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interaction with virtual objects, virtual assembly, and remote Fig. 1. Hand gesture modeling [16].
operation. Communicative gestures are crucial in human in-
teraction and psychological research. Techniques based on markers, or track and finger position estimation for hand shape
vision capture motion techniques can aid this research [4]. modeling [15]. The 3D model will be discussed in appearance-
Gestures can be categorized into static gestures based on based approaches in the section 3D model-based approach.
hand shape and dynamic gestures influenced by hand move-
ments [5]. In ref. [6], Pinto et al defined hand posture as a III. HAND GESTURE ANALYSIS APPROACHES
combination of position, orientation, and flexion observed at
a specific time. Static hand gestures involve a single posture Identifying hand gestures involves obtaining data for specific
over time, allowing for interpretation through one or more tasks using Vision-Based Data-Gloves and Color-Marker tech-
hand images. Simple signs for this gesture include ”OK” or niques.
”STOP.”
In a video signal, a dynamic hand gesture [7] is a series of pos- A. Vision-Based Approaches
tures connected by motion over a brief period. These gestures Vision-based approaches use cameras or more to obtain hu-
require identifying temporal context information and can be man motion, allowing devices to interpret gesture properties
static or dynamic in certain situations. Sign language is a com- like color and texture [17, 18]. However, challenges like light-
munication method using gestures and postures to communi- ing diversity, complex backgrounds, and clutter can arise, as
cate with deaf or dumb people. These gestures can be used well as time, speed, durability, and computation efficiency.
in systems control, Augmented Reality, Gaming, robotics, These techniques differ in seven ways [19]:
and vision-based applications. Via imaging devices, a sign 1. Several cameras.
language recognition system interprets sign language into 2. Response time and speed.
corresponding text. However, there are complexities in this 3. The physical features of the environment, such as the pace
process, as spoken languages change across different coun- of movement and illumination.
tries and regions, affecting the corresponding gestures [8]. 4. What accessories and clothing are required for use?
Previous research shows that the deaf and dumb community 5. Low-level features like histograms, silhouettes, edges, mo-
will increase by 2050 compared to what it currently exists ments, and regions are utilized.
due to noise and other reasons, and with the increase in the 6. Decide between two- and three-dimensional representa-
number of the deaf and dumb community compared to the tions.
ignorance of ordinary people in sign language and the need of 7. Is the representation of time accurate?
the two communities to communicate, recognition of sign lan-
guage has become of great importance by using technological B. Glove-Based Approaches
methods [9]. Sayre Glove was designed by the Electronic Visualization Lab
in 1977, and it was the first data glove [20]. Researchers be-
II. HAND GESTURE MODELING lieve sign language influences gestures and can be used to cre-
ate computer instructions. Data glove approaches use sensors
Modeling the hand is crucial for understanding posture and to capture hand position, fingertips, acceleration, movement
gestures as interfaces in Human-Computer Interaction (HCI) velocity, orientation, and motion, enabling accurate computa-
stages [10]. Hand modeling relies on kinematic structure for tion of finger palm and hand configuration coordinates [21].
accurate techniques [11]. Gestures can be modeled spatially Sensors struggle with easy computer connection due to phys-
or temporally, focusing on posture characteristics in HCI ap- ical user connection, high cost, and unsuitability for virtual
plication environments and dynamic hand gestures in time reality environments, making them unsuitable for virtual real-
modeling. Spatial modeling for hand modeling in two- and
three-dimensional spaces [12, 13].
Fig.1 displays four 2D shape types: shape, motion, colored
marker, and deformable templates [12]. Geometric models are
based on fingertips and palm features, while non-geometric
models use features like silhouette, texture, color, contour,
edges, image moments, and eigenvectors.
Deformable templates or flexible models provide a flexible
level of the object shape change [14] to allow for a slight
change in the hand’s shape. The motion-based model can be
implemented concerning color cues for hand tracing, color