Simultaneous 4 gestures 6 DOF real-time two-hand tracking without any markers
Abstract
In this paper we present a novel computer vision based handtracking method, which is capable of simultaneously tracking 6+4 degrees of freedom (DOFs) of each human hand in real-time (25 frames per second) with the help of 3 (or more) off-the-shelf consumer cameras. 6+4 DOF means that the system can track the global pose (6 continuous parameters for translation and rotation) of 4 different gestures. Different studies discovered the need for two-handed interaction to enable an intuitive 3D Human-Computer- Interaction. Previously, using both hands as at least 6 DOF input devices involved the use of either datagloves or markers. Applying our two-hand-tracking we evaluated the use of both hands as input devices for two applications: fly-through exploration of a virtual world and a mesh editing application.
This technique is protected by an international patent of the University of Bonn. If you intend to use it commercially please contact ProVendis or one of the authors.
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Bibtex
@INPROCEEDINGS{schlattmann-2007-simultaneous, author = {Schlattmann, Markus and Klein, Reinhard}, title = {Simultaneous 4 gestures 6 DOF real-time two-hand tracking without any markers}, booktitle = {ACM Symposium on Virtual Reality Software and Technology (VRST '07)}, year = {2007}, month = nov, abstract = {In this paper we present a novel computer vision based handtracking method, which is capable of simultaneously tracking 6+4 degrees of freedom (DOFs) of each human hand in real-time (25 frames per second) with the help of 3 (or more) off-the-shelf consumer cameras. 6+4 DOF means that the system can track the global pose (6 continuous parameters for translation and rotation) of 4 different gestures. Different studies discovered the need for two-handed interaction to enable an intuitive 3D Human-Computer- Interaction. Previously, using both hands as at least 6 DOF input devices involved the use of either datagloves or markers. Applying our two-hand-tracking we evaluated the use of both hands as input devices for two applications: fly-through exploration of a virtual world and a mesh editing application.}, conference = {VRST '07: The ACM Symposium on Virtual Reality Software and Technology} }