• Title/Summary/Keyword: hand shapes

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Relationship between Hip Shape and Pattern Using 3D Body Model (3차원 인체모델을 이용한 엉덩이의 형태적 특징과 패턴과의 관계)

  • Cho, Young-Sook
    • Journal of the Korean Society of Clothing and Textiles
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    • v.33 no.2
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    • pp.266-275
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    • 2009
  • Variations of individual hip shapes are a major obstacle in pattern making for fitness. The drafting method is used for pattern making in today's apparel industry. Whilst catering to a limited number of information such as waist and hip sizes, this method does not cater to variations in hip shape. This paper describes the analysis of hip shapes using 3D body model and tries to make sure the relationship between hip shape and pattern by calculating hip angle and dart amount. We achieved results in analyzing various hip shapes by extracting hip angle. Moreover, various hip shapes can be divided into three types(A, B and C) by the hip angle value($K_{sh}-K_{wsh}$). When we use computerized draping method to make a personalized pattern for a tigth skirt, we easily create complex dart lines automatically. Therefore we achieve the result of individual dart amount such as distance between dart lines and dart areas. C type of hip shape had short dart length, long distance between dart lines and a large amount of dart area. On the other hand, A type had long dart length, short distance between dart lines and small amount of dart area. B type had long length and long distance between dart lines and large amount of dart area. In traditional pattern making, distance between dart lines is usually proportional to amount of dart area because of similarity in dart line shape. In our pattern, there is no proportional relationship between dart line distance and dart area. This means that variations in hip shapes result in a wide variety of dart line curvature resulting in a wide range of dart area. By ensuring an accurate relationship between hip shape and pattern, it is possible to make patterns which result in clothing that not only fits well, but also exhibits other desirable properties.

Sketch-based 3D modeling by aligning outlines of an image

  • Li, Chunxiao;Lee, Hyowon;Zhang, Dongliang;Jiang, Hao
    • Journal of Computational Design and Engineering
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    • v.3 no.3
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    • pp.286-294
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    • 2016
  • In this paper we present an efficient technique for sketch-based 3D modeling using automatically extracted image features. Creating a 3D model often requires a drawing of irregular shapes composed of curved lines as a starting point but it is difficult to hand-draw such lines without introducing awkward bumps and edges along the lines. We propose an automatic alignment of a user's hand-drawn sketch lines to the contour lines of an image, facilitating a considerable level of ease with which the user can carelessly continue sketching while the system intelligently snaps the sketch lines to a background image contour, no longer requiring the strenuous effort and stress of trying to make a perfect line during the modeling task. This interactive technique seamlessly combines the efficiency and perception of the human user with the accuracy of computational power, applied to the domain of 3D modeling where the utmost precision of on-screen drawing has been one of the hurdles of the task hitherto considered a job requiring a highly skilled and careful manipulation by the user. We provide several examples to demonstrate the accuracy and efficiency of the method with which complex shapes were achieved easily and quickly in the interactive outline drawing task.

A Study on Traditional Quilting-The Focus of Korea and Japan- (전통 누비에 관한연구-한국과 일본을 중신으로-)

  • 남윤자
    • Journal of the Korean Society of Costume
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    • v.50
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    • pp.161-182
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    • 2000
  • The results of this study were as follows: The quit has been used for warmth supporting materials protection religious uses decoration and giving stability of shapes. Quilt is developed from monk's robe of lags and the word 'nubi' is originated form 'nabeui' in both Korean and Japan. Korean quilt was used mainly for warmth: Japanese one was used for warmth and supporting materials. The techniques used for traditional Korean quit were parallel vertical hand stitches. On the other hand Japanese traditional quilt uses various motifs of sashiko which is similar to embroidery and named by region. Korean quilt can be divided into three types by the stitch intervals: Fin quit(Jan unbi) Medium quilt(Jung nubi) and Wide quilt(Demun nubi). Japanese quilt has been developed in east-north region and can be grouped into sashiko kogin and hishizashi by motifs of quit. Korean quilt costumes are stuffed with cotton between the outer fabrics and linings and stitched vertically on the fabrics Main fabrics used were silk and cotton. Japanese quilt costume uses cotton yarns for stitching on flax or cotton fabrics used were silk and cotton. fabrics and main uses of the quilot costumes were sorking clothes of working classes. Both Korean and Japanese quilt costumes contain of family's health happiness and longevity. In summary Korean quilts use two layers of fabrics and stuff them with cotton and stitch parallel vertical i\lines to provide warmth Japanese quilt are sashiko which is stitches of strand in various shapes using cotton yarns. differ by region and are made for warmth and supporting materials.

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Resolving Hand Region Occlusion in Tangible Augmented Reality Envrionments (감각형 증강현실 환경에서의 손 가림 현상 해결 방안)

  • Moon, Hee-Cheol;Park, Hyung-Jun
    • Korean Journal of Computational Design and Engineering
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    • v.16 no.4
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    • pp.277-284
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    • 2011
  • In tangible augmented reality (AR) environments for virtual prototyping, the user interacts with virtual products by manipulating tangible objects with his or her hands, but the user often encounter awkward situations in which his or her hands are occluded by augmented virtual objects, which reduces both immersion and ease of interaction. In this paper, we present how to resolve such hand region occlusion in order to enhance natural interaction and immersive visualization. In the AR environment considered, we use two types (product-type and pointer-type) of tangible objects for tangible user interaction with a virtual product of interest. Holding the tangible objects with his or her hands, the user can create input events by touching specified regions of the product-type tangible object with the pointer-type tangible object. We developed a method for resolving hand region occlusion frequently arising during such user interaction, It first detect hand region in a real image and refines the rendered image of the virtual object by subtracting the hand region from the rendered image, Then, it superimposes the refined image onto the real image to obtain an image in which the occlusion is resolved. Incorporated into tangible AR interaction for virtual prototyping of handheld products such as cellular phones and MP3 players, the method has been found by a preliminary user study that it is not only useful to improve natural interaction and immersive visualization of virtual products, but also helpful for making the users experience the products' shapes and functions better.

Control of Haptic Hand Controller Using Collision Detection Algorithm (충돌감지 알고리듬을 적용한 햅틱 핸드 컨트롤러의 제어)

  • 손원선;조경래;송재복
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2003.06a
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    • pp.992-995
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    • 2003
  • A haptic device operated by the user's hand can receive information on position and orientation of the hand and display force and moment generated in the virtual environment to the hand. For realistic haptic display, the detailed information on collision between objects is necessary. In the past, the point-based graphic environment has been used in which the end effector of a haptic device was represented as a point and the interaction of this point with the virtual environment was investigated. In this paper, the shape-based graphic environment is proposed in which the interaction of the shape with the environment is considered to analyze collision or contact more accurately. To this end. the so-called Gilbert-Johnson-Keerthi (GJK) algorithm is adopted to compute collision points and collision instants between two shapes in the 3-D space. The 5- DOF haptic hand controller is used with the GJK algorithm to demonstrate a peg-in-hole operation in the virtual environment in conjunction with a haptic device. It is shown from various experiments that the shape-based representation with the GJK algorithm can provide more realistic haptic display for peg-in-hole operations.

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A Study on the Extraction of Nail's Region from PC-based Hand-Geometry Recognition System Using GA (GA를 이용한 PC 기반 Hand-Geometry 인식시스템의 Nail 영역 추출에 관한 연구)

  • Kim, Young-Tak;Kim, Soo-Jong;Park, Ju-Won;Lee, Sang-Bae
    • Journal of the Korean Institute of Intelligent Systems
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    • v.14 no.4
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    • pp.506-511
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    • 2004
  • Biometrics is getting more and more attention in recent years for security and other concerns. So far, only fingerprint recognition has seen limited success for on-line security check, since other biometrics verification and identification systems require more complicated and expensive acquisition interfaces and recognition processes. Hand-Geometry has been used for biometric verification and identification because of its acquisition convenience and good performance for verification and identification performance. Hence, it can be a good candidate for online checks. Therefore, this paper proposes a Hand-Geometry recognition system based on geometrical features of hand. From anatomical point of view, human hand can be characterized by its length, width, thickness, geometrical composition, shapes of the palm, and shape and geometry of the fingers. This paper proposes thirty relevant features for a Hand-Geometry recognition system. However, during experimentation, it was discovered that length measured from the tip of the finger was not a reliable feature. Hence, we propose a new technique based on Genetic Algorithm for extraction of the center of nail bottom, in order to use it for the length feature.

Mobile Robot Control using Hand Shape Recognition (손 모양 인식을 이용한 모바일 로봇제어)

  • Kim, Young-Rae;Kim, Eun-Yi;Chang, Jae-Sik;Park, Se-Hyun
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.45 no.4
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    • pp.34-40
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    • 2008
  • This paper presents a vision based walking robot control system using hand shape recognition. To recognize hand shapes, the accurate hand boundary needs to be tracked in image obtained from moving camera. For this, we use an active contour model-based tracking approach with mean shift which reduces dependency of the active contour model to location of initial curve. The proposed system is composed of four modules: a hand detector, a hand tracker, a hand shape recognizer and a robot controller. The hand detector detects a skin color region, which has a specific shape, as hand in an image. Then, the hand tracking is performed using an active contour model with mean shift. Thereafter the hand shape recognition is performed using Hue moments. To assess the validity of the proposed system we tested the proposed system to a walking robot, RCB-1. The experimental results show the effectiveness of the proposed system.

Comparison of Muscle Activities in Upper Extremity Muscles During the Knee-flexed and Standard Push-ups With Different Hand Shape (무릎 팔굽혀펴기와 표준 팔굽혀펴기 시 손 모양에 따른 어깨 근육의 근활성도 비교)

  • Jeong, Sang-jin;Kim, Ji-hye;Kong, Hae-jin;Cho, Min-ji;Baek, Hyeon-ji;Kim, Su-jin
    • Physical Therapy Korea
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    • v.29 no.2
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    • pp.117-123
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    • 2022
  • Background: Push-up are effective exercises for shoulder stability. Previous studies have documented the effects of support plane and hand position and width on muscle activities during a push-up. Objects: This study aimed to investigate the changes in muscle activities in the upper extremity when performing the standard and the knee-flexed push-up with different hand shapes. Methods: A total of twenty-six healthy males participated in this study. Three different hand shapes (finger abduction, finger adduction, and fists) and two types of push-up posture (standard and knee-flexed push-up) were set as the independent variables. Electrograms were used to measure the muscle activity of the upper trapezius (UT), triceps brachii (TB), pectoralis major (PM), and serratus anterior (SA). Each participant performed the randomly assigned push-up to the sound of the metronome. The mixed-effect linear regression model was used to detect the changes in muscle activities after changing the hand shape and push-up posture. Statistical significance was set at α = 0.05. Results: The UT muscle activity was statistically significantly higher when performing push-up with fists than finger abduction (p = 0.035) or finger adduction (p = 0.044). During the standard push-up, the muscle activity in all muscles was that the push-up with fists showed the highest muscle activity compared to the finger abduction (p < 0.01) and finger adduction (p < 0.01). Regardless of the shape of the hand, UT had the lowest muscle activity compared to other muscles (p < 0.001). In contrast, the SA muscle had the highest muscle activity among four muscles during the standard push-up. Conclusion: Based on the results of this study, we suggest hand shape is related to the difficulty level of push-up either in the standard or the knee-flexed push-up, especially in the push-up with fists. In addition, knee push-up can be recommended as shoulder muscle-strengthening exercises for individuals with low shoulder muscle strength.

A Study on Hand Gesture Recognition with Low-Resolution Hand Images (저해상도 손 제스처 영상 인식에 대한 연구)

  • Ahn, Jung-Ho
    • Journal of Satellite, Information and Communications
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    • v.9 no.1
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    • pp.57-64
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    • 2014
  • Recently, many human-friendly communication methods have been studied for human-machine interface(HMI) without using any physical devices. One of them is the vision-based gesture recognition that this paper deals with. In this paper, we define some gestures for interaction with objects in a predefined virtual world, and propose an efficient method to recognize them. For preprocessing, we detect and track the both hands, and extract their silhouettes from the low-resolution hand images captured by a webcam. We modeled skin color by two Gaussian distributions in RGB color space and use blob-matching method to detect and track the hands. Applying the foodfill algorithm we extracted hand silhouettes and recognize the hand shapes of Thumb-Up, Palm and Cross by detecting and analyzing their modes. Then, with analyzing the context of hand movement, we recognized five predefined one-hand or both-hand gestures. Assuming that one main user shows up for accurate hand detection, the proposed gesture recognition method has been proved its efficiency and accuracy in many real-time demos.

Sound Characteristics and Hand of Fabrics for Blouse (블라우스용 직물의 소리 특성과 태)

  • 이은주;조길수
    • Journal of the Korean Society of Clothing and Textiles
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    • v.24 no.4
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    • pp.605-615
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    • 2000
  • This study was carried out to investigate sound characteristics including sound parameters and subjective sensation, and primary hand values related with sound of fabrics for blouse, and furthermore to predict subjective sound sensation with mechanical properties and sound parameters. Sound of specimens was analyzed by FFT. Level pressure of total sound(LPT), loudness(Z), coefficients of autoregressive(AR) functions for fitting the spectra, and sound color factors(ΔL and Δf) were obtained as sound parameters. Primary hand values for women's thin dress were calculated by using KES-FB. Subjective sensation for sound including softness, loudness, sharpness, clearness, roughness, highness, and pleasantness was evaluated by free modulus magnitude estimation. The results were as follows; 1. Fabrics for blouse showed similar spectral shapes to one another in that amplitude values were lower in most ranges of frequencies than fabrics for other uses. 2. It was found that fabrics for blouse were less louder because LPT, loudness(Z), and ARC values were lower than other fabrics. 3. Primary hand values indicated that specimens were soft-touched, flexible, and less crisp. Among primary hands related with sound, Shari values were higher for silk fabrics than for synthetic ones, while the values for Kishimi were similar, 4. Fabrics for blouse were rated more highly for softness, clearness, and pleasantness than for loudness, sharpness. roughness, and highness. Silk fabrics were evaluated more pleasant than synthetic fabrics. 5. Subjective sensation for sound of blouse fabrics were predicted with mechanical properties and physical sound parameters.

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