• 제목/요약/키워드: Hand Fingers

검색결과 288건 처리시간 0.023초

A Study on Online Real-Time Strategy Game by using Hand Tracking in Augmented Reality

  • Jeon, Gwang-Ha;Um, Jang-Seok
    • 한국멀티미디어학회논문지
    • /
    • 제12권12호
    • /
    • pp.1761-1768
    • /
    • 2009
  • In this paper, we implemented online real time strategy game using hand as the mouse in augmented reality. Also, we introduced the algorithm for detecting hand direction, finding fingertip of the index finger and counting the number of fingers for interaction between users and the virtual objects. The proposed method increases the reality of the game by combining the real world and the virtual objects. Retinex algorithm is used to remove the effect of illumination change. The implementation of the virtual reality in the online environment enables to extend the applicability of the proposed method to the areas such as online education, remote medical treatment, and mobile interactive games.

  • PDF

초음파 모터를 이용한 다지 로봇 손 및 제어시스템 개발 (Development of a New Multi-Fingered Robot Hand Using Ultrasonic Motors and Its Control System)

  • 김병호;오상록;유범재;서일홍;최혁렬
    • 제어로봇시스템학회논문지
    • /
    • 제6권4호
    • /
    • pp.327-332
    • /
    • 2000
  • In this paper, a new multi-fingered robot hand using ultrasonic motors and its control system are developed. The developed robot hand has four fingers and fifteen articulated joints. The distal joint of each finger is directly driven by ultrasonic motor and all joints except the distal joint has low transmission gear mechanism with the motor. The developed robot hand has several advantages in size compared to a hand using conventional DC motors, and in performance compared to a hand using tendons to drive joints. A VME-bus based hand control system and ultrasonic motor driver are also developed. The performance of the hand is confirmed by using the developed control system in real-time.

  • PDF

사과 수확 로봇의 핸드 개발(I) - 사과 수확용 로봇의 핸드 개발 - (Development of Apple Harvesting Robot(I) - Development of Robot Hand for Apple Harvesting -)

  • 장익주;김태한;권기영
    • Journal of Biosystems Engineering
    • /
    • 제22권4호
    • /
    • pp.411-420
    • /
    • 1997
  • The mechanization efficiency using high ability machines such as tractors or combines in a paddy field rice farm is high. Mechanization in harvesting fruits and vegetables is difficult, because they are easy to be damaged. Therefore, Advanced techniques for careful handling fruits and vegetables are necessary in automation and robotization. An apple harvesting robot must have a recognition device to detect the positioning of fruit, manipulators which function like human arms, and hand to take off the fruit. This study is related to the development of a rotatic hand as the first stage in developing the apple harvesting robot. The results are summarized as follows. 1. It was found that a hand that was eccentric in rotatory motion, was better than a hand of semicircular up-and-down motion in harvesting efficiency. 2. The hand was developed to control changes in grasp forces by using tape-type switch sensor which was attatched to fingers' inside. 3. Initial finger positioning was set up to control accurate harvesting by using a tow step fingering position. 4. This study showed the possibility of apple harvesting using the developed robot hand.

  • PDF

The Study on Relationship between Mobile Phone Text Usage and Hand Dexterity

  • Chae, Soo-Gyung
    • International Journal of Internet, Broadcasting and Communication
    • /
    • 제11권3호
    • /
    • pp.77-86
    • /
    • 2019
  • The purpose of this study was to reveal how the agility of fingers directly involved in the use of mobile phones, a necessity for modern people, is related to the amount of text usage. To find out, 95 people who agreed to the purpose of this research without any limitation on visual and upper-geometry were selected. The research period was from June 27, 2018 to July 31, 2018. The evaluation tool used in this study was Grooved Pegboard, a standardized evaluation tool that measures hand dexterity, and the general characteristics of examinees such as age, text message amount, and a hand that using for text messages were investigated through interviews. Since text input methods vary depending on mobile phone types, unfamiliar methods of typing mobile phone characters can affect the speed of texting. As a result, there were significant differences in hand dexterity between age and gender. The rate of texting and hand dexterity were statistically significantly faster than those in their 20s and 30s (p<0.05), and in gender, women showed significantly faster texting and hand dexterity than men (p<0.05). However, it was not statistically significant to text usage and to the dexterity of the hand.

머신러닝을 활용한 코다이 학습장치의 인식률 변화 (Changes in the Recognition Rate of Kodály Learning Devices using Machine Learning)

  • YunJeong LEE;Min-Soo KANG;Dong Kun CHUNG
    • Journal of Korea Artificial Intelligence Association
    • /
    • 제2권1호
    • /
    • pp.25-30
    • /
    • 2024
  • Kodály hand signs are symbols that intuitively represent pitch and note names based on the shape and height of the hand. They are an excellent tool that can be easily expressed using the human body, making them highly engaging for children who are new to music. Traditional hand signs help beginners easily understand pitch and significantly aid in music learning and performance. However, Kodály hand signs have distinctive features, such as the ability to indicate key changes or chords using both hands and to clearly represent accidentals. These features enable the effective use of Kodály hand signs. In this paper, we aim to investigate the changes in recognition rates according to the complexity of scales by creating a device for learning Kodály hand signs, teaching simple Do-Re-Mi scales, and then gradually increasing the complexity of the scales and teaching complex scales and children's songs (such as "May Had A Little Lamb"). The learning device utilizes accelerometer and bending sensors. The accelerometer detects the tilt of the hand, while the bending sensor detects the degree of bending in the fingers. The utilized accelerometer is a 6-axis accelerometer that can also measure angular velocity, ensuring accurate data collection. The learning and performance evaluation of the Kodály learning device were conducted using Python.

동심원 추적 알고리즘을 사용한 손가락 동작 인식 (Finger-Gesture Recognition Using Concentric-Circle Tracing Algorithm)

  • 황동현;장경식
    • 한국정보통신학회논문지
    • /
    • 제19권12호
    • /
    • pp.2956-2962
    • /
    • 2015
  • 본 논문에서는 저가의 웹 카메라를 사용하여 영상을 입력받아 손 부분 영상을 추출한 후 동심원 추적 알고리즘을 사용하여 손가락 동작을 인식하는 기법을 제안한다. 제안하는 알고리즘은 기존의 인터페이스처럼 손에 별도의 센서를 부착하지 않음으로 신체에 불편함을 주지 않는다. 또한 저가인 웹 카메라를 사용해서 비용적인 측면에서 활용성을 증가 시켰다. 동심원 추적 알고리즘을 사용하여 펴진 손가락의 개수뿐 만아니라, 손가락 접힘 여부 정보를 효율적으로 추출할 수 있다. 본 논문에서 제안한 알고리즘을 사용하여, 손가락 동작을 평균 95.48%의 정확도로 인식할 수 있음을 확인했으며, 손을 사용한 HCI 및 원격 제어 명령어 입력수단으로 활용가능성을 확인하였다.

경피요골동맥삽관후 발생된 수지괴사 1례 (Extremity Amputation following Radial Artery Cannulation in Patient with Craniectomy)

  • 김흥대;송선옥;이경숙
    • Journal of Yeungnam Medical Science
    • /
    • 제4권1호
    • /
    • pp.145-149
    • /
    • 1987
  • 경피요골동맥삽관후 수지괴사가 발생되어 손목을 절단한 1례를 보고하며, 동맥삽관후 수지괴사가 유발될 수 있는 요인으로는 사용된 카테터의 크기, 종류, 천자횟수, 삽관거치기간 및 카테터삽관후 유지방법외에도 환자의 혈액구성성분변화, 혈액응고장애, 심박출량감소상태, 성별 등을 들 수 있으며, 본원에서 발생된 예에서는 수술후 환자가 심히 움직여 끈으로 동맥삽관된 손목을 침대에 묶어 놓음으로써 카테터에 의한 혈관손상이 심했음이 가장 큰 원인일 것으로 추측되며 그 외에도 혈액성분변화 및 응고장애에 의해 심한 혈전형성이나 heparin용액의 간헐적 관류시 발생될 수 있는 혈전의 전색도 가능성이 있을 것으로 사료된다.

  • PDF

웹 카메라와 손을 이용한 마우스 기능의 구현 (Implementation of Mouse Function Using Web Camera and Hand)

  • 김성훈;우영운;이광의
    • 한국컴퓨터정보학회논문지
    • /
    • 제15권5호
    • /
    • pp.33-38
    • /
    • 2010
  • 본 논문에서는 USB 인터페이스 방식의 웹 카메라를 통해 입력받은 영상을 영상처리 기법을 통해 손의 움직임과 손가락 개수를 파악하여 실시간으로 마우스의 기능을 구현하는 알고리즘을 제안하였다. 웹 카메라로부터 입력받은 RGB 컬러모델 영상을 조명 변화에 강한 YCbCr 컬러 모델 영상으로 변환하여 휘도 성분을 제외한 색차 성분만으로 피부색을 추출해 이진화된 영상으로 만든다. YCbCr 컬러 모델을 이용하여 피부색을 추출할 경우, 주변 환경에 의해 정확한 손 영역을 추출할 수 없어 라벨링(labeling)과 열림(opening) 연산, 닫힘(closing) 연산을 수행하여 정확한 손 영역을 추출한다. 이렇게 추출된 손 영역의 중심을 이용하여 마우스 포인터를 이동시키며 손가락 개수를 이용하여 마우스의 클릭을 수행하였다. 구현된 제안 기법을 실험한 결과, 마우스 포인터 이동을 위한 기능 성공률은 평균 94.0%, 손가락 개수 인식률은 평균 96.0%로 실용화 가능성을 보였다.

MFFM System을 이용한 손가락 별 파지 폭들의 변화에 따른 악력 및 개인 선호도에 대한 연구 (Research of Grip Forces and Subjective Preferences for Various Individual Finger Grip Spans by using an )

  • 김대민;공용구
    • 대한인간공학회지
    • /
    • 제27권3호
    • /
    • pp.1-6
    • /
    • 2008
  • Individual finger/total grip forces, and subjective preferences for various individual finger grip spans (i.e., four fingers had identical grip spans or different grip spans) were evaluated by using an "Adjustable Multi-Finger Force Measurement (MFFM) System". In this study, three grip spans were defined as follows: a 'favorite grip span' which is the span with the highest subjective preference; a 'maximum grip span' which is the span with the highest total grip force; a 'maximum finger grip span' which is a set of four grip spans that had maximum finger grip forces associated with the index, middle, ring, and little fingers, respectively. Ten males were recruited from university population for this study. In experiment I, each participant tested the maximum grip force with five grip spans (45 to 65mm) to investigate grip forces and subjective preferences for three types of grip spans. Results showed that subjective preferences for grip spans were not coincidence with the performance of total grip forces. It was noted that the 'favorite grip span' represented the lowest total grip force, whereas the 'maximum finger grip span' showed the lowest subjective preferences. The individual finger forces and the average percentage contribution to the total finger force were also investigated in this study. The findings of this study might be valuable information for designing ergonomics hand-tools to reduce finger/hand stress as well as to improve tool users' preferences and performance.

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

  • Chang, Guochao;Park, Jaewan;Oh, Chimin;Lee, Chilwoo
    • 한국멀티미디어학회논문지
    • /
    • 제16권12호
    • /
    • pp.1393-1402
    • /
    • 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.