• Title/Summary/Keyword: Leap Motion System

Search Result 38, Processing Time 0.022 seconds

A Security System using a Movement Pattern drawn with Fingers (손가락으로 그린 움직임 패턴을 이용한 보안 시스템)

  • Han, Juchan;Jeon, Minseong;Cheoi, Kyungjoo
    • Annual Conference of KIPS
    • /
    • 2016.04a
    • /
    • pp.730-732
    • /
    • 2016
  • 본 논문에서는 보다 보안을 높이기 위해서 인가된 사용자의 암호를 번호로 구성하지 않고, 사용자만이 알고 있는 간단하면서도 독특한 손가락의 움직임 패턴으로 구성하고, 이를 적용한 보안 시스템을 제안하였다. 제안하는 시스템은 등록단계에서 립모션 컨트롤러(Leap Motion Controller)를 사용하여 손가락의 보안패턴을 입력받았으며, OpenGL과 OpenCV를 사용하여 구현하였다. 실험 결과 제안하는 시스템은 잘못된 보안 패턴을 정확히 걸러내었으며, 정인식률도 91.4%로 만족할 만한 성능을 보여주었다.

Proposal for a Sensory Integration Self-system based on an Artificial Intelligence Speaker for Children with Developmental Disabilities: Pilot Study

  • YeJin Wee;OnSeok Lee
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.17 no.4
    • /
    • pp.1216-1233
    • /
    • 2023
  • Conventional occupational therapy (OT) is conducted under the observation of an occupational therapist, and there are limitations in measuring and analyzing details such as degree of hand tremor and movement tendency, so this important information may be lost. It is therefore difficult to identify quantitative performance indicators, and the presence of observers during performance sometimes makes the subjects feel that they have to achieve good results. In this study, by using the Unity3D and artificial intelligence (AI) speaker, we propose a system that allows the subjects to steadily use it by themselves and helps the occupational therapist objectively evaluate through quantitative data. This system is based on the OT of the sensory integration approach. And the purpose of this system is to improve children's activities of daily living by providing various feedback to induce sensory integration, which allows them to develop the ability to effectively use their bodies. A dynamic OT cognitive assessment tool for children used in clinical practice was implemented in Unity3D to create an OT environment of virtual space. The Leap Motion Controller allows users to track and record hand motion data in real time. Occupational therapists can control the user's performance environment remotely by connecting Unity3D and AI speaker. The experiment with the conventional OT tool and the system we proposed was conducted. As a result, it was found that when the system was performed without an observer, users can perform spontaneously and several times feeling ease and active mind.

A Study on Improvements Direction for Applying BIM-based Virtual Reality of Apartment Sales Phase (공동주택 분양 관리 단계의 BIM 기반 가상현실 적용성 확보를 위한 개선방향 도출에 관한 연구)

  • Lee, Juyeon;Kim, Taekjoong;Choi, Yoonki
    • Korean Journal of Construction Engineering and Management
    • /
    • v.20 no.2
    • /
    • pp.86-94
    • /
    • 2019
  • The purpose of this study was to analyzes the problems in terms of transmission the information of architecture in the current apartment housing sales phase, to suggest the way of application the technology of BIM-based virtual reality. For this purpose, each element technology is analyzed through analyzing the exiting studies and international technical trend of BIM-based virtual reality and motion recognition devices. And then this study analyze the present condition of apartment housing sales phase and it conduct the expert interviews for derive the problem and analyzing the importance and priority by AHP method. And finally, this study suggest the solution in terms of information delivery in apartment housing sales phase through plan for support and deriving the function about problems. The system of BIM-based virtual reality viewer that utilize a leap motion that was presented in this study, it is believed to be able to efficiently transfer the information of architecture as building information transmission system user-centric in the future of apartment housing sales phase.

Hierarchical Hidden Markov Model for Finger Language Recognition (지화 인식을 위한 계층적 은닉 마코프 모델)

  • Kwon, Jae-Hong;Kim, Tae-Yong
    • Journal of the Institute of Electronics and Information Engineers
    • /
    • v.52 no.9
    • /
    • pp.77-85
    • /
    • 2015
  • The finger language is the part of the sign language, which is a language system that expresses vowels and consonants with hand gestures. Korean finger language has 31 gestures and each of them needs a lot of learning models for accurate recognition. If there exist mass learning models, it spends a lot of time to search. So a real-time awareness system concentrates on how to reduce search spaces. For solving these problems, this paper suggest a hierarchy HMM structure that reduces the exploration space effectively without decreasing recognition rate. The Korean finger language is divided into 3 categories according to the direction of a wrist, and a model can be searched within these categories. Pre-classification can discern a similar finger Korean language. And it makes a search space to be managed effectively. Therefore the proposed method can be applied on the real-time recognition system. Experimental results demonstrate that the proposed method can reduce the time about three times than general HMM recognition method.

Designing Effective Virtual Training: A Case Study in Maritime Safety

  • Jung, Jinki;Kim, Hongtae
    • Journal of the Ergonomics Society of Korea
    • /
    • v.36 no.5
    • /
    • pp.385-394
    • /
    • 2017
  • Objective: The aim of this study is to investigate how to design effective virtual reality-based training (i.e., virtual training) in maritime safety and to present methods for enhancing interface fidelity by employing immersive interaction and 3D user interface (UI) design. Background: Emerging virtual reality technologies and hardware enable to provide immersive experiences to individuals. There is also a theory that the improvement of fidelity can improve the training efficiency. Such a sense of immersion can be utilized as an element for realizing effective training in the virtual space. Method: As an immersive interaction, we implemented gesture-based interaction using leap motion and Myo armband type sensors. Hand gestures captured from both sensors are used to interact with the virtual appliance in the scenario. The proposed 3D UI design is employed to visualize appropriate information for tasks in training. Results: A usability study to evaluate the effectiveness of the proposed method has been carried out. As a result, the usability test of satisfaction, intuitiveness of UI, ease of procedure learning, and equipment understanding showed that virtual training-based exercise was superior to existing training. These improvements were also independent of the type of input devices for virtual training. Conclusion: We have shown through experiments that the proposed interaction design results are more efficient interactions than the existing training method. The improvement of interface fidelity through intuitive and immediate feedback on the input device and the training information improve user satisfaction with the system, as well as training efficiency. Application: Design methods for an effective virtual training system can be applied to other areas by which trainees are required to do sophisticated job with their hands.

Virtual Navigation of Blood Vessels using 3D Curve-Skeletons (3차원 골격곡선을 이용한 가상혈관 탐색 방안)

  • Park, Sang-Jin;Park, Hyungjun
    • Korean Journal of Computational Design and Engineering
    • /
    • v.22 no.1
    • /
    • pp.89-99
    • /
    • 2017
  • In order to make a virtual endoscopy system effective for exploring the interior of the 3D model of a human organ, it is necessary to generate an accurate navigation path located inside the 3D model and to obtain consistent camera position and pose estimation along the path. In this paper, we propose an approach to virtual navigation of blood vessels, which makes proper use of orthogonal contours and skeleton curves. The approach generates the orthogonal contours and the skeleton curves from the 3D mesh model and its voxel model, all of which represent the blood vessels. For a navigation zone specified by two nodes on the skeleton curves, it computes the shortest path between the two nodes, estimates the positions and poses of a virtual camera at the nodes in the navigation zone, and interpolates the positions and poses to make the camera move smoothly along the path. In addition to keyboard and mouse input, intuitive hand gestures determined by the Leap Motion SDK are used as user interface for virtual navigation of the blood vessels. The proposed approach provides easy and accurate means for the user to examine the interior of 3D blood vessels without any collisions between the camera and their surface. With a simple user study, we present illustrative examples of applying the approach to 3D mesh models of various blood vessels in order to show its quality and usefulness.

Visual Feedback System for Manipulating Objects Using Hand Motions in Virtual Reality Environment (가상 환경에서의 손동작을 사용한 물체 조작에 대한 시각적 피드백 시스템)

  • Seo, Woong;Kwon, Sangmo;Ihm, Insung
    • Journal of the Korea Computer Graphics Society
    • /
    • v.26 no.3
    • /
    • pp.9-19
    • /
    • 2020
  • With the recent development of various kinds of virtual reality devices, there has been an active research effort to increase the sense of reality by recognizing the physical behavior of users rather than by classical user input methods. Among such devices, the Leap Motion controller recognizes the user's hand gestures and can realistically trace the user's hand in a virtual reality environment. However, manipulating an object in virtual reality using a recognized user's hand often causes the hand to pass through the object, which should not occur in the real world. This study presents a way to build a visual feedback system for enhancing the user's sense of interaction between hands and objects in virtual reality. In virtual reality, the user's hands are examined precisely by using a ray tracing method to see if the virtual object collides with the user's hand, and when any collision occurs, visual feedback is given through the process of reconstructing the user's hand by moving the position of the end of the user's fingers that enter the object through sign distance field and reverse mechanics. This enables realistic interaction in virtual reality in real time.

The Study of New Reconstruction Method for Brain SPECT on Dual Detector System (Dual detector system에서 Brain SPECT의 new reconstruction method의 연구)

  • Lee, Hyung-Jin;Kim, Su-Mi;Lee, Hong-Jae;Kim, Jin-Eui;Kim, Hyun-Joo
    • The Korean Journal of Nuclear Medicine Technology
    • /
    • v.13 no.1
    • /
    • pp.57-62
    • /
    • 2009
  • Purpose: Brain SPECT study is more sensitive to motion than other studies. Especially, when applying 1-day subtraction method for Diamox SPECT, it needs shorter study time in order to prevent reexamination. We were required to have new study condition and analysing method on dual detector system because triple head camera in Seoul National University Hospital is to be disposed. So we have tried to increase image quality and make the dual and triple head to have equivalent study time by using a new analysing program. Materials and Methods: Using IEC phantom, we estimated contrast, SNR and FWHM. In Hoffman 3D brain phantom which is similar with real brain, we were on the supposition that 5% of injected doses were distributed in brain tissue. To compare with existing FBP method, we used fan-beam collimator. And we applied 15 sec, 25 sec/frame for each SEPCT studies using LEHR and LEUHR. We used OSEM2D and Onco-flash3D reconstruction method and compared reconstruction methods between applied Gaussian post-filtering 5mm and not applied as well. Attenuation correction was applied by manual method. And we did Brain SPECT to patient injected 15 mCi of $^{99m}Tc$-HMPAO according to results of Phantom study. Lastly, technologist, MD, PhD estimated the results. Results: The study shows that reconstruction method by Flash3D is better than exiting FBP and OSEM2D when studied using IEC phantom. Flowing by estimation, when using Flash3D, both of 15 sec and 25 sec are needed postfiltering 5 mm. And 8 times are proper for subset 8 iteration in Flash3D. OSEM2D needs post-filtering. And it is proper that subset 4, iteration 8 times for 15sec and subset 8, iteration 12 times for 25sec. The study regarding to injected doses for a patient and study time, combination of input parameter-15 sec/frame, LEHR collimator, analysing program-Flash3D, subset 8, iteration 8times and Gaussian post-filtering 5mm is the most appropriate. On the other hands, it was not appropriate to apply LEUHR collimator to 1-day subtraction method of Diamox study because of lower sensitivity. Conclusions: We could prove that there was also an advantage of short study time effectiveness in Dual camera same as Triple gamma camera and get great result of alternation from existing fan-beam collimator to parallel collimator. In addition, resolution and contrast of new method was better than FBP method. And it could improve sensitivity and accuracy of image because lesser subjectivity was input than Metz filter of FBP. We expect better image quality and shorter study time of Brain SPECT on Dual detector system.

  • PDF