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Gesture in Human-Computer Interaction and Simulation

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Cover of 'Gesture in Human-Computer Interaction and Simulation'

Table of Contents

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    Book Overview
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    Chapter 1 Perception and Synthesis of Biologically Plausible Motion: From Human Physiology to Virtual Reality
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    Chapter 2 Temporal Measures of Hand and Speech Coordination During French Cued Speech Production
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    Chapter 3 Using Signing Space as a Representation for Sign Language Processing
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    Chapter 4 Spatialised Semantic Relations in French Sign Language: Toward a Computational Modelling
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    Chapter 5 Automatic Generation of German Sign Language Glosses from German Words
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    Chapter 6 French Sign Language Processing: Verb Agreement
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    Chapter 7 Re-sampling for Chinese Sign Language Recognition
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    Chapter 8 Pronunciation Clustering and Modeling of Variability for Appearance-Based Sign Language Recognition
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    Chapter 9 Visual Sign Language Recognition Based on HMMs and Auto-regressive HMMs
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    Chapter 10 A Comparison Between Etymon- and Word-Based Chinese Sign Language Recognition Systems
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    Chapter 11 Real-Time Acrobatic Gesture Analysis
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    Chapter 12 Gesture Spotting in Continuous Whole Body Action Sequences Using Discrete Hidden Markov Models
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    Chapter 13 Recognition of Deictic Gestures for Wearable Computing
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    Chapter 14 Gesture Recognition Using Image Comparison Methods
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    Chapter 15 O.G.R.E. – Open Gestures Recognition Engine, a Platform for Gesture-Based Communication and Interaction
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    Chapter 16 Finding Motion Primitives in Human Body Gestures
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    Chapter 17 Gesture Analysis of Violin Bow Strokes
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    Chapter 18 Finger Tracking Methods Using EyesWeb
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    Chapter 19 Captured Motion Data Processing for Real Time Synthesis of Sign Language
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    Chapter 20 Estimating 3D Human Body Pose from Stereo Image Sequences
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    Chapter 21 Challenges in Exploiting Prioritized Inverse Kinematics for Motion Capture and Postural Control
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    Chapter 22 Implementing Expressive Gesture Synthesis for Embodied Conversational Agents
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    Chapter 23 Dynamic Control of Captured Motions to Verify New Constraints
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    Chapter 24 Upper-Limb Posture Definition During Grasping with Task and Environment Constraints
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    Chapter 25 Adaptive Sampling of Motion Trajectories for Discrete Task-Based Analysis and Synthesis of Gesture
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    Chapter 26 Simulation of Hemiplegic Subjects’ Locomotion
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    Chapter 27 Handiposte: Ergonomic Evaluation of the Adaptation of Physically Disabled People’s Workplaces
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    Chapter 28 Modeling Gaze Behavior for a 3D ECA in a Dialogue Situation
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    Chapter 29 Gesture in Human-Computer Interaction and Simulation
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    Chapter 30 Subject Interfaces: Measuring Bodily Activation During an Emotional Experience of Music
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    Chapter 31 From Acoustic Cues to an Expressive Agent
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    Chapter 32 Detecting Emotional Content from the Motion of an Orchestra Conductor
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    Chapter 33 Some Experiments in the Gestural Control of Synthesized Sonic Textures
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    Chapter 34 Deixis: How to Determine Demonstrated Objects Using a Pointing Cone
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    Chapter 35 AcouMotion – An Interactive Sonification System for Acoustic Motion Control
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    Chapter 36 Constrained Gesture Interaction in 3D Geometric Constructions
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    Chapter 37 Gestural Interactions for Multi-parameter Audio Control and Audification
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    Chapter 38 Rapid Evaluation of the Handwriting Performance for Gesture Based Text Input
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Gesture in Human-Computer Interaction and Simulation
Published by
Springer Berlin Heidelberg, February 2006
DOI 10.1007/11678816
978-3-54-032624-3, 978-3-54-032625-0

Gibet, Sylvie, Courty, Nicolas, Kamp, Jean-François

Mendeley readers

The data shown below were compiled from readership statistics for 28 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
France 2 7%
Portugal 1 4%
Spain 1 4%
Canada 1 4%
Unknown 23 82%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 8 29%
Student > Master 8 29%
Student > Bachelor 5 18%
Researcher 4 14%
Professor 1 4%
Other 2 7%
Readers by discipline Count As %
Computer Science 13 46%
Engineering 7 25%
Arts and Humanities 5 18%
Psychology 2 7%
Unknown 1 4%