Hand Gesture Recognition with Two Stage Approach Using Transfer Learning and Deep Ensemble Learning
ICISNA'23 - 1st International Conference on Intelligent Systems and New Applications Proceedings Book, pp: 91-97, Liverpool, UNITED KINGDOM, April 28-30, 2023 Human-Computer Interaction (HCI) has been the subject of research for many years, and recent studies have focused on improving its perfo...
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          | Main Authors | , | 
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| Format | Journal Article | 
| Language | English | 
| Published | 
          
        20.09.2023
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| Subjects | |
| Online Access | Get full text | 
| DOI | 10.48550/arxiv.2309.11610 | 
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| Summary: | ICISNA'23 - 1st International Conference on Intelligent Systems
and New Applications Proceedings Book, pp: 91-97, Liverpool, UNITED KINGDOM,
April 28-30, 2023 Human-Computer Interaction (HCI) has been the subject of research for many
years, and recent studies have focused on improving its performance through
various techniques. In the past decade, deep learning studies have shown high
performance in various research areas, leading researchers to explore their
application to HCI. Convolutional neural networks can be used to recognize hand
gestures from images using deep architectures. In this study, we evaluated
pre-trained high-performance deep architectures on the HG14 dataset, which
consists of 14 different hand gesture classes. Among 22 different models,
versions of the VGGNet and MobileNet models attained the highest accuracy
rates. Specifically, the VGG16 and VGG19 models achieved accuracy rates of
94.64% and 94.36%, respectively, while the MobileNet and MobileNetV2 models
achieved accuracy rates of 96.79% and 94.43%, respectively. We performed hand
gesture recognition on the dataset using an ensemble learning technique, which
combined the four most successful models. By utilizing these models as base
learners and applying the Dirichlet ensemble technique, we achieved an accuracy
rate of 98.88%. These results demonstrate the effectiveness of the deep
ensemble learning technique for HCI and its potential applications in areas
such as augmented reality, virtual reality, and game technologies. | 
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| DOI: | 10.48550/arxiv.2309.11610 |