• Title/Summary/Keyword: 손 제스처

Search Result 143, Processing Time 0.023 seconds

Human-Object Interaction Framework Using RGB-D Camera (RGB-D 카메라를 사용한 사용자-실사물 상호작용 프레임워크)

  • Baeka, Yong-Hwan;Lim, Changmin;Park, Jong-Il
    • Journal of Broadcast Engineering
    • /
    • v.21 no.1
    • /
    • pp.11-23
    • /
    • 2016
  • Recent days, touch interaction interface is the most widely used interaction interface to communicate with digital devices. Because of its usability, touch technology is applied almost everywhere from watch to advertising boards and it is growing much bigger. However, this technology has a critical weakness. Normally, touch input device needs a contact surface with touch sensors embedded in it. Thus, touch interaction through general objects like books or documents are still unavailable. In this paper, a human-object interaction framework based on RGB-D camera is proposed to overcome those limitation. The proposed framework can deal with occluded situations like hovering the hand on top of the object and also moving objects by hand. In such situations object recognition algorithm and hand gesture algorithm may fail to recognize. However, our framework makes it possible to handle complicated circumstances without performance loss. The framework calculates the status of the object with fast and robust object recognition algorithm to determine whether it is an object or a human hand. Then, the hand gesture recognition algorithm controls the context of each object by gestures almost simultaneously.

An Implementation of Real-Time Numeral Recognizer Based on Hand Gesture Using Both Gradient and Positional Information (기울기와 위치 정보를 이용한 손동작기반 실시간 숫자 인식기 구현)

  • Kim, Ji-Ho;Park, Yang-Woo;Han, Kyu-Phil
    • KIPS Transactions on Software and Data Engineering
    • /
    • v.2 no.3
    • /
    • pp.199-204
    • /
    • 2013
  • An implementation method of real-time numeral recognizer based on gesture is presented in this paper for various information devices. The proposed algorithm steadily captures the motion of a hand on 3D open space with the Kinect sensor. The captured hand motion is simplified with PCA, in order to preserve the trace consistency and to minimize the trace variations due to noises and size changes. In addition, we also propose a new HMM using both the gradient and the positional features of the simplified hand stroke. As the result, the proposed algorithm has robust characteristics to the variations of the size and speed of hand motion. The recognition rate is increased up to 30%, because of this combined model. Experimental results showed that the proposed algorithm gives a high recognition rate about 98%.

RealBook based on the interface of Tabletop display (테이블탑 디스플레이 기반 RealBook)

  • Song, Dae-Hyeon;Yang, Hee-Kyeong;Lee, Chil-Woo
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 2010.06a
    • /
    • pp.112-116
    • /
    • 2010
  • 본 논문에서는 테이블탑 디스플레이을 기반으로한 RealBook에 대하여 제안한다. 전자책은 일반 종이책이 아닌 컴퓨터를 이용한 가상의 책으로써 사용자가 독서를 하는 도중 동영상 자료를 보거나 배경음악을 들을 수 있게 해주는 멀티미디어 콘텐츠이다. 또한, 테이블탑 디스플레이 플랫폼에서 사용하므로 손의 직접적인 터치를 이용하여 전자책과 사용자 간의 좀 더 다양한 상호작용이 가능하도록 한다. 테이블탑 디스플레이에서는 손가락의 터치 점을 이용하여 다양한 제스처를 정의할 수 있어서, 사용자가 기존 입력 장치에 비해 보다 효과적으로 전자책을 체험하는 것을 돕는다. 본 논문에서는 제안하는 방법은 기존 전자책과 차별화된 상호작용 디지털와 아날로그를 결함한 책(Real book)으로써 전자책에 대한 새로운 방향을 제시할 수 있고, 미디어 아트와 스토리텔링 기법을 접목시켜 사용자에게 정보 전달뿐만 아니라 예술과 오락 등을 제공할 수 있다. 앞으로 컴퓨터와 사용자간의 상호작용을 원활하게 할 수 있어 다양한 어플리케이션 개발에 활용될 수 있고 향후 미래 지향적 시스템이 될 것이다.

  • PDF

Development of Web-cam Game using Hand and Face Skin Color (손과 얼굴의 피부색을 이용한 웹캠 게임 개발)

  • Oh, Chi-Min;Aurrahman, Dhi;Islam, Md. Zahidul;Kim, Hyung-Gwan;Lee, Chil-Woo
    • 한국HCI학회:학술대회논문집
    • /
    • 2008.02b
    • /
    • pp.60-63
    • /
    • 2008
  • The sony Eytoy is developed on Playstation 2 using webcam for detecting human. A user see his appearance in television and become real gamer in the game. It is very different interface compared with ordinary video game which uses joystick. Although Eyetoy already was made for commercial products but the interface method still is interesting and can be added with many techniques like gesture recognition. In this paper, we have developed game interface with image processing for human hand and face detection and with game graphic module. And we realize one example game for busting balloons and demonstrated the game interface abilities. We will open this project for other developers and will be developed very much.

  • PDF

Smart Wrist Band Considering Wrist Skin Curvature Variation for Real-Time Hand Gesture Recognition (실시간 손 제스처 인식을 위하여 손목 피부 표면의 높낮이 변화를 고려한 스마트 손목 밴드)

  • Yun Kang;Joono Cheong
    • The Journal of Korea Robotics Society
    • /
    • v.18 no.1
    • /
    • pp.18-28
    • /
    • 2023
  • This study introduces a smart wrist band system with pressure measurements using wrist skin curvature variation due to finger motion. It is easy to wear and take off without pre-adaptation or surgery to use. By analyzing the depth variation of wrist skin curvature during each finger motion, we elaborated the most suitable location of each Force Sensitive Resistor (FSR) to be attached in the wristband with anatomical consideration. A 3D depth camera was used to investigate distinctive wrist locations, responsible for the anatomically de-coupled thumb, index, and middle finger, where the variations of wrist skin curvature appear independently. Then sensors within the wristband were attached correspondingly to measure the pressure change of those points and eventually the finger motion. The smart wrist band was validated for its practicality through two demonstrative applications, i.e., one for a real-time control of prosthetic robot hands and the other for natural human-computer interfacing. And hopefully other futuristic human-related applications would be benefited from the proposed smart wrist band system.

Development of Multi Card Touch based Interactive Arcade Game System (멀티 카드 터치기반 인터랙티브 아케이드 게임 시스템 구현)

  • Lee, Dong-Hoon;Jo, Jae-Ik;Yun, Tae-Soo
    • Journal of Korea Entertainment Industry Association
    • /
    • v.5 no.2
    • /
    • pp.87-95
    • /
    • 2011
  • Recently, the issue has been tangible game environment due to the various interactive interface developments. In this paper, we propose the multi card touch based interactive arcade system by using marker recognition interface and multi-touch interaction interface. For our system, the card's location and orientation information is recognized through DI-based recognition algorithm. In addition, the user's hand gesture tracking informations are provided by the various interaction metaphors. The system provides the user with a higher engagement offers a new experience. Therefore, our system will be used in the tangible arcade game machine.

Estimation of Critical Threshold for Rejection in HMM Based Recognition Systems (HMM 기반의 인식시스템에서의 거절기능 수행을 위한 임계 문턱값 추정)

  • 김인철;진성일
    • The Journal of the Acoustical Society of Korea
    • /
    • v.19 no.2
    • /
    • pp.90-94
    • /
    • 2000
  • In this paper, we propose an efficient method of estimating a critical threshold which is used to reject unreliable patterns in a HMM based recognition system. The rejection methods based on the anti-models which are formulated as the statistical hypothesis determine whether or not to accept an input pattern by comparing the likelihood ratio of HMM and anti-models to a critical threshold. It is quite difficult to fix a threshold for the probability of a HMM because the range of such probabilities varies severely depending on the chosen class model. We estimate the critical threshold, which is very class-dependent, using the likelihood scores for the training database. In our experiments, we applied the proposed estimating method of the threshold to the HMM based 3D hand gesture recognition system. We found that this method can be used successfully for rejecting unreliable input gestures regardless of the types of anti-models.

  • PDF

A Real Time Low-Cost Hand Gesture Control System for Interaction with Mechanical Device (기계 장치와의 상호작용을 위한 실시간 저비용 손동작 제어 시스템)

  • Hwang, Tae-Hoon;Kim, Jin-Heon
    • Journal of IKEEE
    • /
    • v.23 no.4
    • /
    • pp.1423-1429
    • /
    • 2019
  • Recently, a system that supports efficient interaction, a human machine interface (HMI), has become a hot topic. In this paper, we propose a new real time low-cost hand gesture control system as one of vehicle interaction methods. In order to reduce computation time, depth information was acquired using a time-of-flight (TOF) camera because it requires a large amount of computation when detecting hand regions using an RGB camera. In addition, fourier descriptor were used to reduce the learning model. Since the Fourier descriptor uses only a small number of points in the whole image, it is possible to miniaturize the learning model. In order to evaluate the performance of the proposed technique, we compared the speeds of desktop and raspberry pi2. Experimental results show that performance difference between small embedded and desktop is not significant. In the gesture recognition experiment, the recognition rate of 95.16% is confirmed.

Object Detection and Optical Character Recognition for Mobile-based Air Writing (모바일 기반 Air Writing을 위한 객체 탐지 및 광학 문자 인식 방법)

  • Kim, Tae-Il;Ko, Young-Jin;Kim, Tae-Young
    • The Journal of Korean Institute of Next Generation Computing
    • /
    • v.15 no.5
    • /
    • pp.53-63
    • /
    • 2019
  • To provide a hand gesture interface through deep learning in mobile environments, research on the light-weighting of networks is essential for high recognition rates while at the same time preventing degradation of execution speed. This paper proposes a method of real-time recognition of written characters in the air using a finger on mobile devices through the light-weighting of deep-learning model. Based on the SSD (Single Shot Detector), which is an object detection model that utilizes MobileNet as a feature extractor, it detects index finger and generates a result text image by following fingertip path. Then, the image is sent to the server to recognize the characters based on the learned OCR model. To verify our method, 12 users tested 1,000 words using a GALAXY S10+ and recognized their finger with an average accuracy of 88.6%, indicating that recognized text was printed within 124 ms and could be used in real-time. Results of this research can be used to send simple text messages, memos, and air signatures using a finger in mobile environments.

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
    • /
    • v.17 no.4
    • /
    • pp.35-42
    • /
    • 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.