Abstract

Pervasive computing environments deliver a multitude of possibilities for human–computer interactions. Modern technologies, such as gesture control or speech recognition, allow different devices to be controlled without additional hardware. A drawback of these concepts is that gestures and commands need to be learned. We propose a system that is able to learn actions by observation of the user. To accomplish this, we use a camera and deep learning algorithms in a self-supervised fashion. The user can either train the system directly by showing gestures examples and perform an action, or let the system learn by itself. To evaluate the system, five experiments are carried out. In the first experiment, initial detectors are trained and used to evaluate our training procedure. The following three experiments are used to evaluate the adaption of our system and the applicability to new environments. In the last experiment, the online adaption is evaluated as well as adaption times and intervals are shown.

Highlights

  • Computers in our daily environments are versatile

  • The actions in our experiment are starting the WinAmp music player after putting on the headphones, turning the monitor on, showing a sad smiley, playing a hello sound, and showing a happy smiley. Those examples where used to fine tune a Convolutional Neuronal Network (CNN) (LeCun et al 1998; Yosinski et al 2014) which was initially trained on ImageNet

  • The subject could do what they wanted for half an hour in front of the camera. This means that the users were still limited to the gestures and simple behavior to perform an action on the computer, but they could start and use any application on the computer and perform the gestures/simple behavior in any order and at any time

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Summary

Introduction

Computers in our daily environments are versatile. There exist notebooks, smartphones, desktop computers, cars, intelligent lighting, and multi-room entertainment systems to name only a few. Each device offers a variety of interaction techniques: Some are keyboard, touch, voice, mouse, gestures, or gaze Fuhl et al (2016, (2017a, (2017b, (2018b). Each is consistent in itself, yet different with regard to the usability. The time to acquaint oneself to all the features and proper usability becomes laborious, leading to errors and frustration.

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