eprintid: 5194 rev_number: 2 eprint_status: archive userid: 1 dir: disk0/00/00/51/94 datestamp: 2023-11-09 16:16:55 lastmod: 2023-11-09 16:16:55 status_changed: 2023-11-09 16:00:52 type: article metadata_visibility: show creators_name: Tahir, M. creators_name: Madni, T. creators_name: Ziauddin, S. creators_name: Awan, M. creators_name: Waqar, R. creators_name: Khalid, S. title: Wiimote squash: Comparing DTW and WFM techniques for 3D gesture recognition ispublished: pub note: cited By 6 abstract: This paper compares Dynamic Time Warping (DTW) and Waveform Matching (WFM), the two gesture recognition techniques, applied on a specific Squash game application we have developed. Our application gets accelerometer readings by moving the Nintendo� Wiimote in a 3D space. This application manipulates the Wiimote gestures in the form of signals. These signals are the effect of the movements, the positioning and the orientations of Squash racket (actually Wiimote) on the computer screen. We implemented five Squash shots (i. e., 3D uni-stroke gestures) in order to compare DTW and WFM. The results indicate that there is not a significant difference in the detection of gestures by both techniques (DTW and WFM) but there exists a strong degree of association between both techniques. date: 2014 publisher: Zarka Private Univ official_url: https://www.scopus.com/inward/record.uri?eid=2-s2.0-84903590367&partnerID=40&md5=ecbbe8dba5a273f7d85e674e529731f2 full_text_status: none publication: International Arab Journal of Information Technology volume: 11 number: 4 pagerange: 362-369 refereed: TRUE issn: 16833198 citation: Tahir, M. and Madni, T. and Ziauddin, S. and Awan, M. and Waqar, R. and Khalid, S. (2014) Wiimote squash: Comparing DTW and WFM techniques for 3D gesture recognition. International Arab Journal of Information Technology, 11 (4). pp. 362-369. ISSN 16833198