• Title/Summary/Keyword: Hand Tracking

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Hand Tracking and Calibration Algorithm Using the EPIC Sensors (EPIC 센서를 이용한 Hand Tracking 및 Calibration 알고리즘)

  • Jo, Jung Jae;Kim, Young Chul
    • Smart Media Journal
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    • v.2 no.1
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    • pp.27-30
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    • 2013
  • In this paper, we research the hand tracking and calibration algorithm using the EPIC sensor. We analyze the characteristics of EPIC sensor to be more sensitive in the around E-filed, and then we implement the 2-dimensional axis-transformation using the difference of detected amplitude between EPIC sensors. In addition, we implement the calibration algorithm considering the characteristics of EPIC sensor, and then we apply the Kalman filter to efficiently track a target. Thus, we implement the environment of window applications for verification and analysis the implemented algorithm. In turn, we use the DAQ API to extract the analog data. The DAQ hardware has the function of measuring and generating an electrical signal. Moreover, we confirm the movement of mouse cursor by detecting the potential difference depending on the movement of the user's hands.

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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.

Alphabetical Gesture Recognition using HMM (HMM을 이용한 알파벳 제스처 인식)

  • Yoon, Ho-Sub;Soh, Jung;Min, Byung-Woo
    • Proceedings of the Korean Information Science Society Conference
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    • 1998.10c
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    • pp.384-386
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    • 1998
  • The use of hand gesture provides an attractive alternative to cumbersome interface devices for human-computer interaction(HCI). Many methods hand gesture recognition using visual analysis have been proposed such as syntactical analysis, neural network(NN), Hidden Markov Model(HMM) and so on. In our research, a HMMs is proposed for alphabetical hand gesture recognition. In the preprocessing stage, the proposed approach consists of three different procedures for hand localization, hand tracking and gesture spotting. The hand location procedure detects the candidated regions on the basis of skin-color and motion in an image by using a color histogram matching and time-varying edge difference techniques. The hand tracking algorithm finds the centroid of a moving hand region, connect those centroids, and thus, produces a trajectory. The spotting a feature database, the proposed approach use the mesh feature code for codebook of HMM. In our experiments, 1300 alphabetical and 1300 untrained gestures are used for training and testing, respectively. Those experimental results demonstrate that the proposed approach yields a higher and satisfying recognition rate for the images with different sizes, shapes and skew angles.

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Classification and Tracking of Hand Region Using Deformable Template and Condensation (Deformable Template과 Condensation을 이용한 손 영역 분류와 추적)

  • Jeong, Hyeon-Seok;Joo, Young-Hoon
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.59 no.8
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    • pp.1477-1481
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    • 2010
  • In this paper, we propose the classification and tracking method of the hand region using deformable template and condensation. To do this, first, we extract the hand region by using the fuzzy color filter and HCbCr color model. Second, we extract the edge of hand by applying the Canny edge algorithm. Third, we find the first template by calculating the conditional probability between the extracted edge and the model edge. If the accurate template of the first object is decided, the condensation algorithm tries to track it. Finally, we demonstrate the effectiveness and feasibility of the proposed method through some experiments.

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

  • Jeon, Gwang-Ha;Um, Jang-Seok
    • Journal of Korea Multimedia Society
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    • v.12 no.12
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    • pp.1761-1768
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    • 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.

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IEEE 802.11-based Power-aware Location Tracking System (저전력을 고려한 IEEE 802.11 기반 위치 추적 시스템)

  • Son, Sang-Hyun;Baik, Jong-Chan;Baek, Yun-Ju
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.37 no.7B
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    • pp.578-585
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    • 2012
  • Location tracking system through GPS and Wi-Fi is available at no additional cost in an environment of IEEE 802.11-based wireless network. It is useful for many applications in outdoor environment. However, a previous systems used for general device to tag. It is unsuitable for power aware location tracking system because general devices is more expensive and non-optimized for tracking. The hand-off method of IEEE 802.11 standard is not enough considering power consumption. This thesis analyzes the previous location tracking systems and proposes power aware system. First, we designed and implemented tag to optimize location tracking. Next, we propose low-power hand-off method and low-power behavior model in implemented tag. The proposed hand-off method resolve power problem by using the location information and behavior model minimize power consumption of tag through power-saving mode and the concept of duty cycle. To evaluating proposed methods and system performance, we perform simulations and experiments in real environment. And then, we calculate tag's power consumption based on the actual measured current consumption of each operation. In a simulation result, the proposed behavior model and hand-off method reduced about 98%, 59% than the standard's hand-off and default behavior model.

In vivo tracking of adipose tissue grafts with cadmium-telluride quantum dots

  • Deglmann, Claus J.;Blazkow-Schmalzbauer, Katarzyna;Moorkamp, Sarah;Wallmichrath, Jens;Giunta, Riccardo E.;Rogach, Andrey L.;Wagner, Ernst;Baumeister, Ruediger G.;Ogris, Manfred
    • Archives of Plastic Surgery
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    • v.45 no.2
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    • pp.111-117
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    • 2018
  • Background Fat grafting, or lipofilling, represent frequent clinically used entities. The fate of these transplants is still not predictable, whereas only few animal models are available for further research. Quantum dots (QDs) are semiconductor nanocrystals which can be conveniently tracked in vivo due to photoluminescence. Methods Fat grafts in cluster form were labeled with cadmium-telluride (CdTe)-QD 770 and transplanted subcutaneously in a murine in vivo model. Photoluminescence levels were serially followed in vivo. Results Tracing of fat grafts was possible for 50 days with CdTe-QD 770. The remaining photoluminescence was $4.9%{\pm}2.5%$ for the QDs marked fat grafts after 30 days and $4.2%{\pm}1.7%$ after 50 days. There was no significant correlation in the relative course of the tracking signal, when vital fat transplants were compared to non-vital graft controls. Conclusions For the first-time fat grafts were tracked in vivo with CdTe-QDs. CdTe-QDs could offer a new option for in vivo tracking of fat grafts for at least 50 days, but do not document vitality of the grafts.

The Modified Block Matching Algorithm for a Hand Tracking of an HCI system (HCI 시스템의 손 추적을 위한 수정 블록 정합 알고리즘)

  • Kim Jin-Ok
    • Journal of Internet Computing and Services
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    • v.4 no.4
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    • pp.9-14
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    • 2003
  • A GUI (graphical user interface) has been a dominant platform for HCI (human computer interaction). A GUI - based interaction has made computers simpler and easier to use. The GUI - based interaction, however, does not easily support the range of interaction necessary to meet users' needs that are natural. intuitive, and adaptive. In this paper, the modified BMA (block matching algorithm) is proposed to track a hand in a sequence of an image and to recognize it in each video frame in order to replace a mouse with a pointing device for a virtual reality. The HCI system with 30 frames per second is realized in this paper. The modified BMA is proposed to estimate a position of the hand and segmentation with an orientation of motion and a color distribution of the hand region for real - time processing. The experimental result shows that the modified BMA with the YCbCr (luminance Y, component blue, component red) color coordinate guarantees the real - time processing and the recognition rate. The hand tracking by the modified BMA can be applied to a virtual reclity or a game or an HCI system for the disable.

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A Study on Target Tracking Filter Architecture in Underwater Environment using Active and Passive Sensors (능, 수동센서를 이용한 수중환경에서의 표적추적필터 구조 연구)

  • Lim, Youngtaek;Suh, Taeil
    • Journal of the Korea Institute of Military Science and Technology
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    • v.18 no.5
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    • pp.517-524
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    • 2015
  • In this paper, we propose a new target tracking filter architecture using active and passive sensors in underwater environment. A passive sensor for target tracking needs a bearing measurement of target. And target tracking filter for using passive sensor has the observability problem. On the other hand, an active sensor does not have the problem associated with system observability problem because an active sensor uses bearing and range measurement. In this paper, the tracking filter algorithm that could be used in the active and passive sensor system is proposed to analyze maneuvering target and to improve target tracking performance. The proposed tracking filter algorithm is tested by a series of computer simulation runs and the results are analyzed and compared with existing algorithm.

Dynamic Hand Gesture Recognition using Guide Lines (가이드라인을 이용한 동적 손동작 인식)

  • Kim, Kun-Woo;Lee, Won-Joo;Jeon, Chang-Ho
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.47 no.5
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    • pp.1-9
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    • 2010
  • Generally, dynamic hand gesture recognition is formed through preprocessing step, hand tracking step and hand shape detection step. In this paper, we present advanced dynamic hand gesture recognizing method that improves performance in preprocessing step and hand shape detection step. In preprocessing step, we remove noise fast by using dynamic table and detect skin color exactly on complex background for controling skin color range in skin color detection method using YCbCr color space. Especially, we increase recognizing speed in hand shape detection step through detecting Start Image and Stop Image, that are elements of dynamic hand gesture recognizing, using Guideline. Guideline is edge of input hand image and hand shape for comparing. We perform various experiments with nine web-cam video clips that are separated to complex background and simple background for dynamic hand gesture recognition method in the paper. The result of experiment shows similar recognition ratio but high recognition speed, low cpu usage, low memory usage than recognition method using learning exercise.