hand shape
FSGlove: An Inertial-Based Hand Tracking System with Shape-Aware Calibration
Li, Yutong, Zhang, Jieyi, Xu, Wenqiang, Tang, Tutian, Lu, Cewu
Accurate hand motion capture (MoCap) is vital for applications in robotics, virtual reality, and biomechanics, yet existing systems face limitations in capturing high-degree-of-freedom (DoF) joint kinematics and personalized hand shape. Commercial gloves offer up to 21 DoFs, which are insufficient for complex manipulations while neglecting shape variations that are critical for contact-rich tasks. We present FSGlove, an inertial-based system that simultaneously tracks up to 48 DoFs and reconstructs personalized hand shapes via DiffHCal, a novel calibration method. Each finger joint and the dorsum are equipped with IMUs, enabling high-resolution motion sensing. DiffHCal integrates with the parametric MANO model through differentiable optimization, resolving joint kinematics, shape parameters, and sensor misalignment during a single streamlined calibration. The system achieves state-of-the-art accuracy, with joint angle errors of less than 2.7 degree, and outperforms commercial alternatives in shape reconstruction and contact fidelity. FSGlove's open-source hardware and software design ensures compatibility with current VR and robotics ecosystems, while its ability to capture subtle motions (e.g., fingertip rubbing) bridges the gap between human dexterity and robotic imitation. Evaluated against Nokov optical MoCap, FSGlove advances hand tracking by unifying the kinematic and contact fidelity. Hardware design, software, and more results are available at: https://sites.google.com/view/fsglove.
- Asia > China > Shanghai > Shanghai (0.05)
- Asia > Singapore (0.04)
- North America > United States > Utah (0.04)
- Information Technology > Hardware (0.46)
- Health & Medicine > Health Care Technology (0.34)
- Information Technology > Artificial Intelligence > Robots (1.00)
- Information Technology > Artificial Intelligence > Machine Learning (1.00)
- Information Technology > Human Computer Interaction > Interfaces > Virtual Reality (0.48)
- Information Technology > Artificial Intelligence > Vision > Video Understanding (0.36)
Monocular 3D Hand Pose Estimation with Implicit Camera Alignment
Pantazopoulos, Christos, Thermos, Spyridon, Potamianos, Gerasimos
Estimating the 3D hand articulation from a single color image is an important problem with applications in Augmented Reality (AR), Virtual Reality (VR), Human-Computer Interaction (HCI), and robotics. Apart from the absence of depth information, occlusions, articulation complexity, and the need for camera parameters knowledge pose additional challenges. In this work, we propose an optimization pipeline for estimating the 3D hand articulation from 2D keypoint input, which includes a keypoint alignment step and a fingertip loss to overcome the need to know or estimate the camera parameters. W e evaluate our approach on the EgoDexter and Dexter+Object benchmarks to showcase that it performs competitively with the state-of-the-art, while also demonstrating its robustness when processing "in-the-wild" images without any prior camera knowledge. Our quantitative analysis highlights the sensitivity of the 2D keypoint estimation accuracy, despite the use of hand priors.
Hand-Shadow Poser
Xu, Hao, Wang, Yinqiao, Mitra, Niloy J., Liu, Shuaicheng, Heng, Pheng-Ann, Fu, Chi-Wing
Hand shadow art is a captivating art form, creatively using hand shadows to reproduce expressive shapes on the wall. In this work, we study an inverse problem: given a target shape, find the poses of left and right hands that together best produce a shadow resembling the input. This problem is nontrivial, since the design space of 3D hand poses is huge while being restrictive due to anatomical constraints. Also, we need to attend to the input's shape and crucial features, though the input is colorless and textureless. To meet these challenges, we design Hand-Shadow Poser, a three-stage pipeline, to decouple the anatomical constraints (by hand) and semantic constraints (by shadow shape): (i) a generative hand assignment module to explore diverse but reasonable left/right-hand shape hypotheses; (ii) a generalized hand-shadow alignment module to infer coarse hand poses with a similarity-driven strategy for selecting hypotheses; and (iii) a shadow-feature-aware refinement module to optimize the hand poses for physical plausibility and shadow feature preservation. Further, we design our pipeline to be trainable on generic public hand data, thus avoiding the need for any specialized training dataset. For method validation, we build a benchmark of 210 diverse shadow shapes of varying complexity and a comprehensive set of metrics, including a novel DINOv2-based evaluation metric. Through extensive comparisons with multiple baselines and user studies, our approach is demonstrated to effectively generate bimanual hand poses for a large variety of hand shapes for over 85% of the benchmark cases.
- Asia > China > Hong Kong (0.77)
- Asia > Japan > Honshū > Chūbu > Ishikawa Prefecture > Kanazawa (0.04)
- North America > United States > New York > Nassau County > Mineola (0.04)
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Linguistically Motivated Sign Language Segmentation
Moryossef, Amit, Jiang, Zifan, Müller, Mathias, Ebling, Sarah, Goldberg, Yoav
Sign language segmentation is a crucial task in sign language processing systems. It enables downstream tasks such as sign recognition, transcription, and machine translation. In this work, we consider two kinds of segmentation: segmentation into individual signs and segmentation into phrases, larger units comprising several signs. We propose a novel approach to jointly model these two tasks. Our method is motivated by linguistic cues observed in sign language corpora. We replace the predominant IO tagging scheme with BIO tagging to account for continuous signing. Given that prosody plays a significant role in phrase boundaries, we explore the use of optical flow features. We also provide an extensive analysis of hand shapes and 3D hand normalization. We find that introducing BIO tagging is necessary to model sign boundaries. Explicitly encoding prosody by optical flow improves segmentation in shallow models, but its contribution is negligible in deeper models. Careful tuning of the decoding algorithm atop the models further improves the segmentation quality. We demonstrate that our final models generalize to out-of-domain video content in a different signed language, even under a zero-shot setting. We observe that including optical flow and 3D hand normalization enhances the robustness of the model in this context.
- North America > United States > Minnesota > Hennepin County > Minneapolis (0.14)
- Europe > France > Provence-Alpes-Côte d'Azur > Bouches-du-Rhône > Marseille (0.04)
- North America > United States > New York (0.04)
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Changing the Representation: Examining Language Representation for Neural Sign Language Production
Walsh, Harry, Saunders, Ben, Bowden, Richard
Neural Sign Language Production (SLP) aims to automatically translate from spoken language sentences to sign language videos. Historically the SLP task has been broken into two steps; Firstly, translating from a spoken language sentence to a gloss sequence and secondly, producing a sign language video given a sequence of glosses. In this paper we apply Natural Language Processing techniques to the first step of the SLP pipeline. We use language models such as BERT and Word2Vec to create better sentence level embeddings, and apply several tokenization techniques, demonstrating how these improve performance on the low resource translation task of Text to Gloss. We introduce Text to HamNoSys (T2H) translation, and show the advantages of using a phonetic representation for sign language translation rather than a sign level gloss representation. Furthermore, we use HamNoSys to extract the hand shape of a sign and use this as additional supervision during training, further increasing the performance on T2H. Assembling best practise, we achieve a BLEU-4 score of 26.99 on the MineDGS dataset and 25.09 on PHOENIX14T, two new state-of-the-art baselines.
- Research Report (0.64)
- Workflow (0.48)
Including Facial Expressions in Contextual Embeddings for Sign Language Generation
Viegas, Carla, İnan, Mert, Quandt, Lorna, Alikhani, Malihe
State-of-the-art sign language generation frameworks lack expressivity and naturalness which is the result of only focusing manual signs, neglecting the affective, grammatical and semantic functions of facial expressions. The purpose of this work is to augment semantic representation of sign language through grounding facial expressions. We study the effect of modeling the relationship between text, gloss, and facial expressions on the performance of the sign generation systems. In particular, we propose a Dual Encoder Transformer able to generate manual signs as well as facial expressions by capturing the similarities and differences found in text and sign gloss annotation. We take into consideration the role of facial muscle activity to express intensities of manual signs by being the first to employ facial action units in sign language generation. We perform a series of experiments showing that our proposed model improves the quality of automatically generated sign language.
- North America > United States > District of Columbia > Washington (0.04)
- North America > United States > California > Santa Clara County > Palo Alto (0.04)
- Africa > South Africa > Gauteng > Johannesburg (0.04)
FineHand: Learning Hand Shapes for American Sign Language Recognition
Hosain, Al Amin, Santhalingam, Panneer Selvam, Pathak, Parth, Rangwala, Huzefa, Kosecka, Jana
American Sign Language recognition is a difficult gesture recognition problem, characterized by fast, highly articulate gestures. These are comprised of arm movements with different hand shapes, facial expression and head movements. Among these components, hand shape is the vital, often the most discriminative part of a gesture. In this work, we present an approach for effective learning of hand shape embeddings, which are discriminative for ASL gestures. For hand shape recognition our method uses a mix of manually labelled hand shapes and high confidence predictions to train deep convolutional neural network (CNN). The sequential gesture component is captured by recursive neural network (RNN) trained on the embeddings learned in the first stage. We will demonstrate that higher quality hand shape models can significantly improve the accuracy of final video gesture classification in challenging conditions with variety of speakers, different illumination and significant motion blurr. We compare our model to alternative approaches exploiting different modalities and representations of the data and show improved video gesture recognition accuracy on GMU-ASL51 benchmark dataset
- North America > United States > Virginia > Fairfax County > Fairfax (0.04)
- North America > United States > New York > New York County > New York City (0.04)
- North America > United States > Hawaii > Honolulu County > Honolulu (0.04)
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Sign Language Recognition Analysis using Multimodal Data
Hosain, Al Amin, Santhalingam, Panneer Selvam, Pathak, Parth, Kosecka, Jana, Rangwala, Huzefa
Voice-controlled personal and home assistants (such as the Amazon Echo and Apple Siri) are becoming increasingly popular for a variety of applications. However, the benefits of these technologies are not readily accessible to Deaf or Hard-ofHearing (DHH) users. The objective of this study is to develop and evaluate a sign recognition system using multiple modalities that can be used by DHH signers to interact with voice-controlled devices. With the advancement of depth sensors, skeletal data is used for applications like video analysis and activity recognition. Despite having similarity with the well-studied human activity recognition, the use of 3D skeleton data in sign language recognition is rare. This is because unlike activity recognition, sign language is mostly dependent on hand shape pattern. In this work, we investigate the feasibility of using skeletal and RGB video data for sign language recognition using a combination of different deep learning architectures. We validate our results on a large-scale American Sign Language (ASL) dataset of 12 users and 13107 samples across 51 signs. It is named as GMUASL51. We collected the dataset over 6 months and it will be publicly released in the hope of spurring further machine learning research towards providing improved accessibility for digital assistants.
- Information Technology > Artificial Intelligence > Vision (1.00)
- Information Technology > Artificial Intelligence > Representation & Reasoning > Personal Assistant Systems (1.00)
- Information Technology > Artificial Intelligence > Natural Language > Chatbot (1.00)
- Information Technology > Artificial Intelligence > Machine Learning > Neural Networks > Deep Learning (1.00)