuroimaging results, delineating a speech-gesture integration network for lexical learning in healthy adults, we hypothesized that the commonly observed variability may stem from differential patholinguistic profiles in turn depending on lesion pattern. Therefore we used a controlled novel word learning paradigm to probe the impact of gestures on lexical learning, in the lesioned language network. Fourteen patients with chronic left hemispheric lesions and mild residual aphasia learned 30 novel words for manipulable objects over four days. Half of the words were trained with gestures while the other half were trained purely verbally. For the gesture condition, rootwords were visually presented (e.g., Klavier, [piano]), followed by videos of the corresponding gestures and the auditory presentation of the novel words (e.g., /krulo/). Participants had to repeat pseudowords and simultaneously reproduce gestures. In the verbal condition no gesture-video was shown and participants only repeated pseudowords orally. Correlational analyses confirmed that gesture benefit depends on the patholinguistic profile: lesser lexico-semantic impairment correlated with better gesture-enhanced learning. Conversely largely preserved segmental-phonological capabilities correlated with better purely verbal learning. Moreover, structural MRI-analysis disclosed differential lesion patterns, most interestingly suggesting that integrity of the left anterior temporal pole predicted gesture benefit. Thus largely preserved semantic capabilities and relative integrity of a semantic integration network are prerequisites for successful use of the multimodal learning strategy, in which gestures may cause a deeper semantic rooting of the novel word-form. The results tap into theoretical accounts of gestures in lexical learning and suggest an explanation for the diverging effect in therapeutical studies advocating gestures in aphasia rehabilitation. Copyright © 2013 Elsevier Ltd. All rights reserved.
Deletion of the GluA1 AMPA receptor subunit impairs recency-dependent object recognition memory
Sanderson, David J.; Hindley, Emma; Smeaton, Emily; Denny, Nick; Taylor, Amy; Barkus, Chris; Sprengel, Rolf; Seeburg, Peter H.; Bannerman, David M.
2011-01-01
Deletion of the GluA1 AMPA receptor subunit impairs short-term spatial recognition memory. It has been suggested that short-term recognition depends upon memory caused by the recent presentation of a stimulus that is independent of contextual–retrieval processes. The aim of the present set of experiments was to test whether the role of GluA1 extends to nonspatial recognition memory. Wild-type and GluA1 knockout mice were tested on the standard object recognition task and a context-independent recognition task that required recency-dependent memory. In a first set of experiments it was found that GluA1 deletion failed to impair performance on either of the object recognition or recency-dependent tasks. However, GluA1 knockout mice displayed increased levels of exploration of the objects in both the sample and test phases compared to controls. In contrast, when the time that GluA1 knockout mice spent exploring the objects was yoked to control mice during the sample phase, it was found that GluA1 deletion now impaired performance on both the object recognition and the recency-dependent tasks. GluA1 deletion failed to impair performance on a context-dependent recognition task regardless of whether object exposure in knockout mice was yoked to controls or not. These results demonstrate that GluA1 is necessary for nonspatial as well as spatial recognition memory and plays an important role in recency-dependent memory processes. PMID:21378100
Gestural communication in young gorillas (Gorilla gorilla): gestural repertoire, learning, and use.
Pika, Simone; Liebal, Katja; Tomasello, Michael
2003-07-01
In the present study we investigated the gestural communication of gorillas (Gorilla gorilla). The subjects were 13 gorillas (1-6 years old) living in two different groups in captivity. Our goal was to compile the gestural repertoire of subadult gorillas, with a special focus on processes of social cognition, including attention to individual and developmental variability, group variability, and flexibility of use. Thirty-three different gestures (six auditory, 11 tactile, and 16 visual gestures) were recorded. We found idiosyncratic gestures, individual differences, and similar degrees of concordance between and within groups, as well as some group-specific gestures. These results provide evidence that ontogenetic ritualization is the main learning process involved, but some form of social learning may also be responsible for the acquisition of special gestures. The present study establishes that gorillas have a multifaceted gestural repertoire, characterized by a great deal of flexibility with accommodations to various communicative circumstances, including the attentional state of the recipient. The possibility of assigning Seyfarth and Cheney's [1997] model for nonhuman primate vocal development to the development of nonhuman primate gestural communication is discussed. Copyright 2003 Wiley-Liss, Inc.
Hands in the air: using ungrounded iconic gestures to teach children conservation of quantity.
Ping, Raedy M; Goldin-Meadow, Susan
2008-09-01
Including gesture in instruction facilitates learning. Why? One possibility is that gesture points out objects in the immediate context and thus helps ground the words learners hear in the world they see. Previous work on gesture's role in instruction has used gestures that either point to or trace paths on objects, thus providing support for this hypothesis. The experiments described here investigated the possibility that gesture helps children learn even when it is not produced in relation to an object but is instead produced "in the air." Children were given instruction in Piagetian conservation problems with or without gesture and with or without concrete objects. The results indicate that children given instruction with speech and gesture learned more about conservation than children given instruction with speech alone, whether or not objects were present during instruction. Gesture in instruction can thus help learners learn even when those gestures do not direct attention to visible objects, suggesting that gesture can do more for learners than simply ground arbitrary, symbolic language in the physical, observable world.
Physiological and subjective evaluation of a human-robot object hand-over task.
Dehais, Frédéric; Sisbot, Emrah Akin; Alami, Rachid; Causse, Mickaël
2011-11-01
In the context of task sharing between a robot companion and its human partners, the notions of safe and compliant hardware are not enough. It is necessary to guarantee ergonomic robot motions. Therefore, we have developed Human Aware Manipulation Planner (Sisbot et al., 2010), a motion planner specifically designed for human-robot object transfer by explicitly taking into account the legibility, the safety and the physical comfort of robot motions. The main objective of this research was to define precise subjective metrics to assess our planner when a human interacts with a robot in an object hand-over task. A second objective was to obtain quantitative data to evaluate the effect of this interaction. Given the short duration, the "relative ease" of the object hand-over task and its qualitative component, classical behavioral measures based on accuracy or reaction time were unsuitable to compare our gestures. In this perspective, we selected three measurements based on the galvanic skin conductance response, the deltoid muscle activity and the ocular activity. To test our assumptions and validate our planner, an experimental set-up involving Jido, a mobile manipulator robot, and a seated human was proposed. For the purpose of the experiment, we have defined three motions that combine different levels of legibility, safety and physical comfort values. After each robot gesture the participants were asked to rate them on a three dimensional subjective scale. It has appeared that the subjective data were in favor of our reference motion. Eventually the three motions elicited different physiological and ocular responses that could be used to partially discriminate them. Copyright © 2011 Elsevier Ltd and the Ergonomics Society. All rights reserved.
[Verbal and gestural communication in interpersonal interaction with Alzheimer's disease patients].
Schiaratura, Loris Tamara; Di Pastena, Angela; Askevis-Leherpeux, Françoise; Clément, Sylvain
2015-03-01
Communication can be defined as a verbal and non verbal exchange of thoughts and emotions. While verbal communication deficit in Alzheimer's disease is well documented, very little is known about gestural communication, especially in interpersonal situations. This study examines the production of gestures and its relations with verbal aspects of communication. Three patients suffering from moderately severe Alzheimer's disease were compared to three healthy adults. Each one were given a series of pictures and asked to explain which one she preferred and why. The interpersonal interaction was video recorded. Analyses concerned verbal production (quantity and quality) and gestures. Gestures were either non representational (i.e., gestures of small amplitude punctuating speech or accentuating some parts of utterance) or representational (i.e., referring to the object of the speech). Representational gestures were coded as iconic (depicting of concrete aspects), metaphoric (depicting of abstract meaning) or deictic (pointing toward an object). In comparison with healthy participants, patients revealed a decrease in quantity and quality of speech. Nevertheless, their production of gestures was always present. This pattern is in line with the conception that gestures and speech depend on different communicational systems and look inconsistent with the assumption of a parallel dissolution of gesture and speech. Moreover, analyzing the articulation between verbal and gestural dimensions suggests that representational gestures may compensate for speech deficits. It underlines the importance for the role of gestures in maintaining interpersonal communication.
Brain activity underlying tool-related and imitative skills after major left hemisphere stroke.
Martin, Markus; Nitschke, Kai; Beume, Lena; Dressing, Andrea; Bühler, Laura E; Ludwig, Vera M; Mader, Irina; Rijntjes, Michel; Kaller, Christoph P; Weiller, Cornelius
2016-05-01
Apraxia is a debilitating cognitive motor disorder that frequently occurs after left hemisphere stroke and affects tool-associated and imitative skills. However, the severity of the apraxic deficits varies even across patients with similar lesions. This variability raises the question whether regions outside the left hemisphere network typically associated with cognitive motor tasks in healthy subjects are of additional functional relevance. To investigate this hypothesis, we explored regions where functional magnetic resonance imaging activity is associated with better cognitive motor performance in patients with left hemisphere ischaemic stroke. Thirty-six patients with chronic (>6 months) large left hemisphere infarcts (age ± standard deviation, 60 ± 12 years, 29 male) and 29 control subjects (age ± standard deviation, 72 ± 7, 15 male) were first assessed behaviourally outside the scanner with tests for actual tool use, pantomime and imitation of tool-use gestures, as well as for meaningless gesture imitation. Second, functional magnetic resonance imaging activity was registered during the passive observation of videos showing tool-associated actions. Voxel-wise linear regression analyses were used to identify areas where behavioural performance was correlated with functional magnetic resonance imaging activity. Furthermore, lesions were delineated on the magnetic resonance imaging scans for voxel-based lesion-symptom mapping. The analyses revealed two sets of regions where functional magnetic resonance imaging activity was associated with better performance in the clinical tasks. First, activity in left hemisphere areas thought to mediate cognitive motor functions in healthy individuals (i.e. activity within the putative 'healthy' network) was correlated with better scores. Within this network, tool-associated tasks were mainly related to activity in supramarginal gyrus and ventral premotor cortex, while meaningless gesture imitation depended more on the anterior intraparietal sulcus and superior parietal lobule. Second, repeating the regression analyses with total left hemisphere lesion volume as additional covariate demonstrated that tool-related skills were further supported by right premotor, right inferior frontal and left anterior temporal areas, while meaningless gesture imitation was also driven by the left dorso-lateral prefrontal cortex. In summary, tool-related and imitative skills in left hemisphere stroke patients depend on the activation of spared left hemisphere regions that support these abilities in healthy individuals. In addition, cognitive motor functions rely on the activation of ipsi- and contralesional areas that are situated outside this 'healthy' network. This activity may explain why some patients perform surprisingly well despite large left brain lesions, while others are severely impaired. © The Author (2016). Published by Oxford University Press on behalf of the Guarantors of Brain. All rights reserved. For Permissions, please email: journals.permissions@oup.com.
Fine-grained recognition of plants from images.
Šulc, Milan; Matas, Jiří
2017-01-01
Fine-grained recognition of plants from images is a challenging computer vision task, due to the diverse appearance and complex structure of plants, high intra-class variability and small inter-class differences. We review the state-of-the-art and discuss plant recognition tasks, from identification of plants from specific plant organs to general plant recognition "in the wild". We propose texture analysis and deep learning methods for different plant recognition tasks. The methods are evaluated and compared them to the state-of-the-art. Texture analysis is only applied to images with unambiguous segmentation (bark and leaf recognition), whereas CNNs are only applied when sufficiently large datasets are available. The results provide an insight in the complexity of different plant recognition tasks. The proposed methods outperform the state-of-the-art in leaf and bark classification and achieve very competitive results in plant recognition "in the wild". The results suggest that recognition of segmented leaves is practically a solved problem, when high volumes of training data are available. The generality and higher capacity of state-of-the-art CNNs makes them suitable for plant recognition "in the wild" where the views on plant organs or plants vary significantly and the difficulty is increased by occlusions and background clutter.
Spontaneous gestures influence strategy choices in problem solving.
Alibali, Martha W; Spencer, Robert C; Knox, Lucy; Kita, Sotaro
2011-09-01
Do gestures merely reflect problem-solving processes, or do they play a functional role in problem solving? We hypothesized that gestures highlight and structure perceptual-motor information, and thereby make such information more likely to be used in problem solving. Participants in two experiments solved problems requiring the prediction of gear movement, either with gesture allowed or with gesture prohibited. Such problems can be correctly solved using either a perceptual-motor strategy (simulation of gear movements) or an abstract strategy (the parity strategy). Participants in the gesture-allowed condition were more likely to use perceptual-motor strategies than were participants in the gesture-prohibited condition. Gesture promoted use of perceptual-motor strategies both for participants who talked aloud while solving the problems (Experiment 1) and for participants who solved the problems silently (Experiment 2). Thus, spontaneous gestures influence strategy choices in problem solving.
Verbal working memory predicts co-speech gesture: evidence from individual differences.
Gillespie, Maureen; James, Ariel N; Federmeier, Kara D; Watson, Duane G
2014-08-01
Gesture facilitates language production, but there is debate surrounding its exact role. It has been argued that gestures lighten the load on verbal working memory (VWM; Goldin-Meadow, Nusbaum, Kelly, & Wagner, 2001), but gestures have also been argued to aid in lexical retrieval (Krauss, 1998). In the current study, 50 speakers completed an individual differences battery that included measures of VWM and lexical retrieval. To elicit gesture, each speaker described short cartoon clips immediately after viewing. Measures of lexical retrieval did not predict spontaneous gesture rates, but lower VWM was associated with higher gesture rates, suggesting that gestures can facilitate language production by supporting VWM when resources are taxed. These data also suggest that individual variability in the propensity to gesture is partly linked to cognitive capacities. Copyright © 2014 Elsevier B.V. All rights reserved.
ERIC Educational Resources Information Center
Brooks, Brian E.; Cooper, Eric E.
2006-01-01
Three divided visual field experiments tested current hypotheses about the types of visual shape representation tasks that recruit the cognitive and neural mechanisms underlying face recognition. Experiment 1 found a right hemisphere advantage for subordinate but not basic-level face recognition. Experiment 2 found a right hemisphere advantage for…
Development of detection and recognition of orientation of geometric and real figures.
Stein, N L; Mandler, J M
1975-06-01
Black and white kindergarten and second-grade children were tested for accuracy of detection and recognition of orientation and location changes in pictures of real-world and geometric figures. No differences were found in accuracy of recognition between the 2 kinds of pictures, but patterns of verbalization differed on specific transformations. Although differences in accuracy were found between kindergarten and second grade on an initial recognition task, practice on a matching-to-sample task eliminated differences on a second recognition task. Few ethnic differences were found on accuracy of recognition, but significant differences were found in amount of verbal output on specific transformations. For both groups, mention of orientation changes was markedly reduced when location changes were present.
The impact of impaired semantic knowledge on spontaneous iconic gesture production
Cocks, Naomi; Dipper, Lucy; Pritchard, Madeleine; Morgan, Gary
2013-01-01
Background Previous research has found that people with aphasia produce more spontaneous iconic gesture than control participants, especially during word-finding difficulties. There is some evidence that impaired semantic knowledge impacts on the diversity of gestural handshapes, as well as the frequency of gesture production. However, no previous research has explored how impaired semantic knowledge impacts on the frequency and type of iconic gestures produced during fluent speech compared with those produced during word-finding difficulties. Aims To explore the impact of impaired semantic knowledge on the frequency and type of iconic gestures produced during fluent speech and those produced during word-finding difficulties. Methods & Procedures A group of 29 participants with aphasia and 29 control participants were video recorded describing a cartoon they had just watched. All iconic gestures were tagged and coded as either “manner,” “path only,” “shape outline” or “other”. These gestures were then separated into either those occurring during fluent speech or those occurring during a word-finding difficulty. The relationships between semantic knowledge and gesture frequency and form were then investigated in the two different conditions. Outcomes & Results As expected, the participants with aphasia produced a higher frequency of iconic gestures than the control participants, but when the iconic gestures produced during word-finding difficulties were removed from the analysis, the frequency of iconic gesture was not significantly different between the groups. While there was not a significant relationship between the frequency of iconic gestures produced during fluent speech and semantic knowledge, there was a significant positive correlation between semantic knowledge and the proportion of word-finding difficulties that contained gesture. There was also a significant positive correlation between the speakers' semantic knowledge and the proportion of gestures that were produced during fluent speech that were classified as “manner”. Finally while not significant, there was a positive trend between semantic knowledge of objects and the production of “shape outline” gestures during word-finding difficulties for objects. Conclusions The results indicate that impaired semantic knowledge in aphasia impacts on both the iconic gestures produced during fluent speech and those produced during word-finding difficulties but in different ways. These results shed new light on the relationship between impaired language and iconic co-speech gesture production and also suggest that analysis of iconic gesture may be a useful addition to clinical assessment. PMID:24058228
Wu, Ying Choon; Coulson, Seana
2015-11-01
To understand a speaker's gestures, people may draw on kinesthetic working memory (KWM)-a system for temporarily remembering body movements. The present study explored whether sensitivity to gesture meaning was related to differences in KWM capacity. KWM was evaluated through sequences of novel movements that participants viewed and reproduced with their own bodies. Gesture sensitivity was assessed through a priming paradigm. Participants judged whether multimodal utterances containing congruent, incongruent, or no gestures were related to subsequent picture probes depicting the referents of those utterances. Individuals with low KWM were primarily inhibited by incongruent speech-gesture primes, whereas those with high KWM showed facilitation-that is, they were able to identify picture probes more quickly when preceded by congruent speech and gestures than by speech alone. Group differences were most apparent for discourse with weakly congruent speech and gestures. Overall, speech-gesture congruency effects were positively correlated with KWM abilities, which may help listeners match spatial properties of gestures to concepts evoked by speech. © The Author(s) 2015.
Byrnit, Jill T
2004-09-01
Several experiments have been performed, to examine whether nonhuman primates are able to make use of experimenter-given manual and facial (visual) cues to direct their attention to a baited object. Contrary to the performance of prosimians and monkeys, great apes repeatedly have shown task efficiency in experiments such as these. However, many great ape subjects used have been "enculturated" individuals. In the present study, 3 nonenculturated orangutans (Pongo pygmaeus) were tested for their ability to use experimenter-given pointing, gazing, and glancing cues in an object-choice task. All subjects readily made use of the pointing gesture. However, when subjects were left with only gazing or glancing cues, their performance deteriorated markedly, and they were not able to complete the task. ((c) 2004 APA, all rights reserved).
Prosodic structure shapes the temporal realization of intonation and manual gesture movements.
Esteve-Gibert, Núria; Prieto, Pilar
2013-06-01
Previous work on the temporal coordination between gesture and speech found that the prominence in gesture coordinates with speech prominence. In this study, the authors investigated the anchoring regions in speech and pointing gesture that align with each other. The authors hypothesized that (a) in contrastive focus conditions, the gesture apex is anchored in the intonation peak and (b) the upcoming prosodic boundary influences the timing of gesture and intonation movements. Fifteen Catalan speakers pointed at a screen while pronouncing a target word with different metrical patterns in a contrastive focus condition and followed by a phrase boundary. A total of 702 co-speech deictic gestures were acoustically and gesturally analyzed. Intonation peaks and gesture apexes showed parallel behavior with respect to their position within the accented syllable: They occurred at the end of the accented syllable in non-phrase-final position, whereas they occurred well before the end of the accented syllable in phrase-final position. Crucially, the position of intonation peaks and gesture apexes was correlated and was bound by prosodic structure. The results refine the phonological synchronization rule (McNeill, 1992), showing that gesture apexes are anchored in intonation peaks and that gesture and prosodic movements are bound by prosodic phrasing.
Dick, Anthony Steven; Mok, Eva H; Raja Beharelle, Anjali; Goldin-Meadow, Susan; Small, Steven L
2014-03-01
In everyday conversation, listeners often rely on a speaker's gestures to clarify any ambiguities in the verbal message. Using fMRI during naturalistic story comprehension, we examined which brain regions in the listener are sensitive to speakers' iconic gestures. We focused on iconic gestures that contribute information not found in the speaker's talk, compared with those that convey information redundant with the speaker's talk. We found that three regions-left inferior frontal gyrus triangular (IFGTr) and opercular (IFGOp) portions, and left posterior middle temporal gyrus (MTGp)--responded more strongly when gestures added information to nonspecific language, compared with when they conveyed the same information in more specific language; in other words, when gesture disambiguated speech as opposed to reinforced it. An increased BOLD response was not found in these regions when the nonspecific language was produced without gesture, suggesting that IFGTr, IFGOp, and MTGp are involved in integrating semantic information across gesture and speech. In addition, we found that activity in the posterior superior temporal sulcus (STSp), previously thought to be involved in gesture-speech integration, was not sensitive to the gesture-speech relation. Together, these findings clarify the neurobiology of gesture-speech integration and contribute to an emerging picture of how listeners glean meaning from gestures that accompany speech. Copyright © 2012 Wiley Periodicals, Inc.
Famous face recognition, face matching, and extraversion.
Lander, Karen; Poyarekar, Siddhi
2015-01-01
It has been previously established that extraverts who are skilled at interpersonal interaction perform significantly better than introverts on a face-specific recognition memory task. In our experiment we further investigate the relationship between extraversion and face recognition, focusing on famous face recognition and face matching. Results indicate that more extraverted individuals perform significantly better on an upright famous face recognition task and show significantly larger face inversion effects. However, our results did not find an effect of extraversion on face matching or inverted famous face recognition.
Smith, Lindsey W; Delgado, Roberto A
2015-08-01
The gestural repertoires of bonobos and chimpanzees are well documented, but the relationship between gestural signaling and positional behavior (i.e., body postures and locomotion) has yet to be explored. Given that one theory for language evolution attributes the emergence of increased gestural communication to habitual bipedality, this relationship is important to investigate. In this study, we examined the interplay between gestures, body postures, and locomotion in four captive groups of bonobos and chimpanzees using ad libitum and focal video data. We recorded 43 distinct manual (involving upper limbs and/or hands) and bodily (involving postures, locomotion, head, lower limbs, or feet) gestures. In both species, actors used manual and bodily gestures significantly more when recipients were attentive to them, suggesting these movements are intentionally communicative. Adults of both species spent less than 1.0% of their observation time in bipedal postures or locomotion, yet 14.0% of all bonobo gestures and 14.7% of all chimpanzee gestures were produced when subjects were engaged in bipedal postures or locomotion. Among both bonobo groups and one chimpanzee group, these were mainly manual gestures produced by infants and juvenile females. Among the other chimpanzee group, however, these were mainly bodily gestures produced by adult males in which bipedal posture and locomotion were incorporated into communicative displays. Overall, our findings reveal that bipedality did not prompt an increase in manual gesturing in these study groups. Rather, body postures and locomotion are intimately tied to many gestures and certain modes of locomotion can be used as gestures themselves. © 2015 Wiley Periodicals, Inc.
Lausberg, Hedda; Zaidel, Eran; Cruz, Robyn F; Ptito, Alain
2007-10-01
Recent neuropsychological, psycholinguistic, and evolutionary theories on language and gesture associate communicative gesture production exclusively with left hemisphere language production. An argument for this approach is the finding that right-handers with left hemisphere language dominance prefer the right hand for communicative gestures. However, several studies have reported distinct patterns of hand preferences for different gesture types, such as deictics, batons, or physiographs, and this calls for an alternative hypothesis. We investigated hand preference and gesture types in spontaneous gesticulation during three semi-standardized interviews of three right-handed patients and one left-handed patient with complete callosal disconnection, all with left hemisphere dominance for praxis. Three of them, with left hemisphere language dominance, exhibited a reliable left-hand preference for spontaneous communicative gestures despite their left hand agraphia and apraxia. The fourth patient, with presumed bihemispheric language representation, revealed a consistent right-hand preference for gestures. All four patients displayed batons, tosses, and shrugs more often with the left hand/shoulder, but exhibited a right hand preference for pantomime gestures. We conclude that the hand preference for certain gesture types cannot be predicted by hemispheric dominance for language or by handedness. We found distinct hand preferences for specific gesture types. This suggests a conceptual specificity of the left and right hand gestures. We propose that left hand gestures are related to specialized right hemisphere functions, such as prosody or emotion, and that they are generated independently of left hemisphere language production. Our findings challenge the traditional neuropsychological and psycholinguistic view on communicative gesture production.
Robotic Anesthesia – A Vision for the Future of Anesthesia
Hemmerling, Thomas M; Taddei, Riccardo; Wehbe, Mohamad; Morse, Joshua; Cyr, Shantale; Zaouter, Cedrick
2011-01-01
Summary This narrative review describes a rationale for robotic anesthesia. It offers a first classification of robotic anesthesia by separating it into pharmacological robots and robots for aiding or replacing manual gestures. Developments in closed loop anesthesia are outlined. First attempts to perform manual tasks using robots are described. A critical analysis of the delayed development and introduction of robots in anesthesia is delivered. PMID:23905028
Glucose enhancement of a facial recognition task in young adults.
Metzger, M M
2000-02-01
Numerous studies have reported that glucose administration enhances memory processes in both elderly and young adult subjects. Although these studies have utilized a variety of procedures and paradigms, investigations of both young and elderly subjects have typically used verbal tasks (word list recall, paragraph recall, etc.). In the present study, the effect of glucose consumption on a nonverbal, facial recognition task in young adults was examined. Lemonade sweetened with either glucose (50 g) or saccharin (23.7 mg) was consumed by college students (mean age of 21.1 years) 15 min prior to a facial recognition task. The task consisted of a familiarization phase in which subjects were presented with "target" faces, followed immediately by a recognition phase in which subjects had to identify the targets among a random array of familiar target and novel "distractor" faces. Statistical analysis indicated that there were no differences on hit rate (target identification) for subjects who consumed either saccharin or glucose prior to the test. However, further analyses revealed that subjects who consumed glucose committed significantly fewer false alarms and had (marginally) higher d-prime scores (a signal detection measure) compared to subjects who consumed saccharin prior to the test. These results parallel a previous report demonstrating glucose enhancement of a facial recognition task in probable Alzheimer's patients; however, this is believed to be the first demonstration of glucose enhancement for a facial recognition task in healthy, young adults.
[Explicit memory for type font of words in source monitoring and recognition tasks].
Hatanaka, Yoshiko; Fujita, Tetsuya
2004-02-01
We investigated whether people can consciously remember type fonts of words by methods of examining explicit memory; source-monitoring and old/new-recognition. We set matched, non-matched, and non-studied conditions between the study and the test words using two kinds of type fonts; Gothic and MARU. After studying words in one way of encoding, semantic or physical, subjects in a source-monitoring task made a three way discrimination between new words, Gothic words, and MARU words (Exp. 1). Subjects in an old/new-recognition task indicated whether test words were previously presented or not (Exp. 2). We compared the source judgments with old/new recognition data. As a result, these data showed conscious recollection for type font of words on the source monitoring task and dissociation between source monitoring and old/new recognition performance.
Golan, Ofer; Baron-Cohen, Simon; Golan, Yael
2008-09-01
Children with autism spectrum conditions (ASC) have difficulties recognizing others' emotions. Research has mostly focused on basic emotion recognition, devoid of context. This study reports the results of a new task, assessing recognition of complex emotions and mental states in social contexts. An ASC group (n = 23) was compared to a general population control group (n = 24). Children with ASC performed lower than controls on the task. Using task scores, more than 87% of the participants were allocated to their group. This new test quantifies complex emotion and mental state recognition in life-like situations. Our findings reveal that children with ASC have residual difficulties in this aspect of empathy. The use of language-based compensatory strategies for emotion recognition is discussed.
Alterations in Resting-State Activity Relate to Performance in a Verbal Recognition Task
López Zunini, Rocío A.; Thivierge, Jean-Philippe; Kousaie, Shanna; Sheppard, Christine; Taler, Vanessa
2013-01-01
In the brain, resting-state activity refers to non-random patterns of intrinsic activity occurring when participants are not actively engaged in a task. We monitored resting-state activity using electroencephalogram (EEG) both before and after a verbal recognition task. We show a strong positive correlation between accuracy in verbal recognition and pre-task resting-state alpha power at posterior sites. We further characterized this effect by examining resting-state post-task activity. We found marked alterations in resting-state alpha power when comparing pre- and post-task periods, with more pronounced alterations in participants that attained higher task accuracy. These findings support a dynamical view of cognitive processes where patterns of ongoing brain activity can facilitate –or interfere– with optimal task performance. PMID:23785436
Age-Related Differences in Listening Effort During Degraded Speech Recognition.
Ward, Kristina M; Shen, Jing; Souza, Pamela E; Grieco-Calub, Tina M
The purpose of the present study was to quantify age-related differences in executive control as it relates to dual-task performance, which is thought to represent listening effort, during degraded speech recognition. Twenty-five younger adults (YA; 18-24 years) and 21 older adults (OA; 56-82 years) completed a dual-task paradigm that consisted of a primary speech recognition task and a secondary visual monitoring task. Sentence material in the primary task was either unprocessed or spectrally degraded into 8, 6, or 4 spectral channels using noise-band vocoding. Performance on the visual monitoring task was assessed by the accuracy and reaction time of participants' responses. Performance on the primary and secondary task was quantified in isolation (i.e., single task) and during the dual-task paradigm. Participants also completed a standardized psychometric measure of executive control, including attention and inhibition. Statistical analyses were implemented to evaluate changes in listeners' performance on the primary and secondary tasks (1) per condition (unprocessed vs. vocoded conditions); (2) per task (single task vs. dual task); and (3) per group (YA vs. OA). Speech recognition declined with increasing spectral degradation for both YA and OA when they performed the task in isolation or concurrently with the visual monitoring task. OA were slower and less accurate than YA on the visual monitoring task when performed in isolation, which paralleled age-related differences in standardized scores of executive control. When compared with single-task performance, OA experienced greater declines in secondary-task accuracy, but not reaction time, than YA. Furthermore, results revealed that age-related differences in executive control significantly contributed to age-related differences on the visual monitoring task during the dual-task paradigm. OA experienced significantly greater declines in secondary-task accuracy during degraded speech recognition than YA. These findings are interpreted as suggesting that OA expended greater listening effort than YA, which may be partially attributed to age-related differences in executive control.
A Comparison of the Gestural Communication of Apes and Human Infants.
ERIC Educational Resources Information Center
Tomasello, Michael; Camaioni, Luigia
1997-01-01
Compared the gestures of typical human infants, children with autism, chimpanzees, and human-raised chimpanzees. Typical infants differed from the other groups in their use of: triadic gestures directing another's attention to an outside entity; declarative gestures; and imitation in acquiring some gestures. These differences derive from an…
Gesture Production in Language Impairment: It's Quality, Not Quantity, That Matters
ERIC Educational Resources Information Center
Wray, Charlotte; Saunders, Natalie; McGuire, Rosie; Cousins, Georgia; Norbury, Courtenay Frazier
2017-01-01
Purpose: The aim of this study was to determine whether children with language impairment (LI) use gesture to compensate for their language difficulties. Method: The present study investigated gesture accuracy and frequency in children with LI (n = 21) across gesture imitation, gesture elicitation, spontaneous narrative, and interactive…
The Relationship between Visual Impairment and Gestures.
ERIC Educational Resources Information Center
Frame, Melissa J.
2000-01-01
A study found the gestural activity of 15 adolescents with visual impairments differed from that of 15 adolescents with sight. Subjects with visual impairments used more adapters (especially finger-to-hand gestures) and fewer conversational gestures. Differences in gestural activity by degree of visual impairment and grade in school were also…
Gestures and Insight in Advanced Mathematical Thinking
ERIC Educational Resources Information Center
Yoon, Caroline; Thomas, Michael O. J.; Dreyfus, Tommy
2011-01-01
What role do gestures play in advanced mathematical thinking? We argue that the role of gestures goes beyond merely communicating thought and supporting understanding--in some cases, gestures can help generate new mathematical insights. Gestures feature prominently in a case study of two participants working on a sequence of calculus activities.…
Gesturing by Speakers with Aphasia: How Does It Compare?
ERIC Educational Resources Information Center
Mol, Lisette; Krahmer, Emiel; van de Sandt-Koenderman, Mieke
2013-01-01
Purpose: To study the independence of gesture and verbal language production. The authors assessed whether gesture can be semantically compensatory in cases of verbal language impairment and whether speakers with aphasia and control participants use similar depiction techniques in gesture. Method: The informativeness of gesture was assessed in 3…
Action’s influence on thought: The case of gesture
Goldin-Meadow, Susan; Beilock, Sian
2010-01-01
Recent research shows that our actions can influence how we think. A separate body of research shows that the gestures we produce when we speak can also influence how we think. Here we bring these two literatures together to explore whether gesture has an impact on thinking by virtue of its ability to reflect real-world actions. We first argue that gestures contain detailed perceptual-motor information about the actions they represent, information often not found in the speech that accompanies the gestures. We then show that the action features in gesture do not just reflect the gesturer’s thinking—they can feed back and alter that thinking. Gesture actively brings action into a speaker’s mental representations, and those mental representations then affect behavior—at times more powerfully than the actions on which the gestures are based. Gesture thus has the potential to serve as a unique bridge between action and abstract thought. PMID:21572548
Prosody in the hands of the speaker
Guellaï, Bahia; Langus, Alan; Nespor, Marina
2014-01-01
In everyday life, speech is accompanied by gestures. In the present study, two experiments tested the possibility that spontaneous gestures accompanying speech carry prosodic information. Experiment 1 showed that gestures provide prosodic information, as adults are able to perceive the congruency between low-pass filtered—thus unintelligible—speech and the gestures of the speaker. Experiment 2 shows that in the case of ambiguous sentences (i.e., sentences with two alternative meanings depending on their prosody) mismatched prosody and gestures lead participants to choose more often the meaning signaled by gestures. Our results demonstrate that the prosody that characterizes speech is not a modality specific phenomenon: it is also perceived in the spontaneous gestures that accompany speech. We draw the conclusion that spontaneous gestures and speech form a single communication system where the suprasegmental aspects of spoken language are mapped to the motor-programs responsible for the production of both speech sounds and hand gestures. PMID:25071666
Effects of prosody and position on the timing of deictic gestures.
Rusiewicz, Heather Leavy; Shaiman, Susan; Iverson, Jana M; Szuminsky, Neil
2013-04-01
In this study, the authors investigated the hypothesis that the perceived tight temporal synchrony of speech and gesture is evidence of an integrated spoken language and manual gesture communication system. It was hypothesized that experimental manipulations of the spoken response would affect the timing of deictic gestures. The authors manipulated syllable position and contrastive stress in compound words in multiword utterances by using a repeated-measures design to investigate the degree of synchronization of speech and pointing gestures produced by 15 American English speakers. Acoustic measures were compared with the gesture movement recorded via capacitance. Although most participants began a gesture before the target word, the temporal parameters of the gesture changed as a function of syllable position and prosody. Syllables with contrastive stress in the 2nd position of compound words were the longest in duration and also most consistently affected the timing of gestures, as measured by several dependent measures. Increasing the stress of a syllable significantly affected the timing of a corresponding gesture, notably for syllables in the 2nd position of words that would not typically be stressed. The findings highlight the need to consider the interaction of gestures and spoken language production from a motor-based perspective of coordination.