• Title/Summary/Keyword: Gesture Design

Search Result 152, Processing Time 0.033 seconds

Design and Implementation of a Motion Gesture Framework based on the Smart Phone Accelerometer Sensor (스마트폰 가속도 센서를 이용한 모션 제스쳐 프레임워크의 설계 및 구현)

  • Lee, Gimun;Yi, Shinyoung;Kim, Jonghyun
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2012.07a
    • /
    • pp.305-308
    • /
    • 2012
  • 본 논문에서는 스마트폰 가속도 센서를 이용한 새로운 사용자 인터페이스인 모션 제스쳐 프레임워크를 제안한다. 최근 IT 패러다임의 변화를 주도하고 있는 스마트폰의 대표적인 특징 중의 하나가 터치 인터페이스이다. Apple 사의 iPhone은 세계 최초로 터치스크린으로 가능한 사용자 입력들을 체계적으로 정리하여 터치 제스처를 정의하고 상용화에 성공 하였다. 본 연구에서는 기존의 터치 인터페이스를 대체하거나 보완할 새로운 인터페이스로서 스마트폰의 가속도 센서를 이용한 모션 제스처 프레임워크를 설계하고, 실제 스마트폰 응용 프로그램의 사용자 인터페이스에 적용하여 활용 가능성을 보여준다.

  • PDF

Design of User Gesture based Contactless Device Control System using OpenCV (OpenCV를 이용한 사용자 제스처 기반 비접촉 디바이스 제어 시스템 설계)

  • Lee, Se-Hoon;Hong, Seung-Min;Im, Hong-gab
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2022.07a
    • /
    • pp.485-486
    • /
    • 2022
  • 본 논문에서는 OpenCV를 통해 기존의 물리적 버튼 등을 이용한 접촉제어가 아닌 비접촉으로 제어할 수 있는 시스템을 설계하였다. 시스템은 디지털 입력이나 아날로그 입력 등 두 가지 형태로의 모든 입력이 가능하며, 현실 세계에서 사람들이 사용하는 입력 방식과 유사한 방식으로 제어를 하게 함으로써 사용에 대한 기술에 대한 거부감을 줄일 수 있었다. 시스템은 ESP32-CAM 보드와 영상 스트리밍 서버를 FastAPI로 구축해 원격으로 접속과 조작이 가능하도록 설계하였다.

  • PDF

A Study of the Types of Metaphor Reflected on the Sonic Interactive Objets (동작 기반 인터랙티브 사운드 오브제에 나타난 메타포 유형 연구)

  • Kim, Hee-Eun;Park, Seung Ho
    • Design Convergence Study
    • /
    • v.15 no.2
    • /
    • pp.185-201
    • /
    • 2016
  • This study aims to define the basic design elements of a sonic interactive object and relate them with the different metaphor types including physical metaphor, gestural metaphor, sound metaphor, and embodied metaphor that are reflected on the interface, gesture, sound, and embodied experience. It discusses how the concept mapping can be effectively done by utilizing metaphor and considering the relationships between the types of metaphor when designing a sonic interactive object. This study has a significance in the aspect that it expanded the area of metaphor to embodied experience and subdivided the types of metaphor including visual, sound, gestural and tactile information. Furthermore, it attempted to analyze the design elements of a sonic interactive object in relation to the types of metaphor. A researcher or a designer, therefore, can use this study as a reference to design concept mapping of a sonic interactive object, in a way that the design elements and metaphor types work together effectively to enable a visitor to recognize what they are expected to do with the object more intuitively.

A Study on Tactile and Gestural Controls of Driver Interfaces for In-Vehicle Systems (차량내 시스템에 대한 접촉 및 제스처 방식의 운전자 인터페이스에 관한 연구)

  • Shim, Ji-Sung;Lee, Sang Hun
    • Korean Journal of Computational Design and Engineering
    • /
    • v.21 no.1
    • /
    • pp.42-50
    • /
    • 2016
  • Traditional tactile controls that include push buttons and rotary switches may cause significant visual and biomechanical distractions if they are located away from the driver's line of sight and hand position, for example, on the central console. Gestural controls, as an alternative to traditional controls, are natural and can reduce visual distractions; however, their types and numbers are limited and have no feedback. To overcome the problems, a driver interface combining gestures and visual feedback with a head-up display has been proposed recently. In this paper, we investigated the effect of this type of interface in terms of driving performance measures. Human-in-the-loop experiments were conducted using a driving simulator with the traditional tactile and the new gesture-based interfaces. The experimental results showed that the new interface caused less visual distractions, better gap control between ego and target vehicles, and better recognition of road conditions comparing to the traditional one.

A Study on the Ubiquitous Home Network Interface System by Application of User's Gesture Recognition Method (사용자 제스처 인식을 활용한 유비쿼터스 홈 네트워크 인터페이스 체계에 대한 연구)

  • Park In-Chan;Kim Sun-Chul
    • Science of Emotion and Sensibility
    • /
    • v.8 no.3
    • /
    • pp.265-276
    • /
    • 2005
  • 현재의 유비쿼터스 환경의 홈 네트워크 제품 사용자는 단일 사용자가 아닌 다수의 사용자가 사용하는 네트워크 행태를 취하고 있다. 변화하는 사용환경과 시스템들은 현재와는 다른 요구사항을 가지고 있으며, 이에 따른 사용자 중심의 디자인과 제품 인터페이스 체계의 연구활동은 국내외에서 활발하게 이루어지고 있다. 다양한 모바일 디바이스 및 홈 네트워크 제품의 보급화가 빠르게 성장하면서 이를 쉽게 제어하기 위한 다양한 제어방식이 연구되고 있다. 이중 음성인식기술을 비롯한 표정은 안면표정인식기술의 개발이 활발히 진행되고 있다. 모션감지 센서를 활용한 사용자 제스처 콘트롤 체계는 아직까지는 초보적인 단계에 있으나, 제품 제어에 있어서 향후 근미래에는 자연스러운 인터랙티브 인터페이스의 활용도가 높아질 전망이다. 이에 본 연구에서는 효과적인 디바이스 제어를 위한 제스처 유형의 자연스러운 사용언어체계 개발 방법 및 결과 그리고 사용자 맨탈모델와 메타포 실험을 통한 연구내용을 정리하였다. 기존 사용자의 제스처 유형의 자연스러운 사용언어를 분석하면서 디바이스 제어방식으로서 활용 가능성을 검토할 수 있었으며, 동작 감지 카메라 및 센서를 활용한 새로운 디바이스 제어방식 개발과정의 연구를 통하여 제스처 유형의 자연스러운 언어 체계 개발 및 과정을 정립하였다.

  • PDF

An Implementation of Finger Gesture Recognition Using Mobile Phone Camera (모바일 폰 카메라를 이용한 손가락 움직임 인식 구현)

  • Lee, Keun-Il;Rhee, Dea-Woong
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2005.05a
    • /
    • pp.895-898
    • /
    • 2005
  • 최근 미래 컴퓨터 기술에 대한 연구로서, 인터페이스 부분에 초점을 맞춘 다양한 연구가 진행되고 있다. 현재 웨어러블 컴퓨터(Wearable Computer), 유비쿼터스 컴퓨팅(ubiquitous Computing), 가상현실(Virtual Reality), 멀티모달 인터페이스 기술 등 다양한 인터페이스 기술이 연구되고 있다. 본 논문에서는 모바일 폰 카메라를 이용해 손가락 움직임을 인식하는 알고리즘으로 KTF v1.1 Emulator 를 이용하여 모바일 게임을 위한 멀티모달 인터페이스로 적용 가능성을 제안한다.

  • PDF

OWC based Smart TV Remote Controller Design Using Flashlight

  • Mariappan, Vinayagam;Lee, Minwoo;Choi, Byunghoon;Kim, Jooseok;Lee, Jisung;Choi, Seongjhin
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.10 no.1
    • /
    • pp.71-76
    • /
    • 2018
  • The technology convergence of television, communication, and computing devices enables the rich social and entertaining experience through Smart TV in personal living space. The powerful smart TV computing platform allows to provide various user interaction interfaces like IR remote control, web based control, body gesture based control, etc. The presently used smart TV interaction user control methods are not efficient and user-friendly to access different type of media content and services and strongly required advanced way to control and access to the smart TV with easy user interface. This paper propose the optical wireless communication (OWC) based remote controller design for Smart TV using smart device Flashlights. In this approach, the user smart device act as a remote controller with touch based interactive smart device application and transfer the user control interface data to smart TV trough Flashlight using visible light communication method. The smart TV built-in camera follows the optical camera communication (OCC) principle to decode data and control smart TV user access functions according. This proposed method is not harmful as radio frequency (RF) radiation does it on human health and very simple to use as well user does need to any gesture moves to control the smart TV.

Development of Slim-Fit Pants Pattern for Obese Male Adolescents (비만 남자 청소년의 슬림핏 팬츠 패턴 개발)

  • Lim, Bo Yun;Kweon, Soo Ae;Kim, Jiyoung
    • Journal of Fashion Business
    • /
    • v.22 no.5
    • /
    • pp.96-112
    • /
    • 2018
  • This study developed the pants pattern, that improved appearance and gesture functions in clothes to resolve inconveniences in case of activities with being adequate in fitness of slim-fit pants for obese adolescents. The slim-fit pants pattern was developed through the fitting test after designing and making the pattern of the experimental clothing A(c/pu; 99/1%) with the primary commercial clothing as basic prototype, through the fitting test and implementation of the experimental clothing, modified and supplemented secondarily, and through the fitting test of the second experimental clothing, modified and supplemented tertiary. In terms of findings, first, as a result of analyzing the commercial slim-fit pants, it is interpreted to have projected an optical illusion, that appears to be slim due to being narrow in width of the front panel when observed from the front of the pants. Second, in the fitting test of the first experimental clothing, the prototype of commercial clothing was understood to have improved butt, crotch, waist and femoral regions. Third, pattern design of the second experimental clothing was allowed to decline abdominal pressure, in case of the sitting position, by making the crotch line in the front panel short and by handling it with a yoke belt, and was processed a difference between waist and hip circumference in the back panel, with a rubber band in the whole waist part. Fourth, in the gesture function test of the third experimental clothing, high evaluation was received in every item excluding the knee region.

Design of Multi-Finger Flick Interface for Fast File Management on Capacitive-Touch-Sensor Device (정전기식 입력 장치에서의 빠른 파일 관리를 위한 다중 손가락 튕김 인터페이스 설계)

  • Park, Se-Hyun;Park, Tae-Jin;Choy, Yoon-Chul
    • Journal of Korea Multimedia Society
    • /
    • v.13 no.8
    • /
    • pp.1235-1244
    • /
    • 2010
  • Most emerging smart phones support capacitive touch sensors. It renders existing gesture-based interfaces not suitable since they were developed for the resistive touch sensors and pen-based input. Unlike the flick gestures from the existing gesture interfaces, the finger flick gesture used in this paper reduces the workload about half by selecting the target and the command to perform on the target at a single touch input. With the combination with multi-touch interface, it supports various menu commands without having to learn complex gestures, and is suitable for the touch-based devices hence it minimizes input error. This research designs and implements the multi-touch and flick interface to provide an effective file management system on the smart phones with capacitive touch input. The evaluation proves that the suggested interface is superior to the existing methods on the capacitive touch input devices.

Design and Development of Virtual Reality Exergame using Smart mat and Camera Sensor (스마트매트와 카메라 센서를 이용한 가상현실 체험형 운동게임 시스템 설계 및 구현)

  • Seo, Duck Hee;Park, Kyung Shin;Kim, Dong Keun
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.20 no.12
    • /
    • pp.2297-2304
    • /
    • 2016
  • In this study, we designed and developed the virtual reality Exergame using the smart mat and the camera sensor for exercises in indoor environments. For detecting the gestures of a upper body of users, the KINECT camera based the gesture recognition algorithm used angles between user's joint information system was adopted, and the smart mat system including a LED equipment and Bluetooth communication module was developed for user's stepping data during the exercises that requires the gestures and stepping of users. Finally, the integrated virtual reality Exergame system was implement along with the Unity 3D engine and different kinds of user' virtual avatar characters with entertainment game contents such as displaying gesture guideline and a scoring function. Therefore, the designed system will useful for elders who need to improve cognitive ability and sense of balance or general users want to improve exercise ability and the indoor circumstances such home or wellness centers.