• Title/Summary/Keyword: 손 모양 인식

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Generating Adaptive Skin Color Model in a Single Image Using Image Feedback (단일 영상에서 영상 피드백을 이용한 적응적 피부색 모델 생성)

  • Jung, In-Joon;Woo, Gyun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2010.11a
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    • pp.679-682
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    • 2010
  • 피부 영역 검출 기술은 생체 인식 기술의 하나로서 얼굴 자동 인식 혹은 손 모양 자동 인식 등을 위해 사용되고 있다. 일반적으로 색상을 이용하여 피부 영역을 검출하기 위해서는 다양한 피부색 샘플을 이용해 구해진 피부색 모델을 이용한다. 하지만 피부색은 사람마다 다르고, 조명과 같은 주변 환경의 영향도 받기 때문에 다양한 영상에 하나의 고정된 피부색 모델을 적용하여 피부 영역을 검출하기에는 한계가 있다. 이러한 문제점을 해결하기 위해 본 논문에서는 영상 피드백 방법을 이용하여 영상에 적응적인 피부색 모델을 구한 뒤 이를 적용하여 피부 영역을 추출하는 방법을 제안한다.

Gesture Recognition Using Zernike Moments Masked By Duel Ring (이중 링 마스크 저니키 모멘트를 이용한 손동작 인식)

  • Park, Jung-Su;Kim, Tae-Yong
    • Journal of the Institute of Electronics and Information Engineers
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    • v.50 no.10
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    • pp.171-180
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    • 2013
  • Generally, when we apply zernike moments value for matching, we can use those moments value obtained from projecting image information under circumscribed circle to zernike basis function. However, the problem is that the power of discrimination can be reduced because hand images include lots of overlapped information due to its special characteristic. On the other hand, when distinguishing hand poses, information in specific area of image information except for overlapped information can increase the power of discrimination. In this paper, in order to solve problems like those, we design R3 ring mask by combining image obtained from R2 ring mask, which can weight information of the power of discrimination and image obtained from R1 ring mask, which eliminate the overlapped information. The moments which are obtained by R3 ring mask decrease operational time by reducing dimension through principle component analysis. In order to confirm the superiority of the suggested method, we conducted some experiments by comparing our method to other method using seven different hand poses.

Research Trend of Biometrics (생체인식기술의 연구동향)

  • Kim, Jin-Whan;Cho, Hyuk-Gyu
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • v.9 no.1
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    • pp.824-827
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    • 2005
  • The need to be able to identify other individual human beings is fundamental to the security and has been true since the beginning of human history. Physical or behavioral characteristics (finger-scan, face-scan, voice, palm, iris, retina, signature, human DNA, keystroke, vain, gait etc.) of a person are used to authenticate the person. The biometric technologies allow for a greater reliability of authentication as compared with password systems for physical access, network security, e-commerce, and so on. In this paper, we describe various technologies, market analysis, multi-modal system, standardization, privacy issue and future prospect of biometrics.

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A Study on User Interface for Quiz Game Contents using Gesture Recognition (제스처인식을 이용한 퀴즈게임 콘텐츠의 사용자 인터페이스에 대한 연구)

  • Ahn, Jung-Ho
    • Journal of Digital Contents Society
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    • v.13 no.1
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    • pp.91-99
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    • 2012
  • In this paper we introduce a quiz application program that digitizes the analogue quiz game. We digitize the quiz components such as quiz proceeding, participants recognition, problem presentation, volunteer recognition who raises his hand first, answer judgement, score addition, winner decision, etc, which are manually performed in the normal quiz game. For automation, we obtained the depth images from the kinect camera which comes into the spotlight recently, so that we located the quiz participants and recognized the user-friendly defined gestures. Analyzing the depth distribution, we detected and segmented the upper body parts and located the hands' areas. Also, we extracted hand features and designed the decision function that classified the hand pose into palm, fist or else, so that a participant can select the example that he wants among presented examples. The implemented quiz application program was tested in real time and showed very satisfactory gesture recognition results.

Developing an Artificial Neural Network Based Rehabilitation System for Stroke Victims. (신경망을 이용한 뇌졸중 환자의 재활치료 시스템 개발에 관한 연구)

  • Kim, Chung-Ho;Kim, Byung-Joo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.05a
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    • pp.229-231
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    • 2013
  • 본 논문은 신경망 알고리즘을 사용하여 사람의 필기체 문자를 인식하였고, 이를 바탕으로 뇌졸중 환자의 재활치료를 돕는 시스템을 구현하였다. 뇌졸중 환자의 재활치료에서는 단기간에 환자에게 반복적인 행동 및 학습하는 것이 효율적이라고 알려져 있다. 본 연구에서는 뇌졸중 환자에게 문자 템플릿을 보여주었고, 환자는 문자 템플릿을 인지하고 문자 템플릿과 같은 형태의 문자를 쓰게 하는 방식을 사용하였다. 뇌졸중 환자가 쓴 필기체 문자를 신경망 알고리즘을 사용하여 인식하고, 자주 틀리는 문자에 대해 추천시스템 방식을 사용하여 틀린 문자와 모양이 비슷하거나 같은 문자를 추천해줌으로써 문자 쓰기학습의 반복을 유도하였다. 실험을 통해 제안한 시스템은 뇌졸중 환자의 인지장애와 손 기능장애에 대한 재활치료의 효과를 상승시켰다.

A Gesture Interface based on Hologram and Haptics Environments for Interactive and Immersive Experiences (상호작용과 몰입 향상을 위한 홀로그램과 햅틱 환경 기반의 동작 인터페이스)

  • Pyun, Hae-Gul;An, Haeng-A;Yuk, Seongmin;Park, Jinho
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.27-34
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    • 2015
  • This paper proposes a user interface for enhancing immersiveness and usability by combining hologram and haptic device with common Leap Motion. While Leap Motion delivers physical motion of user hand to control virtual environment, it is limited to handle virtual hands on screen and interact with virtual environment in one way. In our system, hologram is coupled with Leap Motion to improve user immersiveness by arranging real and virtual hands in the same place. Moreover, we provide a interaction prototype of sense by designing a haptic device to convey touch sense in virtual environment to user's hand.

A Study on Gesture Interface through User Experience (사용자 경험을 통한 제스처 인터페이스에 관한 연구)

  • Yoon, Ki Tae;Cho, Eel Hea;Lee, Jooyoup
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.6
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    • pp.839-849
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    • 2017
  • Recently, the role of the kitchen has evolved from the space for previous survival to the space that shows the present life and culture. Along with these changes, the use of IoT technology is spreading. As a result, the development and diffusion of new smart devices in the kitchen is being achieved. The user experience for using these smart devices is also becoming important. For a natural interaction between a user and a computer, better interactions can be expected based on context awareness. This paper examines the Natural User Interface (NUI) that does not touch the device based on the user interface (UI) of the smart device used in the kitchen. In this method, we use the image processing technology to recognize the user's hand gesture using the camera attached to the device and apply the recognized hand shape to the interface. The gestures used in this study are proposed to gesture according to the user's context and situation, and 5 kinds of gestures are classified and used in the interface.

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.

Biometrics for Person Authentication: A Survey (개인 인증을 위한 생체인식시스템 사례 및 분류)

  • Ankur, Agarwal;Pandya, A.-S.;Lho, Young-Uhg;Kim, Kwang-Baek
    • Journal of Intelligence and Information Systems
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    • v.11 no.1
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    • pp.1-15
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    • 2005
  • As organizations search fur more secure authentication methods (Dr user access, e-commerce, and other security applications, biometrics is gaining increasing attention. Biometrics offers greater security and convenience than traditional methods of personal recognition. In some applications, biometrics can replace or supplement the existing technology. In others, it is the only viable approach. Several biometric methods of identification, including fingerprint hand geometry, facial, ear, iris, eye, signature and handwriting have been explored and compared in this paper. They all are well suited for the specific application to their domain. This paper briefly identifies and categorizes them in particular domain well suited for their application. Some methods are less intrusive than others.

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SOC design of augmented reality game and music player based on image processing (영상인식기반 증강현실 게임 및 Music Player의 SOC 설계)

  • Yeom, Seon-Sik;Lee, Woo-Yi;Ji, Seul-A;Hong, Ji-Hyeon;Lim, DongHa;Park, CheolHo;Yu, Yun Seop
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.11a
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    • pp.357-358
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    • 2013
  • 의학의 발달로 인해 전세계적으로 인구의 고령화가 진행되어 노인 인구가 차지하는 비중이 갈수록 증가하고 있다. 본 논문은 고령자를 위한 작품으로 카메라와 FPGA Board, Touch Panel을 유기적으로 결합하여 음악감상과 운동효과를 가져올 수 있는 게임을 포함한 하드웨어기반 시스템을 소개한다. 간단히 공을 화면에 맞추는 게임과 손 모양 인식에 따라 음악을 제어할 수 있는 부분의 설계와 알고리즘을 기술하고 있다. 본 시스템은 노인들에게 편리하고 간단한 UI를 제공하여 실내에서 여가 시간을 보낼 때 부담이 가지 않는 운동을 할 수 있는 게임을 하며 음악을 들으면서 건강증진, 치매예방 및 심신을 안정시킬 수 있다. 본 시스템은 평균 77% 이상 동작인식성공률을 가진다.