• Title/Summary/Keyword: Hand-based User Interface

Search Result 126, Processing Time 0.024 seconds

A Real-time Augmented Reality System using Hand Geometric Characteristics based on Computer Vision (손의 기하학적인 특성을 적용한 실시간 비전 기반 증강현실 시스템)

  • Choi, Hee-Sun;Jung, Da-Un;Choi, Jong-Soo
    • Journal of Korea Multimedia Society
    • /
    • v.15 no.3
    • /
    • pp.323-335
    • /
    • 2012
  • In this paper, we propose an AR(augmented reality) system using user's bare hand based on computer vision. It is important for registering a virtual object on the real input image to detect and track correct feature points. The AR systems with markers are stable but they can not register the virtual object on an acquired image when the marker goes out of a range of the camera. There is a tendency to give users inconvenient environment which is limited to control a virtual object. On the other hand, our system detects fingertips as fiducial features using adaptive ellipse fitting method considering the geometric characteristics of hand. It registers the virtual object stably by getting movement of fingertips with determining the shortest distance from a palm center. We verified that the accuracy of fingertip detection over 82.0% and fingertip ordering and tracking have just 1.8% and 2.0% errors for each step. We proved that this system can replace the marker system by tacking a camera projection matrix effectively in the view of stable augmentation of virtual object.

A Study on Wearable Augmented Reality-Based Experiential Content: Focusing on AR Stone Tower Content (착용형 증강현실 기반 체험형 콘텐츠 연구: AR 돌탑 콘텐츠를 중심으로)

  • Inyoung Choi;Hieyong Jeong;Choonsung Shin
    • Smart Media Journal
    • /
    • v.13 no.4
    • /
    • pp.114-123
    • /
    • 2024
  • This paper proposes AR stone tower content, an experiential content based on wearable augmented reality (AR). Although wearable augmented reality is gaining attention, the acceptance of the technology is still focused on specialized applications such as industrial sites. On the other hand, the proposed AR stone tower content is based on the material of 'stone tower' so that general users can relate to it and easily participate in it, and it is organized to utilize space in a moving environment and find and stack stones based on natural hand gestures. The proposed AR stone tower content was implemented in the HoloLens 2 environment and evaluated by general users through a pilot exhibition in a small art museum. The evaluation results showed that the overall satisfaction with the content averaged 3.85, and the content appropriateness for the stone tower material was very high at 4.15. In particular, users were highly satisfied with content comprehension and sound, but somewhat less satisfied with object recognition, body adaptation, and object control. The above user evaluations confirm the resonance and positive response to the material, but also highlight the difficulties of the average user in experiencing and interacting with the wearable AR environment.

Development of the FishBowl Game Employing a Tabletop Tiled Display Coupling With Mobile Interfaces (모바일 인터페이스와 테이블탑 타일드 디스플레이를 연동한 FishBowl 게임 개발)

  • Kong, Young-Sik;Park, Kyoung-Shin
    • Journal of Korea Game Society
    • /
    • v.10 no.2
    • /
    • pp.57-66
    • /
    • 2010
  • In the prior works on tabletop systems, a projection-based tabletop surface is mostly used to display computer images, and the participants interact with the display surface by hand multi-touching or using some tangible objects. In this research, however, we developed the FishBowl game that employs a scalable tabletop tiled display with infrared camera tracking coupled with PDA mobile interfaces. The focus of this game is to enhance user interactivity and realistic experience by coupling the high-resolution tabletop virtual environment and PDA mobile interface. This paper describes the game design followed by the system design and its detailed implementations. It also discusses the system usability and recommendation for its improvements after interviewing game players and then concludes with future research directions.

Development of globe-type radio mouse using gyro sensor (자이로센서를 이용한 장갑형 무선마우스 개발)

  • Kim, Nam-Ho
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.13 no.8
    • /
    • pp.1721-1728
    • /
    • 2009
  • Future computer interface was interchanged with person's hands or eyes from traditional mouse. In this research, I developed glove type radio mouse using gyro sensor that is replaced mouse cursor movement with persons's hand movement. Introducing a mobile sensor network technology based on bluetooth, radio mouse connected to computer system wirelessly for overcoming wire mouse's activity restrictions. Also, using USB port interface made be easy to install and to use. Developed glove type radio mouse was confirmed in the possibility of using as well as an input pointing device for presentations or games that needed many kinds of user interaction.

Repetitive hand gesture recognition based on frequency analysis (주파수 분석을 이용한 반복적인 손동작 인식)

  • Kim, Jiye;Park, Jong-Il
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2017.06a
    • /
    • pp.166-167
    • /
    • 2017
  • 가상 현실에 대한 관심이 높아지면서, 가상 물체와 사람 사이의 보다 자연스러운 상호작용이 중요하게 되었다. 그 중 가장 많이 사용되는 방식 중 하나가 바로 손동작이다. 사람들은 손동작을 통해 자신의 감정을 전달하거나 자신의 의견을 표현할 수 있기 때문에 손동작은 Natural User Interface(NUI)의 중요한 위치를 차지하고 있다. 본 논문에서는 사람들의 손동작 중 비교적 큰 비중을 차지하는 반복적인 궤적을 그리는 손동작 인식을 위한 방법을 제안한다. 손이 움직이는 방향과 거리의 3 차원 좌표 값을 이용하여 벡터화를 한 후, 이 데이터를 Fast Fourier transform(FFT)와 Support Vector Machine(SVM)을 통해 반복적인 손동작을 인식함으로써 자연스러운 손동작을 비교적 정확히 인식할 수 있다.

  • PDF

Study of integrated control system for factory automation (공장자동화를 위한 통합제어시스템에 관한 연구)

  • 최경현;윤지섭
    • 제어로봇시스템학회:학술대회논문집
    • /
    • 1996.10b
    • /
    • pp.1245-1248
    • /
    • 1996
  • This paper describes a cell programming environment that deals with problems associated with programming Flexible Manufacturing Cells(FMCs). The environment consists of the cell programming editor and the automatic generation module. In the cell programming editor, cell programmers can develop cell programs using task level description set which supports task-oriented specifications for manipulation cell activities. This approach to cell programming reduces the amount of details that cell programmers need to consider and allows them to concentrate on the most important aspects of the task at hand. The automatic generation module is used to transform task specifications into executable programs used by cell constituents. This module is based on efficient algorithm and expert systems which can be used for optimal path planning of robot operations and optimal machining parameters of machine tool operations. The development tool in designing the environment is an object-oriented approach which provides a simple to use and intuitive user interface, and allows for an easy development of object models associated with the environment.

  • PDF

CNN-Based Hand Gesture Recognition for Wearable Applications (웨어러블 응용을 위한 CNN 기반 손 제스처 인식)

  • Moon, Hyeonchul;Yang, Anna;Chun, Sungmoon;Kim, Jae-Gon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2017.11a
    • /
    • pp.58-59
    • /
    • 2017
  • 손 제스처는 스마트 글라스 등 웨어러블 기기의 NUI(Natural User Interface)를 구현하기 위한 수단으로 주목받고 있다. 최근 손 제스처 인식에서의 인식률 개선을 위하여 다양한 인식기법이 제안되고 있으며, 딥러닝 기반의 손 제스처 인식 기법 또한 활발히 연구되고 있다. 본 눈문에서는 웨어러블 기기에서의 미디어 소비 등 다양한 응용을 위하여 CNN(Convolutional Neural Network) 기반의 손 제스처 인식 기법을 제시한다. 제시된 기법은 스테레오 영상으로부터 깊이 정보와 색 정보를 이용하여 손 윤곽선을 검출하고, 검출된 손 윤곽선 영상을 데이터 셋으로 구성하여 CNN 에 학습을 시킨 후, 이를 바탕으로 손 윤곽선 영상으로부터 제스처를 인식하는 알고리즘을 제안한다.

  • PDF

A PERSONAL AUTHENTICATION FROM VIDEO USING HANDHELD CAMERA BY PARAMETRIC EIGENSPACE METHOD

  • Morizumi, Yusuke;Matsuo, Kenji;Kubota, Akira;Hatori, Yoshinori
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2009.01a
    • /
    • pp.628-631
    • /
    • 2009
  • In this paper, we proposed a new authentication method using video that was taken during moving a hand-held camera in front of the face. The proposed method extracted individuality from the obtained image sequences using the parametric eigenspace scheme. Changes of facial appearance through authentication trials draw continuous tracks in the low dimensional igenspace. The similarity between their continuous tracks are calculated by DP-matching to verify their identities. Experimental results confirmed that different motions and persons change the shapes of continuous tracks, so the proposed method could identify the person.

  • PDF

Android Platform based Gesture Recognition using Smart Phone Sensor Data (안드로이드 플랫폼기반 스마트폰 센서 정보를 활용한 모션 제스처 인식)

  • Lee, Yong Cheol;Lee, Chil Woo
    • Smart Media Journal
    • /
    • v.1 no.4
    • /
    • pp.18-26
    • /
    • 2012
  • The increase of the number of smartphone applications has enforced the importance of new user interface emergence and has raised the interest of research in the convergence of multiple sensors. In this paper, we propose a method for the convergence of acceleration, magnetic and gyro sensors to recognize the gesture from motion of user smartphone. The proposed method first obtain the 3D orientation of smartphone and recognize the gesture of hand motion by using HMM(Hidden Markov Model). The proposed method for the representation for 3D orientation of smartphone in spherical coordinate was used for quantization of smartphone orientation to be more sensitive in rotation axis. The experimental result shows that the success rate of our method is 93%.

  • PDF

Implementation of hand motion recognition-based rock-paper-scissors game using ResNet50 transfer learning (ResNet50 전이학습을 활용한 손동작 인식 기반 가위바위보 게임 구현)

  • Park, Changjoon;Kim, Changki;Son, Seongkyu;Lee, Kyoungjin;Yoo, Heekyung;Gwak, Jeonghwan
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2022.01a
    • /
    • pp.77-82
    • /
    • 2022
  • GUI(Graphical User Interface)를 대신하는 차세대 인터페이스로서 NUI(Natural User Interace)에 기대가 모이는 것은 자연스러운 흐름이다. 본 연구는 NUI의 손가락 관절을 포함한 손동작 전체를 인식시키기 위해 웹캠과 카메라를 활용하여 다양한 배경과 각도의 손동작 데이터를 수집한다. 수집된 데이터는 전처리를 거쳐 데이터셋을 구축하며, ResNet50 모델을 활용하여 전이학습한 합성곱 신경망(Convolutional Neural Network) 알고리즘 분류기를 설계한다. 구축한 데이터셋을 입력시켜 분류학습 및 예측을 진행하며, 실시간 영상에서 인식되는 손동작을 설계한 모델에 입력시켜 나온 결과를 통해 가위바위보 게임을 구현한다.

  • PDF