• Title/Summary/Keyword: multi finger gesture recognition

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IoT Multi Control Platform by Finger Gesture and Voice Recognition (Finger Gesture와 Voice Recognition을 활용한 IoT 통합 제어 웹 플랫폼)

  • Jinhyeong Kang;Hanju Kim;Dong Ho Kim
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2022.11a
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    • pp.236-239
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    • 2022
  • 증강현실로 날씨, 뉴스 요약 등이 제공되거나 AI 비서 기능을 제공하는 스마트 미러(smart mirror)가 개발되고 있다. 본 작품에서는 IoT 통합제어, 뉴스 요약 및 날씨 정보 제공 등의 서비스를 하나의 웹 플랫폼으로 구축하고 이를 손가락 제스쳐 및 음성 명령으로 제어하는 것을 제안하고 구현하였다. 본 작품에서는 음성 인식을 통해 IoT 서비스를 직관적으로 이용할 수 있게끔 설계하여 사용자의 편의성을 높였으며, 디바이스를 직접 터치하는 방식이 아닌 finger gesture로 제어하는 방식을 채택해, 디바이스 유지 보수 및 위생 문제를 해결하였다. 단순 IoT 통합 제어 기능뿐만 아니라 다양한 컨텐츠 및 기능을 제공함으로써 통합 플랫폼의 기능을 수행할 수 있도록 하였다. 뉴스 홈페이지에서 Crawling한 뉴스를 text rank 알고리즘을 이용. 자동으로 요약하는 기능과, 사용자의 IP를 기반으로 위도와 경도를 추론, 해당 지역의 일기 예보 정보를 표현해 주는 등 단순 IoT 제어 플랫폼이 아닌, 통합 플랫폼의 기능을 다하도록 설계하였다. 이처럼 다양한 정보를 압축해서 사용자가 편하게 볼 수 있도록 제공하며, 직관적인 two track 제어 방식을 채택. 사용 대상의 편의성을 증대시켜 본 프로젝트는 기존 프로젝트보다 사용자에게 더 나은 사용 경험을 제공할 것이다.

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Study on Forearm Muscles and Electrode Placements for CNN based Korean Finger Number Gesture Recognition using sEMG Signals (표면근전도 신호를 활용한 CNN 기반 한국 지화숫자 인식을 위한 아래팔 근육과 전극 위치에 관한 연구)

  • Park, Jong-Jun;Kwon, Chun-Ki
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.8
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    • pp.260-267
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    • 2018
  • Surface electromyography (sEMG) is mainly used as an on/off switch in the early stage of the study and was then expanded to navigational control of powered-wheelchairs and recognition of sign language or finger gestures. There are difficulties in communication between people who know and do not know sign language; therefore, many efforts have been made to recognize sign language or finger gestures. Recently, use of sEMG signals to recognize sign language signals have been investigated; however, most studies of this topic conducted to date have focused on Chinese finger number gestures. Since sign language and finger gestures vary among regions, Korean- and Chinese-finger number gestures differ from each other. Accordingly, the recognition performance of Korean finger number gestures based on sEMG signals can be severely degraded if the same muscles are specified as for Chinese finger number gestures. However, few studies of Korean finger number gestures based on sEMG signals have been conducted. Thus, this study was conducted to identify potential forearm muscles from which to collect sEMG signals for Korean finger number gestures. To accomplish this, six Korean finger number gestures from number zero to five were investigated to determine the usefulness of the proposed muscles and electrode placements by showing that CNN technique based on sEMG signal after sufficient learning recognizes six Korean finger number gestures in accuracy of 100%.

MRF Particle filter-based Multi-Touch Tracking and Gesture Likelihood Estimation (MRF 입자필터 멀티터치 추적 및 제스처 우도 측정)

  • Oh, Chi-Min;Shin, Bok-Suk;Klette, Reinhard;Lee, Chil-Woo
    • Smart Media Journal
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    • v.4 no.1
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    • pp.16-24
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    • 2015
  • In this paper, we propose a method for multi-touch tracking using MRF-based particle filters and gesture likelihood estimation Each touch (of one finger) is considered to be one object. One of frequently occurring issues is the hijacking problem which means that an object tracker can be hijacked by neighboring object. If a predicted particle is close to an adjacent object then the particle's weight should be lowered by analysing the influence of neighboring objects for avoiding hijacking problem. We define a penalty function to lower the weights of those particles. MRF is a graph representation where a node is the location of a target object and an edge describes the adjacent relation of target object. It is easy to utilize MRF as data structure of adjacent objects. Moreover, since MRF graph representation is helpful to analyze multi-touch gestures, we describe how to define gesture likelihoods based on MRF. The experimental results show that the proposed method can avoid the occurrence of hijacking problems and is able to estimate gesture likelihoods with high accuracy.

An Experimental Research on the Usability of Indirect Control using Finger Gesture Interaction in Three Dimensional Space (3차원 공간에서 손가락 제스쳐 인터랙션을 이용한 간접제어의 사용성에 관한 실험연구)

  • Ham, Kyung Sun;Lee, Dahye;Hong, Hee Jung;Park, Sungjae;Kim, Jinwoo
    • The Journal of the Korea Contents Association
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    • v.14 no.11
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    • pp.519-532
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    • 2014
  • The emerging technologies for the natural computer interaction can give manufacturers new opportunities of product innovation. This paper is the study on a method of human communication about a finger gestures interaction. As technological advance has been so rapid over the last few decades, the utilizing products or services will be soon popular. The purpose of this experiment are as follows; What is the usefulness of gesture interaction? What is the cognitive impact on gesture interaction users. The finger gestures interaction consist of poking, picking and grasping. By measuring each usability in 2D and 3D space, this study shows the effect of finger gestures interaction. The 2D and 3D experimental tool is developed by using LeapMotion technology. As a results, the experiments involved 48 subjects shows that there is no difference in usability between the gestures in 2D space but in 3D space, the meaningful difference has been found. In addition, all gestures express good usability in 2D space rather than 3D space. Especially, there are the attractive interest that using uni-finger is better than multi-fingers.

Development for Multi-modal Realistic Experience I/O Interaction System (멀티모달 실감 경험 I/O 인터랙션 시스템 개발)

  • Park, Jae-Un;Whang, Min-Cheol;Lee, Jung-Nyun;Heo, Hwan;Jeong, Yong-Mu
    • Science of Emotion and Sensibility
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    • v.14 no.4
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    • pp.627-636
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    • 2011
  • The purpose of this study is to develop the multi-modal interaction system. This system provides realistic and an immersive experience through multi-modal interaction. The system recognizes user behavior, intention, and attention, which overcomes the limitations of uni-modal interaction. The multi-modal interaction system is based upon gesture interaction methods, intuitive gesture interaction and attention evaluation technology. The gesture interaction methods were based on the sensors that were selected to analyze the accuracy of the 3-D gesture recognition technology using meta-analysis. The elements of intuitive gesture interaction were reflected through the results of experiments. The attention evaluation technology was developed by the physiological signal analysis. This system is divided into 3 modules; a motion cognitive system, an eye gaze detecting system, and a bio-reaction sensing system. The first module is the motion cognitive system which uses the accelerator sensor and flexible sensors to recognize hand and finger movements of the user. The second module is an eye gaze detecting system that detects pupil movements and reactions. The final module consists of a bio-reaction sensing system or attention evaluating system which tracks cardiovascular and skin temperature reactions. This study will be used for the development of realistic digital entertainment technology.

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RealBook: A Tangible Electronic Book Based on the Interface of TouchFace-V (RealBook: TouchFace-V 인터페이스 기반 실감형 전자책)

  • Song, Dae-Hyeon;Bae, Ki-Tae;Lee, Chil-Woo
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.551-559
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    • 2013
  • In this paper, we proposed a tangible RealBook based on the interface of TouchFace-V which is able to recognize multi-touch and hand gesture. The TouchFace-V is applied projection technology on a flat surface such as table, without constraint of space. The system's configuration is addressed installation, calibration, and portability issues that are most existing front-projected vision-based tabletop display. It can provide hand touch and gesture applying computer vision by adopting tracking technology without sensor and traditional input device. The RealBook deals with the combination of each advantage of analog sensibility on texts and multimedia effects of e-book. Also, it provides digitally created stories that would differ in experiences and environments with interacting users' choices on the interface of the book. We proposed e-book that is new concept of electronic book; named RealBook, different from existing and TouchFace-V interface, which can provide more direct viewing, natural and intuitive interactions with hand touch and gesture.

Robust 3D Hand Tracking based on a Coupled Particle Filter (결합된 파티클 필터에 기반한 강인한 3차원 손 추적)

  • Ahn, Woo-Seok;Suk, Heung-Il;Lee, Seong-Whan
    • Journal of KIISE:Software and Applications
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    • v.37 no.1
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    • pp.80-84
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    • 2010
  • Tracking hands is an essential technique for hand gesture recognition which is an efficient way in Human Computer Interaction (HCI). Recently, many researchers have focused on hands tracking using a 3D hand model and showed robust tracking results compared to using 2D hand models. In this paper, we propose a novel 3D hand tracking method based on a coupled particle filter. This provides robust and fast tracking results by estimating each part of global hand poses and local finger motions separately and then utilizing the estimated results as a prior for each other. Furthermore, in order to improve the robustness, we apply a multi-cue based method by integrating a color-based area matching method and an edge-based distance matching method. In our experiments, the proposed method showed robust tracking results for complex hand motions in a cluttered background.