Wearable Sensor-Based Few-Shot Continual Learning on Hand Gestures for Motor-Impaired Individuals via Latent Embedding Exploitation
Riyad Bin Rafiq, Weishi Shi, Mark V. Albert
TL;DR
Gesture recognition for motor-impaired individuals faces distribution shifts and data scarcity. The paper presents Latent Embedding Exploitation (LEE), a replay-based few-shot continual learning method that uses a preserved gesture prior $z_c$ from control data and two adaptive embeddings to expand the latent space and learn unseen gestures from few examples, optimized with a learning objective $\mathcal{L} = \alpha\mathcal{L}_{ci} + \beta\mathcal{L}_{ii} + \mathcal{L}_{cls}$ and aided by memory replay. Experiments on SmartWatch Gesture and Motion Gesture datasets show that LEE often outperforms strong baselines and offers lower forgetting with fewer samples, while remaining robust to hyperparameters and source-domain variation. This approach enables personalized, natural gesture interfaces for motor-impaired users using wearable devices and opens paths toward online adaptation and broader inclusion in human-computer interaction.
Abstract
Hand gestures can provide a natural means of human-computer interaction and enable people who cannot speak to communicate efficiently. Existing hand gesture recognition methods heavily depend on pre-defined gestures, however, motor-impaired individuals require new gestures tailored to each individual's gesture motion and style. Gesture samples collected from different persons have distribution shifts due to their health conditions, the severity of the disability, motion patterns of the arms, etc. In this paper, we introduce the Latent Embedding Exploitation (LEE) mechanism in our replay-based Few-Shot Continual Learning (FSCL) framework that significantly improves the performance of fine-tuning a model for out-of-distribution data. Our method produces a diversified latent feature space by leveraging a preserved latent embedding known as gesture prior knowledge, along with intra-gesture divergence derived from two additional embeddings. Thus, the model can capture latent statistical structure in highly variable gestures with limited samples. We conduct an experimental evaluation using the SmartWatch Gesture and the Motion Gesture datasets. The proposed method results in an average test accuracy of 57.0%, 64.6%, and 69.3% by using one, three, and five samples for six different gestures. Our method helps motor-impaired persons leverage wearable devices, and their unique styles of movement can be learned and applied in human-computer interaction and social communication. Code is available at: https://github.com/riyadRafiq/wearable-latent-embedding-exploitation
