• Title/Summary/Keyword: 손가락 끝점

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A Method of Hand Recognition for Virtual Hand Control of Virtual Reality Game Environment (가상 현실 게임 환경에서의 가상 손 제어를 위한 사용자 손 인식 방법)

  • Kim, Boo-Nyon;Kim, Jong-Ho;Kim, Tae-Young
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.49-56
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    • 2010
  • In this paper, we propose a control method of virtual hand by the recognition of a user's hand in the virtual reality game environment. We display virtual hand on the game screen after getting the information of the user's hand movement and the direction thru input images by camera. We can utilize the movement of a user's hand as an input interface for virtual hand to select and move the object. As a hand recognition method based on the vision technology, the proposed method transforms input image from RGB color space to HSV color space, then segments the hand area using double threshold of H, S value and connected component analysis. Next, The center of gravity of the hand area can be calculated by 0 and 1 moment implementation of the segmented area. Since the center of gravity is positioned onto the center of the hand, the further apart pixels from the center of the gravity among the pixels in the segmented image can be recognized as fingertips. Finally, the axis of the hand is obtained as the vector of the center of gravity and the fingertips. In order to increase recognition stability and performance the method using a history buffer and a bounding box is also shown. The experiments on various input images show that our hand recognition method provides high level of accuracy and relatively fast stable results.

On-line Signature Recognition Using Statistical Feature Based Artificial Neural Network (통계적 특징 기반 인공신경망을 이용한 온라인 서명인식)

  • Park, Seung-Je;Hwang, Seung-Jun;Na, Jong-Pil;Baek, Joong-Hwan
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.1
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    • pp.106-112
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    • 2015
  • In this paper, we propose an on-line signature recognition algorithm using fingertip point in the air from the depth image acquired by Kinect. We use ten statistical features for each X, Y, Z axis to react to changes in Shifting and Scaling of the signature trajectories in three-dimensional space. Artificial Neural Network is a machine learning algorithm used as a tool to solve the complex classification problem in pattern recognition. We implement the proposed algorithm to actual on-line signature recognition system. In experiment, we verify the proposed method is successful to classify 4 different on-line signatures.