Development of a real-time hand gesture recognition wristband based on semg and IMU sensing

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1 Development of a real-time hand gesture recognition wristband based on semg and IMU sensing Shuo Jiang, Bo Lv, Xinjun Sheng, Chao Zhang, Haitao Wang and Peter B. Shull* Abstract Human computer interaction is becoming more integrated in daily life with the proliferation of mobile devices and virtual reality technology. Hand gesture recognition is a potentially promising mechanism to facilitate human computer interaction, however wrist-mounted surface electromyography (semg) hand gesture classification is particularly challenging given the relatively small semg signals as compared to traditional forearm-based semg sensing. This paper introduces the development of a wristband for detecting eight air gestures and four surface gestures at two different force levels through semg and inertial measurement unit (IMU) sensor fusion. To validate the wrist-worn device, ten healthy subjects performed hand gesture recognition experiments resulting in a total average recognition rate of 92.6% for air gestures and 88.8% for surface gestures. This paper demonstrates the potential of wrist-worn devices for accurate hand gesture recognition applications. I. INTRODUCTION Despite advances in virtual reality technology, the primary way people interact with computers, smart phones, and tablet devices is through physically pressing keyboards and touchpads. One potential way to improve human computer interaction (HCI) is through hand motion recognition. In contrast with the large number of voice patterns which need to be identified for speech recognition, only a relatively small number of hand gestures are needed for meaningful human computer interactions. For example, while giving a presentation, hand gesture recognition could allow presenters to more intuitively control and interact with their presentation as opposed to using traditional keyboards, mice, or clickers. Humans could also control certain smart phone functions more conveniently without pulling out and opening the smart phones, such as by making hand gestures to call, hang up and change the volume. Also, hand gesture recognition could greatly enhance interactive virtual gaming, especially if combined with immersive virtual head-mounted environments such as Oculus Rift. Hand gesture recognition is a challenging problem, and two primary approaches for solving it are vision-based methods and contact based methods [1]. Qing Chen et al. used Shuo Jiang, Bo Lv, Xinjun Sheng and Peter B. Shull are with State Key Laboratory of Mechanical System and Vibration, School of Mechanical Engineering, Shanghai Jiao Tong University, Shanghai , China. Chao Zhang and Haitao Wang are with Samsung R&D Institute of China, Beijing , China. Correspondence pshull@sjtu.edu.cn. Haar-like features to recognize hand gestures in real-time [2]. Ren et al. used depth sensor from a Kinect and a novel distance metric called FEMD (Finger-Earth Mover s Distance) to realize relatively robust hand gesture recognition [3]. However, since vision-based methods rely on the assumption of high contrast stationary backgrounds and ambient light conditions [4], others have explored contact-based gesture recognition methods. For example, data gloves are commonly used [5], but they can be inconvenient and uncomfortable to wear. Zhang et al. used semg sensors and 3D accelerometer to recognize gestures for virtual game control [6]. Thalmic Lab commercialized an arm band, Myo, to control power point slides and music [7]. However, current semg approaches use sensors on the forearm, which may be inconvenient and unnatural. Currently, proximity sensors have been employed as wrist-mounted sensors for gesture recognition [8], but thus far can only distinguish general hand movement not finger gestures. Oyama et al. used wrist semg to classify 7 kinds wrist gestures [9], [10], but it was unable to recognize large movements and dynamic gestures. Thus, our approach is to combine wrist semg and IMU signals to detect a varied array of commonly used gestures. The purpose of this work is to introduce the development of a wrist-worn hand gesture recognition device based on semg and IMU (Inertial measurement unit) sensing. The device is designed to classify eight air gestures and four surface gestures with two different force levels. Wrist-mounted semg approaches present greater challenges than forearm-mounted approaches because of the lower muscle signal amplitudes and then relatively smaller area around the wrist as compared to the forearm. To create an effective wrist-worn hand gesture device, we address the following challenges: accurately classifying hand gestures given the limited semg signals from muscles in the wrist, and designing hardware to fit all components into the wrist-worn device. A. Target Gestures II. METHODS Target air gestures are important for this program. On the one hand, target gestures are supposed to be intuitive and commonly used so as to act as well-performed interface. On the other hand, different gesture sets can result in different recognition results. Considering the potential and different function of human machine interface, we divide the target

2 gestures into two groups: air gestures and surface gestures [11]. Air gestures are performed in front of a person without any restrictions and include: Okay Sign (OK), Peace Sign (PS), Hang Loose (HL), Finger Snap (FS), Thumbs Up (TU), Thumbs Down (TD), Turn Palm over (TP), and Walking Fingers (WF), as shown in Fig. 1. Additionally, the environment is also important and can be used for gesture interface. For example, people may want to sit in front of a desktop to interact with a computer or other smart device. In this case, performing air gesture for a long time may cause fatigue. We choose four different surface gestures and discriminated each gesture at two different force levels. Thus, for example, if a user wants to fast forward a video, he may choose to fast forward gesture at two different force levels to fast forward at two different speeds. The surface gestures are: Index finger(if), Horizontal Fist(FH), Fist Down(FD), and 5 Fingers(5F) each with 10%, and 50% of the maximum voluntary contraction (MVC) respectively (Fig. 2). B. Wristband Architecture Since we aim to design a real-time gesture recognition wristband, the wristband should give online feedback to users and can connect terminals like PC or smart phones wirelessly. In perspective of functions, the system can be divided to these parts: signals obtaining, data transmission and data storage, processing, classification which will be conducted on PC. As the Fig. 3 shows, there are four modules of this wristband which are connected to each other via flexible printed circuits (FPC). Each module contains one channel semg sensor while two 3.7V lithium batteries are embedded in module 2 and 4 respectively. Module 3 contains not only semg sensor but also IMU sensor, Microcontroller Unit (MCU), and Bluetooth. IF(10% /50%) FH(10% /50%) FD(10% /50%) 5F(10% /50%) Fig. 2. Target surface gestures at 2 force levels (10% and 50% of maximum voluntary contraction): Index Finger (IF), Fist Horizon (FH), Fist Down (FD), 5 Fingers(5F). The wristband collects 8 channels of signals and 4 channels are semg signals and 3 channels are for 3-axis accelerometer while one channel is for gyroscope. The sampling rate is set to 1 khz with AD7606. The real wristband s largest height and width are 15mm and 44mm respectively as seen from Fig. 4. Dealing with semg signal collection, we use 3 gilded cooper pads per channel as electrodes with 12mmx5mm contact dimensions and 5 or 8mm distance. The middle electrode is reference ground and the other two are for differential amplification to gain a relatively high common mode rejection ratio. After Hz bandpass filter and the other 500 times amplifying, the semg signals are sent to analog to digital converter. As for IMU sensor, 3-axis analog accelerometer (ADXL335, Analog Devices) and a dual-axis pitch and roll analog gyroscope (LPR4150AL, STMicroelectronics) are used. Considering the data size and limited space, we employ low power Bluetooth chip to transmit data to PC while a microcontroller (C8051F310, Silicon Labs) takes responsibility in managing transmission. OK PS HL FS TU TD TP WF Fig. 1. Target air gestures: Okay Sign (OK), Peace Sign (PS), Hang Loose (HL), Finger Snap (FS), Thumbs Up (TU), Thumbs Down (TD), Turn Palm over (TP), Walking Fingers (WF). Fig. 3. Infrastructure of the wristband

3 (a) types of classification [14]. Therefore, LDA is used as the classifier in this paper. LDA is based on the Bayesian decision rule and Gaussian assumption [15]. The discriminant function of LDA is: T 1 1 T 1 gi x μi x μi μ i Inpω i 2 i Where and p ω i i is the mean vector of training samples of class is the prior probability of class the pooled sample covariance matrix. i, and is (b) Fig. 4. (a) wristband modules 1, 2, 3, and 4 contain semg sensing and module 3 also contains MCU and Bluetooth (b) band worn on the wrist C. Gesture Recognition Algorithm A method to process the IMU signals and semg signals is presented in this paper. The IMU contains three-axis acceleration and one-axis gyroscope, and the semg takes up four channels. These sensors are used to record the data while performing different gestures. Then the features of IMU and semg are extracted for designing the classifier to recognize the gestures. As for feature extraction, time domain method is an appropriate method used in real-time system [12]. IMU and semg signals are segmented into 200ms windows with an overlap of 100ms. Four types of time domain features are chosen in this paper. For the IMU signals, mean absolute value and waveform length are chosen. For the semg signals, mean absolute value, zero crossings, slope sign changes and waveform length are chosen. These features are used to represent amplitude, frequency and duration of the signals. 1 L Zero crossings: x kx k 1 0 x x L x k k1 Mean absolute value: x for i 1,..., I x Slope sign changes: 0 k x k 1 k 1 k Waveform length: l x k x 0 k 1 Where L is the length of samples, x k is the kth sample in segment i, and I is the number of the segment. LDA (linear discriminant analysis) is commonly used for classification because of its effectiveness and simplicity [13]. Additionally, it is reported that LDA is more robust than other D. Experiment Protocol To validate the gesture recognition wristband system, we recruited ten subjects taking part in this experiment. Before the experiment, every subject was told what would happen and what they were supposed to do. In addition, a computer was employed to run the algorithm and gave online feedback to subjects. The wristband was worn 3 cm from the edge of palm with modules 2 and 3 located at the anterior of the wrist and modules 1 and 4 on the posterior of the wrist (Fig. 4). For both the air gestures and then the surface gestures, subjects initially performed three training trials and then 10 testing trials. During each trial, each target gesture was performed one for 5 seconds each time and there were 5 seconds of rest between performing each gesture. Target gestures were performed in random order. I. RESULTS AND DISCUSSION We calculate the classification accuracy using the following formula: Number of correct testing samples CA 100% Total number of testingsamples Results of air gestures and surface gesture classification are shown in Fig. 5 and Fig. 6. The total average recognition rate for eight air gestures was 92.6% and the total average recognition rate for surface gestures at 2 force levels was 88.8%. Recognition rates for the first four gestures(okay Sign, Peace Sign, Hand Loose, Finger Snap) are relatively low as compared to the other four gestures. The reason is likely that the first four gestures are recognized mainly based on semg features and semg signals are less robust than IMU signals. In addition, some single recognition rates were noticeably low such as in the air gesture group, Subject 8 s Okay Sign (OK) and Hand Loose (HL) were only 49.3% and 52.8% respectively. To better analyze the data, confusion matrices of the average of 10 subjects are shown in Figures 7 and 8. In general, no categories are seriously confused, though the okay sign was sometimes confused with the hand loose sign and the finger snap was sometimes confused with the thumbs up sign. For the surface gesture group, 10% force can often get confused with 50% force for the same gesture. In addition, the IF gesture was often confused with the 5F gesture.

4 Fig. 5. Air gesture recognition rates for each subject Fig. 8. Confusion matrix of surface gestures Fig. 6.Surface gesture recognition rates for each subject To further analyze these results, PCA(Principal Component Analysis) method was used [16] and 24 features were identified. The three most important features were chosen to clearly distinguish differences. We project the features on the most discriminatory dimensions and plot them in 3 axis coordinate system as shown in Fig. 9 and Fig. 10. In Fig.9, features of the Okay Sign, Peace Sign, Hand Loose and Finger Snap are close to other gestures. As mentioned previously, the primary features for recognizing these four gestures are mainly based on semg signals, and semg signals are typically time-varying and nonstationary. So it s hard to classify these four kinds of gestures by linear discriminant analysis accurately. As a result, the classification accuracy of these four gestures is relatively lower. In Fig.10. feature clusters in the three-dimensional feature space of surface gestures at two different force levels. For the same kind of gesture with different levels of force, the amplitude of semg is the major factor, and it can be classified by LDA accurately. However, for different kinds of gestures with different levels of force, the features can be easily confused. This shows that the features of the surface gestures are close to each other. As is shown in Fig.8, the highest classification accuracy is FH (Fist Horizontal), 95%. In Fig.10, features of FH are isolated far from features from other gesture, making it relatively easy to classify using linear discriminant analysis. Fig. 7. Confusion matrix of air gestures

5 Guo for his advice related to EMG sensing and for all subjects who participated in this experiment. REFERENCES [1] S. S. Rautaray and A. Agrawal, Vision based hand gesture recognition for human computer interaction: a survey, Artif. Intell. Rev., vol. 43, no. 1, pp. 1 54, Jan Fig. 9. Feature distribution of air gestures [2] Q. Chen, N. D. Georganas, and E. M. Petriu, Real-time Vision-based Hand Gesture Recognition Using Haar-like Features, in 2007 IEEE Instrumentation & Measurement Technology Conference IMTC 2007, 2007, pp [3] Z. Ren, J. Yuan, J. Meng, and Z. Zhang, Robust Part-Based Hand Gesture Recognition Using Kinect Sensor, IEEE Trans. Multimed., vol. 15, no. 5, pp , Aug [4] P. Garg, N. Aggarwal, and S. Sofat, Vision based hand gesture recognition, World Acad. Sci. Eng., [5] C. Oz and M. Leu, American Sign Language word recognition with a sensory glove using artificial neural networks, Eng. Appl. Artif. Intell., vol. 24, no. 7, pp , Fig. 10. Feature distribution of surface gesture II. CONCLUSION In this paper, we have developed a wristband system which can recognize air as well as surface gestures with different force level. The whole system was designed including the overall scheme and detailed mechatronics design. An LDA algorithm was employed for classification. In contrast with the traditional approach of placing semg sensors of the forearm, we placed all sensors around wrist. To validate this system, 200 trial were performed by 10 subjects and the average classification was 92.6% for air gestures and 88.8% for surface gestures. These results align with previous research which demonstrated 91.7% classification accuracy during real-life hand gesture applications [6]. Future work should focus on enhancing system robustness, further improving accuracy, and shortening or eliminating initialization training. ACKNOWLEDGMENT This program was sponsored by the Samsung R&D institute of China. The authors would like to thank Weichao [6] X. Zhang, X. Chen, W. Wang, J. Yang, and V. Lantz, Hand gesture recognition and virtual game control based on 3D accelerometer and EMG sensors, in Proceedings of the 14th international conference on Intelligent user interfaces, 2009, pp [7] Thalmic Labs, Myo Gesture Control Armband, [Online]. Available: [8] J. Kim, J. He, K. Lyons, and T. Starner, The gesture watch: A wireless contact-free gesture based wrist interface, in 11th IEEE International Symposium on Wearable Computers, [9] T. Oyama, Y. Mitsukura, S. G. Karungaru, S. Tsuge, and M. Fukumi, Wrist EMG signals identification using neural network, in th Annual Conference of IEEE Industrial Electronics, 2009, pp

6 [10] T. Oyama, H. Choge, S. Karungaru, and S. Tsuge, Identification of wrist EMG signals using dry type electrodes, ICCAS-SICE, [11] Y. Huang, W. Guo, J. Liu, J. He, H. Xia, and X. Sheng, Preliminary Testing of a Hand Gesture Recognition Wristband Based on EMG and Inertial Sensor Fusion, Intell. Robot. Appl., vol. 9244, pp , [12] Y. Jia and Z. Luo, Summary of EMG feature extraction, Chinese J. Electron Devices, vol. 30, pp , [13] L. Hargrove and K. Englehart, A comparison of surface and intramuscular myoelectric signal classification, IEEE Trans. Biomed. Eng., vol. 54, no. 5, pp , [14] P. Kaufmann and K. Englehart, Fluctuating EMG signals: Investigating long-term effects of pattern matching algorithms, in Engineering in Medicine and Biology Society, [15] H. Liu, X. Yuan, Q. Tang, and R. Kustra, An efficient method to estimate labelled sample size for transductive LDA (QDA/MDA) based on bayes risk, Eur. Conf. Mach., [16] J. Yang and J. Yang, Why can LDA be performed in PCA transformed space?, Pattern Recognit., vol. 36, no. 2, pp , 2003.

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