• Title/Summary/Keyword: Leapmotion

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Effects of Mirror Therapy Using 3D Motion Input Device on Upper Extremity Function, Quality of Life, Depression in Stroke Patients (3D 모션입력장치를 이용한 거울치료가 뇌졸중 환자의 상지 운동 기능, 삶의 질, 우울감에 미치는 영향)

  • Park, Jungwon;Choi, Hosuk;Shin, Wonseob
    • Journal of The Korean Society of Integrative Medicine
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    • v.4 no.4
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    • pp.41-51
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    • 2016
  • PURPOSE : The purpose of this study was to identify whether 3D motion input device based mirror therapy could improve on upper extremity function, quality of life and depression in chronic stroke patients METHOD : Thirty six patients with chronic stroke were enrolled and randomly divided into three groups: 3D leapmotion mirror therapy group, mirror therapy group, and sham therapy group. 3D leapmotion mirror therapy group performed 3D motion input device based mirror therapy, mirror therapy group performed general mirror therapy, control group performed sham therapy. All patients received a total of 15 exercise session over a 5 week period (three times per week). Fugl-Meyer Assessment-upper extremity(FMA-UE), Stroke Specific-Quality of Life(SS-QOL), Beck Depression Inventory(BDI) were performed prior to and five weeks after the treatment RESULT : Subjects in the 3D leapmotion mirror therapy group showed significant improvements in upper extremity function, quality of life and depression following training. The changes of upper extremity function, quality of life and depression in the 3D leapmotion mirror therapy group were significantly more than them of the control group. CONCLUSION : The result of this study suggest that 3D motion input device based mirror therapy is an intervention to improve on upper extremity function, quality of life and depression in chronic stroke patients.

Interactive Cultural Content Using Finger Motion and HMD VR (Finger Motion과 HMD VR을 이용한 인터렉티브 문화재 콘텐츠)

  • Lee, Byungseok;Jung, Jonghee;Back, Chanyeol;Son, Youngro;Chin, Seongah
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.11
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    • pp.519-528
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    • 2016
  • Most cultural contents currently we face are not suitable for associating with state of arts and high technology as simply providing one-sided learning. Pictures and movies of cultural contents also sees to utilize for efficacy of cultural education. There are still some limitations to draw interest from users when providing one-sided learning for cultural study, which aims to only deliver knowledge itself. In this paper, we propose interactive HMD VR cultural contents that can support more experience to get rid of aforementioned limitations. To this end, we first select quite interesting and wellknown cultural contents from world wide to draw more attention and effect. To increase immersion, presence and interactivity we have used HMD VR and Leapmotion, which intentionally draws more attention to increase interest. The cultural contents also facilitate augmented information as well as puzzle gaming components. To verify, we have carried out a user study as well.

Hand Pose and Gesture Recognition Using Infrared Sensor (적외선 센서를 사용한 손 동작 인식)

  • Ahn, Joon-young;Lee, Sang-hwa;Cho, Nam-ik
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2016.11a
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    • pp.119-122
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    • 2016
  • 최근 IT기술 영역에서 미래기술로 촉망받는 증강현실(AR)과 가상현실(VR)환경을 구축함에 있어서, 마우스나 키보드 등의 별도 장치 없이 기기에 원하는 동작을 입력 하도록 하는 NUI(Natural User Interface)기술이 각광받고 있다. 또한 NUI를 구현하는데 중요한 기술 중 하나로 손동작 인식 기술, 얼굴 인식 기술 등이 대두되고 있다. 이에 본 논문은 적외선 센서의 일종인 Leapmotion 센서를 사용하여 손동작 인식을 구현하고자 하였다. 첫 번째로 우선 거리변환 행렬을 사용하여 손바닥의 중심을 찾았다. 이후 각각의 손가락을 convex hull 알고리즘을 사용하여 추출한다. 제안한 알고리즘에서는 손가락, 손바닥 부분의optical flow를 구한 후, 두 optical flow의 특성을 사용하여 손의 이동, 정지, 클릭 동작을 구분 할 수 있도록 하였다.

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The Effect of Gesture Based Interface on Presence Perception and Performance in the Virtual Reality Learning Environment (가상현실 학습환경에서 동작기반 인터페이스가 실재감 지각 및 수행에 미치는 효과)

  • Ryu, Jeeheon;YU, SEUNGBEOM
    • (The)Korea Educational Review
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    • v.23 no.1
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    • pp.35-56
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    • 2017
  • This study is to examine the effects of gesture based interface and display methods to make an effective virtual learning environment. The gesture based interface can provide interactive interface to make objects in the virtual learning environment by generating natural movement of users' gesture. This natural functionality leads users to apply natural movements as they do in real actions. Because of the natural user interface, the gesture based interface is expected to maximize learning outcomes. This study examined how the gesture based interface can be used when a head mounted display is applied for a virtual reality learning environment. For this study 44 colleagues students were participated. Two display methods (head mounted display vs. monitor) and two interface (gesture based interface vs. joystick) were tested to identify which might be more effective. The study was applied to different learning tasks which require different levels of spatial perception. The dependent variables are three constructs of virtual presence (spatial perception, immersiveness, and realness) and task completion time and recall tests. This study discussed potential disadvantages of gesture based interface while it showed positive usages of gesture based interface.