Dennis Purdack
Research Subjects
Dennis Purdack has a total of 14 co-authors. Here are the top co-authors by number of shared publications:
- Stefan Göbel
Technical University of Darmstadt
4 shared publications - Philipp Niklas Müller
Serious Games Group, Technical University of Darmstadt, 64289 Darmstadt, Germany
3 shared publications - Pascal Tonecker
Crytek GmbH
2 shared publications - Philipp Achenbach
Serious Games Group, Technical University of Darmstadt, 64289 Darmstadt, Germany
2 shared publications - Polona Caserman
Technical University of Darmstadt
2 shared publications - Andre Kecke
Hessian University for Public Management and Security
1 shared publication
Latest Publications
- 31 October 2024
- Published by Springer Nature
- p. 263-280
Assessing the Impact of Haptic Feedback on Stress and Performance in Virtual Reality-Based Police Training
- 31 October 2024
- Published by Springer Nature
- p. 263-280
Assessing the Impact of Haptic Feedback on Stress and Performance in Virtual Reality-Based Police Training
- Open Access
Give Me a Sign: Using Data Gloves for Static Hand-Shape Recognition
Human-to-human communication via the computer is mainly carried out using a keyboard or microphone. In the field of virtual reality (VR), where the most immersive experience possible is desired, the use of a keyboard contradicts this goal, while the use of a microphone is not always desirable (e.g., silent commands during task-force training) or simply not possible (e.g., if the user has hearing loss). Data gloves help to increase immersion within VR, as they correspond to our natural interaction. At the same time, they offer the possibility of accurately capturing hand shapes, such as those used in non-verbal communication (e.g., thumbs up, okay gesture, …) and in sign language. In this paper, we present a hand-shape recognition system using Manus Prime X data gloves, including data acquisition, data preprocessing, and data classification to enable nonverbal communication within VR. We investigate the impact on accuracy and classification time of using an outlier detection and a feature selection approach in our data preprocessing. To obtain a more generalized approach, we also studied the impact of artificial data augmentation, i.e., we created new artificial data from the recorded and filtered data to augment the training data set. With our approach, 56 different hand shapes could be distinguished with an accuracy of up to 93.28%. With a reduced number of 27 hand shapes, an accuracy of up to 95.55% could be achieved. The voting meta-classifier (VL2) proved to be the most accurate, albeit slowest, classifier. A good alternative is random forest (RF), which was even able to achieve better accuracy values in a few cases and was generally somewhat faster. outlier detection was proven to be an effective approach, especially in improving the classification time. Overall, we have shown that our hand-shape recognition system using data gloves is suitable for communication within VR.
Open AccessGive Me a Sign: Using Data Gloves for Static Hand-Shape Recognition
Human-to-human communication via the computer is mainly carried out using a keyboard or microphone. In the field of virtual reality (VR), where the most immersive experience possible is desired, the use of a keyboard contradicts this goal, while the use of a microphone is not always desirable (e.g., silent commands during task-force training) or simply not possible (e.g., if the user has hearing loss). Data gloves help to increase immersion within VR, as they correspond to our natural interaction. At the same time, they offer the possibility of accurately capturing hand shapes, such as those used in non-verbal communication (e.g., thumbs up, okay gesture, …) and in sign language. In this paper, we present a hand-shape recognition system using Manus Prime X data gloves, including data acquisition, data preprocessing, and data classification to enable nonverbal communication within VR. We investigate the impact on accuracy and classification time of using an outlier detection and a feature selection approach in our data preprocessing. To obtain a more generalized approach, we also studied the impact of artificial data augmentation, i.e., we created new artificial data from the recorded and filtered data to augment the training data set. With our approach, 56 different hand shapes could be distinguished with an accuracy of up to 93.28%. With a reduced number of 27 hand shapes, an accuracy of up to 95.55% could be achieved. The voting meta-classifier (VL2) proved to be the most accurate, albeit slowest, classifier. A good alternative is random forest (RF), which was even able to achieve better accuracy values in a few cases and was generally somewhat faster. outlier detection was proven to be an effective approach, especially in improving the classification time. Overall, we have shown that our hand-shape recognition system using data gloves is suitable for communication within VR.
- 14 October 2023
- Published by Springer Nature
- p. 181-193
Virtual Reality Simulator for Police Training with AI-Supported Cover Detection
- 14 October 2023
- Published by Springer Nature
- p. 181-193
Virtual Reality Simulator for Police Training with AI-Supported Cover Detection
- 15 September 2022
- Published by Springer Nature
- p. 229-245
Paper Beats Rock: Elaborating the Best Machine Learning Classifier for Hand Gesture Recognition
- 15 September 2022
- Published by Springer Nature
- p. 229-245
Paper Beats Rock: Elaborating the Best Machine Learning Classifier for Hand Gesture Recognition