• Title/Summary/Keyword: 신체동작 인식

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NUI/NUX framework based on intuitive hand motion (직관적인 핸드 모션에 기반한 NUI/NUX 프레임워크)

  • Lee, Gwanghyung;Shin, Dongkyoo;Shin, Dongil
    • Journal of Internet Computing and Services
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    • v.15 no.3
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    • pp.11-19
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    • 2014
  • The natural user interface/experience (NUI/NUX) is used for the natural motion interface without using device or tool such as mice, keyboards, pens and markers. Up to now, typical motion recognition methods used markers to receive coordinate input values of each marker as relative data and to store each coordinate value into the database. But, to recognize accurate motion, more markers are needed and much time is taken in attaching makers and processing the data. Also, as NUI/NUX framework being developed except for the most important intuition, problems for use arise and are forced for users to learn many NUI/NUX framework usages. To compensate for this problem in this paper, we didn't use markers and implemented for anyone to handle it. Also, we designed multi-modal NUI/NUX framework controlling voice, body motion, and facial expression simultaneously, and proposed a new algorithm of mouse operation by recognizing intuitive hand gesture and mapping it on the monitor. We implement it for user to handle the "hand mouse" operation easily and intuitively.

A Design and Implementation of Monitor Control Scheme using Kinect Sensor (Kinect Sensor를 활용한 모니터 제어 기법 설계 및 구현)

  • Lee, Won-Joo;Lee, Hyun Jin;Chu, Ji Hyun;Kim, Young Suk;Kim, Do Young;So, Jin Su
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.07a
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    • pp.33-34
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    • 2014
  • 본 논문에서는 Kinect 기반의 모니터 제어 기법을 설계하고 구현한다. 이 기법은 Kinect의 Joint 기능을 활용하여 신체의 구조를 인식하고 손과 머리의 Joint를 받아온다. Kinect의 카메라는 손 동작을 추적하여 Joint 신체 부위에 해당하는 Joint 값을 모니터의 좌표 값으로 변환함으로써 손 동작에 따라 마우스를 움직이는 기능을 구현한다. 그리고 파워포인트에서 사용하는 F5, Esc, Right, Left 키에 대하여 Joint의 좌표 값이 일정 범위를 초과하면 마우스 클릭 이벤트를 발생하도록 구현함으로써 파워포인트의 슬라이드 화면을 제어하는 기능을 구현한다.

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Design and Implementation of Motion-based Interaction in AR Game (증강현실 게임에서의 동작 기반 상호작용 설계 및 구현)

  • Park, Jong-Seung;Jeon, Young-Jun
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.105-115
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    • 2009
  • This article proposes a design and implementation methodology of a gesture-based interface for augmented reality games. The topic of gesture-based augmented reality games is a promising area in the immersive future games using human body motions. However, due to the instability of the current motion recognition technologies, most previous development processes have introduced many ad hoc methods to handle the shortcomings and, hence, the game architectures have become highly irregular and inefficient This article proposes an efficient development methodology for gesture-based augmented reality games through prototyping a table tennis game with a gesture interface. We also verify the applicability of the prototyping mechanism by implementing and demonstrating the augmented reality table tennis game. In the experiments, the implemented prototype has stably tracked real rackets to allow fast movements and interactions without delay.

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A Design and Implementation of Natural User Interface System Using Kinect (키넥트를 사용한 NUI 설계 및 구현)

  • Lee, Sae-Bom;Jung, Il-Hong
    • Journal of Digital Contents Society
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    • v.15 no.4
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    • pp.473-480
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    • 2014
  • As the use of computer has been popularized these days, an active research is in progress to make much more convenient and natural interface compared to the existing user interfaces such as keyboard or mouse. For this reason, there is an increasing interest toward Microsoft's motion sensing module called Kinect, which can perform hand motions and speech recognition system in order to realize communication between people. Kinect uses its built-in sensor to recognize the main joint movements and depth of the body. It can also provide a simple speech recognition through the built-in microphone. In this paper, the goal is to use Kinect's depth value data, skeleton tracking and labeling algorithm to recognize information about the extraction and movement of hand, and replace the role of existing peripherals using a virtual mouse, a virtual keyboard, and a speech recognition.

Interface Correction Method for Motion Recognition Game using Kinect (키넥트를 이용한 동작인식 게임의 인터페이스 보정 방법)

  • Kang, Gyeong-Heon;Kim, Eun-Seok
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.135-150
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    • 2015
  • After the release of SDK in 2011, Kinect developed for the motion recognition games has been applied not only in game but also in various fields such as science, education, and health care. It has some problems as belated responses to player's movements, a lot of noise in the recognized data, and an untraceable player when the body is partially occluded. Because of Kinect's such peculiarities of playing environment, most Kinect games require the inconvenience of Kinect's location or player's posture correction. In this paper, we propose an interface correction method that minimizes the requirements to be asked players, manages the exceptions such as noise, and enables to process consistently the player's movements in the game using Kinect. Also, we present the delay time to be considered to develop the game using Kinect through the experiment.

Guitar Rhythm Game Using Motion Capture (모션 캡쳐를 이용한 기타 리듬게임)

  • Park, DongGyu;Jeong, JeongSu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.5
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    • pp.1106-1112
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    • 2013
  • Microsoft released motion sensing device named Kinnect on early 2010, which is available for developing Xbox 360 game and entertainment software. Also many third party libraries and applications are developed for Kinnect. In this paper, we studied and developed guitar rhythm game on Kinnect using three sensor units on it. Rhythm game is the most popular game genre for many game devices including PC, console device, and smart phone. The main reasons for their popularity depends on their simplicity, short learning time and physical activity with rhythms. We developed the game screen and layout on DirectX 11, also we used OpenNI library for recognize physical activity of gamer's body and fingers, and OpenGL for body gestures on the game.

Development of Interactive Media Player for Kiosk with User Motion Detection (사용자 모션 인식 기반 키오스크 전용 인터랙티브 미디어 플레이어 개발)

  • Song, Bok Deuk;Kim, Hyeong-Jin;Jeong, Hyeon-Jae;Choi, Yeon Jun
    • The Journal of the Korea Contents Association
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    • v.19 no.11
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    • pp.270-277
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    • 2019
  • These days, with the advent of digital broadcasting, media environment offers users an opportunity to enjoy differentiated contents in a more aggressive fashion through user-media interactions based on computer technology. In fact, the development of contents which can induce spontaneous acts from users such as outdoor ads which use certain sensors and devices and exhibition halls has been active. With the development of low-price motion recognition devices, people have been able to enjoy diverse interaction-applied media by recognizing users' motion data without body contact. In this paper, we developed an interactive media player that can recognize the user's motion and control the video in the web service environment without installing a specific program. In addition, we set user motion recognition range and developed a user motion recognition algorithm suitable for the Leap Motion equipment installed in the kiosk. The results of this study can be experienced by various interactive media such as interactive tourism, education, and movie contents in kiosks that can be installed in public places.

The Physical and Social Disability of Aged Persons Who Live Alone in Goksung Area (곡성지역(谷城地域) 독거노인(獨居老人)의 신체적(身體的) 사회적(社會的) 능력장애(能力障碍)에 관(關)한 조사(調査))

  • Kim, Shin-Woel;Kim, Young-Lak;Ryu, So-Yeon;Park, Jong;Kim, Ki-Soon;Kim, Yang-Ok
    • Journal of agricultural medicine and community health
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    • v.24 no.2
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    • pp.245-268
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    • 1999
  • It is necessary that the old should have the physical and social ability to perform their daily life. This study is to grasp their degree of disability and problems and suggest their solutions. It surveyed the 87 old people over 65 years old from September 1st until September 30th, in 1997. The findings are as follows. 1) The activities of daily living(ADL) to find their degree of physical disability shows that their average performance ability is 75.9% of all the action while 24.1% of all the old people needs the others' help. As they get older and older, the aged drop off in their physical ability, which is related to a statistical sense (p<0.001). 2) The social disability shows that the aged have their great difference from 9.2% to 85.1% in their instrumental activities of daily living(IADL), intellectual ability and social role. 3) A simple analysis shows that the activities of daily living are, in a statistical sense, related to age(p<0.001), the use of elder's hall(p<0.001), the understanding degree of health(p<0.01) and so forth. 4) A simple analysis shows that the instrumental activities of daily living are, in a statistical sense, related to age(p<0.001), the degree of education(p<0.05), the life of leisure(p<0.001), the understanding degree of health and so forth. 5) A multivariate logistic regression analysis shows that the disability of daily living is related to age, the visit of elder's hall, the period of solitary living, instrumental activities of daily living is age and the visit of elder's hall, and social role is the visit of elder's hall and the decree of education, while intellectual activity has no related variables in a statistical sense.

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The Study on Gesture Recognition for Fighting Games based on Kinect Sensor (키넥트 센서 기반 격투액션 게임을 위한 제스처 인식에 관한 연구)

  • Kim, Jong-Min;Kim, Eun-Young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.552-555
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    • 2018
  • This study developed a gesture recognition method using Kinect sensor and proposed a fighting action control interface. To extract the pattern features of a gesture, it used a method of extracting them in consideration of a body rate based on the shoulders, rather than of absolute positions. Although the same gesture is made, the positional coordinates of each joint caught by Kinect sensor can be different depending on a length and direction of the arm. Therefore, this study applied principal component analysis in order for gesture modeling and analysis. The method helps to reduce the effects of data errors and bring about dimensional contraction effect. In addition, this study proposed a modified matching algorithm to reduce motion restrictions of gesture recognition system.

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The Effect of Gesture Based Interface on Presence Perception and Performance in the Virtual Reality Learning Environment (가상현실 학습환경에서 동작기반 인터페이스가 실재감 지각 및 수행에 미치는 효과)

  • Ryu, Jeeheon;YU, SEUNGBEOM
    • (The)Korea Educational Review
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    • v.23 no.1
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    • pp.35-56
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    • 2017
  • This study is to examine the effects of gesture based interface and display methods to make an effective virtual learning environment. The gesture based interface can provide interactive interface to make objects in the virtual learning environment by generating natural movement of users' gesture. This natural functionality leads users to apply natural movements as they do in real actions. Because of the natural user interface, the gesture based interface is expected to maximize learning outcomes. This study examined how the gesture based interface can be used when a head mounted display is applied for a virtual reality learning environment. For this study 44 colleagues students were participated. Two display methods (head mounted display vs. monitor) and two interface (gesture based interface vs. joystick) were tested to identify which might be more effective. The study was applied to different learning tasks which require different levels of spatial perception. The dependent variables are three constructs of virtual presence (spatial perception, immersiveness, and realness) and task completion time and recall tests. This study discussed potential disadvantages of gesture based interface while it showed positive usages of gesture based interface.