• Title/Summary/Keyword: Hand and finger recognition

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Sensor-based Recognition of Human's Hand Motion for Control of a Robotic Hand (로봇 핸드 제어를 위한 센서 기반 손 동작 인식)

  • Hwang, Myun Joong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.9
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    • pp.5440-5445
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    • 2014
  • Many studies have examined robot control using human bio signals but complicated signal processing and expensive hardware are necessary. This study proposes a method to recognize a human's hand motion using a low-cost EMG sensor and Flex sensor. The method to classify movement of the hand and finger is determined from the change in output voltage measured through MCU. The analog reference voltage is determined to be 3.3V to increase the resolution of movement identification through experiment. The robotic hand is designed to realize the identified movement. The hand has four fingers and a wrist that are controlled using pneumatic cylinders and a DC servo motor, respectively. The results show that the proposed simple method can realize human hand motion in a remote environment using the fabricated robotic hand.

A Convergence Research for Development of VR Education Contents for Core Fundamental Nursing Skills (핵심기본간호술 VR 교육 콘텐츠 개발을 위한 융복합 연구)

  • Kim, Jungki;Yu, Hye-Yon;Lee, Young-Soo
    • The Journal of the Korea Contents Association
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    • v.21 no.9
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    • pp.714-722
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    • 2021
  • In this study, intends to propose virtual reality education contents for fundamental nursing skills to develop various teaching methods in nursing education. Blood sugar test & insulin subcutaneous injection among the 20 core fundamental nursing skills is one of that frequently performed and can be used for self-management education for diabetic patients. This study designed a core fundamental nursing skill on immersive VR contents by dividing the learner's experience into three stages: guide, mission, and feedback with these skills. And it is designed by tracking the movement of the hand through finger joint recognition without using a controller for immerse in training. This study will help develop VR nursing education contents that can improve clinical practice competency and the effect of the nursing education.

Smart HCI Based on the Informations Fusion of Biosignal and Vision (생체 신호와 비전 정보의 융합을 통한 스마트 휴먼-컴퓨터 인터페이스)

  • Kang, Hee-Su;Shin, Hyun-Chool
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.47 no.4
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    • pp.47-54
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    • 2010
  • We propose a smart human-computer interface replacing conventional mouse interface. The interface is able to control cursor and command action with only hand performing without object. Four finger motions(left click, right click, hold, drag) for command action are enough to express all mouse function. Also we materialize cursor movement control using image processing. The measure what we use for inference is entropy of EMG signal, gaussian modeling and maximum likelihood estimation. In image processing for cursor control, we use color recognition to get the center point of finger tip from marker, and map the point onto cursor. Accuracy of finger movement inference is over 95% and cursor control works naturally without delay. we materialize whole system to check its performance and utility.

Design and Evaluation of a Hand-held Device for Recognizing Mid-air Hand Gestures (공중 손동작 인식을 위한 핸드 헬드형 기기의 설계 및 평가)

  • Seo, Kyeongeun;Cho, Hyeonjoong
    • KIPS Transactions on Software and Data Engineering
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    • v.4 no.2
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    • pp.91-96
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    • 2015
  • We propose AirPincher, a handheld pointing device for recognizing delicate mid-air hand gestures to control a remote display. AirPincher is designed to overcome disadvantages of the two kinds of existing hand gesture-aware techniques such as glove-based and vision-based. The glove-based techniques cause cumbersomeness of wearing gloves every time and the vision-based techniques incur performance dependence on distance between a user and a remote display. AirPincher allows a user to hold the device in one hand and to generate several delicate finger gestures. The gestures are captured by several sensors proximately embedded into AirPincher. These features help AirPincher avoid the aforementioned disadvantages of the existing techniques. We experimentally find an efficient size of the virtual input space and evaluate two types of pointing interfaces with AirPincher for a remote display. Our experiments suggest appropriate configurations to use the proposed device.

Presentation Control System using Gesture Recognition and Sensor (제스처 인식과 센서를 이용한 프레젠테이션 제어 시스템)

  • Chang, Moon-Soo;Kwak, Sun-Dong;Kang, Sun-Mee
    • Journal of the Korean Institute of Intelligent Systems
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    • v.21 no.4
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    • pp.481-486
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    • 2011
  • Recently, most presentations have been presented on the screen using the computer. This paper suggests that the computer can be controlled by the gesturing recognition, without the help of any person or tools. If we use only information in the form of images, we should have a high-resolution camera for capturing the images and a computer that can treat high-resolution images. However, this paper will present a solution whereby a low-resolution camera can be used at the stage. It uses the supersonic sensor to trace the presenter's location and a low-resolution camera for capturing the necessary limited and small area. The gesture is defined by the number of fingers and one's hand positions which are recognized by the Erosion / Dilation and Subtraction algorithm. The system this paper addresses has improved 13%, when comparing tests between the image-only data system and this paper's system. The gesture recognition tests have a 98% success rate.

A Study on the Patterns of Alternative Therapy Experienced by the Aged (노인이 경험한 대체요법의 양상에 관한 연구 1)

  • 이강이;김순이
    • Journal of Korean Academy of Nursing
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    • v.29 no.2
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    • pp.336-345
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    • 1999
  • This study looks at the various alternative therapy methods used in day to day life by elderly, over 60 years of age. The elderly have come to know and practice these methods for the following reasons it is good for the health ; it is the method used in the of fen days when there wesn't modern medicine ; it has been passed down from generations ; it can be done at home without having the need to go to the hospital ; acupuncture or poulticing can be used ; it can be done at home, which was an important factor in rural areas where hospitals are few and far between ; and 〔herbal〕 medicine could be prepared at home at no cost ; it derives from experience ; it is impossible to ignore tradition passed down through the generations. Diet control and plants (herbs) are methods most often used. as they are easy to find and can be readily used in critical situations. Other methods include oriental medicine practices of moxibustion with moxa cone, negative therapy, hand and finger acupunture, finger press method. ordinary acupunture, manual healing methods of massage. diaphoretic therapy and meditation to reach a state of calm, and qigong dirigation. The reasons for its use are as follows ; it has been used before ; it is effective ; there is some improvement after the treatment ; it is not harmful to the body ; medicine cannot be obtained and it is the only thing available ; it is not good for an old person to go to the hospital everyday. the symptoms are not serious enough to go to a hospital : and acupuncture is for these things. The means that the elderly have come to practice these methods are : it has been used since the past ; it has been told by the elders ; they have been told by friends ; it was part of their knowledge ; and they have come to know by watching their mother. Further, to regain vitality lost through old age, the elderly have relied on hot soup. a hearty meal. brewed honey water, pumpkin, or ginseng. Humans, by instinct. would rub or massage the areas that caused pain. These actions, combined with a breathing technique have been recognized in Tong-Eui-Bo-Gam(the essential of eastern medicine), the complete work of early modern medicine, are a useful means to revive chi(기). This knowledge is thought to have greatly affected our heathy lifestyle. Furthermore, though the demand for medical services would increase with age, the elderly have not always been able to tend to their needs at the hospital for reasons economic or other. Hence, these alternative therapy methods seem to have been practiced as a temporary means of relief. The excellence of our traditional therapeutic custom has not received full recognition due to the argument relating to its scientific merits. As a result, it has become vital to prove their effectiveness through scientific and other experimental means. The potency of moxibustion with moxa cone and hand and finger acupunture have been proven scientifically. but diet and herbal methods appear to be practiced as a result of customs passed down from generations. In addition, it is submitted that the effectiveness of the traditional methods of disease control and our heathy lifestyle that are easily found in the nursing field must be verified.

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RealBook: A Tangible Electronic Book Based on the Interface of TouchFace-V (RealBook: TouchFace-V 인터페이스 기반 실감형 전자책)

  • Song, Dae-Hyeon;Bae, Ki-Tae;Lee, Chil-Woo
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.551-559
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    • 2013
  • In this paper, we proposed a tangible RealBook based on the interface of TouchFace-V which is able to recognize multi-touch and hand gesture. The TouchFace-V is applied projection technology on a flat surface such as table, without constraint of space. The system's configuration is addressed installation, calibration, and portability issues that are most existing front-projected vision-based tabletop display. It can provide hand touch and gesture applying computer vision by adopting tracking technology without sensor and traditional input device. The RealBook deals with the combination of each advantage of analog sensibility on texts and multimedia effects of e-book. Also, it provides digitally created stories that would differ in experiences and environments with interacting users' choices on the interface of the book. We proposed e-book that is new concept of electronic book; named RealBook, different from existing and TouchFace-V interface, which can provide more direct viewing, natural and intuitive interactions with hand touch and gesture.

American Sign Language Recognition System Using Wearable Sensors with Deep Learning Approach (딥러닝 방식의 웨어러블 센서를 사용한 미국식 수화 인식 시스템)

  • Chong, Teak-Wei;Kim, Beom-Joon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.15 no.2
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    • pp.291-298
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    • 2020
  • Sign language was designed for the deaf and dumb people to allow them to communicate with others and connect to the society. However, sign language is uncommon to the rest of the society. The unresolved communication barrier had eventually isolated deaf and dumb people from the society. Hence, this study focused on design and implementation of a wearable sign language interpreter. 6 inertial measurement unit (IMU) were placed on back of hand palm and each fingertips to capture hand and finger movements and orientations. Total of 28 proposed word-based American Sign Language were collected during the experiment, while 156 features were extracted from the collected data for classification. With the used of the long short-term memory (LSTM) algorithm, this system achieved up to 99.89% of accuracy. The high accuracy system performance indicated that this proposed system has a great potential to serve the deaf and dumb communities and resolve the communication gap.

Development of Interactive Signage using Floating Hologram (플로팅 홀로그램을 이용한 인터랙티브 사이니지 개발)

  • Kim, Dong-Jing;Jeong, Dong Hyo;Kim, Tae-Yong
    • Journal of the Institute of Convergence Signal Processing
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    • v.19 no.4
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    • pp.180-185
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    • 2018
  • We have developed an interactive signage system based on floating hologram by combining hologram technology and ICT technology, which can be competitive to small businesses that have excellent products and services. The developed interactive signage system can be used for publicity and marketing of small business owners at low cost, introducing menus with 3D hologram images, and providing various contents responding to user's hand movements. The developed system is able to detect 10 finger movements at a rate of 290 frames per second in a range of 60cm and a range of 150 degrees. We also confirmed that the virtual touch function operates normally by dividing the user's motion recognition into the hover zone and the touch zone by the physical motion experiment of the leap motion object.

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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