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Abstract—CMSWVHG (Control MS Windows via hand Gesture) module, Gesture recognition module and the module for
provides the facility to users to perform numerous windows performing window's activity. System takes input from
actions, those can be performed by keyboard and mouse, through camera using OpenCV and after processing image frames it
hand gesture. The proposed system recognizes different hand detect the hand and recognize the posture then it recognizes
gestures to enable natural Human computer interaction without the performed gesture and at the end it performs the
using any external device. This gesture controlled system reveals corresponding defined mouse or keyboard action.
the technology for those users who are uncomfortable with input
devices like keyboard or mouse. By keeping in view different II. LITERATURE REVIEW
detection and recognition techniques which already exists in A lot of work done has been done in this field but that work is
literature, this methodology provides a device less environment to related to Hand recognition, gesture recognition [3] Real time
control MS Windows. The individual techniques used for finger tracking [2] Gesture recognition of alphabet characters
performing a single task like hand detection, Gesture recognition [12] and comparisons of many algorithms for doing the same
etc. are combined together to give a broad view of technology in things. There is a little work on applying these gesture for
form of this gesture controlled application CMSWVHG. This controlling some system. But our system is something
application uses internal or external camera of computer for advanced and add on to the previous work, which is need of
taking input with the help of OpenCV [4]. The gestures used for the time. There are a lot of automated system controlled
controlling some actions of mouse and keyboard are very simple, through hand gestures like home automation [8] and Human
so that the humans can interact with computer easily which is the Vehicle Interaction [9] [16] similarly, our system controls
basic purpose of this system and research. some action of MS windows operation system with gestures
as an input [4].
Keywords—Detection, Gesture, K nearest neighbors, Opencv,
Posture, Recognition, True positive, True negative, False positive, In [13] author presents a real time hand gesture recognition
False negative. system for dynamic applications which can be used in virtual
reality, gaming and in sign language which is a case of
I. INTRODUCTION communicative gestures. Hand gesture recognition, as an input
method, is not only limited to gaming and other virtual reality
The major input devices like Keyboard and mouse are used to
fields but also covers medical [15] applications. Gesture
interact with computers. There are many interaction
recognition systems can work as input method between
techniques, like speech recognition [1] and devices including medical instruments and human body as proposed in [15]. The
wired and wireless for making the interaction easy. Among the author in [15] describes a touch-less communication between
various interaction techniques use of hands as an input is an medical machines and human body using hand and foot
attractive method for establishing natural and faster. By using gesture recognition. Hand gesture recognition systems also
Hand gestures user can communicate naturally in less time used in controlling robots [17].
period. In this way user interaction with computer will become
easier and there is no need of physical connection between Major work has been done in the field of core usage of
user and machine. This system can also help the people who gesture recognition techniques for human computer
suffer from RSI [5] due to usage of keyboard. interaction, Cursor control system proposed in [18]
discussed about controlling cursor of mouse using gestures
Considering the need of human computer interaction, we are as an input method. Author used different algorithms like
giving a desktop application that will use camera as primary SVM [21] and skin [7] color model.
source of input, with camera’s live feed we can detect Hand
gestures and associate some Windows actions to these Real time human computer interaction using face and hand
gestures. gesture are also used, music player has been controlled using
real time gesture recognition techniques [14]. Multiple similar
This system with hand Gestures as an input method can system has been developed like HANDY: A Configurable
replace all the functionalities of mouse control and some Gesture Recognition System [10] and A System to Recognize
frequently used keyboard shortcut keys. User can also give Dynamic Hand Gestures using Hidden Markov Model to
input from distance of 5-6 foot. Control Windows Applications [11]. But our system presents
The system contains number of small modules which a simpler way to control windows.
performs different tasks to achieve the required output. The Similar systems only proposed to perform one or two activities
system includes hand detection and posture recognition or only focused on single mouse tracing. Other systems used
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IV. IMPLEMENTATION D. Gesture Recognition
A. Live Feed Data- set for different gestures is created manually using MS
Paint on windows and tablets, and then KNN algorithm has
First step is to stream the live feed. Camera is used to taking been used to classify the gestures. It finds the similarity of new
input and OpenCV is used for its streaming. User can start and coming gesture with all classes and classify it in a class with
stop the live feed with the options on GUI. The figure 7 shows maximum similarity. There is flexibility in gesture data-set as
the output of live feed module. user can give a variety of input. There is a possibility that user
draws a gesture with different hand motion, with curvy motion
or with tilted hand. These different motions will result many
possible input gestures. This scenario has been solved by
training the algorithm on variety of possible inputs. In KNN
the character is classified on basis of k-Nearest neighbors.
E. Windows Activity
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Table 1 also gives a comparison of used technique with some 6 10 3 4 70%
other techniques. We have tried all these techniques and 7 10 3 5 80%
chosen one with the best accuracy i.e. Cascade classifier for 8 10 3 3 60%
hand detection, bagged decision tree for posture recognition 9 10 3 5 80%
and KNN for gesture recognition. 10 10 3 4 70%
As far as the accuracy of overall system is concerned,
complete system with the help of 50 users has been tested. If we take weighted average of both cases [(87*14) +
Each user has given 10 inputs for both type of gestures which (70*5)]/19 then we get 82.52% accuracy of overall system.
are easy and difficult to draw. Out of these 10 inputs 5 Results of all 50 users is given in appendix B and C.
gestures were wrong and 5 were right. In this way total size of
test data become 1000 [50*2 (5+5)] = 1000. After training of This system can be used in a presentation or a meeting room
these users, they used the system by giving different gestures. where the audience is sitting away from the input devices.
Second application of the system could be in an environment
The system performed with accuracy 87% on average for where the input devices are not available or the input devices
gesture that were simple like C, V, L, | and other that include are out of order. If there is emergency and no backup of input
straight lines in different directions. 10 input with gestures devices is available then this system can help a lot in such
containing straight lines, that are 14 out of 19, were given by critical situation. Thirdly this system can help the patients of
each user randomly and system classified them correctly 9/10
RSI to some extent. If we consider the world of human
times on average and performed action according to input.
Only a single time on average system classified the input computer interaction without this system then there will be an
wrongly. Results for sample of 10 users out of 50 is shown in add-on of cost of input devices along with their dependency.
Table 2.
VI. CONCLUSION AND FUTURE WORK
But for those gestures which includes curvy hand tracking,
which are 5 out of 19, system performed with an accuracy of The system consisting of simple modules that are implemented
70% on average. Results for sample of 10 users out of 50 is using simple but effective techniques, can help people to use
shown in Table 3. computer easily.
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computer and can paste it in some other computer which is [15] X. Li “Hand gesture recognition Technology in Human-
connected through Bluetooth, Wi-Fi or LAN. computer interaction,” School of Computer Science,
University of Birmingham, 2016.
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(G2.8) User shall use ‘back’ functionality by drawing opening
angle bracket < with two fingers.
(G2.9) User shall use ‘forward’ functionality by drawing Fig. 28. (G 2.12)
closing angle bracket > with two fingers. APPENDIX B
(G2.10) User shall zoom in by moving pinches on two
different hands closer. Input by
Correct Wrong
(G2.11) User shall zoom out by moving pinches on two each User
Gestures Gestures
including 5
different hands away. User ID
Correct and
classified as classified as Accuracy
(G2.12) User shall switch between windows by moving three Correct Wrong
5 Incorrect
(TP) (TN)
fingers left/right. Gestures
1 10 4 4 80%
2 10 4 5 90%
3 10 4 5 90%
4 10 5 5 100%
5 10 4 4 80%
Fig. 10. (G 1.1) Fig. 11. (G 1.2) Fig. 12. (G 1.3) 6 10 4 4 80%
7 10 4 5 90%
8 10 4 4 80%
9 10 3 5 80%
10 10 4 5 90%
11 10 4 5 90%
12 10 4 5 90%
Fig.13. (G 1.4) Fig. 14. (G 1.5) Fig. 15. (G 1.6) 13 10 5 4 90%
14 10 4 4 80%
15 10 4 5 90%
16 10 4 4 80%
17 10 4 5 90%
18 10 4 5 90%
19 10 4 5 90%
20 10 4 5 90%
Fig. 16. (G 1.7) Fig. 17. (G 2.1) Fig. 18. (G 2.2) 21 10 3 4 70%
22 10 4 5 90%
23 10 4 5 90%
24 10 5 4 90%
25 10 4 5 90%
26 10 4 4 80%
27 10 4 5 90%
28 10 4 5 90%
29 10 4 5 90%
Fig. 19. (G 2.3) Fig. 20. (G 2.4) Fig. 21. (G 2.5) 30 10 4 5 90%
31 10 4 4 80%
32 10 5 5 90%
33 10 4 5 90%
34 10 4 5 90%
35 10 4 5 90%
36 10 4 4 80%
37 10 4 5 90%
38 10 4 5 90%
39 10 4 5 90%
Fig. 22. (G 2.6) Fig. 23. (G 2.7) Fig.24. (G 2.8) 40 10 3 5 80%
41 10 4 3 70%
42 10 4 5 90%
43 10 4 5 90%
44 10 4 5 90%
45 10 3 5 80%
46 10 4 4 80%
Fig. 25. (G 2.9) Fig. 26. (G 2.10) Fig. 27. (G 2.11)
47 10 4 5 90%
48 10 4 5 90%
49 10 4 5 90%
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50 10 4 4 80% 49 10 3 5 80%
50 10 3 4 70%
APPENDIX C
Input by
Correct Wrong
each User
Gestures Gestures
including 5
User ID classified as classified as Accuracy
Correct and
Correct Wrong
5 Incorrect
(TP) (TN)
Gestures
1 10 3 5 80%
2 10 2 4 60%
3 10 4 4 80%
4 10 3 4 70%
5 10 3 4 70%
6 10 3 4 70%
7 10 3 5 80%
8 10 3 3 60%
9 10 3 5 80%
10 10 3 4 70%
11 10 2 4 60%
12 10 3 4 70%
13 10 2 4 60%
14 10 3 4 70%
15 10 3 4 70%
16 10 3 4 70%
17 10 3 3 60%
18 10 4 4 80%
19 10 3 4 70%
20 10 3 4 70%
21 10 3 4 70%
22 10 3 4 70%
23 10 3 4 70%
24 10 2 4 60%
25 10 3 4 70%
26 10 3 5 80%
27 10 3 4 70%
28 10 3 4 70%
29 10 3 4 70%
30 10 4 4 80%
31 10 3 4 70%
32 10 3 4 70%
33 10 3 3 60%
34 10 3 4 70%
35 10 3 4 70%
36 10 3 4 70%
37 10 3 4 70%
38 10 3 4 70%
39 10 3 4 70%
40 10 4 4 80%
41 10 3 5 80%
42 10 3 4 70%
43 10 3 4 70%
44 10 3 4 70%
45 10 2 4 60%
46 10 3 4 70%
47 10 3 4 70%
48 10 3 4 70%
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