4. HISTORY
In the early 1960s, users could move a light-emitting pen to
control the Sketchpad computer-aided design system. Several
subsequent commercial systems also worked with light-emitting
pens. Research into camera-based computer vision for gesture
recognition began in earnest in the early 1990s at places such
as the Massachusetts Institute of Technology Media Lab,
Japan’s Advanced Telecommunications Re- search Institute
International, and the University of Zurich. Since then, a few
companies have sold gesture-recognition software. Until now,
though, the technology hasn’t had a significant commercial
impact.
5. INTRODUCTION
Gesture Recognition is a topic in
computer science and language
technology with the goal of interpreting
human gestures via mathematical
algorithms. Gestures can originate from
any bodily motion or state but commonly
originate from the face or hand. Current
focuses in the field include emotion
recognition from the face and hand
gesture recognition. Many approaches
have been made using cameras and
computer vision algorithms to interpret
sign language.
6. USES OF GESTURE
RECOGNITION
TECHNOLOGY
Sign language recognition
Directional indication through pointing
Control through facial gestures
Alternative computer interfaces
Immersive game technology
Virtual controllers
Affective computing
8. CORE COMPETENCY
Hand Tracking and Mouse
Replacement
Dynamically tracks users hand,
converting to mouse movement.
Allows for multi-touch
interactivity.
Full-Body Tracking and
Immersion
Puts the user in the screen.
Analyzes and reacts to users full
range of motion.
Provides breakthrough health
solutions.
10. MULTI-TOUCH TABLE
Multi touch surface
computer technology
turns an ordinary
table, bar top or
countertop into a
multi touch surface
computing table .
Multi touch screens
and surfaces come
turnkey or custom
13. LARGE SCREEN INDOOR
TOUCH WINDOW SYSTEM
GestPoint will turn
your storefront
window into a large
interactive advertising
display that attracts
customers to your
location.
15. ILLUMINATE KIOSK
An interactive kiosk
system using cutting-
edge kiosk technology in
a portable illuminate
kiosk display. This sleek
and contemporary
multimedia touchscreen
kiosk functions as a
touchscreen surface
computer.
16. THE HOCKEY HALL
OF FAME
The Hockey Hall of Fame
recently introduced their
interactive GestPoint
display that provided a
unique 3D globe interface
that allows the user to
select videos and
research Hockey's history
in an innovative
environment
20. NEW DEVLOPMENTS
Processing costs have decreased
considerably over time
Combine image- and device-based
techniques
21. CONCLUSION
Now we observe that Gesture Recognitions
technology is suitable for any size of
organization. And it is fifty time faster then
other media for interaction with computer like
keyboard, trackball, joysticks, spring wheel,
mouse, digital pen.