• Title/Summary/Keyword: 손 동작

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Smart HCI Based on the Informations Fusion of Biosignal and Vision (생체 신호와 비전 정보의 융합을 통한 스마트 휴먼-컴퓨터 인터페이스)

  • Kang, Hee-Su;Shin, Hyun-Chool
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.47 no.4
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    • pp.47-54
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    • 2010
  • We propose a smart human-computer interface replacing conventional mouse interface. The interface is able to control cursor and command action with only hand performing without object. Four finger motions(left click, right click, hold, drag) for command action are enough to express all mouse function. Also we materialize cursor movement control using image processing. The measure what we use for inference is entropy of EMG signal, gaussian modeling and maximum likelihood estimation. In image processing for cursor control, we use color recognition to get the center point of finger tip from marker, and map the point onto cursor. Accuracy of finger movement inference is over 95% and cursor control works naturally without delay. we materialize whole system to check its performance and utility.

A Gaussian Mixture Model Based Pattern Classification Algorithm of Forearm Electromyogram (Gaussian Mixture Model 기반 전완 근전도 패턴 분류 알고리즘)

  • Song, Y.R.;Kim, S.J.;Jeong, E.C.;Lee, S.M.
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.5 no.1
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    • pp.95-101
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    • 2011
  • In this paper, we propose the gaussian mixture model based pattern classification algorithm of forearm electromyogram. We define the motion of 1-degree of freedom as holding and unfolding hand considering a daily life for patient with prosthetic hand. For the extraction of precise features from the EMG signals, we use the difference absolute mean value(DAMV) and the mean absolute value(MAV) to consider amplitude characteristic of EMG signals. We also propose the D_DAMV and D_MAV in order to classify the amplitude characteristic of EMG signals more precisely. In this paper, we implemented a test targeting four adult male and identified the accuracy of EMG pattern classification of two motions which are holding and unfolding hand.

The Effects of Arm Function in Sitting With Body Weight Support in Cerebral Palsy : A Preliminary Study (뇌성마비 아동의 앉은 자세에서의 부분적 체중지지가 상지 기능에 미치는 영향: 사전연구)

  • Park, So-Yeon;Lee, Sang-Heon;Kim, Tae-Ho;Kwon, Oh-Yun
    • Physical Therapy Korea
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    • v.10 no.4
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    • pp.33-42
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    • 2003
  • 이 연구의 목적은 뇌성마비 아동에게 앉은 자세에서 현수를 이용하여 체중지지를 해주었을 때 상지기능에 어떠한 영향을 미치는지 알아보는 것이다. 연구대상자는 뇌성마비 아동 5명과 뇌종양 아동 1명이었다. 연구대상자에게 harness를 착용하여 부분적 체중지지를 하기 전과 착용한 상태에서 손 뻗기 동작을 3차원 동작분석기를 이용하여 어깨관절과 손뻗기 동작에 걸린 시간을 측정하였고, Box and Block 검사를 실시하여 체중지지 전과 착용 시 상지 기능을 비교하였다. 자료분석은 윌콕슨 부호순위검정을 사용하였다. 어깨관절의 관절 가동범위와 Box and Block 검사에서는 유의한 차이가 없었으나, 팔뻗기 동작의 수행 시간에는 유의한 차이가 있었다(p<.05). 연구 대상자의 수가 적고, 대상자 마다 연령 및 손상의 정도가 서로 다르기 때문에 연구결과를 일반화하여 해석하기에는 제한점이 있지만, 앉은 자세에서 harness를 이용하여 부분적 체중지지를 적용하였을 때 상지의 기능 향상에 도움을 줄 수 있으리라 생각하며 향후 다수를 대상으로 한 연구가 필요하리라 생각한다.

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Interactive Game Designed for Early Child using Multimedia Interface : Physical Activities (멀티미디어 인터페이스 기술을 이용한 유아 대상의 체감형 게임 설계 : 신체 놀이 활동 중심)

  • Won, Hye-Min;Lee, Kyoung-Mi
    • The Journal of the Korea Contents Association
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    • v.11 no.3
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    • pp.116-127
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    • 2011
  • This paper proposes interactive game elements for children : contents, design, sound, gesture recognition, and speech recognition. Interactive games for early children must use the contents which reflect the educational needs and the design elements which are all bright, friendly, and simple to use. Also the games should consider the background music which is familiar with children and the narration which make easy to play the games. In gesture recognition and speech recognition, the interactive games must use gesture and voice data which hits to the age of the game user. Also, this paper introduces the development process for the interactive skipping game and applies the child-oriented contents, gestures, and voices to the game.

A Study on the Interaction with Virtual Objects through XR Hands (XR Hands를 통한 가상 객체들과의 상호 작용에 관한 연구)

  • BeomJun Jo;SeongKi Kim
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.3
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    • pp.43-49
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    • 2024
  • Hand tracking is currently one of the most promising technologies in XR with the release of extended reality (XR) devices, in which hand tracking is used as the main manipulation. Hand tracking offers advantages in terms of immersion and realism, and as a result, it is being employed in a range of fields, including education, business, and medical care. The archery movement requires using both hands at the same time, but requires sophistication to hit the target and is a movement that has cultural and sports significance in the past. This study aimed to implement this archery movement. Therefore, this paper used the XR Hands package provided by Unity to recognize hand movements, explored the underlying OpenXR, and finally implemented the archery movement and tested it in Meta Quest 2.

Design and Implementation of Fuzzy-based Algorithm for Hand-shake State Detection and Error Compensation in Mobile OIS Motion Detector (모바일 OIS 움직임 검출부의 손떨림 상태 검출 및 오차 보상을 위한 퍼지기반 알고리즘의 설계 및 구현)

  • Lee, Seung-Kwon;Kong, Jin-Hyeung
    • Journal of the Institute of Electronics and Information Engineers
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    • v.52 no.8
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    • pp.29-39
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    • 2015
  • This paper describes a design and implementation of fuzzy-based algorithm for hand-shake state detection and error compensation in the mobile optical image stabilization(OIS) motion detector. Since the gyro sensor output of the OIS motion detector includes inherent error signals, accurate error correction is required for prompt hand-shake error compensation and stable hand-shake state detection. In this research with a little computation overhead of fuzzy-based algorithm, the hand-shake error compensation could be improved by quickly reducing the angle and phase error for the hand-shake frequencies. Further, stability of the OIS system could be enhanced by the hand-shake states of {Halt, Little vibrate, Big vibrate, Pan/Tilt}, classified by subdividing the hand-shake angle. The performance and stability of the proposed algorithm in OIS motion detector is quantitatively and qualitatively evaluated with the emulated hand-shaking of ${\pm}0.5^{\circ}$, ${\pm}0.8^{\circ}$ vibration and 2~12Hz frequency. In experiments, the average error compensation gain of 3.71dB is achieved with respect to the conventional BACF/DCF algorithm; and the four hand-shake states are detected in a stable manner.

The EFFECT of HAND-SPLINT for 2 CASES (두 사례에 의한 수부 스프린트 효과)

  • Chae, Soo-Gyung;Kim, Ho-Bang
    • The Journal of Korean Academy of Orthopedic Manual Physical Therapy
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    • v.9 no.2
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    • pp.13-23
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    • 2003
  • 본 연구의 목적은 손 기능에 문제가 있는 환자들을 중심으로 splint의 효과를 알아보기 위한 기초조사로써 2명의 환자를 제주 한마음병원(Case1, 2)에서 2001년 6월부터 11월까지 조사하였다. 2명의 환자는 다음과 같다. i) 사례 1 : 뇌성마비 아동(4세, 남, 오른손)으로 한쪽 손목과 엄지손가락에 강직으로 인하여 잡기 기능에 제한이 있는 편마비 아동이다. ii) 사례 2 : 전기화상(56세, 남, 왼손)으로 4-5번째 손가락의 M.P joint와 I.P joint에 관절운동 제한으로 완전하게 주먹을 질 수가 없다. 연구를 위하여 손 기능의 평가는 표준화가 되어있는 Jebsen-hand function test, Total passive Motion(TPM)을 사용하였으며, 환자들의 만족도를 알아보기 위해서는 Canadian Occupational Performance Measure(COPM)을 사용하였다. i) 사례 1 : 두 가지 splint를 적용하였다. 즉 낮 동안에는 splint 1, 밤 동안에는 splint 2를 6시간 이상 착용하도록 하였으며 작업치료는 시행하지 않았다. ii) 사례 2 : 이 환자에게는 작업치료가 끝나는 동시에 splint. 3을 6시간 이상 착용하도록 하였으며, M.P joint와 I.P joint의 관절 변화를 조절하도록 특별히 고안된 splint를 적용하였다. 그 결과 사례 1의 Jebsen-hand function test시 초기에는 측정을 할 수가 없었으나, splint착용 후 크고 가벼운 물건 옮기기(44.15), 크고 무거운 물건 옮기기(42.66), 적목쌓기(44.63), 먹기 흉내내기(54.47) 등에서 처음 동작만 도와주면 측정이 가능할 수 있도록 진전을 보였다(그래프1), 사진(착용 전과 착용 후). 사례 2의 경우 Jebsen-hand function test의 적목쌓기와 먹기 흉내기가 가장 높았으며, 글씨 쓰기가 가능했다. 손의 관절가동 변화에서도 splint 착용전의 측정치와 착용 후 관절 가동 범위의 변화 폭이 약 $30_{\circ}$이를 보여주었다(그래프 2), (그래프3). 결론적으로 손 기능 회복에 직접적인 재활 치료뿐만 아니라, 치료 후에도 splint를 착용하여 가정에서도 계속적인 치료가 될 수 있도록 하는 것이 손의 기능회복에 도움이 됨을 알 수 있었다. 그러므로 각 환자의 문제점을 파악하여 적절한 splint를 제작해 줄 필요가 있다고 사료된다. 이 기초조사를 시작으로 하여 더 많은 환자들을 대상으로 splint가 손 기능 회복에 어떠한 영향을 미치는지 그 효과에 대하여 계속적인 연구가 필요할 것이다.

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Noise-robust Hand Region Segmentation In RGB Color-based Real-time Image (RGB 색상 기반의 실시간 영상에서 잡음에 강인한 손영역 분할)

  • Yang, Hyuk Jin;Kim, Dong Hyun;Seo, Yeong Geon
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1603-1613
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    • 2017
  • This paper proposes a method for effectively segmenting the hand region using a widely popular RGB color-based webcam. This performs the empirical preprocessing method four times to remove the noise. First, we use Gaussian smoothing to remove the overall image noise. Next, the RGB image is converted into the HSV and the YCbCr color model, and global fixed binarization is performed based on the statistical value for each color model, and the noise is removed by the bitwise-OR operation. Then, RDP and flood fill algorithms are used to perform contour approximation and inner area fill operations to remove noise. Finally, ROI (hand region) is selected by eliminating noise through morphological operation and determining a threshold value proportional to the image size. This study focuses on the noise reduction and can be used as a base technology of gesture recognition application.

Remote Control of Network-Based Modular Robot (네트웍 기반 모듈라 로봇의 원격 제어)

  • Yeom, Dong-Joo;Lee, Bo-Hee
    • Journal of Convergence for Information Technology
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    • v.8 no.5
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    • pp.77-83
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    • 2018
  • A modular robot that memorizes motion can be easily created and operated because it expresses by hand. However, since there is not enough storage space in the module to store the user-created operation, it is impossible to reuse the created operation, and when the modular robot again memorizes the operation, it changes to another operation. There is no main controller capable of operating a plurality of modular robots at the same time, and thus there is a disadvantage that the user must input directly to the modular robot. To overcome these disadvantages, a remote controller has been proposed that can be operated in the surrounding smart devices by designing web server and component based software using wired and wireless network. In the proposed method, various types of structures are created by connecting to a modular robot, and the reconstructed operation is performed again after storing, and the usefulness is confirmed by regenerating the stored operation effectively. In addition, the reliability of the downloaded trajectory data is verified by analyzing the difference between the trajectory data and the actual trajectory. In the future, the trajectory stored in the remote controller will be standardized using the artificial intelligence technique, so that the operation of the modular robot will be easily implemented.

A Research on Training Effect of EEG according to Repetitive Movement of a Hand (반복동작에 따른 EEG의 훈련 효과)

  • Kim, Young-Joo;Whang, Min-Cheol;Woo, Jin-Cheol
    • Science of Emotion and Sensibility
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    • v.11 no.3
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    • pp.357-364
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    • 2008
  • This study is to find training effect on EEG(Electroencephalography) and EMG(electromyogram) evoked by repetitive movement of a hand. Five university students participated in this study and were asked to perform repetitive movement of right hand for 5 seconds with rest for 10 seconds. They repeated the movement for 48 minutes and for 5 days. EEG and EMG were measured according to every movement. Coherence between EEG and EMG and power spectrum of EEG were analyzed and were tried to observe their changes within a day and between days of the repetitive movement. Training effect according the time of the movement was significantly found in mu and beta frequencies in EEG. However, training effect was not significant between the days of the movement and also, not in coherence between EEG and EMG.

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