• Title/Summary/Keyword: hand motions

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Correlation analysis of finger movements in dynamic hand grasping (잡기 동작에서 손가락 동작의 상관관계 분석)

  • Ryu, Tae-Beom;Yun, Myeong-Hwan
    • Journal of the Ergonomics Society of Korea
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    • v.20 no.3
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    • pp.11-25
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    • 2001
  • AS human movements have the inherent property of anticipating target and can be coordinated to realize a given schedule, finger movements have stereotyped patterns during hand grasping. Finger movements have been studied in the past to find out the coordination pattern of hand joint angular movement. These studies analyzed only a few finger joints for a limited number of hand postures. This study investigated fourteen joint angles during eight hand-grasping motions to analyze the angular correlations between finger joints and to suggest motion factors which represent hand grasping. Hand grasping motions including forward arm motion were examined in ten healthy volunteers. Eight objects were used to represent real hand grasping tasks. $CyberGlove^{TM}$ and $Fasreack^{TM}$ measured hand joint angles and wrist origin. Joint angle correlations between PIJ(proximal interphalangeal joint) and MPJ(metacarpophalangeal joint) at one finger, between neighboring PIJs and MPJs were four factors related to the fast phase of hand grasping motions and eight factors related to the slow phase of hand grasping motions.

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Constraint-Based Modeling of Human Hands (구속조건 기반의 손 모델)

  • Choi, Haeock;Song, Mankyun;Jun, Byoungmin
    • Journal of the Korea Computer Graphics Society
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    • v.3 no.1
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    • pp.1-7
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    • 1997
  • Technology for the realistic model and the motion control of human is applied to many areas of computer graphics, virtual reality and computer simulations. Human body is a multi-articular body. Generally, to create a human model and motions. articulated body models are generated and their motions are controlled based upon kinematics. The hand of the human consists of many small articulations and each articulations have a various degree of freedom. This paper presents a model of human hand which is based on the two kinds of constraints to control the motions of the hand realistically. To build a hand model, we experimented the anatomy of the human hand, and the diverse motions of the hand are tested.

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Hand Motion Design for Performance Enhancement of Vision Based Hand Signal Recognizer (영상기반의 안정적 수신호 인식기를 위한 손동작 패턴 설계 방법)

  • Shon, Su-Won;Beh, Joung-Hoon;Yang, Cheol-Jong;Wang, Han;Ko, Han-Seok
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.48 no.4
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    • pp.30-37
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    • 2011
  • This paper proposes a language set of hand motions for enhancing the performance of vision-based hand signal recognizer. Based on the statistical analysis of the angular tendency of hand movements in sign language and the hand motions in practical use, we construct four motion primitives as building blocks for basic hand motions. By combining these motion primitives, we design a discernable 'fundamental hand motion set' toward increasing the hand signal recognition. To demonstrate the validity of proposed designing method, we develop a 'fundamental hand motion set' recognizer based on hidden Markov model (HMM). The recognition system showed 99.01% recognition rate on the proposed language set. This result validates that the proposed language set enhances discernaility among the hand motions such that the performance of hand signal recognizer is improved.

Study on Intelligent Autonomous Navigation of Avatar using Hand Gesture Recognition (손 제스처 인식을 통한 인체 아바타의 지능적 자율 이동에 관한 연구)

  • 김종성;박광현;김정배;도준형;송경준;민병의;변증남
    • Proceedings of the IEEK Conference
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    • 1999.11a
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    • pp.483-486
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    • 1999
  • In this paper, we present a real-time hand gesture recognition system that controls motion of a human avatar based on the pre-defined dynamic hand gesture commands in a virtual environment. Each motion of a human avatar consists of some elementary motions which are produced by solving inverse kinematics to target posture and interpolating joint angles for human-like motions. To overcome processing time of the recognition system for teaming, we use a Fuzzy Min-Max Neural Network (FMMNN) for classification of hand postures

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SMA-driven Biomimetic Finger Module for Lightweight Hand Prosthesis (경량 의수용 SMA 구동식 생체모방 손가락 모듈)

  • Jung, Sung-Yoon;Moon, In-Hyuk
    • Journal of Institute of Control, Robotics and Systems
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    • v.18 no.2
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    • pp.69-75
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    • 2012
  • This paper proposes a biomimetic finger module to be used in a lightweight hand prosthesis. The finger module consists of finger skeleton and an actuator module driven by SMA (Shape Memory Alloy). The prototype finger module can perform flexion and extension motions; finger flexion is driven by a contraction force of SMA, but it is extended by an elastic force of an extension spring inserted into the finger skeleton. The finger motions are controlled by feedback of electric resistance of SMA because the finger module has no sensors to measure length and angle. Total weight of a prototype finger module is 30g. In experiments the finger motions and finger grip force are tested and compared with simulation results when a constant contraction force of SMA is given. The experimental results show that the proposed SMA-driven finger module is feasible to the lightweight hand prosthesis.

Detection of Hand Motions using Cross-correlation of Surface EMG (표면 EMG신호의 상관함수를 이용한 손의 움직임 검출)

  • Lee, Yong-H.;Choi, Chun-H.;Kim, Soon-S.;Kim, Dong-H.
    • Journal of Biomedical Engineering Research
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    • v.29 no.3
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    • pp.205-211
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    • 2008
  • A method of detecting the specific patterns related to hand motions using the surface EMG(electromyogram) on an arm is proposed and tested. To do this, we obtain separately modeling parameters based on the LP, Prony estimator, and calculate the latency shift value between channels by cross-correlation function. Then, the coefficients and latency shift value are applied to the detection method to classify the EMG signals related to hand motions. Compared with the conventional methods, the present method are more useful to detect the motion intention of the user as an input device in the mobile and wearable computing environments. And, We expect that the results of this study are helpful in the development of rehabilitation devices for the handicapped.

Application of Tactile Slippage Sensation Algorithm in Robot Hand Control System

  • Yussof, Hanafiah;Jaffar, Ahmed;Zahari, Nur Ismarrubie;Ohka, Masahiro
    • Journal of Korea Society of Industrial Information Systems
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    • v.17 no.4
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    • pp.9-15
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    • 2012
  • This paper presents application of a new tactile slippage sensation algorithm in robot hand control system. The optical three-axis tactile sensor is a type of tactile sensor capable of defining normal and shear forces simultaneously. The tactile sensor is mounted on fingertip of robotic hand. Shear force distribution is used to define slippage sensation in the robot hand system. Based on tactile slippage analysis, a new control algorithm was proposed. To improve performance during object handling motions, analysis of slippage direction is conducted. The control algorithm is classified into two phases: grasp-move-release and grasp-twist motions. Detailed explanations of the control algorithm based on the existing robot arm control system are presented. The experiment is conducted using a bottle cap, and the results reveal good performance of the proposed control algorithm to accomplish the proposed object handling motions.

Fuzzy rule-based Hand Motion Estimation for A 6 Dimensional Spatial Tracker

  • Lee, Sang-Hoon;Kim, Hyun-Seok;Suh, Il-Hong;Park, Myung-Kwan
    • 제어로봇시스템학회:학술대회논문집
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    • 2004.08a
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    • pp.82-86
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    • 2004
  • A fuzzy rule-based hand-motion estimation algorithm is proposed for a 6 dimensional spatial tracker in which low cost accelerometers and gyros are employed. To be specific, beginning and stopping of hand motions needs to be accurately detected to initiate and terminate integration process to get position and pose of the hand from accelerometer and gyro signals, since errors due to noise and/or hand-shaking motions accumulated by integration processes. Fuzzy rules of yes or no of hand-motion-detection are here proposed for rules of accelerometer signals, and sum of derivatives of accelerometer and gyro signals. Several experimental results and shown to validate our proposed algorithms.

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Development of a coupled tendom driven robot hand

  • Choi, H.R.;Lee, Y.T.;Kim, J.H.;Chung, W.K.;Youm, Y.
    • 제어로봇시스템학회:학술대회논문집
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    • 1993.10b
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    • pp.185-190
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    • 1993
  • The POSTECH Hand adopting coupled tendon driven technique with planar two fingers is developed. The hand is designed to emulate principal motions of the human hand which has two and three joints respectively. Its kinematic parameters are determined through a parameter optimizing technique to aim at improving the isotropy of fingertip motions with new criterion functions of design. For the control of the hand, tension and torque control algorithms are developed. Based on the virtual stiffness concept, we develop the stiffness control method of a grasped object with redundant finger mechnism and investigate experimentally.

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Deep Learning-Based Motion Reconstruction Using Tracker Sensors (트래커를 활용한 딥러닝 기반 실시간 전신 동작 복원 )

  • Hyunseok Kim;Kyungwon Kang;Gangrae Park;Taesoo Kwon
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.5
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    • pp.11-20
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    • 2023
  • In this paper, we propose a novel deep learning-based motion reconstruction approach that facilitates the generation of full-body motions, including finger motions, while also enabling the online adjustment of motion generation delays. The proposed method combines the Vive Tracker with a deep learning method to achieve more accurate motion reconstruction while effectively mitigating foot skating issues through the use of an Inverse Kinematics (IK) solver. The proposed method utilizes a trained AutoEncoder to reconstruct character body motions using tracker data in real-time while offering the flexibility to adjust motion generation delays as needed. To generate hand motions suitable for the reconstructed body motion, we employ a Fully Connected Network (FCN). By combining the reconstructed body motion from the AutoEncoder with the hand motions generated by the FCN, we can generate full-body motions of characters that include hand movements. In order to alleviate foot skating issues in motions generated by deep learning-based methods, we use an IK solver. By setting the trackers located near the character's feet as end-effectors for the IK solver, our method precisely controls and corrects the character's foot movements, thereby enhancing the overall accuracy of the generated motions. Through experiments, we validate the accuracy of motion generation in the proposed deep learning-based motion reconstruction scheme, as well as the ability to adjust latency based on user input. Additionally, we assess the correction performance by comparing motions with the IK solver applied to those without it, focusing particularly on how it addresses the foot skating issue in the generated full-body motions.