There are multiple Hand Modalities in the Intel RealSense SDK 2014 Gold R1 release. They include:
Best Practices:
- User interactions should begin by making the Big 5 (“spreadfingers”) gesture briefly to allow the camera time to recognize and calibrate the hand. (True for all hand modalities) It is slow and resource intensive to ID the hand – so work to avoid it. Warn users if they’re about to leave FOV Warn users to slow motions down; etc.
- ONLY enable the gestures used per section (don't just enable all);
- LIMIT the number of joints tracked to those required for the motion. .
- Folding Fingers are interdependent: Use only two tracked joints and still make the hand's four fingers.bend realistically. Only the index finger can be bent individually, or remain unbent while other fingers bend - so it needs its own unique joint tracking. But for other fingers: . Bend the middle finger then the ring and pinky are pulled down; Bend the ring finger, the middle and pinky finger are pulled down. Bend the pinky finger, the middle and ring fingers are pulled down.
- Rotation: The degrees that a particular section of human finger can rotate is determined by the length of the section (not the joint). The finger-tip of the middle finger, can bend less than the finger's middle section, and the middle section bends less than the base section. You only need a TrackingScript cover Index: Joint_Index_IT1 in all joints; Middle, Ring and Pinky fingers: Joint_Middle_ITI in all joints.
- Children's Hands: Small hands are difficult to acquire. In Gold R1, please allow 5 seconds to lock in and acquire.
- Turn off unused modalities, only call the specific functions required. You don't usually need skeletal tracking when using gestures (and vice versa).Don't use contour while using skeletal or gestures. Especially watch hand_facade.
- Use separate threads for different modalities (except 2 hands gestures). This will help in only running required modality for each section. But remember switch to thread can be CPU intensive.
- Don't wait for frames from the hand modalities.
- Provide visual feedback to the user - Hand Not Detected, Hand Not Calibrated, Hand Out of Borders, Hand moving too fast - a viewport is good for this. Also help the user calibrate their range and know the gestures by providing an upfront tutorial.
- Unity tips: Make use of the hand_lost rule. Also reduce jerkiness/separations by setting Virtual and Real World Box values to 0.
Also see:
- (RSSDK Gold R1)UX Design Guidelines
- Tips and Tricks for the RSSDK Gold R1 (includes smoothing info)
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