• Title/Summary/Keyword: Hand user interface

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Multi Spatial Interaction Interface in Large-scale Interactive Display Environment (대규모 인터랙티브 디스플레이 환경에서의 멀티 공간 인터랙션 인터페이스)

  • Yun, Chang-Ok;Park, Jung-Pil;Yun, Tae-Soo;Lee, Dong-Hoon
    • The Journal of the Korea Contents Association
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    • v.10 no.2
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    • pp.43-53
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    • 2010
  • The interactive display is providing various interaction modes to users through various ubiquitous computing technologies. These methods were studied for their interactions, but the limits that it is provided to only single user and the device usability were generated. In this paper, we propose a new type of spatial multi interaction interface that provide the various spatial touch interactive to multi users in the ambient display environment. Therefore, we generate the interaction surface so that a user can interact through the IR-LEDs Array Bar installed in the ceiling of the ambient display environment. At this time, a user can experience the various interactions through the spatial touch in an interaction surface. Consequently, this system offers the interactive display and interface method that the users can interact through natural hand movement without the portable devices.

A Study on Production Pipeline for Third Person Virtual Reality Contents Based on Hand Interface (손 인터페이스 기반 3인칭 가상현실 콘텐츠 제작 공정에 관한 연구)

  • Jeon, Changyu;Kim, Mingyu;Lee, Jiwon;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.3
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    • pp.9-17
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    • 2017
  • This study proposes a third-person virtual reality content production pipeline to provide users with a new experience and presence in a new virtual reality environment. For this purpose, we first create third-person virtual reality content, which includes a story, fun factors, and game characteristic. It consists of a tutorial scene in which a user can pre-learn the proposed interface suitable for a third person different from existing virtual reality content and a content scene that achieves its purpose by using game factors based on the background story. Next, we design an interface suitable for the third-person virtual reality content. This study proposes an interface in which users can interact with a virtual environment or object by using their hand. The proposed interface consists of three steps: character movement, virtual object selection with multiple selection, and 3D menu control using virtual space. Finally, through the survey experiment, third-person virtual reality content produced based on the proposed interface was confirmed to be easily controlled while ensuring high satisfaction.

Design of Contactless Gesture-based Rhythm Action Game Interface for Smart Mobile Devices

  • Ju, Da-Young
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.4
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    • pp.585-591
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    • 2012
  • Objective: The aim of this study is to propose the contactless gesture-based interface on smart mobile devices for especially rhythm action games. Background: Most existing approaches about interactions of smart mobile games are tab on the touch screen. However that way is such undesirable for someone or for sometimes, because of the disabled person, or the inconvenience that users need to touch/tab specific devices. Moreover more importantly, new interaction can derive new possibilities from stranded game genre. Method: In this paper, I present a smart mobile game with contactless gesture-based interaction and the interfaces using computer vision technology. Discovering the gestures which are easy to recognize and research of interaction system that fits to game on smart mobile device are conducted as previous studies. A combination between augmented reality technique and contactless gesture interaction is also tried. Results: The rhythm game allows a user to interact with smart mobile devices using hand gestures, without touching or tabbing the screen. Moreover users can feel fun in the game as other games. Conclusion: Evaluation results show that users make low failure numbers, and the game is able to recognize gestures with quite high precision in real time. Therefore the contactless gesture-based interaction has potentials to smart mobile game. Application: The results are applied to the commercial game application.

Edutainment contents using Touch-Face (Touch-Face 기반 에듀테인먼트 콘텐츠)

  • Song, Dae-Hyeon;Park, Jae-Woan;Lee, Chil-Woo
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.363-366
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    • 2008
  • In this paper, I describe about edutainment contents to infant. We can call following PANSORI that user can experience national classical music that is our country tradition music using imagination musical instrument instead of actuality musical instrument, and is one at national classical music. Also manufacturing operationalized Touch-Face that is intelligence style interface platform that can play that tradition pattern and basis use style hand that is a tool the immediate perception enemy use and touch display directly as unaccustomed infant and children are easy and convenient to base. Because of these reason, educational contents can become help to study efficiently because there is in preschool education more on Touch-Face base.

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An Empirical Analysis of Influential Factors for Widget Interface : Extended TAM Including Attributes (Widget 인터페이스 영향요인 분석 : 속성을 고려한 확장된 기술수용모형)

  • Han, Mi-Ran;Lee, Sung-Joo;Park, Peom
    • Journal of Korea Society of Industrial Information Systems
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    • v.15 no.2
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    • pp.127-137
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    • 2010
  • A Widget platform is acknowledged to be a next generation intelligent platform that is well suited to Web 2.0 and mobile convergence environments. With prospects of growth, examining users' perceptions of current widgets can be a valuable source of information in setting directions for Widget's future development. This study identifies user interface factors that affect widget usability and investigates a strategic approach to promoting the use of widgets by analyzing user's "intention to use" in connection with the identified interface factors. The experimental results show the consistency, intuition, minimal action, and personalization have a positive(+) effect on perceived ease of use and that personalization and design have a causal effect on perceived enjoyment. Inaddition, perceived ease of use has an influence on perceived enjoyment that, inturn, has a direct influence on intention to use. On the other hand, the hypothesis that perceived ease of use has a direct effect on intention to use was rejected.

Hierarchical Hand Pose Model for Hand Expression Recognition (손 표현 인식을 위한 계층적 손 자세 모델)

  • Heo, Gyeongyong;Song, Bok Deuk;Kim, Ji-Hong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.10
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    • pp.1323-1329
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    • 2021
  • For hand expression recognition, hand pose recognition based on the static shape of the hand and hand gesture recognition based on the dynamic hand movement are used together. In this paper, we propose a hierarchical hand pose model based on finger position and shape for hand expression recognition. For hand pose recognition, a finger model representing the finger state and a hand pose model using the finger state are hierarchically constructed, which is based on the open source MediaPipe. The finger model is also hierarchically constructed using the bending of one finger and the touch of two fingers. The proposed model can be used for various applications of transmitting information through hands, and its usefulness was verified by applying it to number recognition in sign language. The proposed model is expected to have various applications in the user interface of computers other than sign language recognition.

Video see-through HMD based Hand Interface for Augmented Reality (Video see-through HMD 기반 증강현실을 위한 손 인터페이스)

  • Ha, Tae-Jin;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.169-174
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    • 2006
  • 본 논문에서는 Video see-through HMD 에 기반 하여 증강 현실을 위한 손 인터페이스를 제안한다. 착용형 컴퓨터의 입력 장치로써 Video see-through HMD 에 부착된 USB 카메라로부터 영상을 입력 받은 후, HSV 컬러 공간에서 탐색 윈도우 안의 개체를 이중 임계 값을 이용해 손과 팔이 포함된 객체로 분리한다. 그 다음 거리 변형 행렬을 이용하여 손과 팔을 분리하고, 볼록 다각형 외각점 추출을 통해 손 끝의 좌표를 검출한다. 이를 기반으로 한 어플리케이션 "AR-Memo"은 현실세계에서 손끝에 가상의 펜을 증강하여 메모를 하고 이동중에 손바닥을 통해 메모를 볼 수 있다. 증강 현실 기반 손 인터페이스를 사용함으로써 사용자는 이동중에도 직관적으로 입력을 할 수 있다. 또한 어떠한 물리적인 장치나 마커를 손에 부착하지 않기 때문에 자연스러운 인터페이스이다. 본 시스템은 착용형 컴퓨터와 결합되어 사용자에게 편리한 인터페이스를 제공할 수 있을 것으로 기대된다.

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Direct-Projected Augmented Reality Interface for Marking Surgical Targets in Computer Aided Surgery (컴퓨터 기반 수술시 환부표시를 위한 직접투사형 증강현실 인터페이스)

  • Seo, Byung-Kuk;Kang, Gap-Chul;Park, Jong-Il
    • Journal of Biomedical Engineering Research
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    • v.28 no.6
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    • pp.786-790
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    • 2007
  • Up to now, surgeons have operated while peering at images which visualize the medical state of the patient such as MRI or CT images. On the other hand, direct-projected augmented reality technology liberates surgeons from the inconvenience by directly projecting medical information onto the patient's body. However surgeons still feel inconvenient when they mark surgical targets for planning an operation because they use an ink pen which is difficult to modify or delete and is also likely to be unsanitary. In this paper, we resolve these problems by proposing an interactive user interface based on direct-projected augmented reality technology and its validity is shown in experimental results.

Design of A Force-Reflecting 3DOF Interface using Phase-Difference Control of Ultrasonic Motors (초음파 모터의 위상차 제어를 이용한 3자유도 힘반영 촉각장치 설계)

  • 오금곤;조진섭;김동옥;김영동;김재민
    • Proceedings of the KIPE Conference
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    • 1999.07a
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    • pp.84-87
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    • 1999
  • This paper proposes an interfaces control system to drive a ultrasonic motors(USMs). To touch surfaces and objects created within a virtua environment, the 3 DOF force-reflecting interfaces provides force feedback to users, so to feel touching real things. To effectively display the mechanical impedance of the human hand we need a device with specific characteristics, such as low inertia almost zero friction and very high stiffness. As an actuator for direct drive method, the USMs have many good advantages satisfied these conditions over conventional servo motors. To estimate capability of this interface, we did an experiment. The device works very well, as user are able to detect the edge of the wall and the stiffness of the button.

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A Development of Intuitive Single-Hand Gesture Interface For writing Hangul by Leap motion (립모션 기반의 직관적 한글 입력 핸드 제스처 인터페이스 개발)

  • Kim, Seonghyeon;Kim, Daecheon;Park, Yechan;Yeom, Sanggil;Choo, Hyunseung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2016.10a
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    • pp.768-770
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    • 2016
  • 현재 NUI(Natural User Interface)는 차세대 입력 방식으로 주목을 받고 있다. 이미 한글 입력에 관한 NUI가 다양하게 연구 및 개발되고 있지만, 한글 입력 NUI는 직관성과 정확도의 부족과 불완전한 인식률 등의 한계점이 존재한다. 본 연구에서는 사용자의 핸드 제스처를 인식하기 위해 Leap Motion 장치를 사용하고, 한글의 글자 조합 원리를 바탕으로 자음과 모음 입력의 제스처를 분리하여 인식의 정확도를 높인다. 그리고 모음의 방향성을 참고하여 한글 입력에 직관성을 향상할 수 있는 핸드 제스처를 연구한다. 이를 통해 사용자가 NUI 환경의 디바이스를 좀 더 정확하고 빠르게 조작할 수 있도록 돕는다.