• Title/Summary/Keyword: hand motions

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The study on the Carpal Tunnel Syndrome by dental hygienists at Gwangju·Jeonnam Area (광주·전남지역 치과위생사의 수근관증후근에 대한 연구)

  • Shim, Hyung-Soon
    • Journal of Korean society of Dental Hygiene
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    • v.4 no.2
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    • pp.225-236
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    • 2004
  • It has been suggested in research results thai dental hygienists have high risk of carpal tunnel syndrome, mainly caused by the repeated motion of extensor and flexor or the use of vibration tools, compared to other occupations. To find out the situation of the carpal tunnel syndrome of dental hygienists, who are exposed to work-related musculoskeletal disorders, this study used 132 questionnaires given on May 22, 2004, the period of continuing education of the first half year in the Gwangju Jeonnam area, and obtained the following results. 1. Subjects worked at a dental ciinic(32.6%), a hospital(31.8%), and a public health center(35.6%). Age by work was under 24 in a clinic(17.4%) and a hospital(15.9%), and over 30 in a public health center(35.6%). 2. In practice conducted over one time a day, a scaling accounted for 90.7% in a doctor's office; 595% in a hospital; and 3.0% in a public health center, suggesting significant difference(p<0.01). Pit and fissure sealant accounted for 53.5% in a clinic; 53.2% in a hospital; and 95% in a public health center, also suggesting significant difference(p0.01). 3. Symptoms of carpal tunnel syndrome appeared in a wrist(12.1%), a right hand(14.4%), and a left hand(5.3%). 4. In case of temporary crown practice, symptoms appeared in a wrist(22.0%), a right hand(14.0%), and a left hand(4.0%), suggesting significant difference(p<0.01). The above results showed that 12.1% of dental hygienists was exposed to carpal tunnel syndrome. Thus, it is considered very important that dental hygienists should be given education of the danger of continuous work in certain motions and prevention education of improving repeated position, and make efforts to reinforce self-control ability.

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Intelligent interface using hand gestures recognition based on artificial intelligence (인공지능 기반 손 체스처 인식 정보를 활용한 지능형 인터페이스)

  • Hangjun Cho;Junwoo Yoo;Eun Soo Kim;Young Jae Lee
    • Journal of Platform Technology
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    • v.11 no.1
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    • pp.38-51
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    • 2023
  • We propose an intelligent interface algorithm using hand gesture recognition information based on artificial intelligence. This method is functionally an interface that recognizes various motions quickly and intelligently by using MediaPipe and artificial intelligence techniques such as KNN, LSTM, and CNN to track and recognize user hand gestures. To evaluate the performance of the proposed algorithm, it is applied to a self-made 2D top-view racing game and robot control. As a result of applying the algorithm, it was possible to control various movements of the virtual object in the game in detail and robustly. And the result of applying the algorithm to the robot control in the real world, it was possible to control movement, stop, left turn, and right turn. In addition, by controlling the main character of the game and the robot in the real world at the same time, the optimized motion was implemented as an intelligent interface for controlling the coexistence space of virtual and real world. The proposed algorithm enables sophisticated control according to natural and intuitive characteristics using the body and fine movement recognition of fingers, and has the advantage of being skilled in a short period of time, so it can be used as basic data for developing intelligent user interfaces.

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A Design and Implementation of Natural User Interface System Using Kinect (키넥트를 사용한 NUI 설계 및 구현)

  • Lee, Sae-Bom;Jung, Il-Hong
    • Journal of Digital Contents Society
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    • v.15 no.4
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    • pp.473-480
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    • 2014
  • As the use of computer has been popularized these days, an active research is in progress to make much more convenient and natural interface compared to the existing user interfaces such as keyboard or mouse. For this reason, there is an increasing interest toward Microsoft's motion sensing module called Kinect, which can perform hand motions and speech recognition system in order to realize communication between people. Kinect uses its built-in sensor to recognize the main joint movements and depth of the body. It can also provide a simple speech recognition through the built-in microphone. In this paper, the goal is to use Kinect's depth value data, skeleton tracking and labeling algorithm to recognize information about the extraction and movement of hand, and replace the role of existing peripherals using a virtual mouse, a virtual keyboard, and a speech recognition.

Wearable Band Sensor for Posture Recognition towards Prosthetic Control (의수 제어용 동작 인식을 위한 웨어러블 밴드 센서)

  • Lee, Seulah;Choi, Youngjin
    • The Journal of Korea Robotics Society
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    • v.13 no.4
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    • pp.265-271
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    • 2018
  • The recent prosthetic technologies pursue to control multi-DOFs (degrees-of-freedom) hand and wrist. However, challenges such as high cost, wear-ability, and motion intent recognition for feedback control still remain for the use in daily living activities. The paper proposes a multi-channel knit band sensor to worn easily for surface EMG-based prosthetic control. The knitted electrodes were fabricated with conductive yarn, and the band except the electrodes are knitted using non-conductive yarn which has moisture wicking property. Two types of the knit bands are fabricated such as sixteen-electrodes for eight-channels and thirty-two electrodes for sixteen-channels. In order to substantiate the performance of the biopotential signal acquisition, several experiments are conducted. Signal to noise ratio (SNR) value of the knit band sensor was 18.48 dB. According to various forearm motions including hand and wrist, sixteen-channels EMG signals could be clearly distinguishable. In addition, the pattern recognition performance to control myoelectric prosthesis was verified in that overall classification accuracy of the RMS (root mean squares) filtered EMG signals (97.84%) was higher than that of the raw EMG signals (87.06%).

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
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    • v.26 no.3
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    • pp.9-19
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    • 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.

Development of a Robotic Hand using Shape Memory Alloy Actuators (형상기억합금 구동기를 이용한 로봇 손 개발)

  • Jeon, Chang Gook;Yoo, Dong Sang
    • Journal of the Korean Institute of Intelligent Systems
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    • v.26 no.2
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    • pp.147-152
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    • 2016
  • Shape Memory Alloys (SMAs) undergo changes in shape and hardness when heated or cooled, and do so with great force. Since wire-type SMAs contract in length when heated and pull with a surprisingly large force and move silently, they can be used as actuactors which replace motors. These SMA actuators can be heated directly with electricity and can be used to create a wide range of motions. This paper presents the mechanical design and control for a three fingered, six degree-of-freedom robotic hand actuated by SMA actuators. Each finger has two joints and each joint is actuated with two tendons in the antagonistic manner. In order to create the sufficient force to make the smooth motion, the tendon is composed of two SMA actuators in parallel. For controlling the current to heat the SMA actuators, PWM drivers are used. In experiments, the antagonistic interaction of fingers are evaluated.

Analysis of 3D Motion Recognition using Meta-analysis for Interaction (기존 3차원 인터랙션 동작인식 기술 현황 파악을 위한 메타분석)

  • Kim, Yong-Woo;Whang, Min-Cheol;Kim, Jong-Hwa;Woo, Jin-Cheol;Kim, Chi-Jung;Kim, Ji-Hye
    • Journal of the Ergonomics Society of Korea
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    • v.29 no.6
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    • pp.925-932
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    • 2010
  • Most of the research on three-dimensional interaction field have showed different accuracy in terms of sensing, mode and method. Furthermore, implementation of interaction has been a lack of consistency in application field. Therefore, this study is to suggest research trends of three-dimensional interaction using meta-analysis. Searching relative keyword in database provided with 153 domestic papers and 188 international papers covering three-dimensional interaction. Analytical coding tables determined 18 domestic papers and 28 international papers for analysis. Frequency analysis was carried out on method of action, element, number, accuracy and then verified accuracy by effect size of the meta-analysis. As the results, the effect size of sensor-based was higher than vision-based, but the effect size was extracted to small as 0.02. The effect size of vision-based using hand motion was higher than sensor-based using hand motion. Therefore, implementation of three-dimensional sensor-based interaction and vision-based using hand motions more efficient. This study was significant to comprehensive analysis of three-dimensional motion recognition for interaction and suggest to application directions of three-dimensional interaction.

User Customizable Hit Action Recognition Method using Kinect (키넥트를 이용한 사용자 맞춤형 손동작 히트 인식 방법)

  • Choi, Yunyeon;Tang, Jiamei;Jang, Seungeun;Kim, Sangwook
    • Journal of Korea Multimedia Society
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    • v.18 no.4
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    • pp.557-564
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    • 2015
  • There are many prior studies for more natural Human-Computer Interaction. Until now, the efforts is continued in order to recognize motions in various directions. In this paper, we suggest a user-specific recognition by hit detection method using Kinect camera and human proportion. This algorithm extracts the user-specific valid recognition rage after recognizing the user's body initially. And it corrects the difference in horizontal position between the user and Kinect, so that we can estimate a action of user by matching cursor to target using only one frame. Ensure that efficient hand recognition in the game to take advantage of this method of suggestion.

Human Interface Design using Pattern Analysis of Multichannel EMG signals (다채널 EMG 신호의 패턴 해석을 이용한 휴먼 인터페이스의 설계)

  • 이용희;이경호;서재성;황기현
    • Proceedings of the IEEK Conference
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    • 2003.07c
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    • pp.2895-2898
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    • 2003
  • In this study, our primary goal is to classify the EMG(electromyographic) signals including the specific patterns related to hand motions in an arm. To do this, the EMG recognition method based on the LP coefficients and delay between multi-channels obtained by cross-correlation function is presented. The study consists of three functional parts, which are pans for obtaining the EMG signals from am muscle, analyzing LP coefficients and delay parameter obtained by cross-correlation function, and recognizing specific patterns. In the experiment, the result of the present method is compared with the results of the conventional methods. We expect that the results of this study is very effective in the mobile computer and wearable computer environment.

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Development of a Data Glove for Rehabilitation Robot for Upper Extremity Paralysis (상지마비 재활훈련로봇용 데이터글로브의 개발)

  • Park, C.Y.;Moon, I.H.
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.2 no.1
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    • pp.45-49
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    • 2009
  • This paper proposes a data glove for a rehabilitation robot interface for the upper extremity paralysis. The designed data glove uses seven flexible sensors so as to measure the flexion angles of fingers and wrist. We verified the performance of the data glove using a 3D graphic interface developed. The experimental results show that the proposed data glove is feasible to sense hand motions and applicable to the robot interface.

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