Gesture based Virtual Reality

We use gestures in everyday communications. They are also useful in games, e.g. the Far Eastern game of the rock, scissors, and paper.

The SPACE LANDER game

You enter a room and stand in a designated space. An inconspicuous camera is aimed at this spot. It is calibrated to track your motions - as you move your arms, a large screen shows you as an astronaut moving through space. The mother vehicle is moving erratically beneath you. Your arms have jet thrusters on them and as you move them and try to land on the virtual platform, you are slowly sucked into a different world.

Each arm has a thruster on it and the body moves in the resultant direction (diagonally up and to our left here). The player is standing in the middle of a room waving his hands.
Can you land on the platform on the mothership which will take you back to earth? Or are you virtually doomed? Come to the Robotics Center and try your hand at the desperate game of SPACE LANDER...

Win: After a downward motion, the astronaut lands on the platform to win the game.

Gestures and Man-Machine Communication

Gesture Recognition technology has many more serious applications in man-machine interface design. As opposed to DataGlove type of fine motion input, or the Polhemus style whole body gestures, visual recognition can capture a wider range of gestures without encumbering the user. In this three year old line of work at IIT Kanpur, we have developed several applications which highlight the versatility of vision as a single platform for implementing gesture analysis: a Virtual Reality game, a GesturesCAD input interface, an Overhead Crane simulator, and a Master-Slave Robot teleoperator.

Unlike other gesture systems like the dataglove or the bodysuit, these applications span the space from coarse to fine motions, static to dynamic gestures, etc. In themselves also, these applications hold great interest since gestures are likely to become a key component of spatial interaction with the devices of tomorrow.


What is a Gesture?

A gesture is defined in Merriam-Webster as:
1. ges.ture \'jes(h)-ch*r\ n [ML gestura mode of action, fr. L gestus, pp.] 2: the use of motions of the limbs or body as a means of expression 3: a movement usu. of the body or limbs that expresses or emphasizes an idea, sentiment, or attitude.
In this work, we not only interpret gestures, but react to them by passing the gesture on to a task. As recent results in Artificial Intelligence show, this is actually easier than trying to simply "understand" the gesture; the task-domain helps constrain the possible interpretations of the gesture.


POINTMAN: Master-Slave robot teleoperation

Here is the simplest robot programming system in the world: as you move your arm, a multi-DOF robot moves to track your hand!

Moving down by following the arm.

A motion away from the camera. This is tracked by measuring the relative length of the forearm. Currently only three DOFs are implemented.


GesturesCAD: A many-anchored mouse

A shipbuilder uses a flexible strip to define curves; by constraining the strip at a specific number of points a given shape can be obtained. In CAD, the mouse has only one anchor point and the spline has to be defined iteratively, by changing one point or the other at a time.

Using gestures, one can use our fingers, with as many control points as we wish. The prototype GesturesCAD program works with an overhead camera looking at your hands as you move them on a desktop.

Drawing a spline with a tabletop gesture. Each finger controls a position and an (anchor point) orientation (tangent). The eight control points can be used to flex the closed contour interactively into many shapes.
We have built an AutoCAD like basic 2D CAD tool in which a menu gives the user options for drawing lines, circles, rectangles, polygons, splines, etc. These can be combined to form geometric figures. For example, the heart-shape of the above figure has been combined with two lines and a circle to form the figure below.

A composite 2D drawing.


Industrial Simulation

One of the critical uses of Virtual Reality is in industrial simulation. This gesture based model has now been taken up with Tata Steel who want the set of gestures used in driving a crane to now be implemented as a trial system. The trial system is likely to be installed at Tata Steel by the end of this year.

Simulating a gantry crane. The scrap ladle in the middle screen is being moved anti-clockwise under gestural commands. The left screen shows the input image with a calibration box. This is the set of gestures actually used in the steel shop at TISCO.
With their major expansion (currently in the Cold-Rolling Mill), Tata Steel is one of several companies in India looking to use the detailed interactive simulation that Virtual Reality can provide in testing out the alternatives before investing money into very costly alternatives.

One of the applications in this area that IIT Kanpur is currently exploring is a vastly improved plant control interface where an operator can monitor the plant by virtually going to control points inside the actual plant instead of pressing F-keys on a console. This is possible due to the already existing level 1 automation in the plant, which provides on-line sensors at several points in the plant. These sensors can all be integrated and the user can be shown sensory data from any where in the plant.

For example, the operator may pick up a virtual pressure gauge, and then "fly-through" a fully realistic plant model to, say, the oxygen mains. Then by touching the pressure gauge anywhere on the body of the main, the gauge would indicate the pressure of the oxygen inside. This is possible by integrating the existing sensors, which are actually available only at a small number of points. However, their data can be interpolated using a model of the oxygen flow oxygen which comuputes pressure distributions at any point on the pipe wall. The vast improvement that this provides is that it allows people with some experience of the plant but no training in the control interface, to have immediate access to plant data. More importantly, it significantly reduces the possibility of human error (pressing the wrong F-key) through a much more direct interface. This is only one of the many possible industrial applications of Virtual Reality.


The Team

This work was done by mostly Undergraduates, mostly working informatlly in the robotics lab. Some people, who feel that research is for grad students only, are surprised to learn that all the work shown here was done by two successive teams of undergraduate students. The first had Devendra Vidhani, Bal Kishan Birla and Aditya Narain Lal, who graduated in 95. Subsequently, Neelkanth Mishra, Mukesh P. Singh, and T.V. Prasannaa took up the baton. Manu Thambi also put in a significant bit of effort in developing the graphics module for the TISCO crane simulation (not shown here). Currently considerable work is being done in this area by Sambit Dash, Debabrata Dash, Amit, Binny S. Gill, and Soumyadeep Paul.

What you can do

However we are always looking for some motivated and capable PGs/second-year-ites to carry on the work. The pressing problems now are to redo the full GesturesCAD module and also to do a robust implementation of the PointMAN gestural teach pendant to control the PUMA robot shown. We are also looking at a new project where the gestural system will be integrated with a face recognition module (we already have some PD source code) for recognizing the user and personalizing the interaction. E.g in SPACE LANDER: it may say: heh heh heh mukesh! Would you like to start from level 42 where you were killed last or will you wimp out and regress back to level 12? On the one hand, that is a neat-o game, and on the other, there are a gadzillion applications!.



Amitabha Mukerjee, Fri Sep 27 06:10:16 GMT+0500 1996