• Title/Summary/Keyword: 3D Hand Interface

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Dual Autostereoscopic Display Platform for Multi-user Collaboration with Natural Interaction

  • Kim, Hye-Mi;Lee, Gun-A.;Yang, Ung-Yeon;Kwak, Tae-Jin;Kim, Ki-Hong
    • ETRI Journal
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    • v.34 no.3
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    • pp.466-469
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    • 2012
  • In this letter, we propose a dual autostereoscopic display platform employing a natural interaction method, which will be useful for sharing visual data with users. To provide 3D visualization of a model to users who collaborate with each other, a beamsplitter is used with a pair of autostereoscopic displays, providing a visual illusion of a floating 3D image. To interact with the virtual object, we track the user's hands with a depth camera. The gesture recognition technique we use operates without any initialization process, such as specific poses or gestures, and supports several commands to control virtual objects by gesture recognition. Experiment results show that our system performs well in visualizing 3D models in real-time and handling them under unconstrained conditions, such as complicated backgrounds or a user wearing short sleeves.

Interface of Interactive Contents using Vision-based Body Gesture Recognition (비전 기반 신체 제스처 인식을 이용한 상호작용 콘텐츠 인터페이스)

  • Park, Jae Wan;Song, Dae Hyun;Lee, Chil Woo
    • Smart Media Journal
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    • v.1 no.2
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    • pp.40-46
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    • 2012
  • In this paper, we describe interactive contents which is used the result of the inputted interface recognizing vision-based body gesture. Because the content uses the imp which is the common culture as the subject in Asia, we can enjoy it with culture familiarity. And also since the player can use their own gesture to fight with the imp in the game, they are naturally absorbed in the game. And the users can choose the multiple endings of the contents in the end of the scenario. In the part of the gesture recognition, KINECT is used to obtain the three-dimensional coordinates of each joint of the limb to capture the static pose of the actions. The vision-based 3D human pose recognition technology is used to method for convey human gesture in HCI(Human-Computer Interaction). 2D pose model based recognition method recognizes simple 2D human pose in particular environment On the other hand, 3D pose model which describes 3D human body skeletal structure can recognize more complex 3D pose than 2D pose model in because it can use joint angle and shape information of body part Because gestures can be presented through sequential static poses, we recognize the gestures which are configured poses by using HMM In this paper, we describe the interactive content which is used as input interface by using gesture recognition result. So, we can control the contents using only user's gestures naturally. And we intended to improve the immersion and the interest by using the imp who is used real-time interaction with user.

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Kinect-based Motion Recognition Model for the 3D Contents Control (3D 콘텐츠 제어를 위한 키넥트 기반의 동작 인식 모델)

  • Choi, Han Suk
    • The Journal of the Korea Contents Association
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    • v.14 no.1
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    • pp.24-29
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    • 2014
  • This paper proposes a kinect-based human motion recognition model for the 3D contents control after tracking the human body gesture through the camera in the infrared kinect project. The proposed human motion model in this paper computes the distance variation of the body movement from shoulder to right and left hand, wrist, arm, and elbow. The human motion model is classified into the movement directions such as the left movement, right movement, up, down, enlargement, downsizing. and selection. The proposed kinect-based human motion recognition model is very natural and low cost compared to other contact type gesture recognition technologies and device based gesture technologies with the expensive hardware system.

Interactive information process image with minute hand gestures

  • Lim, Chan
    • Proceedings of the Korea Information Processing Society Conference
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    • 2016.04a
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    • pp.799-802
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    • 2016
  • It is definitely an interesting job to work with V4 to create various contents emphasizing different interfaces like 3D graphics, and multimedia such as video, audio, and camera. Moreover, beyond the other interface, as it could be used in the many aspects of the sensory sign such as visual effects, auditory effects, and touchable effects, it feels free to make a better developed model. We intended the users to feel some kind of pleasure and interactions rather than just using in aspect of Media art.

Virtual Two-View Technique for Real 3D Hand Interface (사실적 3D 손 인터페이스를 위한 가상 양시점화 기법)

  • Bae, Dong-Hee;Kim, Jin-Mo;Cho, Hyung-Je
    • Proceedings of the Korean Information Science Society Conference
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    • 2010.06b
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    • pp.162-166
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    • 2010
  • 기존의 인간과 컴퓨터 사이의 상호작용을 제어하는 손 인터페이스들은 대부분이 2차원 영상을 분석, 제어하는 간단한 구조로 되어 있거나 3차원 분석의 경우 주로 두 대의 카메라로 영상을 입력 받아 매 프레임 많은 연산을 처리하는 불필요한 구조로 구현된 경우가 많다. 본 논문에서 제안하는 가상 양시점화 기법은 두 카메라 사이의 변환 정보를 호모그래피(Homography) 행렬로 계산한 후에는 오직 한 대의 카메라만을 이용하여 사실적인 3차원 손 좌표 복원을 수행한다. 즉, 초기에 구해진 호모그래피 행렬을 통해 가상의 두 번째 카메라의 좌표 값을 예측하여 한 대의 카메라만을 사용하면서도 두 대의 카메라로 처리하는 것과 같은 결과를 얻으려는 시도이다. 이는 단일 손 영상을 분석하여 3차원 정보를 유추하는 기존의 3차원 손인터페이스 방식에 비해 보다 정확한 3차원 정보를 얻을 수 있으며, 두 대의 카메라를 동시에 구동할 때보다 연산량의 감소로 실시간 처리에 있어 효율적이다.

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Two Algorithms for Constructing the Voronoi Diagram for 3D Spheres and Applications to Protein Structure Analysis (삼차원 구의 보로노이 다이어그램 계산을 위한 두 가지 알고리듬 및 단백질구조채석에의 응용)

  • Kim D.;Choi Y.;Kim D.S.
    • Korean Journal of Computational Design and Engineering
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    • v.11 no.2
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    • pp.97-106
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    • 2006
  • Voronoi diagrams have been known for numerous important applications in science and engineering including CAD/CAM. Especially, the Voronoi diagram for 3D spheres has been known as very useful tool to analyze spatial structural properties of molecules or materials modeled by a set of spherical atoms. In this paper, we present two algorithms, the edge-tracing algorithm and the region-expansion algorithm, for constructing the Voronoi diagram of 3D spheres and applications to protein structure analysis. The basic scheme of the edge-tracing algorithm is to follow Voronoi edges until the construction is completed in O(mn) time in the worst-case, where m and n are the numbers of edges and spheres, respectively. On the other hand, the region-expansion algorithm constructs the desired Voronoi diagram by expanding Voronoi regions for one sphere after another via a series of topology operations, starting from the ordinary Voronoi diagram for the centers of spheres. It turns out that the region-expansion algorithm also has the worst-case time complexity of O(mn). The Voronoi diagram for 3D spheres can play key roles in various analyses of protein structures such as the pocket recognition, molecular surface construction, and protein-protein interaction interface construction.

Rapid and Tangible Method of Product Design using Augmented Reality Technology (증강 현실을 이용한 산업 제품의 빠르고 효과적인 디자인 방법)

  • Jin, Yoon-Suk;Kim, Yang-Wook;Kim, Bo-Mi;Park, Jun
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.55-58
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    • 2008
  • Designers, who design industry products, use CAD(Computer Aided Design) tools for making new design and looking around virtual 3D models. Hand-drawings and sketches show only one viewpoint limiting 3D perception. However, CAD system that provides automation and multiple view points, can help to save time and cost. Accordingly, we developed Augmented Reality(AR) and Rapid Prototyping(RP) based product design system that is interactive and realistic This AR based design system utilize mockups that are made of urethane and styrofoam where as users change 3D model's color, texture and user interface. These interactive ways help to evaluate design more instinctively.

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Web-based 3D Virtual Experience using Unity and Leap Motion (Unity와 Leap Motion을 이용한 웹 기반 3D 가상품평)

  • Jung, Ho-Kyun;Park, Hyungjun
    • Korean Journal of Computational Design and Engineering
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    • v.21 no.2
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    • pp.159-169
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    • 2016
  • In order to realize the virtual prototyping (VP) of digital products, it is important to provide the people involved in product development with the appropriate visualization and interaction of the products, and the vivid simulation of user interface (UI) behaviors in an interactive 3D virtual environment. In this paper, we propose an approach to web-based 3D virtual experience using Unity and Leap Motion. We adopt Unity as an implementation platform which easily and rapidly implements the visualization of the products and the design and simulation of their UI behaviors, and allows remote users to get an easy access to the virtual environment. Additionally, we combine Leap Motion with Unity to embody natural and immersive interaction using the user's hand gesture. Based on the proposed approach, we have developed a testbed system for web-based 3D virtual experience and applied it for the design evaluation of various digital products. Button selection test was done to investigate the quality of the interaction using Leap Motion, and a preliminary user study was also performed to show the usefulness of the proposed approach.

Development of Motion Recognition Platform Using Smart-Phone Tracking and Color Communication (스마트 폰 추적 및 색상 통신을 이용한 동작인식 플랫폼 개발)

  • Oh, Byung-Hun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.17 no.5
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    • pp.143-150
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    • 2017
  • In this paper, we propose a novel motion recognition platform using smart-phone tracking and color communication. The interface requires only a camera and a personal smart-phone to provide a motion control interface rather than expensive equipment. The platform recognizes the user's gestures by the tracking 3D distance and the rotation angle of the smart-phone, which acts essentially as a motion controller in the user's hand. Also, a color coded communication method using RGB color combinations is included within the interface. Users can conveniently send or receive any text data through this function, and the data can be transferred continuously even while the user is performing gestures. We present the result that implementation of viable contents based on the proposed motion recognition platform.

원격어군탐지기의 시작 및 그 응용에 관한 연구 ( 1 ) - 시스템 시뮬레이션 - ( Study on the Trial Manufacture of Telesounder and its Application ( 1 ) - System Simulation - )

  • 이원우
    • Journal of the Korean Society of Fisheries and Ocean Technology
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    • v.30 no.3
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    • pp.135-141
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    • 1994
  • In order to investigate remotely the behavior and distribution of fishes, the telesounder system which was composed of two parts with a buoy station at sea and a base station on land was manufactured trial. The buoy station at sea consists of fishfinder, transmission interface and transceiver. On the other hand, the base station on land consist of transceiver, receiving interface, trigger/signal separator and color display monitor. The system simulation for the performance of telesounder was carried out by use of echo simulator which could input echo signal into fishfinder. The received power (dBm) of transceiver at 29.4MHz decreased almost in proportion to distance between transmitter and receiver, and the electric field intensity was 12.12mV/m at 100 meters distance from transmitter. The image of color display monitor at the base station on land was very well coincident with the records of fishfinder from the buoy station located at sea. Therefore, it is concluded that the telesounder system is very useful in the analysis of the information on the behavior and the distribution of fishes detected from sea.

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