• Title/Summary/Keyword: Motion based interface

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A Novel EMG-based Human-Computer Interface for Electric-Powered Wheelchair Users with Motor Disabilities (거동장애를 가진 전동휠체어 사용자를 위한 근전도 기반의 휴먼-컴퓨터 인터페이스)

  • Lee Myung-Joon;Chu Jun-Uk;Ryu Je-Cheong;Mun Mu-Seong;Moon Inhyuk
    • Journal of Institute of Control, Robotics and Systems
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    • v.11 no.1
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    • pp.41-49
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    • 2005
  • Electromyogram (EMG) signal generated by voluntary contraction of muscles is often used in rehabilitation devices because of its distinct output characteristics compared to other bio-signals. This paper proposes a novel EMG-based human-computer interface for electric-powered wheelchair users with motor disabilities by C4 or C5 spine cord injury. User's commands to control the electric-powered wheelchair are represented by shoulder elevation motions, which are recognized by comparing EMG signals acquired from the levator scapulae muscles with a preset double threshold value. The interface commands for controlling the electric-powered wheelchair consist of combinations of left-, right- and both-shoulders elevation motions. To achieve a real-time interface, we implement an EMG processing hardware composed of analog amplifiers, filters, a mean absolute value circuit and a high-speed microprocessor. The experimental results using an implemented real-time hardware and an electric-powered wheelchair showed that the EMG-based human-computer interface is feasible for the users with severe motor disabilities.

Human Indicator and Information Display using Space Human Interface in Networked Intelligent Space

  • Jin Tae-Seok;Niitsuma Mihoko;Hashimoto Hideki
    • Journal of the Korean Institute of Intelligent Systems
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    • v.15 no.5
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    • pp.632-638
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    • 2005
  • This paper describes a new data-handing, based on a Spatial Human Interface as human indicator, to the Spatial-Knowledge-Tags (SKT) in the spatial memory the Spatial Human Interface (SHI) is a new system that enables us to facilitate human activity in a working environment. The SHI stores human activity data as knowledge and activity history of human into the Spatial Memory in a working environment as three-dimensional space where one acts, and loads them with the Spatial-Knowledge-Tags(SKT) by supporting the enhancement of human activity. To realize this, the purpose of SHI is to construct new relationship among human and distributed networks computers and sensors that is based on intuitive and simultaneous interactions. In this paper, the specified functions of SKT and the realization method of SKT are explained. The utility of SKT is demonstrated in designing a robot motion control.

PSD Sensor Module Based Monocular Motion Capture System (PSD센서모듈 기반 단안 모션캡쳐 시스템)

  • Kim, Yu-Geon;Ryu, Young-Kee;Oh, Choon-Suk
    • Proceedings of the KIEE Conference
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    • 2006.10c
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    • pp.582-584
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    • 2006
  • This paper describes a monocular PSD-based motion capture sensor to employ with commercial video game systems such as Microsoft's XBOX and Sony's Playstation II. The system compact, low-cost, and only requires a one-time calibration at the factory. The system includes a PSD(Position Sensitive Detector) and active infrared (IR) LED markers that are placed on the object to be tracked. The PSD sensor is placed in the focal plane of a wide-angle lens. The micro-controller calculates the 3D position of the markers using only the measured intensity and 2D position on the PSD. A series of experiments were performed to evaluate the performance of our prototype system. From the experimental results we see that the proposed system's compact size, low-cost, ease of installation, and high frame rates are suitable for high speed motion tracking in games.

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Development and Analysis of Korea Open Source Motion System based on Real-Time Ethernet (실시간 이더넷 기반의 한국형 오픈소스 모션 시스템 개발 및 분석)

  • Lim, Sun;Lee, Seung-Yong;Kim, Ji-Hyun;Jung, Il-Kyun
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.66 no.1
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    • pp.186-193
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    • 2017
  • KOSMOS is Korea Open Source MOtion System which is developed based on general purpose hardware and open source software. It is aiming at IEC 61131-3 standard. Real-time ethernet has several advantages for motion control system and distributed control system. So, considering this advantages, KOSMOS has the network interface made up of Real-time ethernet, EtherCAT. In this paper, we explain the KOSMOS platform, the performance for real-time task and show the real case applying KOSMOS platform in manipulator control system.

Design and Implementation of NUI-based Athletic Scene Generation System

  • Choi, Jong-In
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.1
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    • pp.115-120
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    • 2019
  • In this paper, we propose a system and an intuitive interface that can create an athletic scene among athletes. We allow you to enter motion as if you were playing a game, so that the user's action becomes the player's action. The user can take various actions in front of the motion sensor and control the object flying to him. When a user specifies an opponent to pass or attack, and takes appropriate action in front of the motion sensor, the movement trajectory of the object is automatically generated by the physical optimization technique in accordance with the motion. In this way, you can create scenes where multiple players play together in a virtual environment. The method of this paper will be very useful for rapid prototyping for cinematic trailers of based on athletics games or animations.

A Gesture Interface based on Hologram and Haptics Environments for Interactive and Immersive Experiences (상호작용과 몰입 향상을 위한 홀로그램과 햅틱 환경 기반의 동작 인터페이스)

  • Pyun, Hae-Gul;An, Haeng-A;Yuk, Seongmin;Park, Jinho
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.27-34
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    • 2015
  • This paper proposes a user interface for enhancing immersiveness and usability by combining hologram and haptic device with common Leap Motion. While Leap Motion delivers physical motion of user hand to control virtual environment, it is limited to handle virtual hands on screen and interact with virtual environment in one way. In our system, hologram is coupled with Leap Motion to improve user immersiveness by arranging real and virtual hands in the same place. Moreover, we provide a interaction prototype of sense by designing a haptic device to convey touch sense in virtual environment to user's hand.

3D Face Tracking using Particle Filter based on MLESAC Motion Estimation (MLESAC 움직임 추정 기반의 파티클 필터를 이용한 3D 얼굴 추적)

  • Sung, Ha-Cheon;Byun, Hye-Ran
    • Journal of KIISE:Computing Practices and Letters
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    • v.16 no.8
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    • pp.883-887
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    • 2010
  • 3D face tracking is one of essential techniques in computer vision such as surveillance, HCI (Human-Computer Interface), Entertainment and etc. However, 3D face tracking demands high computational cost. It is a serious obstacle to applying 3D face tracking to mobile devices which usually have low computing capacity. In this paper, to reduce computational cost of 3D tracking and extend 3D face tracking to mobile devices, an efficient particle filtering method using MLESAC(Maximum Likelihood Estimation SAmple Consensus) motion estimation is proposed. Finally, its speed and performance are evaluated experimentally.

Interface Design for Motion-Based Physical Interactive Games (체감형 게임을 위한 운동 동작 기반 인터페이스 설계)

  • Jang, Won-Jun;Gil, Young-Ik;Seo, Hye-Ran;Sung, Bokyung;Kim, Da-In;Ko, Il-Ju
    • Journal of Korea Game Society
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    • v.19 no.4
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    • pp.15-26
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    • 2019
  • In this paper, an interface for the physical interactive game based on the exercise movement was designed. The interface which uses exercise motion detects was designed and applied to the physical interactive game. As a result, this application to the contents was made possible by combining the physical movements that involve motility through the training method. Furthermore, accurate exercise motions that correspond to each situation were induced using the game objects. The developed interface is expected to be used in a physical interactive game that incorporates other types of exercises.

Design and Implementation of Motion Recipe for PLCopen-Compliant Motion Applications with Multiple Operation Modes (다중 동작 모드를 가진 PLCopen 표준 호환 모션 응용을 위한 모션 레시피 개념 설계 및 구현)

  • Kim, Sanghyun;Lee, Kyunghyun;Kim, Taehyoun;Choi, Cheol;Kang, Donggu
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.40 no.11
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    • pp.955-962
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    • 2016
  • In recent years, there have been emerging needs for standardized software-based motion application development for better scalability and support for multiple operation modes for small quantity batch production. Although a software-based motion system provides a basis for constructing multiple operation modes on a machine, it is not easy to construct such systems without tools for defining multiple motion operation modes and standardized mode-change protocols. This paper proposes a motion recipe concept to overcome this problem; the concept includes the authoring of multiple motion operation modes using the PLCopen-compliant motion function blocks and communication protocols to trigger operation mode changes from an external interface. The motion recipe was implemented by extending an IEC 61131-3 compliant IDE called Beremiz, and the correctness of the motion recipe-based application behavior was verified on a real testbed.

Numerical Study of Bubble Growth in a Microchannel (미세관에서의 기포성장에 대한 수치적 연구)

  • Seo, Ki-Chel;Son, Gi-Hun
    • Proceedings of the KSME Conference
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    • 2003.04a
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    • pp.1891-1896
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    • 2003
  • The bubble motion during nucleate boiling in a microchannel is investigated numerically. The liquid-vapor interface is tracked by a level set method which is modified to include the effects of phase change at the interface and contact angle at the wall. The computations are made for various channel sizes, liquid flow rates, and contact angles. Based on the numerical results, the bubble growth pattern and its effect on the flow and heat transfer are discussed.

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