• Title/Summary/Keyword: hand motions

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A Wearable Interface for Tendon-driven Robotic Hand Prosthesis (건구동식 로봇 의수용 착용형 인터페이스)

  • Jung, Sung-Yoon;Park, Chan-Young;Bae, Ju-Hawn;Moon, In-Hyuk
    • Journal of Institute of Control, Robotics and Systems
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    • v.16 no.4
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    • pp.374-380
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    • 2010
  • This paper proposes a wearable interface for a tendon-driven robotic hand prosthesis. The proposed interface is composed of a dataglove to measure finger and wrist joint angle, and a micro-control board with a wireless RF module. The interface is used for posture control of the robotic hand prosthesis. The measured joint angles by the dataglove are transferred to the main controller via the wireless module. The controller works for directly controlling the joint angle of the hand or for recognizing hand postures using a pattern recognition method such as LDA and k-NN. The recognized hand postures in this study are the paper, the rock, the scissors, the precision grasp, and the tip grasp. In experiments, we show the performances of the wearable interface including the pattern recognition method.

An algorithm for real-time control of a 3D avatar by symmetry-formed motions (대칭형 자유동작에 의한 3D 아바타 실시간 제어 알고리즘)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.3 no.2
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    • pp.24-29
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    • 2003
  • The market of digital avatar with internet and digital technology is increasing rapidly. The users want to express any free-formed motion of their avatars in the cyber space. The user s motion capturing method as the avatar's motion can express any free-formed motion of the avatar in real-time but the methods are expensive and inconvenient. In this paper, we proposed a new method of expressing any free-formed motion of the avatar in real-time. The proposed method is an algorithm for real-time control of a 3D avatar in symmetry-formed free motion. Specially, the algorithm aims at the motion control of a 3D avatar for online dancing games. The proposed algorithm uses the skeleton character model and controls any one of two hands of the character model by a joystick with two sticks. In the symmetry-formed motion, the position and orientation of one hand can determine the position and orientation of the other hand. And the position and orientation of a hand as an end-effector can determine the pose of the arm by Inverse Kinematics. So the algorithm can control the symmetry-formed free motions of two arms by one joystick with two sticks. In the dance game, the algorithm controls the arm motion by the joystick and the other motion by the motion captured DB.

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Hand Movement Tracking and Recognizing Hand Gestures (핸드 제스처를 인식하는 손동작 추적)

  • Park, Kwang-Chae;Bae, Ceol-Soo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.8
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    • pp.3971-3975
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    • 2013
  • This paper introduces an Augmented Reality system recognizing hand gestures and shows results of the evaluation. The system's user can interact with artificial objects and manipulate their position and motions simply by his hand gestures. Hand gesture recognition is based on Histograms of Oriented Gradients (HOG). Salient features of human hand appearance are detected by HOG blocks. Blocks of different sizes are tested to define the most suitable configuration. To select the most informative blocks for classification multiclass AdaBoostSVM algorithm is applied. Evaluated recognition rate of the algorithm is 94.0%.

Angular Kinematic Analysis of Forehand Drive and Smash in Table Tennis (탁구 포핸드 드라이브와 스매시의 각운동학 분석)

  • Son, Won-Il
    • Korean Journal of Applied Biomechanics
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    • v.18 no.1
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    • pp.11-19
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    • 2008
  • This study was conducted with 8 male table tennis players who won national competitions. Of the subjects, 4 used a racket of penholder grip and 4 used one of shake hand grip, and all of them were right.handers. We analyzed three-dimensional angular characteristics such as angular component, swing trajectory and swing posture related to the racket swing motions of forehand drive and smash in table tennis, and drew conclusions as follows. Racket angle(p<.05) and racket swing angle(p<.01) were significantly different between the two motions. In smash, the back swing posture maintained the racket angle large by holding the racket upright and made the racket swing angle small for high ball speed. In addition, the height of the racket head in back swing posture was also significantly different between the two motions. In phg on impact, the open angle of the long axis of the racket was significantly different between the two motions. This shows that impact was applied a bit behind for giving top spin to the ball. In the back swing of drive, the gradient of the upper body was slightly larger in shg than in phg probably because of the structural difference of the racket grip in the neutral posture.

Vision-based hand gesture recognition system for object manipulation in virtual space (가상 공간에서의 객체 조작을 위한 비전 기반의 손동작 인식 시스템)

  • Park, Ho-Sik;Jung, Ha-Young;Ra, Sang-Dong;Bae, Cheol-Soo
    • Proceedings of the IEEK Conference
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    • 2005.11a
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    • pp.553-556
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    • 2005
  • We present a vision-based hand gesture recognition system for object manipulation in virtual space. Most conventional hand gesture recognition systems utilize a simpler method for hand detection such as background subtractions with assumed static observation conditions and those methods are not robust against camera motions, illumination changes, and so on. Therefore, we propose a statistical method to recognize and detect hand regions in images using geometrical structures. Also, Our hand tracking system employs multiple cameras to reduce occlusion problems and non-synchronous multiple observations enhance system scalability. Experimental results show the effectiveness of our method.

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Development of a 16 DOF Anthropomorphic Robot Hand with Back-Drivability Joint for Stable Grasping (안정 파지를 위한 16자유도 역구동 관절을 가지는 인간형 로봇 손 개발)

  • Yang, Hyun-Dae;Park, Sung-Woo;Park, Jae-Han;Bae, Ji-Hun;Baeg, Moon-Hong
    • The Journal of Korea Robotics Society
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    • v.6 no.3
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    • pp.220-229
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    • 2011
  • This paper focuses on a development of an anthropomorphic robot hand. Human hand is able to dexterously grasp and manipulate various objects with not accurate and sufficient, but inaccurate and scarce information of target objects. In order to realize the ability of human hand, we develop a robot hand and introduce a control scheme for stable grasping by using only kinematic information. The developed anthropomorphic robot hand, KITECH Hand, has one thumb and three fingers. Each of them has 4 DOF and a soft hemispherical finger tip for flexible opposition and rolling on object surfaces. In addition to a thumb and finger, it has a palm module composed the non-slip pad to prevent slip phenomena between the object and palm. The introduced control scheme is a quitely simple based on the principle of virtual work, which consists of transposed Jacobian, joint angular position, and velocity obtained by joint angle measurements. During interaction between the robot hand and an object, the developed robot hand shows compliant grasping motions by the back-drivable characteristics of equipped actuator modules. To validate the feasibility of the developed robot hand and introduced control scheme, collective experiments are carried out with the developed robot hand, KITECH Hand.

A Comparison of Head-Hand Coordination Patterns during Squash Forehand Strokes in Expert and Less-Skilled Squash Players

  • Roh, Miyoung
    • Korean Journal of Applied Biomechanics
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    • v.28 no.2
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    • pp.109-117
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    • 2018
  • Objective: To compare head and hand movement patterns during squash forehand motions between experts and less-skilled squash players. Method: Four experts and four less-skilled squash players participated in this study. They performed squash forehand swings and a VICON motion analysis system was used to obtain displacement and velocity data of the head and right hand during the movement. Mann-Whitney U-tests were performed to compare head and hand range of motion and peak velocity, and cross-correlation was performed to analyze the head-hand coordination pattern between groups in three movement directions. Results: In terms of head and hand kinematic data, experts had greater head range of motion during down swings than less-skilled squash players. Experts seemed to reach peak hand velocity at impact by reaching peak head velocity followed by hand peak velocity within a given temporal sequence. In terms of head-hand coordination patterns, both groups revealed high positive correlations in the medial-lateral direction, indicating a dominant allocentric coordination pattern. However, experts had uncoupled coordination patterns in the vertical direction and less-skilled squash players had high positive correlations. These results indicate that the head-hand movement pattern likely an important factor squash forehand movement. Conclusion: Analysis of head and hand movement patterns could be a key variable in squash training to reach expert-level performance.

Performance of RC moment frames with fixed and hinged supports under near-fault ground motions

  • Mohammadi, Mohammad Hossain;Massumi, Ali;Meshkat-Dini, Afshin
    • Earthquakes and Structures
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    • v.13 no.1
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    • pp.89-101
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    • 2017
  • The focus of this paper is the study on the seismic performance of RC buildings with two different connections at the base level under near-fault earthquakes. It is well-known that the impulsive nature of the near-fault ground motions causes severe damages to framed buildings especially at base connections. In the scope of this study, two types of 3-dimensional RC Moment Frames with Fixed Support (MFFS) and Hinged Support (MFHS) containing 5 and 10 stories are assessed under an ensemble of 11 strong ground motions by implementing nonlinear response history analysis. The most vulnerable locations of MFFS, are the connections of corner columns to foundation especially under strong earthquakes. On the other hand, using beams at the base level as well as hinged base connections in MFHS buildings, prevents damages of corner columns and achieves more ductile behavior. Results denote that the MFHS including Base Level Beams (BLB) significantly shows better behavior compared with MFFS, particularly under pulse-type records. Additionally, the first story beams and also interior components undergo more actions. Role of the BLBs are similar to fuses decreasing the flexural moments of the corner columns. The BLBs can be constructed as replaceable members which provide the reparability of structures.

Design of a Dexterous Anthropomorphic Robot Hand (유연한 인간형 로봇 손의 설계)

  • Chi Ho-June;Lee Sang-Hun;Choi Byung-June;Choi Hyouk-Ryeol
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.30 no.4 s.247
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    • pp.357-363
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    • 2006
  • According to the study of grasping of the human hand, it is noted that the metacarpal link of the thumb plays the key role in power grasping. Also the face of fingertip can be discriminated into five parts depending on the grasping modalities such as pinch grasp, fingertip grasp and power grasp. In this paper, the design of the anthropomorphic robot hand which has a thumb and three fingers is proposed. A difference of SKKU hand II from the previous gripperlike robot hand is that the metacarpal bone is connected between the thumb and the palm. This thumb mechanism is specially designed to get the degree of freedom which can realize flexible motions relative to objects. Based on the analysis, the hand mechanism is developed. Since the driving circuits for the hand are embedded in the hand, only the communication lines supporting CAN protocol with DC power cable are necessary as the input. A new robot is manufactured and feasibility of the hand is validated through preliminary experiments.

Robot User Control System using Hand Gesture Recognizer (수신호 인식기를 이용한 로봇 사용자 제어 시스템)

  • Shon, Su-Won;Beh, Joung-Hoon;Yang, Cheol-Jong;Wang, Han;Ko, Han-Seok
    • Journal of Institute of Control, Robotics and Systems
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    • v.17 no.4
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    • pp.368-374
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    • 2011
  • This paper proposes a robot control human interface using Markov model (HMM) based hand signal recognizer. The command receiving humanoid robot sends webcam images to a client computer. The client computer then extracts the intended commanding hum n's hand motion descriptors. Upon the feature acquisition, the hand signal recognizer carries out the recognition procedure. The recognition result is then sent back to the robot for responsive actions. The system performance is evaluated by measuring the recognition of '48 hand signal set' which is created randomly using fundamental hand motion set. For isolated motion recognition, '48 hand signal set' shows 97.07% recognition rate while the 'baseline hand signal set' shows 92.4%. This result validates the proposed hand signal recognizer is indeed highly discernable. For the '48 hand signal set' connected motions, it shows 97.37% recognition rate. The relevant experiments demonstrate that the proposed system is promising for real world human-robot interface application.