• Title/Summary/Keyword: hand gesture

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3D Human Motion Control System using Visual Script (시각 스크립트 기반 3차원 인체 동작 제어 시스템)

  • Cha, Gyeong-Ae;Kim, Sang-Wook
    • Journal of KIISE:Computing Practices and Letters
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    • v.6 no.5
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    • pp.536-542
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    • 2000
  • This paper proposes Visual Script Language which can direct a type of motion to 3D human model and create by dragging gesture like as we can express a certain meaning with hand gestures. Traditional motion control technique of articulated figures such as human needs a complex task that draws on highly developed human skills. So it will reduce the amount of motion specification to provide the motion control method that allow users to describe characters' motion at the higher level abstraction. Visual script is the visual gestures to direct various human motions, so users can express the spatial attributes of a motion such as the path of moving with high-level concepts if they use visual script. And we can show that it is possible to control the motion of human model directly and intuitively by development of 3D human motion control system based on visual script.

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Designing Effective Virtual Training: A Case Study in Maritime Safety

  • Jung, Jinki;Kim, Hongtae
    • Journal of the Ergonomics Society of Korea
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    • v.36 no.5
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    • pp.385-394
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    • 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.

Estimation of Critical Threshold for Rejection in HMM Based Recognition Systems (HMM 기반의 인식시스템에서의 거절기능 수행을 위한 임계 문턱값 추정)

  • 김인철;진성일
    • The Journal of the Acoustical Society of Korea
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    • v.19 no.2
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    • pp.90-94
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    • 2000
  • In this paper, we propose an efficient method of estimating a critical threshold which is used to reject unreliable patterns in a HMM based recognition system. The rejection methods based on the anti-models which are formulated as the statistical hypothesis determine whether or not to accept an input pattern by comparing the likelihood ratio of HMM and anti-models to a critical threshold. It is quite difficult to fix a threshold for the probability of a HMM because the range of such probabilities varies severely depending on the chosen class model. We estimate the critical threshold, which is very class-dependent, using the likelihood scores for the training database. In our experiments, we applied the proposed estimating method of the threshold to the HMM based 3D hand gesture recognition system. We found that this method can be used successfully for rejecting unreliable input gestures regardless of the types of anti-models.

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Data Analysis and Processing Methods of Magnetic Sensor for Measuring Wrist Gesture (손목운동 측정을 위한 자기장 센서 데이터의 분석 및 처리 방법)

  • Yeo, Hee-Joo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.11
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    • pp.28-36
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    • 2020
  • As many types of magnetic sensors are widely applied in various industries, the analysis and processing of magnetic sensor data need to be accurate. On the other hand, owing to the complexity of the magnetic field line caused by a moving magnet, the magnetic data generated by magnetic sensors are unpredictably nonlinear. Many industry systems using magnetic sensors have struggled with the nonlinear nature of magnetic sensor data. To reduce the effect of the nonlinearity, they have the target objects fixed firmly. Therefore, to collect accurate and reliable data, considerable efforts have been made to resolve the issues with the expensive tools and systems required. Through this paper, to tackle the issues, the data analysis and methodologies, including intelligent algorithms, are presented for the wrist rehabilitation system using magnetic sensors while being implemented without using expensive tools or systems. On processing magnetic sensor data, this paper adopted an intelligent algorithm, fuzzy logic, and compared the performance of other algorithms for comparison.

Developing Interactive Game Contents using 3D Human Pose Recognition (3차원 인체 포즈 인식을 이용한 상호작용 게임 콘텐츠 개발)

  • Choi, Yoon-Ji;Park, Jae-Wan;Song, Dae-Hyeon;Lee, Chil-Woo
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.619-628
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    • 2011
  • Normally vision-based 3D human pose recognition technology is used to method for convey human gesture in HCI(Human-Computer Interaction). 2D pose model based recognition method recognizes simple 2D human pose in particular environment. On the other hand, 3D pose model which describes 3D human body skeletal structure can recognize more complex 3D pose than 2D pose model in because it can use joint angle and shape information of body part. In this paper, we describe a development of interactive game contents using pose recognition interface that using 3D human body joint information. Our system was proposed for the purpose that users can control the game contents with body motion without any additional equipment. Poses are recognized comparing current input pose and predefined pose template which is consist of 14 human body joint 3D information. We implement the game contents with the our pose recognition system and make sure about the efficiency of our proposed system. In the future, we will improve the system that can be recognized poses in various environments robustly.

A PHONEMIC ANALYSIS OF THE UNWRITTEN LANGUAGE OF THE PULANG TRIBE

  • Kang, Su-Hee
    • Proceedings of the KSPS conference
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    • 2000.07a
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    • pp.166-177
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    • 2000
  • The purpose of this study was to create letters for of nonliterary Pulang tribe in Thailand those who immigrant from China. illiterate Pulang tribe hand down their tradition by primary oral culture therefore their tradition can't initiate and keep, moreover, it may disappear throughout history. So it is expected to crusade against unlettered people. The scheme of research adopted in this study was a minority race who habitate at the northern Machan, Chiangrai in Thailand. It is not only analysis of language but also the eradication of literacy and the research based on linguistic, ethnolinguistic, and primary oral culture. Five Pulang people who live in that area were chosen for creating letters. By using the I. P. A., after each word was listen to their pronunciation one by one it was described and repeated this process several times; the material words and humanbody were pointed in front of them while other words were described by gesture. For final description, number of people were in the lineup for listening the sound of words and phrases to sentences. In the first stage, it was an analysis segmental of Pulang: vocoid, contoid and diphthong were described with each sample syllables and words. The suprasegmental were studied with intonation and juncture of the words in the second stage. Two words were compared and different meanings within their intonation and juncture were shown. At the end of this part, each case of phonemic or morphophonemics representation described the juncture in the words. In the third stage, minimal pairs were analyzed with vowels and consonants and described in free variation based on words. In the last stage, syllable structure in open syllable and closed syllable was studied and then each syllable of its structure was analyzed with samples. There were thirty-two phonemes in apong Pulang as follows: seven vocoids; a, i, e, o, u, ${\ae}$, and $\wedge$, one diphthong; wu, 24 contoids; b, c, d, f, g, h, j, k, k, 1, m, n, ${\eta}, {\;}p^{h}$, p, p, r, s, s, sh, t, t, w, and y. Their pronunciations of p, s, d, $p^{h}$, j, and t are frequently used in speech and are unique in triphthong. Moreover, most of the words used initial and final consonant cluster.

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Platform Independent Game Development Using HTML5 Canvas (HTML5 캔버스를 이용한 플랫폼 독립적인 게임의 구현)

  • Jang, Seok-Woo;Huh, Moon-Haeng
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.12
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    • pp.3042-3048
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    • 2014
  • Recently, HTML5 have drawn many people's attention since it is considered as a next-generation web standard and can implement a lot of graphic and multimedia-related techniques on a web browser without installing programs separately. In this paper, we implement a game independent of platforms, such as iOS and Android, using the HTML5 canvas. In the game, the main character can move up, down, left, and right not to collide with neighboring enemies. If the character collides with an enemy, the HP (hit point) gauge bar reduces. On the other hand, if the character obtains heart items, the gauge bar increases. In the future, we will add various items to the game and will diversify its user interfaces by applying computer vision techniques such as various gesture recognition.

The Operating Mechanism of Traditional Contents Shown in the Ddaekbo and Envoy Folktale (떡보와 사신 민담에 드러난 전통 콘텐츠의 작동 원리)

  • Ko, Kwang-Ho
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.4
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    • pp.545-551
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    • 2020
  • The Ddaekbo and Chinese envoy story has been known as a folktale criticising the helpless ruling class by the people. It's been explained that the hand gesture communication with the signifier theory. And it's been analysed that the Chinese envoy is in the 'The Other' position with Lacan theory. But it showed that the winning factor of Ddaekbo could be elucidated by the difference of the desire feature of two conflicting subjects in the study. It claims that the Ddaekbo's wanting is the impulse not the desire and he's won the test by the repetitive and persistence impulse. And it's proper that the position of the Chinese envoy is 'the return of The Real' not the 'The Other'. It's easy to understand the operating mechanism of the traditional folktale contents once the envoy's position is the return of The Real responding to the repetitive impulse of the inferior subject.

The Relationship between Parents' Book Reading Behavior and Home Literacy Environment and Their Effect on a Toddler's Vocabulary (만 2세 영아-어머니, 영아-아버지의 그림책 읽기행동 및 가정문해환경과 영아의 어휘력 간의 관계)

  • Lim, Su Kyung;Kim, Myoung Soon
    • Korean Journal of Child Studies
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    • v.34 no.3
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    • pp.1-19
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    • 2013
  • The purpose of this study was to investigate the relationship between parents' behavior during picture-book reading and home literacy environment and their effects on toddlers' vocabulary. The subjects of the study were 46 toddlers and their parents. The MCDI-K(Im, 2002), Lee and Kim(2004)'s categories of Verbal Behaviors, the categories of Nonverbal Behavioral Analysis(Kim, 2005), and the Home Literacy Environment Index(Han, 2006) were used. The analysis of the collected data was guided by the research questions and involved the use of descriptive statistics, t-test and an analysis of relevant correlations. The results of this study were as follows; First, the toddlers' receptive vocabulary score was 1.2 times higher than the toddler's expressive vocabulary score. Second, the father's book reading behaviors and mother's book reading behaviors were quite similar, the most frequent types of behavior being the use of 'feedback', 'explanation', 'questioning' and 'pointing'. On the other hand, there was a significant difference between the reading behavior of the mother and father as regards the categories of 'linguistic attention ventilation', 'suggesting', 'directing(instructing)', 'expanding feedback', 'pointing' and 'gesture'. Mothers performed more of these behaviors than the fathers. Third, toddler's vocabulary scores were positively correlated with the mother's 'linguistic attention ventilation'. However, the mother's use of 'restriction' was negatively correlated with the toddler's vocabulary level. Toddler's vocabulary scores were positively correlated with the father's 'description', 'reasoning/predicting', 'questioning about function or action', 'demanding feedback' and 'pointing'. The toddler's vocabulary scores were also positively correlated with the relative abundance of home environment materials and the amount of time spent on parent-child home literacy activity.

Design and Implementation of Finger Language Translation System using Raspberry Pi and Leap Motion (라즈베리 파이와 립 모션을 이용한 지화 번역 시스템 설계 및 구현)

  • Jeong, Pil-Seong;Cho, Yang-Hyun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.9
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    • pp.2006-2013
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    • 2015
  • Deaf are it is difficult to communicate to represent the voice heard, so theay use mostly using the speech, sign language, writing, etc. to communicate. It is the best way to use sign language, in order to communicate deaf and normal people each other. But they must understand to use sign language. In this paper, we designed and implementated finger language translation system to support communicate between deaf and normal people. We used leap motion as input device that can track finger and hand gesture. We used raspberry pi that is low power sing board computer to process input data and translate finger language. We implemented application used Node.js and MongoDB. The client application complied with HTML5 so that can be support any smart device with web browser.