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{{main|Gesture recognition}}
The movement of gestures can be used to interact with technology like computers, using [[Touch user interface|touch]] or [[multi-touch]] popularised by the [[iPhone]], physical [[Motion detection|movement detection]] and visual [[motion capture]], used in [[video game console]]s.
 
== Kendon's continuum ==
In order to better understand the linguistic values that gestures hold, Adam Kendon, a pioneer in gesture research has proposed to look at it as a continuum from less linguistic to fully linguistic.<ref name=":6" /> Using the continuum, speech declines as "the language-like properties of gestural behaviors increase and idiosyncratic gestures are replaced by socially regulated signs".<ref name=":7" />
 
Gestures of different kinds fall within this continuum and include spontaneous gesticulations, language-like gestures, pantomime, emblems, and sign language. Spontaneous gesticulations are not evident without the presence of speech, assisting in the process of vocalization, whereas language-like gestures are "iconic and metaphoric, but lack consistency and are context-dependent".<ref name=":7">{{cite magazine|url=http://www.augcominc.com/newsletters/index.cfm/newsletter_26.pdf|author=Blackstone, S|year=2000|title=Gestures in AAC|magazine=Augmentative Communication News (ACN)|volume=13|issue=1}}</ref> "Language-like gesture" implies that the gesture is assuming something linguistic (Loncke, 2013).<ref name=":6" /> Pantomime falls in the middle of the continuum and requires shared conventions. This kind of gesture helps convey information or describe an event.
 
Following pantomime are emblems, which have specific meanings to denote "feelings, obscenities, and insults" and are not required to be used in conjunction with speech.<ref name=":7" /> The most linguistic gesture on Kendon's continuum is sign language, where "single manual signs have specific meanings and are combined with other manual signs according to specific rules".<ref name=":7" />
 
 
==See also==