• Title/Summary/Keyword: Gestures Mouse

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Study of KINECT based 3D Holographic and Gesture (KINECT 기반 3D 홀로그래픽과 제스처에 대한 연구)

  • Jiang, Zhou;Seo, Laiwon;Roh, Changbae
    • Journal of Digital Contents Society
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    • v.14 no.4
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    • pp.411-417
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    • 2013
  • Two-dimensional image processing method and tools Rigi then developed a report prepared by a variety of video and three-dimensional images are increasing demands for navigation. The hard part to experience in the real world experience in the virtual environment, and has the purpose to take advantage of. This is a system that provides a simple 3D background, but everyday actions that can control the system with the needs of an instinctive interface technology means. The purpose of this study a variety of human behavior using the Kinect device in action close to the three-dimensional technology to develop a new navigation control is Kinect Holography and 3D images using the input data so that you have the linkage is to design the system.

Pacman Game Using Recognition of Hand Movement from Game Industry (게임 산업에서 손동작 인식을 이용한 팩맨 게임)

  • Shin, Seong-Yoon;Rhee, Yang-Won
    • Journal of Korea Society of Industrial Information Systems
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    • v.17 no.3
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    • pp.51-57
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    • 2012
  • Pacman is known as the terminator of the loved classic game in the world. In this paper, classic pacman game without using a keyboard or a mouse we should be able to play the game with simple hand gestures. In other words, It use motion game to be a substitute for the hand direction key using the center coordinates. Also, movements of the monster is to be replaced depending on your hand movements by extracting a pointer of hand taking pictures in the MFC dialog using Cam. In this paper, YCbCbr image is convert to RGB images to extract skin color, and multiplication operations and hybrid median filtering was used in order to obtain better images. And it is used to obtain movement of the hand area based on obtain the center of gravity of the hand region.

Comparative Study on the Interface and Interaction for Manipulating 3D Virtual Objects in a Virtual Reality Environment (가상현실 환경에서 3D 가상객체 조작을 위한 인터페이스와 인터랙션 비교 연구)

  • Park, Kyeong-Beom;Lee, Jae Yeol
    • Korean Journal of Computational Design and Engineering
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    • v.21 no.1
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    • pp.20-30
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    • 2016
  • Recently immersive virtual reality (VR) becomes popular due to the advanced development of I/O interfaces and related SWs for effectively constructing VR environments. In particular, natural and intuitive manipulation of 3D virtual objects is still considered as one of the most important user interaction issues. This paper presents a comparative study on the manipulation and interaction of 3D virtual objects using different interfaces and interactions in three VR environments. The comparative study includes both quantitative and qualitative aspects. Three different experimental setups are 1) typical desktop-based VR using mouse and keyboard, 2) hand gesture-supported desktop VR using a Leap Motion sensor, and 3) immersive VR by wearing an HMD with hand gesture interaction using a Leap Motion sensor. In the desktop VR with hand gestures, the Leap Motion sensor is put on the desk. On the other hand, in the immersive VR, the sensor is mounted on the HMD so that the user can manipulate virtual objects in the front of the HMD. For the quantitative analysis, a task completion time and success rate were measured. Experimental tasks require complex 3D transformation such as simultaneous 3D translation and 3D rotation. For the qualitative analysis, various factors relating to user experience such as ease of use, natural interaction, and stressfulness were evaluated. The qualitative and quantitative analyses show that the immersive VR with the natural hand gesture provides more intuitive and natural interactions, supports fast and effective performance on task completion, but causes stressful condition.

Skin Color Based Hand and Finger Detection for Gesture Recognition in CCTV Surveillance (CCTV 관제에서 동작 인식을 위한 색상 기반 손과 손가락 탐지)

  • Kang, Sung-Kwan;Chung, Kyung-Yong;Rim, Kee-Wook;Lee, Jung-Hyun
    • The Journal of the Korea Contents Association
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    • v.11 no.10
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    • pp.1-10
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    • 2011
  • In this paper, we proposed the skin color based hand and finger detection technology for the gesture recognition in CCTV surveillance. The aim of this paper is to present the methodology for hand detection and propose the finger detection method. The detected hand and finger can be used to implement the non-contact mouse. This technology can be used to control the home devices such as home-theater and television. Skin color is used to segment the hand region from background and contour is extracted from the segmented hand. Analysis of contour gives us the location of finger tip in the hand. After detecting the location of the fingertip, this system tracks the fingertip by using only R channel alone, and in recognition of hand motions to apply differential image, such as the removal of useless image shows a robust side. We explain about experiment which relates in fingertip tracking and finger gestures recognition, and experiment result shows the accuracy above 96%.

Virtual Navigation of Blood Vessels using 3D Curve-Skeletons (3차원 골격곡선을 이용한 가상혈관 탐색 방안)

  • Park, Sang-Jin;Park, Hyungjun
    • Korean Journal of Computational Design and Engineering
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    • v.22 no.1
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    • pp.89-99
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    • 2017
  • In order to make a virtual endoscopy system effective for exploring the interior of the 3D model of a human organ, it is necessary to generate an accurate navigation path located inside the 3D model and to obtain consistent camera position and pose estimation along the path. In this paper, we propose an approach to virtual navigation of blood vessels, which makes proper use of orthogonal contours and skeleton curves. The approach generates the orthogonal contours and the skeleton curves from the 3D mesh model and its voxel model, all of which represent the blood vessels. For a navigation zone specified by two nodes on the skeleton curves, it computes the shortest path between the two nodes, estimates the positions and poses of a virtual camera at the nodes in the navigation zone, and interpolates the positions and poses to make the camera move smoothly along the path. In addition to keyboard and mouse input, intuitive hand gestures determined by the Leap Motion SDK are used as user interface for virtual navigation of the blood vessels. The proposed approach provides easy and accurate means for the user to examine the interior of 3D blood vessels without any collisions between the camera and their surface. With a simple user study, we present illustrative examples of applying the approach to 3D mesh models of various blood vessels in order to show its quality and usefulness.

Photo Retrieval System using Kinect Sensor in Smart TV Environment (스마트 TV 환경에서 키넥트 센서를 이용한 사진 검색 시스템)

  • Choi, Ju Choel
    • Journal of Digital Convergence
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    • v.12 no.3
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    • pp.255-261
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    • 2014
  • Advances of digital device technology such as digital cameras, smart phones and tablets, provide convenience way for people to take pictures during his/her life. Photo data is being spread rapidly throughout the social network, causing the excessive amount of data available on the internet. Photo retrieval is categorized into three types, which are: keyword-based search, example-based search, visualize query-based search. The commonly used multimedia search methods which are implemented on Smart TV are adapting the previous methods that were optimized for PC environment. That causes some features of the method becoming irrelevant to be implemented on Smart TV. This paper proposes a novel Visual Query-based Photo Retrieval Method in Smart TV Environment using a motion sensing input device known as Kinect Sensor. We detected hand gestures using kinect sensor and used the information to mimic the control function of a mouse. The average precision and recall of the proposed system are 81% and 80%, respectively, with threshold value was set to 0.7.

A Study on the Windows Application Control Model Based on Leap Motion (립모션 기반의 윈도우즈 애플리케이션 제어 모델에 관한 연구)

  • Kim, Won
    • Journal of the Korea Convergence Society
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    • v.10 no.11
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    • pp.111-116
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    • 2019
  • With recent rapid development of computer capabilities, various technologies that can facilitate the interaction between humans and computers are being studied. The paradigm tends to change to NUI using the body such as 3D motion, haptics, and multi-touch with GUI using traditional input devices. Various studies have been conducted on transferring human movements to computers using sensors. In addition to the development of optical sensors that can acquire 3D objects, the range of applications in the industrial, medical, and user interface fields has been expanded. In this paper, I provide a model that can execute other programs through gestures instead of the mouse, which is the default input device, and control Windows based on the lip motion. To propose a model which converges with an Android application and can be controlled by various media and voice instruction functions using voice recognition and buttons through connection with a main client. It is expected that Internet media such as video and music can be controlled not only by a client computer but also by an application at a long distance and that convenient media viewing can be performed through the proposal model.

Games for Elderly People using u-Table (유테이블을 활용한 노인용 게임)

  • Hwang, Tae-Doo;Roh, Young-Tae;Lee, Jun;Park, Sung-Jun;Shin, Hae-Won;Kim, Jee-In
    • Journal of the Korea Computer Graphics Society
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    • v.13 no.4
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    • pp.13-19
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    • 2007
  • Computer games for elderly people can be utilized as a tool not only for enjoying themselves but also for improving their health and quality of lives. It is reported that such games could be played in order to stimulate and enhance mental and physical capabilities of elderly people. It is also reported that traditional folk games are preferred to be played by elderly people rather than modern computer games. In this paper, we propose to use a tabletop interface, u-Table, and its corresponding natural gestures as a user interface for playing traditional folk games by elderly people. Since a table is a good place for people to get together, talk to each other and share their experiences, a tabletop interface can be used for playing games of cooperation, conversation and sharing. A set of traditional folk games were digitalized using u-Table. It was demonstrated that its users had better experiences of playing games with u-Table comparing to playing games using a mouse of a conventional computer.

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