• Title/Summary/Keyword: 3D Hand Interface

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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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Electrochemical Lithium Intercalation within Graphite from Ionic Liquids containing BDMI+ Cation (BDMI+ 양이온을 함유한 이온성 액체로부터 흑연으로의 전기화학적 리튬 삽입)

  • Lee, You-Shin;Jeong, Soon-Ki;Lee, Heon-Young;Kim, Chi-Su
    • Journal of the Korean Electrochemical Society
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    • v.13 no.3
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    • pp.186-192
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    • 2010
  • In situ electrochemical atomic force microscopy (ECAFM) observations of the surface of highly oriented pyrolytic graphite (HOPG) was performed before and after cyclic voltammetry in lithium bis(fluorosulfonyl)imide (LiTFSI) dissolved in 1-buthyl-2,3-dimethylimidazolium (BDMI)-TFSI to understand the interfacial reactions between graphite and BDMI-based ionic liquids. The formation of blisters and the exfoliation of graphene layers by the intercalation of $BDMI^+$ cations within HOPG were observed instead of reversible lithium intercalation and de-intercalation. On the other hand, lithium ions are reversibly intercalated into the HOPG and de-intercalatied from the HOPG without intercalation of the $BDMI^+$ cations in the presence of 15 wt% of 4.90 mol/$kg^{-1}$ LiTFSI dissolved in propylene carbonate (PC). ECAFM results revealed that the concentrated PC-based solution is a very effective additive for preventing $BDMI^+$ intercalation through the formation of solid electrolyte interface (SEI).

Android Platform based Gesture Recognition using Smart Phone Sensor Data (안드로이드 플랫폼기반 스마트폰 센서 정보를 활용한 모션 제스처 인식)

  • Lee, Yong Cheol;Lee, Chil Woo
    • Smart Media Journal
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    • v.1 no.4
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    • pp.18-26
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    • 2012
  • The increase of the number of smartphone applications has enforced the importance of new user interface emergence and has raised the interest of research in the convergence of multiple sensors. In this paper, we propose a method for the convergence of acceleration, magnetic and gyro sensors to recognize the gesture from motion of user smartphone. The proposed method first obtain the 3D orientation of smartphone and recognize the gesture of hand motion by using HMM(Hidden Markov Model). The proposed method for the representation for 3D orientation of smartphone in spherical coordinate was used for quantization of smartphone orientation to be more sensitive in rotation axis. The experimental result shows that the success rate of our method is 93%.

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A STUDY ON THE STABILITY OF IMPLANT SCREW BY USE OF THE SEALER (Sealer의 사용이 임프란트 나사의 안정성에 미치는 영향)

  • Lee Heung-Tae;Kim Nak-Hyung;Chung Chae-Heon
    • The Journal of Korean Academy of Prosthodontics
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    • v.39 no.4
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    • pp.366-375
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    • 2001
  • The objective of this study was to investigate the surface contact and screw joint stability between screw and implant interface by use of sealer. The implants evaluated in this study were Steri-Oss futures(Hexlock $3.8D{\times}10mm$: Steri-Oss, Yorba Linda, CA), and Steri-Oss staight abutment. Titanium alloy screws were used to secure abutments to implants. The other titanium alloy screws applicating sealer(Impla-Seal, Implant Support Systems, Inc. Irvine, CA) were used to secure abutments to implants. In one another sample, 6kg of force was applied during simulated intraoral movements after abutment screws were secured to the implants with sealer. All samples were cross sectioned with sandpaper and polished with $0.1{\mu}m\;Al_2O_3$. Then samples were recorded with an scanning electron microscope. The results were as follows : 1. In the case of titanium alloy screw, irregular contacts and relatively large gap were present at thread mating surface. Also abutment screw/implant interface demonstrate incomplete seating and only one surface contact of threads between implant and screw. 2. In the case of titanium alloy screw applecating sealer, sealer was present between implant and screw. Therefore implant and screw had relatively close and tight contact without the presence of large gap. 3. On the other hand, in the case of titanium alloy screw applicating sealer and dynamic loading of suprastructures, sealer was partially present between implant and screw. Conclusively, sealer fills voids, creating a barrier to moisture and bacteria. In addition, loading of suprastructures may change the situation and limit the indications for gap sealing.

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Development of Virtual Construction Equipment Simulation System Based on BIM for Civil Engineering Project (토목시설물에 대한 BIM 기반 가상건설 장비 시뮬레이션 시스템 개발)

  • Kim, Sung-Hoon;Yoon, Young-Cheol;Joo, Cheol-Beom;Yoon, Dong-Ju
    • Journal of the Computational Structural Engineering Institute of Korea
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    • v.30 no.3
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    • pp.223-230
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    • 2017
  • BIM(building information modeling) has been actively applied to construction industries and to maximize its application through the life cycle of structure, various relevant technologies have been proposed. In particular, 4D sequencing management and 5D cost-related management were introduced as an improved version of the design review and interface control by 3D information design. On the other hand, the virtual construction using virtual construction equipment can sophisticatedly handle capacity, dynamic movement, collision boundaries of actual construction machines but it still stays at a low level in a technical sense. In this study, simulation systems based on BIM involving virtual construction equipment have been developed; then it is applied to the actual construction project to evaluate the safety and efficiency of construction equipments. It was confirmed that the simulation systems can be utilized to construct virtual construction site by using an effective 3D library of construction equipment and can plays a key role to secure construction safety and economic feasibility. Specifically, the simulation system are very useful for decision making by construction managers to select the optimum equipment and construction method with a better understanding for safety and cost-saving.

Palmprint Verification Using the Histogram of Local Binary Patterns (국부 이진패턴 히스토그램을 이용한 장문인식)

  • Kim, Min-Ki
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.10
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    • pp.27-34
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    • 2010
  • This paper proposes an efficient method for verifying palmprint which is captured at the natural interface without any physical restriction. The location and orientation of the region of interest (ROI) in palm images are variously appeared due to the translation and rotation of hand. Therefore, it is necessary to extract the ROI stably for palmprint recognition. This paper presents a method that can extract the ROI, which is based on the reference points that are located at the center of the crotch segments between index finger and middle finger and between ring finger and little finger. It also proposes a palmprint recognition method using the histogram of local binary patterns (LBP). Experiments for evaluating the performance of the proposed method were performed on 1,597 palmprint images acquired from 100 different persons. The experimental results showed that ROI was correctly extracted at the rate of 99.5% and the equal error rate (EER) and the decidability index d' indicating the performance of palmprint verification were 0.136 and 3.539, respectively. These results demonstrate that the proposed method is robust to the variations of the translation and rotation of hand.

Simulation of Catenary-Pantograph Dynamics (집전계의 동특성 Simulation에 관한 연구)

  • Kim, J.S.;Park, S.H.;Hur, S.;Kyung, J.H.;Song, D.H.
    • Proceedings of the KSR Conference
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    • 1999.11a
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    • pp.550-557
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    • 1999
  • Results of the dynamic simulation on KTX catenary and catenary-pantograph interface are presented. Simulation programs based on finite element and finite difference models of the catenary are developed, while the pantograph is modeled as a linear 3-degree-of-freedom system. The catenary motion dynamics are primarily determined by the transmission and reflection of the propagating disturbance wave at the hanger and span boundaries. On the other hand, the catenary-pantograph contact characteristics are primarily influenced by the movement of the pantograph across the hanger and span boundaries, the amount of damping present in the contact wire, and the resonant frequencies of the pantograph.

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Analysis of Buildability and Strength Characteristics of Cement-based Composite Materials by Manufacturing Method of Laminated Specimens (적층시험체 제작 방식에 따른 시멘트계 복합재료의 적층성능 및 강도 특성 분석)

  • Eun-A Seo;Ho-Jae Lee
    • Journal of the Korea institute for structural maintenance and inspection
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    • v.27 no.5
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    • pp.9-15
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    • 2023
  • In this study, the lamination performance and strength characteristics of cement-based composite materials according to the laminated specimens manufacturing method were analyzed. As a result of evaluating the buildability according to the layer height, the highest dimensional stability was shown when the layer height was 10 mm in all parts. The mold casting specimen and the printing-Z specimen showed the same compressive strength performance at the age of 28 days. On the other hand, the compressive strength at 28 day of printing-X specimen was the lowest at 71.72 MPa, and 8% lower than that of the mold casting specimen and the printing-Z specimen. The split tensile strength of the laminated specimen may show similar performance to that of the mold casting specimen, but the strength performance may decrease by more than 10% depending on the direction of the layer and the number of layers in the specimen. As a result of the interface analysis of the laminated specimen through X-ray CT analysis, it was confirmed that pores of a certain size were distributed along the interface of the layer.

Inexpensive Visual Motion Data Glove for Human-Computer Interface Via Hand Gesture Recognition (손 동작 인식을 통한 인간 - 컴퓨터 인터페이스용 저가형 비주얼 모션 데이터 글러브)

  • Han, Young-Mo
    • The KIPS Transactions:PartB
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    • v.16B no.5
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    • pp.341-346
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    • 2009
  • The motion data glove is a representative human-computer interaction tool that inputs human hand gestures to computers by measuring their motions. The motion data glove is essential equipment used for new computer technologiesincluding home automation, virtual reality, biometrics, motion capture. For its popular usage, this paper attempts to develop an inexpensive visual.type motion data glove that can be used without any special equipment. The proposed approach has the special feature; it can be developed as a low-cost one becauseof not using high-cost motion-sensing fibers that were used in the conventional approaches. That makes its easy production and popular use possible. This approach adopts a visual method that is obtained by improving conventional optic motion capture technology, instead of mechanical method using motion-sensing fibers. Compared to conventional visual methods, the proposed method has the following advantages and originalities Firstly, conventional visual methods use many cameras and equipments to reconstruct 3D pose with eliminating occlusions But the proposed method adopts a mono vision approachthat makes simple and low cost equipments possible. Secondly, conventional mono vision methods have difficulty in reconstructing 3D pose of occluded parts in images because they have weak points about occlusions. But the proposed approach can reconstruct occluded parts in images by using originally designed thin-bar-shaped optic indicators. Thirdly, many cases of conventional methods use nonlinear numerical computation image analysis algorithm, so they have inconvenience about their initialization and computation times. But the proposed method improves these inconveniences by using a closed-form image analysis algorithm that is obtained from original formulation. Fourthly, many cases of conventional closed-form algorithms use approximations in their formulations processes, so they have disadvantages of low accuracy and confined applications due to singularities. But the proposed method improves these disadvantages by original formulation techniques where a closed-form algorithm is derived by using exponential-form twist coordinates, instead of using approximations or local parameterizations such as Euler angels.

A Study on Virtual Reality Techniques for Immersive Traditional Fairy Tale Contents Production (몰입형 전래동화 콘텐츠 제작을 위한 가상현실 기술에 대한 연구)

  • Jeong, Kisung;Han, Seunghun;Lee, Dongkyu;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.3
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    • pp.43-52
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    • 2016
  • This paper is to study techniques of a virtual reality to maximize the depth of the users' immersion based on differentiated interactive contents using korean traditional fairy tale. In order to increase more interests in korean traditional fairy tale, we produce a interactive 3D contents and propose a new approach to a system designing applying a virtual realities such as HMD, Leap motion. First, using Korean traditional fairy tale, we generate interactive contents consisting of scenes intensifying user's tensions while interaction of game process. Based on the interactive contents generated, we design scene generation using Oculus HMD, the gaze based input processes and a hand interface using Leap motion, in order to provide a multi dimensional scene transmission and an input process method to intensify the sense of the reality. We will verify through diverse tests whether the proposed virtual reality contents based on a technique of an input process will actually intensify the immersion in the virtual reality or not while minimizing the motion sickness of the users.