Immersive human–computer interactive virtual environment using large-scale display system

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Highlights

  • This paper presents a novel approach to utilize a large-scale screen and HCI techniques for the users to experience the virtual reality (VR).

  • The user instructions are learned by the combination of gesture recognition techniques (based on extended genetic algorithm) and motion estimation techniques (using fuzzy predictive control).

  • A framework and flowchart is designed for the semantics of interactive HCI.

  • Compared to traditional VR headsets and data gloves approaches, the proposing method is more effective, robust and revolutionary.

Abstract

Large-scale display system with immersive human–computer interaction (HCI) is an important solution for virtual reality (VR) systems. In contrast to the traditional human–computer interactive VR system that requires the user to wear heavy VR headsets for visualization and data gloves for HCI, the proposing method utilizes a large-scale display screen (with or without 3D glasses) to visualize the virtual environment and a bare-handed gesture recognition solution to receive user instructions. The entire framework is named as an immersive HCI system. Through a virtual 3D interactive rectangular parallelepipe, we establish the correspondence between the virtual scene and the control information. A bare-handed gesture recognition method is presented based on extended genetic algorithm. An arm motion estimation method is designed based on the fuzzy predictive control theory. Experimental results showed that the proposed method has lower error rates than most existing solutions with acceptable recognition frequency rates.

Introduction

The technology of large-scale display system using multi-projector system presents an important solution for human–computer interaction (HCI) [1], [2]. In addition, remote controls using bare hand gestures, body poses and limbs motions are more preferable for virtual reality (VR) experience, compared with wearing heavy VR devices, such as VR headsets and data gloves [3]. In this study, users will experience the virtual environment by roaming in front of a large-scale screen with multi-projector system. Instructions and orders can be received by bare-handed gesture recognition solutions [4].

The experimental setup of this study is illustrated in Fig. 1, which consists of a large-scale display, fifteen projectors, fifteen client PCs, two cameras, and one server. The user’s hand gesture and arm motion are captured by the two cameras. The hand gestures are translated to operating commands as grabbing, releasing, rotating etc. And the arm motions create navigate commands, such as move left, move right, move forward etc. By combining the operating commands and the navigation commands, we enable the users to experience the immersive HCI in the virtual environment.

Gesture recognition from a video camera is a challenging problem. First, the tightly coupled rotation, inclination and motion produce a large number of variables for computation. Second, hand region segmentation is difficult without professional devices, such as data gloves, long-sleeves shirt [5] and hand-held LED light pen [6]. Third, it remains difficult to track the head, body or limbs and combine the tracking information with bare-handed commands recognition techniques [3], [7]. In addition, integrating arm motion estimation into gesture recognition is one way to stabilize the motion tracking done by the cameras, resulting in a more robust HCI system.

In this study, we propose an immersive HCI VR framework based on computer vision techniques where the users are not required to wear extra sensors, clothing or equipment (only markers are available). The users can perform editing or roaming in a virtual 3D environment built by a automatic collaborated multi-projector system [8]. Comparing with the existing related works in the literature, we summarize the main contributions of this study as follows:

  • (1)

    A novel simplified skeletal hand model. A simplified skeletal model is introduced, which uses an ellipsoid palm with strip fingers to approximate the hand. Compared with the existing hand models, the skeletal model reduces the recognition errors caused by hand rotation and occlusion.

  • (2)

    A novel hand gesture recognition algorithm. A bare-handed gesture recognition algorithm is designed using extended genetic algorithm (GA). The extended GA naturally avoids local extremes, which increases the robustness of the gesture recognition algorithm. Results show that our method produces higher correct recognition rate comparing with existing methods.

  • (3)

    An novel arm motion estimation method. An arm motion estimation method based on a rectangular parallelepiped for virtual interaction (RPVI) and fuzzy predictive control (FPC) is proposed. Compared to the existing motion estimation methods, our method achieves more accurate arm motion recognition results.

  • (4)

    An immersive HCI VR framework. Combining all the techniques that we have used, the proposed HCI VR framework successfully accomplishes scene editing and walkthrough using bare-handed interactive commands.

Section snippets

Related works

The proposed framework mainly contains two important techniques, namely, the hand gesture recognition and the arm motion estimation. In the section, we review the related works of the two techniques respectively.

A novel immersive human–computer interactive VR system using large-scale screen

Aiming at developing a next-generation HCI VR system, a large screen with multi-projector system is employed to increase the immersive user experience. The practical virtual environment setup is shown in Fig. 2. Two synchronized cameras are used to capture the user movements in front of the large screen displaying virtual scenes. Five markers are purposely placed for camera calibration, where four marks are placed on the four corners of the floor rectangle and one point is placed on the top

Result and comparison

The proposed immersive HCI framework is tested using the same experimental setup with two typical interaction examples. The experimental setup of the two experiments includes:

  • 1.

    Cameras calibration: two synchronous cameras are calibrated by the pin-hole camera model.

  • 2.

    Display virtual scenes on the large-scale display wall: a virtual 3D city model is displayed using the VRML rendering engine.

  • 3.

    Motion capture: the 3D coordinates of the operator’s arms are calculated according to steps in Sections 3.1

Conclusion and future work

In this study, we proposed a framework for immersive human–computer interactive VR system. The virtual environment was produced by a large-scale display system, with or without 3D effects. The user was allowed to roam in front of the large display wall and give commands by bare-hand gestures and arm motions. In this study, we focus on two main blocks of the whole framework, which are hand gesture recognition and arm motion estimation.

The hand gesture recognition process consists of three major

Acknowledgments

This work is supported by the NSF of China (Nos. 61303146 and 61602431), and is performed under the auspices of the AQSIQ of China (No. 2010QK407).

Author Contributions

Conceived and designed the models: Xiuhui Wang and Ke Yan.

Performed the simulations: Xiuhui Wang.

Analyzed the data: Xiuhui Wang and Ke Yan.

Wrote the paper: Xiuhui Wang and Ke Yan.

Provided ideas to improve the systems modeling: Ke Yan.

Conflict of interest

The authors declare that there is no conflict of interests regarding the publication of this paper.

Xiuhui Wang was awarded Ph.D. and M.Sc. (Research) degrees in 2007 and 2003 from Zhejiang University. His research and teaching interests are focused on computer graphics, computer vision, and computer networks. He commenced working as an academic staff in the college of information engineering, China Jiliang University in 2007, firstly as a Lecturer then an associate professor in 2009.

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  • Cited by (0)

    Xiuhui Wang was awarded Ph.D. and M.Sc. (Research) degrees in 2007 and 2003 from Zhejiang University. His research and teaching interests are focused on computer graphics, computer vision, and computer networks. He commenced working as an academic staff in the college of information engineering, China Jiliang University in 2007, firstly as a Lecturer then an associate professor in 2009.

    Ke Yan completed both his Bachelor and Ph.D. degrees in National University of Singapore (NUS). He received his Ph.D. certificate in computer science in 2012 under the supervision of Dr. Ho-Lun Cheng. During the years between 2013 and 2014, he was a post-doctoral researcher in Masdar Institute of Science and Technology in Abu Dhabi, UAE. Currently, he serves as a lecturer in China Jiliang University, Hangzhou, China. His main research interests include computer graphics, computational geometry, data mining and machine learning.

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