Researchers have recently focused their attention on vision-based hand gesture recognition. However, due to several constraints, achieving an effective vision-driven hand gesture recognition system in real time has remained a challenge. This paper aims to uncover the limitations faced in image acquisition through the use of cameras, image segmentation and tracking, feature extraction, and gesture classification stages of vision-driven hand gesture recognition in various camera orientations. This paper looked at research on vision-based hand gesture recognition systems from 2012 to 2022. Its goal is to find areas that are getting better and those that need more work. We used specific keywords to find 108 articles in well-known online databases. In this article, we put together a collection of the most notable research works related to gesture recognition. We suggest different categories for gesture recognition-related research with subcategories to create a valuable resource in this domain. We summarize and analyze the methodologies in tabular form. After comparing similar types of methodologies in the gesture recognition field, we have drawn conclusions based on our findings. Our research also looked at how well the vision-based system recognized hand gestures in terms of recognition accuracy. There is a wide variation in identification accuracy, from 68% to 97%, with the average being 86.6 percent. The limitations considered comprise multiple text and interpretations of gestures and complex non-rigid hand characteristics. In comparison to current research, this paper is unique in that it discusses all types of gesture recognition techniques.
Background: The Covid-19 pandemic has resulted in an abrupt but accelerated shift to e-learning worldwide. Education in a post-pandemic world has to amalgamate the advantages of e-learning with important pedagogical goals associated with in-person teaching. Although various advanced technologies are present at our fingertips today, we are still unable to use their full potential in teaching and learning. In this regard, mobile VR technology is both cost-efficient, versatile and engaging for students. Developing countries have more smartphone users than developed countries, implying that developing countries, like Malaysia, should utilize mobile or cellphones more significantly. With that in mind, we propose here a pre-protocol to investigate learner motivation and levels of engagement for e-learning with smartphone-integrated VR, based on their VARK (Visual, Auditory, Read/Write, Kinesthetic) learning styles. Proposed methodology: This study intends to look into students from the same age group under the K-12 (particularly grade 9-12) belonging to STEM curriculum. The Google Cardboard VR set will be used as the prime technology for its affordability, easy build feature and variety of available vendors. A mixed-method (survey and activity log/tracking) for data collection is suggested to find the degree of engagement and motivation of the learners’ learning in the mobile VR-assisted e-learning context. The students will be taught a topic using the mobile VR and then be assessed through simple classroom quizzes to assess how well they grasped the concept. The data collected through activity logs (while teaching the topic in mobile VR) and questionnaires will be mapped to each individual learner and organized in a data repository. Further visualization, analysis and investigation will be performed using Smart PLS, Python or R language. Conclusions: The study aims to provide context for smartphone and software companies to develop technologies that could facilitate learner motivation and engagement during the post-pandemic state.
This research enhances crowd analysis by focusing on excessive crowd analysis and crowd density predictions for Hajj and Umrah pilgrimages. Crowd analysis usually analyzes the number of objects within an image or a frame in the videos and is regularly solved by estimating the density generated from the object location annotations. However, it suffers from low accuracy when the crowd is far away from the surveillance camera. This research proposes an approach to overcome the problem of estimating crowd density taken by a surveillance camera at a distance. The proposed approach employs a fully convolutional neural network (FCNN)-based method to monitor crowd analysis, especially for the classification of crowd density. This study aims to address the current technological challenges faced in video analysis in a scenario where the movement of large numbers of pilgrims with densities ranging between 7 and 8 per square meter. To address this challenge, this study aims to develop a new dataset based on the Hajj pilgrimage scenario. To validate the proposed method, the proposed model is compared with existing models using existing datasets. The proposed FCNN based method achieved a final accuracy of 100%, 98%, and 98.16% on the proposed dataset, the UCSD dataset, and the JHU-CROWD dataset, respectively. Additionally, The ResNet based method obtained final accuracy of 97%, 89%, and 97% for the proposed dataset, UCSD dataset, and JHU-CROWD dataset, respectively. The proposed Hajj-Crowd-2021 crowd analysis dataset and the model outperformed the other state-of-the-art datasets and models in most cases.
The Internet of Things (IoT) is now expanding and becoming more popular in most industries, which leads to vast growth in cloud computing. The architecture of IoT is integrated with cloud computing through web services. Recently, Dynamic Web Service Composition (DWSC) has been implemented to fulfill the IoT and business processes. In recent years, the number of cloud services has multiplied, resulting in cloud services providing similar services with similar functionality but varying in Quality of Services (QoS), for instance, on the response time of web services; however, existing methods are insufficient in solving large-scale repository issues. Bio-inspired algorithm methods have shown better performance in solving the large-scale service composition problems, unlike deterministic algorithms, which are restricted. Thus, an improved eagle strategy algorithm method is proposed to increase the performance that directly indicates an improvement in computation time in large-scale DWSC in a cloud-based platform and on both functional and non-functional attributes of services. By proposing the improved bio-inspired method, the computation time can be improved, especially in a large-scale repository of IoT.