Loading article...
Loading article...
Stream/Area:
-
Subject:
-
Paper ID:
IJSREM67784
Volume:
10 |
10 |
Oct 2026
Pages:
1-6
Publication Frequency:
Monthly (12 issues per year)
License:International Journal of Scientific Research in Engineering and Management follows the Creative Commons Attribution 4.0 (CC BY 4.0) License, allowing free use and distribution with proper attribution.
Department of Computer Science and Engineering
Shriram College of Engineering and Management
Department of Computer Science and Engineering
Shriram College of Engineering and Management
Landmark-based gesture recognisers usually trans-late each hand to its own wrist in every frame, so that the classifier sees hand shape independent of where the hand is. We show that this common step silently removes the information that dynamic gestures depend on. A compact recogniser—a convolutional per-frame encoder, a bidirectional LSTM and a self-attention layer, designed as the hand pathway of a real-time body-and-hand gesture system—reached only 73.8% accuracy on the 14-gesture SHREC’17 benchmark with per-frame wrist an-choring, and per-class analysis showed that the loss fell mainly on swipe and tap gestures. Restoring the wrist trajectory relative to the first frame and adding joint velocities, with every choice made on validation data, raised accuracy to 92.8 ± 0.9% (14 gestures) and 88.6 ± 1.0% (28 gestures) over three seeds, and lifted mean recall on trajectory-defined gestures from 68.9% to 94.1%. With 0.38 M parameters the model lies within the range of published results on this benchmark, above the original SHREC’17 method and Res-TCN, and below the strongest specialised methods by 0.8–3.3 points. Under identical training it is significantly better than an ST-GCN baseline at both granularities and than a single-stream LSTM at 28 gestures. Ablations show that a 30-frame window is sufficient and that the self-attention layer does not improve accuracy on this benchmark. We report the initial and revised results in full, together with the selection procedure, to make the effect of the normalisation choice reproducible.
KEYWORDS
Per-frame wrist anchoring, a common step in landmark-based gesture recognition, erases the hand trajectory and with it most of the signal that separates dynamic gestures. On SHREC’17 this cost a compact BiLSTM recogniser about twenty accuracy points and twenty-five points of recall on trajectory-defined gestures. Restoring the trajectory relative to the first frame and adding joint velocities, chosen on validation data, brought a 0.38 M-parameter model to 92.8% and 88.6% on the 14- and 28-gesture tasks, within the range of specialised published methods. Ablations showed that a short window suffices and that self-attention did not help on this benchmark.
[1] C. Lugaresi, J. Tang, H. Nash, C. McClanahan, E. Uboweja, M. Hays, B. Zhang, C.-L. Chang, M. G. Yong, J. Lee, W.-T. Chang, W. Hua, M. Georg, and M. Grundmann, “MediaPipe: A framework for building perception pipelines,” arXiv preprint arXiv:1906.08172, 2019. [2] B. Sundar and T. Bagyammal, “American Sign Language recognition for alphabets using MediaPipe and LSTM,” in Procedia Computer Science, vol. 215, 2022, pp. 642–651. [3] S. Kamble, “SLRNet: A real-time LSTM-based sign language recogni-tion system,” arXiv preprint arXiv:2506.11154, 2025. [4] M. Garg et al., “MP-GestLSTM: Real-time gesture detection using MediaPipe and LSTM,” Systems Science & Control Engineering, 2025. [5] Q. De Smedt, H. Wannous, J.-P. Vandeborre, J. Guerry, B. Le Saux, and D. Filliat, “SHREC’17 track: 3D hand gesture recognition using a depth and skeletal dataset,” in Eurographics Workshop on 3D Object Retrieval, 2017. [6] J. Liu, A. Shahroudy, D. Xu, and G. Wang, “Spatio-temporal LSTM with trust gates for 3D human action recognition,” in European Conference on Computer Vision (ECCV), 2016, pp. 816–833. [7] S. Yan, Y. Xiong, and D. Lin, “Spatial temporal graph convolutional networks for skeleton-based action recognition,” in AAAI Conference on Artificial Intelligence, vol. 32, 2018, pp. 7444–7451. [8] L. Shi, Y. Zhang, J. Cheng, and H. Lu, “Two-stream adaptive graph con-volutional networks for skeleton-based action recognition,” in IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR), 2019, pp. 12 026–12 035. [9] Y. Chen, Z. Zhang, C. Yuan, B. Li, Y. Deng, and W. Hu, “Channel-wise topology refinement graph convolution for skeleton-based action recognition,” in IEEE/CVF International Conference on Computer Vi-sion (ICCV), 2021, pp. 13 359–13 368. [10] A. Shahroudy, J. Liu, T.-T. Ng, and G. Wang, “NTU RGB+D: A large scale dataset for 3D human activity analysis,” in IEEE Conference on Computer Vision and Pattern Recognition (CVPR), 2016, pp. 1010–1019.
Publication Date
10/10/2026
Peer Review Type
Double-Blind Peer Review
Review Rounds: 2
Documents
Article Views
0
Total views since publication
PDF Downloads
7
Total downloads since publication
Geographic Reach
5
Digital Preservation: This article is permanently archived on Zenodo and complies with all data preservation standards across major indexing platforms.
Plagiarism Screening
This manuscript has been checked for plagiarism using TurnitinPlagiarismChecker software.
Conflict of Interest
The authors declare no conflict of interest related to this research work.
Funding Information
No funding information available for this research.
Related research in the same subject area
Loading similar articles...