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Paul Varcholik

dblp:92/7179 · also Paul D. Varcholik · DBLP profile ↗
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2ranked-venue papers
1as first author
0since 2021 · last 2012
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 2 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
2 papers
Interaction techniques and input · 100%
Databases, data mining, and information retrieval
1 paper
Data mining · 100%

Topics — the 6 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input
text entry
0.112012
Establishing a baseline for text entry for a multi-touch virtual keyboard · Int. J. Hum. Comput. Stud. 2012
Interaction techniques and input › text entry
virtual keyboard
0.112012
Establishing a baseline for text entry for a multi-touch virtual keyboard · Int. J. Hum. Comput. Stud. 2012
Interaction techniques and input › input sensing
gesture recognition
0.112010
Breaking the status quo: Improving 3D gesture recognition with spatially convenient input devices · VR 2010
Interaction techniques and input
input device
0.112010
Breaking the status quo: Improving 3D gesture recognition with spatially convenient input devices · VR 2010
Interaction techniques and input
touch interaction
0.012012
Establishing a baseline for text entry for a multi-touch virtual keyboard · Int. J. Hum. Comput. Stud. 2012
Data mining › predictive modeling
classification
0.012010
Breaking the status quo: Improving 3D gesture recognition with spatially convenient input devices · VR 2010

Methods — techniques the papers use, named apart from their topics

linear classifier · 0.2adaboost · 0.2baseline study · 0.1
YearPublicationVenuePosition
2012 Establishing a baseline for text entry for a multi-touch virtual keyboard
Paul Varcholik, Joseph J. LaViola Jr., Charles E. Hughes
Int. J. Hum. Comput. Stud.1
2010 Breaking the status quo: Improving 3D gesture recognition with spatially convenient input devices
abstract
We present a systematic study on the recognition of 3D gestures using spatially convenient input devices. Specifically, we examine the linear acceleration-sensing Nintendo Wii Remote coupled with the angular velocity-sensing Nintendo Wii MotionPlus. For the study, we created a 3D gesture database, collecting data on 25 distinct gestures totalling 8500 gestures samples. Our experiment explores how the number of gestures and the amount of gestures samples used to train two commonly used machine learning algorithms, a linear and AdaBoost classifier, affect overall recognition accuracy. We examined these gesture recognition algorithms with user dependent and user independent training approaches and explored the affect of using the Wii Remote with and without the Wii MotionPlus attachment. Our results show that in the user dependent case, both the Ad-aBoost and linear classification algorithms can recognize up to 25 gestures at over 90% accuracy, with 15 training samples per gesture, and up to 20 gestures at over 90% accuracy, with only five training samples per gesture. In particular, all 25 gestures could be recognized at over 99% accuracy with the linear classifier using 15 training samples per gesture, with the Wii Remote coupled with the Wii MotionPlus. In addition, both algorithms can recognize up to nine gestures at over 90% accuracy using a user independent training database with 100 samples per gesture. The Wii MotionPlus attachment played a significant role in improving accuracy in both the user dependent and independent cases.
Paul Varcholik, Joseph J. LaViola Jr.
VR2