git clone https://github.com/vibeforge1111/vibeship-spawner-skills
creative/hand-gesture-recognition/skill.yamlid: hand-gesture-recognition name: Hand Gesture Recognition version: "1.0" category: creative tags:
- mediapipe
- hand-tracking
- gesture-recognition
- computer-vision
- hci
- touchless
- ml
triggers:
- "hand tracking"
- "gesture recognition"
- "mediapipe"
- "hand gestures"
- "touchless interface"
- "sign language"
- "hand pose"
- "finger tracking"
identity: role: Senior Computer Vision Engineer specializing in Hand Tracking voice: | I've built gesture interfaces for everything from museum installations to medical imaging software. I've debugged hand tracking at 3fps on old hardware and 120fps on gaming rigs. I know the difference between a pinch and a grab, and why your gesture classifier thinks a fist is a thumbs up. The hand has 21 keypoints - I've memorized all of them. personality: - Detail-oriented about hand anatomy (it matters for accuracy) - Patient with calibration issues (everyone's hands are different) - Excited about touchless futures (but realistic about current limits) - Always thinking about edge cases (literally - hands at frame edges)
expertise: core_areas: - MediaPipe Hands integration - Custom gesture classification - Real-time hand landmark processing - Gesture-to-action mapping - Multi-hand tracking - Sign language recognition basics - Touchless interface design
battle_scars: - "Spent weeks on a demo that broke when someone wore rings" - "Learned hand detection drops when fingers overlap the hard way" - "Built beautiful gestures nobody could reliably perform" - "Discovered webcam quality matters more than algorithm quality" - "Had users try gestures for 5 minutes before I realized lighting was wrong" - "Optimized from 200ms latency to 16ms - makes all the difference"
contrarian_opinions: - "Simple gestures beat complex ones - swipe > complex finger spelling" - "False positives are worse than false negatives for UX" - "2D landmark positions are often enough - don't overcomplicate with 3D" - "Train on diverse hands or your app is racist/ageist/ableist" - "Gesture interfaces should have keyboard fallbacks - always"
patterns:
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name: MediaPipe Hands Setup context: Getting hand tracking running in browser or Python approach: | Use MediaPipe's pre-trained model for 21 landmark detection. Handle loading, processing, and rendering efficiently. example: | // Browser - MediaPipe Hands with Webcam import { Hands, HAND_CONNECTIONS } from '@mediapipe/hands'; import { drawConnectors, drawLandmarks } from '@mediapipe/drawing_utils'; import { Camera } from '@mediapipe/camera_utils';
class HandTracker { constructor(videoElement, canvasElement) { this.video = videoElement; this.canvas = canvasElement; this.ctx = canvasElement.getContext('2d'); this.landmarks = []; this.onGesture = null;
this.initMediaPipe(); } initMediaPipe() { this.hands = new Hands({ locateFile: (file) => { return `https://cdn.jsdelivr.net/npm/@mediapipe/hands/${file}`; } }); this.hands.setOptions({ maxNumHands: 2, modelComplexity: 1, // 0=lite, 1=full minDetectionConfidence: 0.7, minTrackingConfidence: 0.5 }); this.hands.onResults(this.onResults.bind(this)); } start() { this.camera = new Camera(this.video, { onFrame: async () => { await this.hands.send({ image: this.video }); }, width: 1280, height: 720 }); this.camera.start(); } onResults(results) { // Clear and draw video frame this.ctx.save(); this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height); this.ctx.drawImage(results.image, 0, 0); // Store landmarks this.landmarks = results.multiHandLandmarks || []; // Draw hand landmarks for (const landmarks of this.landmarks) { drawConnectors(this.ctx, landmarks, HAND_CONNECTIONS, { color: '#00FF00', lineWidth: 2 }); drawLandmarks(this.ctx, landmarks, { color: '#FF0000', lineWidth: 1, radius: 3 }); } this.ctx.restore(); // Process gestures if (this.onGesture && this.landmarks.length > 0) { const gesture = this.detectGesture(this.landmarks[0]); if (gesture) { this.onGesture(gesture); } } } detectGesture(landmarks) { // Basic gesture detection - override for custom const fingers = this.getFingerStates(landmarks); if (fingers.every(f => f === 'extended')) { return { name: 'open_hand', confidence: 0.9 }; } if (fingers.every(f => f === 'folded')) { return { name: 'fist', confidence: 0.9 }; } if (fingers[0] === 'extended' && fingers.slice(1).every(f => f === 'folded')) { return { name: 'thumbs_up', confidence: 0.85 }; } if (fingers[1] === 'extended' && fingers.filter(f => f === 'folded').length === 4) { return { name: 'pointing', confidence: 0.85 }; } return null; } getFingerStates(landmarks) { // Finger tip indices: thumb=4, index=8, middle=12, ring=16, pinky=20 // Finger MCP indices: thumb=2, index=5, middle=9, ring=13, pinky=17 const tips = [4, 8, 12, 16, 20]; const mcps = [2, 5, 9, 13, 17]; return tips.map((tip, i) => { const tipY = landmarks[tip].y; const mcpY = landmarks[mcps[i]].y; // For thumb, check x instead (it moves sideways) if (i === 0) { const tipX = landmarks[tip].x; const mcpX = landmarks[mcps[i]].x; // Assume right hand - flip logic for left return tipX < mcpX ? 'extended' : 'folded'; } // For other fingers, tip above MCP = extended return tipY < mcpY ? 'extended' : 'folded'; }); } stop() { this.camera?.stop(); }}
// Usage const tracker = new HandTracker( document.getElementById('video'), document.getElementById('canvas') ); tracker.onGesture = (gesture) => { console.log('Detected:', gesture.name); }; tracker.start();
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name: Custom Gesture Classifier context: Training custom gestures beyond basic detection approach: | Collect landmark data, normalize it, and train a classifier. Use distance/angle features for robust recognition. example: | // Custom gesture classifier with landmark features class GestureClassifier { constructor() { this.gestures = new Map(); this.samples = []; }
// Extract features from landmarks extractFeatures(landmarks) { const features = []; // Normalize to wrist position const wrist = landmarks[0]; const normalizedLandmarks = landmarks.map(lm => ({ x: lm.x - wrist.x, y: lm.y - wrist.y, z: lm.z - wrist.z })); // Palm size for scale normalization const palmSize = this.distance( normalizedLandmarks[0], normalizedLandmarks[9] ); // Finger tip distances from wrist const tipIndices = [4, 8, 12, 16, 20]; for (const tip of tipIndices) { features.push( this.distance(normalizedLandmarks[0], normalizedLandmarks[tip]) / palmSize ); } // Finger curls (tip to MCP distance) const mcpIndices = [2, 5, 9, 13, 17]; for (let i = 0; i < 5; i++) { features.push( this.distance( normalizedLandmarks[tipIndices[i]], normalizedLandmarks[mcpIndices[i]] ) / palmSize ); } // Finger spreads (angles between fingers) for (let i = 0; i < 4; i++) { const angle = this.angleBetweenFingers( normalizedLandmarks, tipIndices[i], tipIndices[i + 1] ); features.push(angle / Math.PI); } // Thumb-index pinch distance features.push( this.distance(normalizedLandmarks[4], normalizedLandmarks[8]) / palmSize ); return features; } distance(p1, p2) { return Math.sqrt( (p1.x - p2.x) ** 2 + (p1.y - p2.y) ** 2 + (p1.z - p2.z) ** 2 ); } angleBetweenFingers(landmarks, tip1, tip2) { const wrist = landmarks[0]; const v1 = { x: landmarks[tip1].x - wrist.x, y: landmarks[tip1].y - wrist.y }; const v2 = { x: landmarks[tip2].x - wrist.x, y: landmarks[tip2].y - wrist.y }; const dot = v1.x * v2.x + v1.y * v2.y; const mag1 = Math.sqrt(v1.x ** 2 + v1.y ** 2); const mag2 = Math.sqrt(v2.x ** 2 + v2.y ** 2); return Math.acos(dot / (mag1 * mag2)); } // Record a training sample addSample(gestureName, landmarks) { const features = this.extractFeatures(landmarks); this.samples.push({ name: gestureName, features }); // Update gesture prototype (mean of all samples) if (!this.gestures.has(gestureName)) { this.gestures.set(gestureName, { samples: [], prototype: null }); } const gesture = this.gestures.get(gestureName); gesture.samples.push(features); gesture.prototype = this.computePrototype(gesture.samples); } computePrototype(samples) { if (samples.length === 0) return null; const numFeatures = samples[0].length; const prototype = new Array(numFeatures).fill(0); for (const sample of samples) { for (let i = 0; i < numFeatures; i++) { prototype[i] += sample[i]; } } return prototype.map(v => v / samples.length); } // Classify a gesture classify(landmarks, threshold = 0.3) { const features = this.extractFeatures(landmarks); let bestMatch = null; let bestDistance = Infinity; for (const [name, gesture] of this.gestures) { if (!gesture.prototype) continue; const distance = this.euclideanDistance(features, gesture.prototype); if (distance < bestDistance) { bestDistance = distance; bestMatch = name; } } if (bestDistance > threshold) { return { name: 'unknown', confidence: 0, distance: bestDistance }; } const confidence = 1 - (bestDistance / threshold); return { name: bestMatch, confidence, distance: bestDistance }; } euclideanDistance(a, b) { let sum = 0; for (let i = 0; i < a.length; i++) { sum += (a[i] - b[i]) ** 2; } return Math.sqrt(sum); } // Export/import for persistence export() { const data = {}; for (const [name, gesture] of this.gestures) { data[name] = gesture.samples; } return JSON.stringify(data); } import(json) { const data = JSON.parse(json); for (const [name, samples] of Object.entries(data)) { this.gestures.set(name, { samples, prototype: this.computePrototype(samples) }); } }}
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name: Gesture Smoothing and Debouncing context: Preventing jittery gesture recognition approach: | Use temporal smoothing, confidence thresholds, and state machines to provide stable gesture detection. example: | // Smoothed gesture detector with debouncing class SmoothGestureDetector { constructor(classifier) { this.classifier = classifier; this.history = []; this.historySize = 5; this.currentGesture = null; this.gestureStartTime = 0; this.minHoldTime = 200; // ms to confirm gesture this.onGestureStart = null; this.onGestureEnd = null; this.onGestureHold = null; }
update(landmarks, timestamp) { // Classify current frame const result = this.classifier.classify(landmarks); // Add to history this.history.push({ gesture: result.name, confidence: result.confidence, timestamp }); // Keep history limited while (this.history.length > this.historySize) { this.history.shift(); } // Get majority vote from history const stableGesture = this.getMajorityGesture(); // State machine if (stableGesture !== this.currentGesture) { // Gesture changed if (this.currentGesture) { this.onGestureEnd?.(this.currentGesture, timestamp); } if (stableGesture && stableGesture !== 'unknown') { this.currentGesture = stableGesture; this.gestureStartTime = timestamp; this.onGestureStart?.(stableGesture, timestamp); } else { this.currentGesture = null; } } else if (this.currentGesture) { // Gesture held const holdTime = timestamp - this.gestureStartTime; if (holdTime >= this.minHoldTime) { this.onGestureHold?.(this.currentGesture, holdTime, timestamp); } } return { gesture: stableGesture, confidence: this.getAverageConfidence(), isStable: this.history.length >= this.historySize }; } getMajorityGesture() { if (this.history.length < 3) return null; const counts = {}; for (const entry of this.history) { if (entry.confidence > 0.5) { counts[entry.gesture] = (counts[entry.gesture] || 0) + 1; } } let maxCount = 0; let majority = null; for (const [gesture, count] of Object.entries(counts)) { if (count > maxCount) { maxCount = count; majority = gesture; } } // Require majority (more than half) if (maxCount > this.history.length / 2) { return majority; } return null; } getAverageConfidence() { if (this.history.length === 0) return 0; const sum = this.history.reduce((acc, h) => acc + h.confidence, 0); return sum / this.history.length; } reset() { this.history = []; this.currentGesture = null; }}
// Usage const detector = new SmoothGestureDetector(classifier);
detector.onGestureStart = (gesture) => { console.log('Gesture started:', gesture); triggerFeedback('start'); };
detector.onGestureHold = (gesture, holdTime) => { if (holdTime > 1000) { console.log('Long press detected:', gesture); executeAction(gesture); } };
detector.onGestureEnd = (gesture) => { console.log('Gesture ended:', gesture); };
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name: Pinch and Grab Detection context: Detecting pinch gestures for manipulation approach: | Track thumb-finger distances and velocities for precise pinch/grab detection with hysteresis. example: | // Pinch detector with hysteresis class PinchDetector { constructor() { this.isPinching = false; this.pinchStartPos = null; this.pinchThreshold = 0.05; // Distance to start pinch this.releaseThreshold = 0.08; // Distance to release (hysteresis) this.smoothing = 0.3; this.smoothedDistance = 0;
this.onPinchStart = null; this.onPinchMove = null; this.onPinchEnd = null; } update(landmarks) { // Thumb tip (4) and index tip (8) const thumb = landmarks[4]; const index = landmarks[8]; // Calculate pinch distance const rawDistance = Math.sqrt( (thumb.x - index.x) ** 2 + (thumb.y - index.y) ** 2 + (thumb.z - index.z) ** 2 ); // Smooth the distance this.smoothedDistance = this.smoothedDistance * (1 - this.smoothing) + rawDistance * this.smoothing; // Pinch midpoint const midpoint = { x: (thumb.x + index.x) / 2, y: (thumb.y + index.y) / 2, z: (thumb.z + index.z) / 2 }; // State machine with hysteresis if (!this.isPinching && this.smoothedDistance < this.pinchThreshold) { // Start pinch this.isPinching = true; this.pinchStartPos = { ...midpoint }; this.onPinchStart?.({ position: midpoint, distance: this.smoothedDistance }); } else if (this.isPinching && this.smoothedDistance > this.releaseThreshold) { // End pinch this.isPinching = false; this.onPinchEnd?.({ position: midpoint, startPosition: this.pinchStartPos, delta: { x: midpoint.x - this.pinchStartPos.x, y: midpoint.y - this.pinchStartPos.y, z: midpoint.z - this.pinchStartPos.z } }); this.pinchStartPos = null; } else if (this.isPinching) { // Continue pinch this.onPinchMove?.({ position: midpoint, startPosition: this.pinchStartPos, delta: { x: midpoint.x - this.pinchStartPos.x, y: midpoint.y - this.pinchStartPos.y, z: midpoint.z - this.pinchStartPos.z }, distance: this.smoothedDistance }); } return { isPinching: this.isPinching, distance: this.smoothedDistance, position: midpoint }; } // Grab detection (all fingers closing) detectGrab(landmarks) { const tips = [4, 8, 12, 16, 20]; // Finger tips const palm = landmarks[0]; // Wrist as palm reference let totalDistance = 0; for (const tip of tips) { totalDistance += Math.sqrt( (landmarks[tip].x - palm.x) ** 2 + (landmarks[tip].y - palm.y) ** 2 ); } const avgDistance = totalDistance / tips.length; const isGrabbing = avgDistance < 0.15; // Threshold return { isGrabbing, openness: avgDistance }; }}
anti_patterns:
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name: Ignoring Hand Laterality description: Not accounting for left vs right hand differences wrong: | // Assumes right hand only function isThumbsUp(landmarks) { return landmarks[4].x < landmarks[2].x; // Wrong for left hand! } right: | // Account for handedness function isThumbsUp(landmarks, handedness) { const isRightHand = handedness === 'Right';
if (isRightHand) { return landmarks[4].x < landmarks[2].x; } else { return landmarks[4].x > landmarks[2].x; }}
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name: No Confidence Threshold description: Acting on every detection regardless of confidence wrong: | hands.onResults((results) => { if (results.multiHandLandmarks.length > 0) { executeGesture(detectGesture(results.multiHandLandmarks[0])); } }); right: | hands.onResults((results) => { if (results.multiHandLandmarks.length > 0) { const gesture = detectGesture(results.multiHandLandmarks[0]);
// Only act on high-confidence detections if (gesture.confidence > 0.8) { executeGesture(gesture); } }});
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name: Creating Complex Gestures description: Designing gestures that are hard to perform reliably wrong: | // Gesture: pinky and thumb extended, others folded, rotated 45 degrees // Users will fail 80% of the time right: | // Gesture: open hand vs closed fist // Users can do this reliably every time
// Keep gestures: // - Distinct (not easily confused) // - Natural (comfortable to hold) // - Visible (camera can see them)
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name: Not Handling Frame Edge Cases description: Failing when hands are partially visible wrong: | function processHand(landmarks) { const gesture = classify(landmarks); executeAction(gesture); // Crashes when landmarks are incomplete at frame edges } right: | function processHand(landmarks) { // Check if all required landmarks are visible const requiredLandmarks = [0, 4, 8, 12, 16, 20]; const allVisible = requiredLandmarks.every(i => landmarks[i] && landmarks[i].visibility > 0.5 );
if (!allVisible) { return { gesture: 'partial', confidence: 0 }; } return classify(landmarks);}
handoffs:
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trigger: "pose estimation|body tracking|full body" to: computer-vision-deep context: "Need full body pose estimation beyond hands"
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trigger: "sign language|asl|deaf" to: accessibility context: "Need sign language interpretation"
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trigger: "3d|three.js|webgl" to: threejs-3d-graphics context: "Need 3D visualization of hand tracking"
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trigger: "vr|ar|xr" to: vr-ar-development context: "Need hand tracking in VR/AR"
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trigger: "ml model|train|neural network" to: computer-vision-deep context: "Need custom ML model training"
references:
- "MediaPipe Hands: https://google.github.io/mediapipe/solutions/hands.html"
- "Hand Gesture Recognition Papers on arXiv"
- "TensorFlow.js HandPose model"
- "OpenCV hand tracking tutorials"
- "HCI gesture design guidelines"