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Gesture recognition technology is typically 3D-based and 2D-based when used in conjunction with a camera-enabled device situated on a person’s front side (Chen 143). After the camera-enabled device emits an invisible infrared light beam on a person, which is subsequently reflected back to the camera, a gesture recognition integrated chip is obtained.
Apple laptops, for example, include input systems that combine motions through the use of the track pad. Another example is high-end televisions that use simulation to simulate remote control operation. The third example is the Domino’s App, which enables users to utilize their voice as a means of ordering for Pizza.
Pros and cons
The key pro of this system is that physical contact between the gesture recognition-enabled device and the person is not necessary. This is because the functionality of the device is based on the invisible infrared beam (Xia 259). Moreover, the interface is fast and flexible. This is because it uses an effective hardware and software and the users can move from one place to another with minimal portability problems.
A key limitation of this gesture interface is occlusion. This is where several gestures are captured at the same time by the device. Furthermore, the gesture interface does not create room for more additions. As such, the user is burdened to learn on how to use the gestures in order to elicit the desired response. Failure to do so is associated with the interface triggering the execution of a command, which could be deemed unnecessary.
Works Cited
Chen, Shijie. “Gesture Recognition Techniques in Handwriting Recognition Application”
Frontiers in Handwriting Recognition p 142-147 November 2010.
Xia Liu Fujimura. “Hand gesture recognition using depth data”, Proceedings of the Sixth
IEEE International Conference on Automatic Face and Gesture Recognition, May 17-19, 2004.
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