• Title/Summary/Keyword: Gesture elements

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Analysis of effective gesture acting animation - Charlie Chaplin, Buster Keaton's acting (애니메이션의 효과적인 제스처연기 분석 - 찰리 채플린, 버스터 키튼의 과장연기 비교를 중심으로)

  • Lee, Da-Na;Park, Jin wan
    • Cartoon and Animation Studies
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    • s.34
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    • pp.45-79
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    • 2014
  • The purpose of this study is to propose divergence from standardization of animation acting through working on investigating gestures comprising most principal exaggeration acting elements in animation acting. For this purpose, this study utilizes animation 12 principles and Laban's effort theory. This study respectively analyzes 2D and 3D animation gesture expressions that are standards for comedy silent film and derive commonness and difference from them. In the next, this study explores the possibility of how animation can utilize acting of comedy silent film. Charles Chaplin and Buster Keaton used to be important elements referring to early animation acting, but as the recent animation technology gets advanced, they are not treated significantly any more. However, as 3D animation turns out to be chief concerns and the roles that acting, dynamics and performance play become gradually important, the necessity is on the rise that Charles Chaplin and Buster Keaton's gesture performances should more prudently be reinterpreted.

A Prototype Design for a Real-time VR Game with Hand Tracking Using Affordance Elements

  • Yu-Won Jeong
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.5
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    • pp.47-53
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    • 2024
  • In this paper, we propose applying interactive technology in virtual environments to enhance interaction and immersion by inducing more natural movements in the gesture recognition process through the concept of affordance. A technique is proposed to recognize gestures most similar to actual hand movements by applying a line segment recognition algorithm, incorporating sampling and normalization processes in the gesture recognition process. This line segment recognition was applied to the drawing of magic circles in the <VR Spell> game implemented in this paper. The experimental method verified the recognition rates for four line segment recognition actions. This paper aims to propose a VR game that pursues greater immersion and fun for the user through real-time hand tracking technology using affordance Elements, applied to immersive content in virtual environments such as VR games.

Hand Gesture Sequence Recognition using Morphological Chain Code Edge Vector (형태론적 체인코드 에지벡터를 이용한 핸드 제스처 시퀀스 인식)

  • Lee Kang-Ho;Choi Jong-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.9 no.4 s.32
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    • pp.85-91
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    • 2004
  • The use of gestures provides an attractive alternate to cumbersome interface devices for human-computer interaction. This has motivated a very active research area concerned with computer vision-based analysis and interpretation of hand gestures The most important issues in gesture recognition are the simplification of algorithm and the reduction of processing time. The mathematical morphology based on geometrical set theory is best used to perform the processing. The key idea of proposed algorithm is to track a trajectory of center points in primitive elements extracted by morphological shape decomposition. The trajectory of morphological center points includes the information on shape orientation. Based on this characteristic we proposed the morphological gesture sequence recognition algorithm using feature vectors calculated to the trajectory of morphological center points. Through the experiment, we demonstrated the efficiency of proposed algorithm.

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Large Scale Entertainment System based on Gesture Recognition for Learning Chinese Character Contents (제스처 인식 대형 놀이 시스템 기반 한자 학습 콘텐츠)

  • Song, Dae-Hyeon;Park, Jae-Wan;Lee, Chil-Woo
    • The Journal of the Korea Contents Association
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    • v.10 no.9
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    • pp.1-8
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    • 2010
  • In this paper, we propose a large scale entertainment system based on gesture recognition for learning Chinese character contents. The system is consisted of parts that forecast user's posture in two infrared images and part that recognize gestures from continuous poses. And we can divide and acquire in front side pose and side pose about one pose in each IR camera. This entertainment system is immersive in nature and convenient for its gestures based controlling system. Also, it can maximize information transmission because induce immersion and interest using two large size displays and various multimedia elements. The learning Chinese character contents can master Chinese character naturally because give interest to user and supply game and education at the same time. Therefore, it can expect synergy effect that can learn playing to user combining with large entertainment system based on gesture recognition.

Real-Time Recognition Method of Counting Fingers for Natural User Interface

  • Lee, Doyeob;Shin, Dongkyoo;Shin, Dongil
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.10 no.5
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    • pp.2363-2374
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    • 2016
  • Communication occurs through verbal elements, which usually involve language, as well as non-verbal elements such as facial expressions, eye contact, and gestures. In particular, among these non-verbal elements, gestures are symbolic representations of physical, vocal, and emotional behaviors. This means that gestures can be signals toward a target or expressions of internal psychological processes, rather than simply movements of the body or hands. Moreover, gestures with such properties have been the focus of much research for a new interface in the NUI/NUX field. In this paper, we propose a method for recognizing the number of fingers and detecting the hand region based on the depth information and geometric features of the hand for application to an NUI/NUX. The hand region is detected by using depth information provided by the Kinect system, and the number of fingers is identified by comparing the distance between the contour and the center of the hand region. The contour is detected using the Suzuki85 algorithm, and the number of fingers is calculated by detecting the finger tips in a location at the maximum distance to compare the distances between three consecutive dots in the contour and the center point of the hand. The average recognition rate for the number of fingers is 98.6%, and the execution time is 0.065 ms for the algorithm used in the proposed method. Although this method is fast and its complexity is low, it shows a higher recognition rate and faster recognition speed than other methods. As an application example of the proposed method, this paper explains a Secret Door that recognizes a password by recognizing the number of fingers held up by a user.

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
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    • v.15 no.2
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    • pp.185-201
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    • 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.

Development for Multi-modal Realistic Experience I/O Interaction System (멀티모달 실감 경험 I/O 인터랙션 시스템 개발)

  • Park, Jae-Un;Whang, Min-Cheol;Lee, Jung-Nyun;Heo, Hwan;Jeong, Yong-Mu
    • Science of Emotion and Sensibility
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    • v.14 no.4
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    • pp.627-636
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    • 2011
  • The purpose of this study is to develop the multi-modal interaction system. This system provides realistic and an immersive experience through multi-modal interaction. The system recognizes user behavior, intention, and attention, which overcomes the limitations of uni-modal interaction. The multi-modal interaction system is based upon gesture interaction methods, intuitive gesture interaction and attention evaluation technology. The gesture interaction methods were based on the sensors that were selected to analyze the accuracy of the 3-D gesture recognition technology using meta-analysis. The elements of intuitive gesture interaction were reflected through the results of experiments. The attention evaluation technology was developed by the physiological signal analysis. This system is divided into 3 modules; a motion cognitive system, an eye gaze detecting system, and a bio-reaction sensing system. The first module is the motion cognitive system which uses the accelerator sensor and flexible sensors to recognize hand and finger movements of the user. The second module is an eye gaze detecting system that detects pupil movements and reactions. The final module consists of a bio-reaction sensing system or attention evaluating system which tracks cardiovascular and skin temperature reactions. This study will be used for the development of realistic digital entertainment technology.

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An Implementation of Dynamic Gesture Recognizer Based on WPS and Data Glove (WPS와 장갑 장치 기반의 동적 제스처 인식기의 구현)

  • Kim, Jung-Hyun;Roh, Yong-Wan;Hong, Kwang-Seok
    • The KIPS Transactions:PartB
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    • v.13B no.5 s.108
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    • pp.561-568
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    • 2006
  • WPS(Wearable Personal Station) for next generation PC can define as a core terminal of 'Ubiquitous Computing' that include information processing and network function and overcome spatial limitation in acquisition of new information. As a way to acquire significant dynamic gesture data of user from haptic devices, traditional gesture recognizer based on desktop-PC using wire communication module has several restrictions such as conditionality on space, complexity between transmission mediums(cable elements), limitation of motion and incommodiousness on use. Accordingly, in this paper, in order to overcome these problems, we implement hand gesture recognition system using fuzzy algorithm and neural network for Post PC(the embedded-ubiquitous environment using blue-tooth module and WPS). Also, we propose most efficient and reasonable hand gesture recognition interface for Post PC through evaluation and analysis of performance about each gesture recognition system. The proposed gesture recognition system consists of three modules: 1) gesture input module that processes motion of dynamic hand to input data 2) Relational Database Management System(hereafter, RDBMS) module to segment significant gestures from input data and 3) 2 each different recognition modulo: fuzzy max-min and neural network recognition module to recognize significant gesture of continuous / dynamic gestures. Experimental result shows the average recognition rate of 98.8% in fuzzy min-nin module and 96.7% in neural network recognition module about significantly dynamic gestures.

Hand-Gesture Algorithm using Morphological Shape Decomposition Elements (형태론적 형태 분해 요소를 이용한 손짓 인식 알고리즘)

  • 김정훈;윤용인;최종수;김태은
    • Proceedings of the Korea Multimedia Society Conference
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    • 2001.06a
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    • pp.103-106
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    • 2001
  • 최근 들어 인간의 의지를 컴퓨터에 전달하기 위한 수단으로 컴퓨터 시각기반 방식으로 제스처를 인식하고자 하는 연구가 널리 진행되고 있다. 제스처 인식에서 가장 중요한 문제는 실시간 처리로 알고리즘의 단순화와 처리시간의 감소이다. 이러한 문제를 해결하기 위해서 본 연구에서는 기하학적 집합론에 근거하고 있는 수학적 형태론을 적용하였다. 형태론적 형상분해를 적용하여 얻은 손짓 형상의 원시형상 요소들의 방향성은 손짓에 관한 중요한 정보를 내포하고 있으며 이러한 특징에 근거하여 본 연구에서는 주 원시형상 요소와 부 원시형상원소의 중심점을 연결하는 직선으로부터 특징벡터를 이용한 형태론적 제스처 인식 알고리즘을 제안하고 실험을 통하여 그 유용성을 증명한다.

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Gesture Interaction Design based on User Preference for the Elastic Handheld Device

  • Yoo, Hoon Sik;Ju, Da Young
    • Journal of the Ergonomics Society of Korea
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    • v.35 no.6
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    • pp.519-533
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    • 2016
  • Objective: This study lays its aims at the definition of relevant operation method and function by researching on the value to be brought when applying smart device that can hand carry soft and flexible materials like jelly. Background: New technology and material play a role in bringing type transformation of interface and change of operation system. Recently, importance has been increased on the study of Organic User Interface (OUI) that conducts research on the value of new method of input and output adopting soft and flexible materials for various instruments. Method: For fulfillment of the study, 27 kinds of gestures have been defined that are usable in handheld device based on existing studies. Quantitative research of survey was conducted of adult male and female of 20s through 30s and an analysis was done on the function that can be linked to gestures with highest level of satisfaction. In order to analyze needs and hurdles of users for the defined gesture, a focus group interview was conducted aiming at the groups of early adopters and ordinary users. Results: As a result, it was found that users have much value regarding usability and fun for elastic device and analysis could be conducted on preferred gesture and its linkable functions. Conclusion: What is most significant with this study is that it sheds new light on the values of a device made of elastic material. Beyond finding and defining the gestures and functions that can be applied to a handheld elastic device, the present study identified the value elements of an elastic device - 'usability and 'fun' -, which users can basically desire from using it. Application: The data that this study brought forth through preference and satisfaction test with the gestures and associated functions will help commercialize an elastic device in future.