• Title/Summary/Keyword: 손 동작 추적

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Visual Feedback System for Manipulating Objects Using Hand Motions in Virtual Reality Environment (가상 환경에서의 손동작을 사용한 물체 조작에 대한 시각적 피드백 시스템)

  • Seo, Woong;Kwon, Sangmo;Ihm, Insung
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.3
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    • pp.9-19
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    • 2020
  • With the recent development of various kinds of virtual reality devices, there has been an active research effort to increase the sense of reality by recognizing the physical behavior of users rather than by classical user input methods. Among such devices, the Leap Motion controller recognizes the user's hand gestures and can realistically trace the user's hand in a virtual reality environment. However, manipulating an object in virtual reality using a recognized user's hand often causes the hand to pass through the object, which should not occur in the real world. This study presents a way to build a visual feedback system for enhancing the user's sense of interaction between hands and objects in virtual reality. In virtual reality, the user's hands are examined precisely by using a ray tracing method to see if the virtual object collides with the user's hand, and when any collision occurs, visual feedback is given through the process of reconstructing the user's hand by moving the position of the end of the user's fingers that enter the object through sign distance field and reverse mechanics. This enables realistic interaction in virtual reality in real time.

Development for Multi-modal Realistic Experience I/O Interaction System (멀티모달 실감 경험 I/O 인터랙션 시스템 개발)

  • Park, Jae-Un;Whang, Min-Cheol;Lee, Jung-Nyun;Heo, Hwan;Jeong, Yong-Mu
    • Science of Emotion and Sensibility
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    • v.14 no.4
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    • pp.627-636
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    • 2011
  • The purpose of this study is to develop the multi-modal interaction system. This system provides realistic and an immersive experience through multi-modal interaction. The system recognizes user behavior, intention, and attention, which overcomes the limitations of uni-modal interaction. The multi-modal interaction system is based upon gesture interaction methods, intuitive gesture interaction and attention evaluation technology. The gesture interaction methods were based on the sensors that were selected to analyze the accuracy of the 3-D gesture recognition technology using meta-analysis. The elements of intuitive gesture interaction were reflected through the results of experiments. The attention evaluation technology was developed by the physiological signal analysis. This system is divided into 3 modules; a motion cognitive system, an eye gaze detecting system, and a bio-reaction sensing system. The first module is the motion cognitive system which uses the accelerator sensor and flexible sensors to recognize hand and finger movements of the user. The second module is an eye gaze detecting system that detects pupil movements and reactions. The final module consists of a bio-reaction sensing system or attention evaluating system which tracks cardiovascular and skin temperature reactions. This study will be used for the development of realistic digital entertainment technology.

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Augmented Reality Game Interface Using Hand Gestures Tracking (사용자 손동작 추적에 기반한 증강현실 게임 인터페이스)

  • Yoon, Jong-Hyun;Park, Jong-Seung
    • Journal of Korea Game Society
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    • v.6 no.2
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    • pp.3-12
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    • 2006
  • Recently, Many 3D augmented reality games that provide strengthened immersive have appeared in the 3D game environment. In this article, we describe a barehanded interaction method based on human hand gestures for augmented reality games. First, feature points are extracted from input video streams. Point features are tracked and motion of moving objects are computed. The shape of the motion trajectories are used to determine whether the motion is intended gestures. A long smooth trajectory toward one of virtual objects or menus is classified as an intended gesture and the corresponding action is invoked. To prove the validity of the proposed method, we implemented two simple augmented reality applications: a gesture-based music player and a virtual basketball game. In the music player, several menu icons are displayed on the top of the screen and an user can activate a menu by hand gestures. In the virtual basketball game, a virtual ball is bouncing in a virtual cube space and the real video stream is shown in the background. An user can hit the virtual ball with his hand gestures. From the experiments for three untrained users, it is shown that the accuracy of menu activation according to the intended gestures is 94% for normal speed gestures and 84% for fast and abrupt gestures.

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Design and Implementation of a Sign Language Gesture Recognizer using Data Glove and Motion Tracking System (장갑 장치와 제스처 추적을 이용한 수화 제스처 인식기의 실계 및 구현)

  • Kim, Jung-Hyun;Roh, Yong-Wan;Kim, Dong-Gyu;Hong, Kwang-Seok
    • Proceedings of the Korea Institute of Convergence Signal Processing
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    • 2005.11a
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    • pp.233-237
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    • 2005
  • 수화의 인식 및 표현 기술에 대한 관련 연구는 수화 인식을 통한 건청인과의 의사 전달, 가상현실에서의 손동작 인식 등을 대상으로 여러 방면으로의 접근 및 연구 결과를 도출하고 있다. 그러나 이들 연구의 대부분 데스크탑 PC기반의 수신호(Hand signal) 제어 및 수화 - 손 동작 인식에 목적을 두었고 수화 신호의 획득을 위하여 영상장비를 이용하였으며 이를 바탕으로 단어 위주의 수화 인식 및 표현에 중점을 둔 수화 인식 시스템의 구현을 통해 비장애인과의 자유로운 의사소통을 추구하고 있다. 따라서 본 논문에서는 햅틱 장치로부터 사용자의 의미있는 수화 제스처를 획득하기 위한 접근 방식을 차세대 착용형 PC 플랫폼 기반의 유비쿼터스 환경으로 확대, 적용시켜 제스처 데이터 입력 모듈로부터 새로운 정보의 획득에 있어 한계성을 극복하고 사용자의 편의를 도모할 수 있는 효율적인 데이터 획득 방안을 제시한다. 또한 퍼지 알고리즘 및 RDBMS 모듈을 이용하여 언제, 어디에서나 사용자의 의미 있는 문장형 수화 제스처를 실시간으로 인식하고 표현하는 수화 제스처 인식기를 구현하였다. 본 논문에서는 수화 제스처 입력 모듈(5th Data Glove System과 $Fastrak{\circledR}$)과 차세대 착용형 PC 플랫폼(embedded I.MX21 board)간의 이격거리를 반경 10M의 타원 형태로 구성하고 규정된 위치로 수화 제스처 데이터 입력모듈을 이동시키면서 5인의 피실험자에 대하여 연속적으로 20회의 반복 실험을 수행하였으며 사용자의 동적 제스처 인식 실험결과 92.2% 평균 인식률을 도출하였다.

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Development of A Framework for Robust Extraction of Regions Of Interest (환경 요인에 독립적인 관심 영역 추출을 위한 프레임워크의 개발)

  • Kim, Seong-Hoon;Lee, Kwang-Eui;Heo, Gyeong-Yong
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.12
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    • pp.49-57
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    • 2011
  • Extraction of regions of interest (ROIs) is the first and important step for the applications in computer vision and affects the rest of the application process. However, ROI extraction can be easily affected by the environment such as illumination, camera, etc. Many applications adopt problem-specific knowledge and/or post-processing to correct the error occurred in ROI extraction. In this paper, proposed is a robust framework that could overcome the environmental change and is independent from the rest of the process. The proposed framework uses a differential image and a color distribution to extract ROIs. The color distribution can be learned on-line, which make the framework to be robust to environmental change. Even more, the components of the framework are independent each other, which makes the framework flexible and extensible. The usefulness of the proposed framework is demonstrated with the application of hand region extraction in an image sequence.

Development of a Sign Language Learning Assistance System using Mediapipe for Sign Language Education of Deaf-Mutility (청각장애인의 수어 교육을 위한 MediaPipe 활용 수어 학습 보조 시스템 개발)

  • Kim, Jin-Young;Sim, Hyun
    • The Journal of the Korea institute of electronic communication sciences
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    • v.16 no.6
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    • pp.1355-1362
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    • 2021
  • Recently, not only congenital hearing impairment, but also the number of people with hearing impairment due to acquired factors is increasing. The environment in which sign language can be learned is poor. Therefore, this study intends to present a sign language (sign language number/sign language text) evaluation system as a sign language learning assistance tool for sign language learners. Therefore, in this paper, sign language is captured as an image using OpenCV and Convolutional Neural Network (CNN). In addition, we study a system that recognizes sign language behavior using MediaPipe, converts the meaning of sign language into text-type data, and provides it to users. Through this, self-directed learning is possible so that learners who learn sign language can judge whether they are correct dez. Therefore, we develop a sign language learning assistance system that helps us learn sign language. The purpose is to propose a sign language learning assistance system as a way to support sign language learning, the main language of communication for the hearing impaired.

Implementation of Markerless Augmented Reality with Deformable Object Simulation (변형물체 시뮬레이션을 활용한 비 마커기반 증강현실 시스템 구현)

  • Sung, Nak-Jun;Choi, Yoo-Joo;Hong, Min
    • Journal of Internet Computing and Services
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    • v.17 no.4
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    • pp.35-42
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    • 2016
  • Recently many researches have been focused on the use of the markerless augmented reality system using face, foot, and hand of user's body to alleviate many disadvantages of the marker based augmented reality system. In addition, most existing augmented reality systems have been utilized rigid objects since they just desire to insert and to basic interaction with virtual object in the augmented reality system. In this paper, unlike restricted marker based augmented reality system with rigid objects that is based in display, we designed and implemented the markerless augmented reality system using deformable objects to apply various fields for interactive situations with a user. Generally, deformable objects can be implemented with mass-spring modeling and the finite element modeling. Mass-spring model can provide a real time simulation and finite element model can achieve more accurate simulation result in physical and mathematical view. In this paper, the proposed markerless augmented reality system utilize the mass-spring model using tetraheadron structure to provide real-time simulation result. To provide plausible simulated interaction result with deformable objects, the proposed method detects and tracks users hand with Kinect SDK and calculates the external force which is applied to the object on hand based on the position change of hand. Based on these force, 4th order Runge-Kutta Integration is applied to compute the next position of the deformable object. In addition, to prevent the generation of excessive external force by hand movement that can provide the natural behavior of deformable object, we set up the threshold value and applied this value when the hand movement is over this threshold. Each experimental test has been repeated 5 times and we analyzed the experimental result based on the computational cost of simulation. We believe that the proposed markerless augmented reality system with deformable objects can overcome the weakness of traditional marker based augmented reality system with rigid object that are not suitable to apply to other various fields including healthcare and education area.

A Study on Mobile Antenna System Design with Tri-band Operation for Broadband Satellite Communications and DBS Reception (광대역 위성 통신/방송용 삼중 대역 이동형 안테나 시스템 설계에 관한 연구)

  • Eom Soon-Young;Jung Young-Bae;Son Seong-Ho;Yun Jae-Seung;Jeon Soon-Ick
    • The Journal of Korean Institute of Electromagnetic Engineering and Science
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    • v.17 no.5 s.108
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    • pp.461-475
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    • 2006
  • In this paper, it is described about the tri-band mobile antenna system design to provide broadband multimedia and direct broadcasting services using goo-stationary Koreasat 3, simultaneously operated in Ka/K/Ku band. The radiating part of the antenna system with a fan beam characteristic in the elevation plane is composed of the quasi-offset dual shaped reflector and the tri-band feeder. The tri-band feeder is also composed of the Ka/K dual band feeder with the protruding dielectric rod, the circular polarizer, the ortho-mode transducer and the circular-polarized Ku band feed array. Especially, the Ka/K dual band circular polarizer was realized firstly using the comb-type structure. For fast satellite-tracking on the movement, the Ku band feed array has the structure of the $2{\times}2$ active phased array which can make electrical beams. And, the circular-polarized characteristic in the feed array was improved by $90^{\circ}$ rotating arrangement of four radiating elements polarized circularly by a $90^{\circ}$ hybrid coupler, respectively. Four beam forming channels to make electrical beams at Ku band are divided into the main beam channel and the tracking beam channel in the output, and noise temperature characteristics of each channel were analyzed on the basis of the contributions of internal sub_units. From the fabricated antenna system, the output power at $P_{1dBc}$ of Ka_Tx channel was measured more than 34.1 dBm and the measured noise figures of K/Ku_Rx channels were less than 2.4 dB and 1.5 dB, respectively, over the operating band. The radiation patterns with co- and cross-polarization in the tri-band were measured using a near-field measurement in the anechoic chamber. Especially, Ku radiation patterns were measured after correcting each initial phase of active channels with partial radiation patterns obtained from the independent excitation of each channel. The antenna gains measured in Ka/K/Ku band of the antenna system were more than 39.6 dBi, 37.5 dBi, 29.6 dBi, respectively. And, the antenna system showed good system performances such as Ka_Tx EIRP more than 43.7 dBW and K/Ku_Rx G/T more than 13.2 dB/K and 7.12 dB/K, respectively.