• Title/Summary/Keyword: A Gesture Life

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Hata's Black Sun: The Melancholic and the (Gendered) Morbid Bodies in A Gesture Life

  • Yang, Na Young
    • American Studies
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    • v.41 no.1
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    • pp.179-202
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    • 2018
  • This study approaches the novel from psychodynamic perspectives, where the narrative is woven into the strands of traumatic memories and past. Deriving from Julia Kristeva's discussion on melancholia, this paper discreetly examines Hata as a melancholic, who is unaware of what he has lost and even that he has lost. Racially abject but in defiance of his separation from 'the mother,' Hata introjects loss as his own subjectivity. The insoluble void causes him to wander through the bravado of belongingness, which he eventually transforms into Sublimation. This paper reads that Hata finally faces his own black sun, deviating from his earlier gesture life; thus, the novel becomes a successful case study of the melancholic. However, female bodies are at stake, subsumed under Hata's sexual perversion. The novel renders trauma behind the fragmented narrative of an Asian American man at the expense of consuming morbid 'feminine' bodies physically and psychologically.

A Decision Tree based Real-time Hand Gesture Recognition Method using Kinect

  • Chang, Guochao;Park, Jaewan;Oh, Chimin;Lee, Chilwoo
    • Journal of Korea Multimedia Society
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    • v.16 no.12
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    • pp.1393-1402
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    • 2013
  • Hand gesture is one of the most popular communication methods in everyday life. In human-computer interaction applications, hand gesture recognition provides a natural way of communication between humans and computers. There are mainly two methods of hand gesture recognition: glove-based method and vision-based method. In this paper, we propose a vision-based hand gesture recognition method using Kinect. By using the depth information is efficient and robust to achieve the hand detection process. The finger labeling makes the system achieve pose classification according to the finger name and the relationship between each fingers. It also make the classification more effective and accutate. Two kinds of gesture sets can be recognized by our system. According to the experiment, the average accuracy of American Sign Language(ASL) number gesture set is 94.33%, and that of general gestures set is 95.01%. Since our system runs in real-time and has a high recognition rate, we can embed it into various applications.

Automatic Gesture Recognition for Human-Machine Interaction: An Overview

  • Nataliia, Konkina
    • International Journal of Computer Science & Network Security
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    • v.22 no.1
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    • pp.129-138
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    • 2022
  • With the increasing reliance of computing systems in our everyday life, there is always a constant need to improve the ways users can interact with such systems in a more natural, effective, and convenient way. In the initial computing revolution, the interaction between the humans and machines have been limited. The machines were not necessarily meant to be intelligent. This begged for the need to develop systems that could automatically identify and interpret our actions. Automatic gesture recognition is one of the popular methods users can control systems with their gestures. This includes various kinds of tracking including the whole body, hands, head, face, etc. We also touch upon a different line of work including Brain-Computer Interface (BCI), Electromyography (EMG) as potential additions to the gesture recognition regime. In this work, we present an overview of several applications of automated gesture recognition systems and a brief look at the popular methods employed.

HOG-HOD Algorithm for Recognition of Multi-cultural Hand Gestures (다문화 손동작 인식을 위한 HOG-HOD 알고리즘)

  • Kim, Jiye;Park, Jong-Il
    • Journal of Korea Multimedia Society
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    • v.20 no.8
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    • pp.1187-1199
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    • 2017
  • In recent years, research about Natural User Interface (NUI) has become focused because NUI system can give natural feelings for users in virtual reality. Most important thing in NUI system is how to communicate with the computer system. There are many things to interact with users such as speech, hand gestures, body actions. Among them, hand gesture is suitable for the purpose of NUI because people often use a relatively high frequency in daily life and hand gesture have meaning only by itself. This hand gestures called multi-cultural hand gesture and we proposed the method to recognize this kind of hand gestures. Proposed method is composed of Histogram of Oriented Gradients (HOG) used for hand shape recognition and Histogram of Oriented Displacements (HOD) used for hand center point trajectory recognition.

Hand Gesture Segmentation Method using a Wrist-Worn Wearable Device

  • Lee, Dong-Woo;Son, Yong-Ki;Kim, Bae-Sun;Kim, Minkyu;Jeong, Hyun-Tae;Cho, Il-Yeon
    • Journal of the Ergonomics Society of Korea
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    • v.34 no.5
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    • pp.541-548
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    • 2015
  • Objective: We introduce a hand gesture segmentation method using a wrist-worn wearable device which can recognize simple gestures of clenching and unclenching ones' fist. Background: There are many types of smart watches and fitness bands in the markets. And most of them already adopt a gesture interaction to provide ease of use. However, there are many cases in which the malfunction is difficult to distinguish between the user's gesture commands and user's daily life motion. It is needed to develop a simple and clear gesture segmentation method to improve the gesture interaction performance. Method: At first, we defined the gestures of making a fist (start of gesture command) and opening one's fist (end of gesture command) as segmentation gestures to distinguish a gesture. The gestures of clenching and unclenching one's fist are simple and intuitive. And we also designed a single gesture consisting of a set of making a fist, a command gesture, and opening one's fist in order. To detect segmentation gestures at the bottom of the wrist, we used a wrist strap on which an array of infrared sensors (emitters and receivers) were mounted. When a user takes gestures of making a fist and opening one's a fist, this changes the shape of the bottom of the wrist, and simultaneously changes the reflected amount of the infrared light detected by the receiver sensor. Results: An experiment was conducted in order to evaluate gesture segmentation performance. 12 participants took part in the experiment: 10 males, and 2 females with an average age of 38. The recognition rates of the segmentation gestures, clenching and unclenching one's fist, are 99.58% and 100%, respectively. Conclusion: Through the experiment, we have evaluated gesture segmentation performance and its usability. The experimental results show a potential for our suggested segmentation method in the future. Application: The results of this study can be used to develop guidelines to prevent injury in auto workers at mission assembly plants.

Gesture Communication: Collaborative and Participatory Design in a New Type of Digital Communication (제스츄어 커뮤니케이션: 새로운 방식의 디지털 커뮤니케이션의 참여 디자인 제안)

  • Won, Ha Youn
    • Korea Science and Art Forum
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    • v.20
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    • pp.307-314
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    • 2015
  • Tele-Gesture is a tangible user interface(TUI) device that allows a user to physically point to a 3D object in real life and have their gestures play back by a robotic finger that can point to the same object, either at the same time, or at another point in time. To understand the extent of the gestures as new way of digital collaborative communication, collaboration situation and types were experimented as TUI implementations. The design prototype reveals that there is a rich non-verbal component of communication in the form of gesture-clusters and body movements that happen in an digital communication. This result of analysis can contribute to compile relevant contributions to the fields of communication, human behavior, and interaction with high technology through an interpretive social experience.

A Symptomatic Reading of 'Discrimination' and 'Difference' in A Gesture Life (『제스처 라이프』에 나타난 '차별'과 '차이'의 징후적 읽기)

  • Rhee, Suk Koo
    • Journal of English Language & Literature
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    • v.56 no.5
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    • pp.907-930
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    • 2010
  • Most previous studies on A Gesture Life focused on illuminating the role and significance of Kkutaeh, the Korean comfort woman, whom Hata runs across at a military camp in the Burmese jungle. For instance, Carroll Hamilton argues that the return of Kkutaeh as a traumatic subject disrupts Hata's nationalist narrative, causing the protagonist's eventual failure at national enfranchisement. However, this paper focuses on Hata's relationship with Bedley Run, the sleepy suburban white town, in which the protagonist settles down right after immigration to the US. The racial/racist nature of Bedley Run has not received due critical attention, although a few studies on the novel saw Hata's gestures as a survival tactic deployed against the hostile environment of his new host society. This paper, resorting to Pierre Macherey's thesis on symptomatic reading, exposes what Hata, the narrator/protagonist, hides from his readers concerning his status in his muchbeloved town; and it also explores the subversive significance of Hata's ethnic memories. The aim of this study is, after all, to map both the subversive possibilities and the limitations of Hata's immigrant narrative as a bildungsroman.

Extracting Flick Operator for Predicting Performance by GOMS Model in Small Touch Screen

  • Choi, Mikyung;Lee, Bong Geun;Oh, Hyungseok;Myung, Rohae
    • Journal of the Ergonomics Society of Korea
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    • v.32 no.2
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    • pp.179-187
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    • 2013
  • Objective: The purpose of this study is to extract GOMS manual operator, except for an experiment with participants. Background: The GOMS model has advantage of rapid modeling which is suitable for the environment of technology development which has a short life cycle products with a fast pace. The GOMS model was originally designed for desktop environment so that it is not adequate for implementing into the latest HCI environment such as small touch screen device. Therefore, this research proposed GOMS manual operator extraction methodology which is excluded experimental method. And flick Gesture was selected to explain application of proposed methodology to extract new operator. Method: Divide into start to final step of hand gesture needed to extract as an operator through gesture task analysis. Then apply the original GOMS operator to each similar step of gesture and modify the operator for implementation stage based on existing Fitts' law research. Steps that are required to move are modified based on the Fitts' law developed in touch screen device. Finally, new operator can be derived from using these stages and a validation experiment, performed to verify the validity of new operator and methodology by comparing human performance. Results: The average movement times of the participants' performance and the operator which is extracted in case study are not different significantly. Also the average of movement times of each type of view study is not different significantly. Conclusion: In conclusion, the result of the proposed methodology for extracting new operator is similar to the result of the experiment with their participants. Furthermore the GOMS model included the operator by the proposed methodology in this research could be applied successfully to predict the user's performance. Application: Using this methodology could be applied to develop new finger gesture in the touch screen. Also this proposed methodology could be applied to evaluate the usability of certain system rapidly including the new finger gesture performance.

Chang-rae Lee and Diasporic Romance (이창래의 디아스포라 로맨스)

  • Kim, Jungha
    • American Studies
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    • v.42 no.1
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    • pp.1-22
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    • 2019
  • This paper suggests a genealogy of romance in Chang-rae Lee's Native Speaker, A Gesture Life, and The Surrendered. A flexible textual performance and literary strategy spanning issues of beauty and love, romance in Lee registers the writer's distinctive diasporic negotiation with sites of departure and arrival, in particular with traumatic histories of the m/other country. Native Speaker resolves the crisis of public immigrant love within the compromise in the domestic melodrama. As Lee turns to the scenes of historical trauma in the twentieth century transpacific, romance becomes a key strategy through which his aestheticized framing and deframing of comfort woman is performed and the Korean War finds odd comfort in the aesthetic energy of perverse care in Italy. Through the dehistoricizing movement outside of the historical into the realm of myth and nostalgia, Lee's diasporic romance breaks away from mandates of representation and works within the excess of mistranslation.

A Study of the Physical Experience Using Serious Game Design Traffic Safety Education for Children applied using 3D Depth Gesture Recognition Technology (3차원 동작인식기술을 적용한 어린이 교통안전교육 체감형 기능성 게임디자인 연구)

  • Jang, Chang-Ik
    • Journal of Korea Game Society
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    • v.12 no.6
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    • pp.5-14
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    • 2012
  • The purpose of this paper is to demonstrate how three-dimensional gesture recognition technology, in children's traffic safety programs, can be an effective solution for instructing children in the safest ways to interact with traffic. In terms of traffic accidents, walking unaccompanied is the most dangerous traffic related activity for children. By using a three-dimensional serous game training program that implements gesture recognition, more accurate real life scenarios can be implemented in existing children's traffic training programs. The implementation of this technology will increase the possibility of changing the habits and attitudes of children, which in turn will lower the amount of walking related traffic accidents in children.