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Introduction

Recognizing and tracking human gestures, with its great promise for simplifying the man-machine interface, has seen considerable emphasis in recent years. The main approaches have been to use dedicated hardware such as dataglove or polhemus sensors, [10,14] or visual recognition which requires little hardware but yields less direct results [1,2,4,5,6,9,11,12,13,15,16].

One application of gesture recognition that is beginning to emerge is off-site training for motor skills, e.g. in activities such as athletics, surgery, theater/dancing, or gymnastics. Here the user's motions can be transmitted using some low-bandwidth representation (e.g. joint angles or facial expressions), and the instructor or coach at the remote site can visualize the student using a local graphics model at real-time animation rate, and provide appropriate feedback, possibly illustrating the correct procedure through a similar virtual metamorphosis channel. For example, a renowned master in the Kathakali dance form[+] may be able to provide personalized feedback to a student far away - the sensation of being co-located in the same virtual space makes communication much more natural. Furthermore, the master (or disciple) has the ability to zoom in on a particular part of the performance or view the scene from a particular vantage point, or to have the actions repeated in slower speeds.

Of course, other usual Virtual Reality applications such as full body interaction in a virtual space, as in games or advanced chat rooms, can also be conducted with such a system. Figure 1 shows the basic setup that would be needed.

Figure 1: Virtual Modeling of User Motions. The user moving in front of the camera sees himself as a Kathakali dancer in the Virtual Model. The gestures of the user are transmitted to an articulated graphics model which then recreates it with the appropriate costume and other embellishments. This low-bandwidth data may be used to create an off-site display for obtaining the trainer's feedback.

Early approaches to gesture modeling used specialized arm motion detection sensors [14]. Such sensors encumber the user and impose constraints on their motion to a certain extent. The camera based model provides a simpler, more flexible, and far cheaper alternative to other approaches. However, with the camera the body pose is not directly available, and considerable effort is needed in image processing. Different parts of this problem have been tackled for many years now:

In general, camera based systems are not able to simultaneously identify both fine and gross motions since a full body field of view reduces the accuracy available for looking at the hand. See [9] for a recent survey of the field.


 

Figure 2: The User and the Model. The User pose as seen by the camera (from which the arm pose is to be detected), and the final Kathakali Dancer Model as displayed to the user.

Combining gesture recognition with graphics reconstruction provides a virtual space where the user's action can be reflected. Applications in this genre include games [4,6], Virtual interaction spaces [3], remote tele-operation [5], and Virtual Metamorphosis [8]. Our application is in the metamorphosis category where the user is metamorphosed as a Kathakali dancer in a virtual environment. The following section gives a brief outline of the techniques used in the paper.
 


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