• Title/Summary/Keyword: Gesture Recognition.

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Hand Mouse System Using a Pre-defined Gesture for the Elimination of a TV Remote Controller

  • Kim, Kyung-Won;Bae, Dae-Hee;Yi, Joonhwan;Oh, Seong-Jun
    • IEIE Transactions on Smart Processing and Computing
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    • v.1 no.2
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    • pp.88-94
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    • 2012
  • Many hand gesture recognition systems using advanced computer vision techniques to eliminate the need for a TV remote controller have been proposed. Nevertheless, some issues still remain, such as high computational complexity and insufficient information on the target object and background. Moreover, none of the proposed techniques consider how to enter the control mode of the system. This means that they may need a TV remote controller to enter the control mode. This paper proposes a hand mouse system using a pre-defined gesture with high background adaptability. By doing so, a remote controller to enter the control mode of the IPTV system can be eliminated.

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Development of Piano Playing Robot (피아노 연주 로봇의 개발)

  • Park, Kwang-Hyun;Jung, Seong-Hoon;Pelczar, Christopher;Hoang, Thai V.;Bien, Zeung-Nam
    • Proceedings of the KIEE Conference
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    • 2007.04a
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    • pp.334-336
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    • 2007
  • This paper presents a beat gesture recognition method to synchronize the tempo of a robot playing a piano with the desired tempo of the user. To detect an unstructured beat gesture expressed by any part of a body, we apply an optical flow method, and obtain the trajectories of the center of gravity and normalized central moments of moving objects in images. The period of a beat gesture is estimated from the results of the fast Fourier transform. In addition, we also apply a motion control method by which robotic fingers are trained to follow a set of trajectories, Since the ability to track the trajectories influences the sound a piano generates, we adopt an iterative learning control method to reduce the tracking error.

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Effect of Input Data Video Interval and Input Data Image Similarity on Learning Accuracy in 3D-CNN

  • Kim, Heeil;Chung, Yeongjee
    • International Journal of Internet, Broadcasting and Communication
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    • v.13 no.2
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    • pp.208-217
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    • 2021
  • 3D-CNN is one of the deep learning techniques for learning time series data. However, these three-dimensional learning can generate many parameters, requiring high performance or having a significant impact on learning speed. We will use these 3D-CNNs to learn hand gesture and find the parameters that showed the highest accuracy, and then analyze how the accuracy of 3D-CNN varies through input data changes without any structural changes in 3D-CNN. First, choose the interval of the input data. This adjusts the ratio of the stop interval to the gesture interval. Secondly, the corresponding interframe mean value is obtained by measuring and normalizing the similarity of images through interclass 2D cross correlation analysis. This experiment demonstrates that changes in input data affect learning accuracy without structural changes in 3D-CNN. In this paper, we proposed two methods for changing input data. Experimental results show that input data can affect the accuracy of the model.

Hidden Markov Model for Gesture Recognition (제스처 인식을 위한 은닉 마르코프 모델)

  • Park, Hye-Sun;Kim, Eun-Yi;Kim, Hang-Joon
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.43 no.1 s.307
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    • pp.17-26
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    • 2006
  • This paper proposes a novel hidden Markov model (HMM)-based gesture recognition method and applies it to an HCI to control a computer game. The novelty of the proposed method is two-fold: 1) the proposed method uses a continuous streaming of human motion as the input to the HMM instead of isolated data sequences or pre-segmented sequences of data and 2) the gesture segmentation and recognition are performed simultaneously. The proposed method consists of a single HMM composed of thirteen gesture-specific HMMs that independently recognize certain gestures. It takes a continuous stream of pose symbols as an input, where a pose is composed of coordinates that indicate the face, left hand, and right hand. Whenever a new input Pose arrives, the HMM continuously updates its state probabilities, then recognizes a gesture if the probability of a distinctive state exceeds a predefined threshold. To assess the validity of the proposed method, it was applied to a real game, Quake II, and the results demonstrated that the proposed HMM could provide very useful information to enhance the discrimination between different classes and reduce the computational cost.

A Study on Vision Based Gesture Recognition Interface Design for Digital TV (동작인식기반 Digital TV인터페이스를 위한 지시동작에 관한 연구)

  • Kim, Hyun-Suk;Hwang, Sung-Won;Moon, Hyun-Jung
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.257-268
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    • 2007
  • The development of Human Computer Interface has been relied on the development of technology. Mice and keyboards are the most popular HCI devices for personal computing. However, device-based interfaces are quite different from human to human interaction and very artificial. To develop more intuitive interfaces which mimic human to human interface has been a major research topic among HCI researchers and engineers. Also, technology in the TV industry has rapidly developed and the market penetration rate for big size screen TVs has increased rapidly. The HDTV and digital TV broadcasting are being tested. These TV environment changes require changes of Human to TV interface. A gesture recognition-based interface with a computer vision system can replace the remote control-based interface because of its immediacy and intuitiveness. This research focuses on how people use their hands or arms for command gestures. A set of gestures are sampled to control TV set up by focus group interviews and surveys. The result of this paper can be used as a reference to design a computer vision based TV interface.

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Study on the Hand Gesture Recognition System and Algorithm based on Millimeter Wave Radar (밀리미터파 레이더 기반 손동작 인식 시스템 및 알고리즘에 관한 연구)

  • Lee, Youngseok
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.12 no.3
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    • pp.251-256
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    • 2019
  • In this paper we proposed system and algorithm to recognize hand gestures based on the millimeter wave that is in 65GHz bandwidth. The proposed system is composed of millimeter wave radar board, analog to data conversion and data capture board and notebook to perform gesture recognition algorithms. As feature vectors in proposed algorithm. we used global and local zernike moment descriptor which are robust to distort by rotation of scaling of 2D data. As Experimental result, performance of the proposed algorithm is evaluated and compared with those of algorithms using single global or local zernike descriptor as feature vectors. In analysis of confusion matrix of algorithms, the proposed algorithm shows the better performance in comparison of precision, accuracy and sensitivity, subsequently total performance index of our method is 95.6% comparing with another two mehods in 88.4% and 84%.

Smart Factory Platform based on Multi-Touch and Image Recognition Technologies (멀티터치 기술과 영상인식 기술 기반의 스마트 팩토리 플랫폼)

  • Hong, Yo-Hoon;Song, Seung-June;Jang, Kwang-Mun;Rho, Jungkyu
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.1
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    • pp.23-28
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    • 2018
  • In this work, we developed a platform that can monitor status and manage events of factory workplaces by providing events and data collected from various types of multi-touch technology based sensors installed in the workplace. By using the image recognition technology, faces of the people in the factory workplace are recognized and the customized contents for each worker are provided, and security of contents is enhanced by the authenticating an individual worker through face recognition. Contents control function through gesture recognition is constructed, so that workers can easily search documents. Also, it is possible to provide contents for workers by implementing face recognition function in mobile devices. The result of this work can be used to improve workplace safety, convenience of workers, contents security and can be utilized as a base technology for future smart factory construction.

VR-simulated Sailor Training Platform for Emergency (긴급상황에 대한 가상현실 선원 훈련 플랫폼)

  • Park, Chur-Woong;Jung, Jinki;Yang, Hyun-Seung
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2015.10a
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    • pp.175-178
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    • 2015
  • This paper presents a VR-simulated sailor training platform for emergency in order to prevent a human error that causes 60~80% of domestic/ abroad marine accidents. Through virtual reality technology, the proposed platform provides an interaction method for proficiency of procedures in emergency, and a crowd control method for controlling crowd agents in a virtual ship environment. The interaction method uses speech recognition and gesture recognition to enhance the immersiveness and efficiency of the training. The crowd control method provides natural simulations of crowd agents by applying a behavior model that reflects the social behavior model of human. To examine the efficiency of the proposed platform, a prototype whose virtual training scenario describes the outbreak of fire in a ship was implemented as a standalone system.

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Development of self-driving fan using face and hand gesture recognition (얼굴 및 손동작 인식 활용한 자율주행 선풍기 개발)

  • So-jeong Kim;Hyeong-guk Jo;Woo-hyuk Kim;Jae-jun Bae;Chang-woo Kim;Seok-hwan Go;Young-seok Jung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.261-262
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    • 2023
  • 거동이 불편한 사람의 경우 직접적인 제어보다 손동작으로 간접적인 제어를 함으로써 생활에 어려움이 줄고 편리한 사용이 가능하다. 사람을 인식 후 판단하고 제어가 가능할 뿐만 아니라 손동작 인식이 가능한 선풍기가 사람들에게 더 편하게 활용되고, 간단한 동작으로 제어할 수 있다. 본 논문에서는 Mediapipe를 활용하여 간단한 손동작을 바탕으로 실시간으로 풍속을 제어하고 사람을 인식하는 기능을 제공한다. 야외나 에어컨이 없는 장소의 경우 SLAM을 활용해 주행이 가능한 이동식 선풍기를 개발했다. 기존의 선풍기의 직접적인 조작 제어가 불편한 것이 누구나 쉽게 간단한 손동작을 통해 먼 거리에서의 인식을 통한 제어와 이동 기능이 기존 기능에 비해 향상됨을 기대할 수 있다.

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A Deep Learning-based Hand Gesture Recognition Robust to External Environments (외부 환경에 강인한 딥러닝 기반 손 제스처 인식)

  • Oh, Dong-Han;Lee, Byeong-Hee;Kim, Tae-Young
    • The Journal of Korean Institute of Next Generation Computing
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    • v.14 no.5
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    • pp.31-39
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    • 2018
  • Recently, there has been active studies to provide a user-friendly interface in a virtual reality environment by recognizing user hand gestures based on deep learning. However, most studies use separate sensors to obtain hand information or go through pre-process for efficient learning. It also fails to take into account changes in the external environment, such as changes in lighting or some of its hands being obscured. This paper proposes a hand gesture recognition method based on deep learning that is strong in external environments without the need for pre-process of RGB images obtained from general webcam. In this paper we improve the VGGNet and the GoogLeNet structures and compared the performance of each structure. The VGGNet and the GoogLeNet structures presented in this paper showed a recognition rate of 93.88% and 93.75%, respectively, based on data containing dim, partially obscured, or partially out-of-sight hand images. In terms of memory and speed, the GoogLeNet used about 3 times less memory than the VGGNet, and its processing speed was 10 times better. The results of this paper can be processed in real-time and used as a hand gesture interface in various areas such as games, education, and medical services in a virtual reality environment.