• Title/Summary/Keyword: 립 모션

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A Development on Sign Language Recognition Tools for Communication with Dyslexic and Hearing-impaired People (립모션을 이용한 수화 인식 툴 개발로 일반인과 청각 언어 장애인들간의 대화와 소통의 장 구성)

  • Jo, Jae-Hyun;Lee, Dong-Hoon;Ha, Dae-gyu;Kim, Ji-In;Lee, Sang-Eun;Koh, Seok-Joo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2014.11a
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    • pp.1109-1112
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    • 2014
  • 본 논문은 최근 급변하는 스마트 시대에 발 빠르게 대처하기 힘든 장애인들과 일반인간의 단절을 해소하기 위해 도움을 주고자 한다. 사람들 간의 융합을 위해서는 기본적인 대화가 진행되어야 하는데 청각언어 장애인들과의 대화를 위해서는 수화를 사용하여야 한다. 하지만, 일반적으로 수화언어에 대한 지식이 미흡하고 원활한 의사소통에 큰 문제점을 가지고 있다. 그러므로 본 논문에서는 립모션을 이용한 수화 인식 툴의 개발을 통해 일반인과 청각언어 장애인들간의 의사소통을 증진시켜주는 것이 목적이다.

A Study on Finger Language Translation System using Machine Learning and Leap Motion (머신러닝과 립 모션을 활용한 지화 번역 시스템 구현에 관한 연구)

  • Son, Da Eun;Go, Hyeong Min;Shin, Haeng yong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2019.10a
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    • pp.552-554
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    • 2019
  • Deaf mutism (a hearing-impaired person and speech disorders) communicates using sign language. There are difficulties in communicating by voice. However, sign language can only be limited in communicating with people who know sign language because everyone doesn't use sign language when they communicate. In this paper, a finger language translation system is proposed and implemented as a means for the disabled and the non-disabled to communicate without difficulty. The proposed algorithm recognizes the finger language data by leap motion and self-learns the data using machine learning technology to increase recognition rate. We show performance improvement from the simulation results.

Hand Rehabilitation System Using a Hand Motion Recognition Device (모션인식 디바이스를 이용한 수부재활치료 시스템)

  • Hwang, Je-Seung;Kim, Min-Jin;Moon, Mi-Kyeong
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.8
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    • pp.129-137
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    • 2014
  • The patients who have illness of hand and upper limb should be received rehabilitation treatment to recover such illness. The rehabilitation treatments is a treatments designed to facilitate the process of recovery from injury, illness, or disease to as normal a condition as possible. This should be done continuously and repeatedly. In this paper, we describe hand-rehabilitation system which provides a treatment method improving and recovering the function of injured hands. Expecially, this system is using a leap motion device which can easily and properly identify and trace a hand motion and provide six treatment patterns for hand rehabilitation. By using this system, the patients can do rehabilitation treatment easily and continuously in their daily life and in result, the achievement of treatment will be improved.

Verification of the usefulness of smartphone for wrist swing motion in VR environments (VR 환경에서 손목 스윙 동작에 대한 스마트폰의 유용성 검증)

  • Lee, Chung-Jae;Kim, Jong-Hyun;Lee, Jung;Kim, Sun-Jeong
    • Journal of Korea Game Society
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    • v.17 no.3
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    • pp.53-62
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    • 2017
  • VR content manipulation equipment is not easy for individuals to access because it requires high prices. Especially, in the case of a system for tracking the motion of the user among the VR contents, a separate optical sensor device using an infrared camera is generally used. The disadvantage of the optical sensor equipment is that the measurable range is dependent on the measurement direction when tracking the rotation motion when using only a single device. In order to solve the above problems, this paper shows that the inertial sensor of the smartphone, which is generally owned by the public, can track the rotational motion of the user regardless of the measurement direction . The system using the LeapMotion is used as the reference system, and the system using the smart phone is defined as the evaluation system, and the usability of the evaluation system is verified by comparing the user satisfaction of the two systems.

Diagnosis and treatment system for patients with resin damage by motion recognition and tracking (모션인식과 추적에 의한 수지손상 환자용 진단 및 치료시스템)

  • Park, Seoho;Park, Sungkyong;Kim, Eunbin;Wee, Yejin;Kye, Seula;Lee, Onseok
    • Proceedings of the Korea Information Processing Society Conference
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    • 2018.10a
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    • pp.478-479
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    • 2018
  • 수부는 일상생활동작(ADL, activities of daily living)을 위한 중요 부위로 손상이나 장애가 있는 경우 재활치료를 통해 과제수행능력을 향상시킨다. 그러나 치료 과정은 주관적으로 진행되어 정확한 치료 성과를 위한 객관적 지표가 필요하다. 본 논문에서는 실제 수부 움직임을 추적할 수 있는 동작인식 장비인 립모션 컨트롤러와 Unity3D로 가상공간 상에서 구현된 Box&Block Test를 이용하여 수부 움직임에 대한 객관적인 데이터를 얻었다. 기존 Box&Block Test와 제안한 모션인식과 추적에 의한 수지손상 환자용 진단 및 치료시스템의 성능을 T검정 수행한 결과 통계적으로 유의미한 차이가 없음을 보였으며 수부 움직임의 정량적인 데이터를 통해 정확한 치료성과 판단의 가능성을 확인하였다.

A Study on Virtual Reality Techniques for Immersive Traditional Fairy Tale Contents Production (몰입형 전래동화 콘텐츠 제작을 위한 가상현실 기술에 대한 연구)

  • Jeong, Kisung;Han, Seunghun;Lee, Dongkyu;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.3
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    • pp.43-52
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    • 2016
  • This paper is to study techniques of a virtual reality to maximize the depth of the users' immersion based on differentiated interactive contents using korean traditional fairy tale. In order to increase more interests in korean traditional fairy tale, we produce a interactive 3D contents and propose a new approach to a system designing applying a virtual realities such as HMD, Leap motion. First, using Korean traditional fairy tale, we generate interactive contents consisting of scenes intensifying user's tensions while interaction of game process. Based on the interactive contents generated, we design scene generation using Oculus HMD, the gaze based input processes and a hand interface using Leap motion, in order to provide a multi dimensional scene transmission and an input process method to intensify the sense of the reality. We will verify through diverse tests whether the proposed virtual reality contents based on a technique of an input process will actually intensify the immersion in the virtual reality or not while minimizing the motion sickness of the users.

Development of Interactive Media Player for Kiosk with User Motion Detection (사용자 모션 인식 기반 키오스크 전용 인터랙티브 미디어 플레이어 개발)

  • Song, Bok Deuk;Kim, Hyeong-Jin;Jeong, Hyeon-Jae;Choi, Yeon Jun
    • The Journal of the Korea Contents Association
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    • v.19 no.11
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    • pp.270-277
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    • 2019
  • These days, with the advent of digital broadcasting, media environment offers users an opportunity to enjoy differentiated contents in a more aggressive fashion through user-media interactions based on computer technology. In fact, the development of contents which can induce spontaneous acts from users such as outdoor ads which use certain sensors and devices and exhibition halls has been active. With the development of low-price motion recognition devices, people have been able to enjoy diverse interaction-applied media by recognizing users' motion data without body contact. In this paper, we developed an interactive media player that can recognize the user's motion and control the video in the web service environment without installing a specific program. In addition, we set user motion recognition range and developed a user motion recognition algorithm suitable for the Leap Motion equipment installed in the kiosk. The results of this study can be experienced by various interactive media such as interactive tourism, education, and movie contents in kiosks that can be installed in public places.

Virtual Home Training - Virtual Reality Small Scale Rehabilitation System (가상 홈 트레이닝 - 가상현실 기반 소근육 재활 시스템)

  • Yu, Gyeongho;Kim, Hae-Ji;Kim, Han-Seob;Lee, Jieun
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.3
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    • pp.93-100
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    • 2018
  • This paper proposes a small-scale rehabilitation system that allows stroke patients to perform daily rehabilitation training in a virtual home. Stroke patients have limited activities of daily living due to paralysis, and there are many rehabilitation exercises for them to reproduce activities that take place in the house, such as turning lights on and off, door opening and closing, gas valve locking. In this paper, we have implemented a virtual home with the above mentioned daily rehabilitation training elements, by using virtual reality technology. We use Leap Motion, a hand motion recognition device, for rehabilitation of hands and fingers. It is expected that stroke patients can rehabilitate small muscles without having to visit the clinic with uncomfortable body, and will be able to get interesting rehabilitation training by avoiding monotony of existing rehabilitation tools.

The Development of Realistic Virtual Reality Game with Leap Motion Reflected Physical strength and Score Characters (물리적인 힘과 스코어 캐릭터를 반영한 립모션 체험형 가상현실 게임개발)

  • Park, Gangrae;Lee, Byungseok;Kim, Seongdong;Chin, Seongah
    • Journal of Korea Game Society
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    • v.16 no.4
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    • pp.69-78
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    • 2016
  • With the development of game technology, the realistic game graphics, interface technology, and various content services with immersion are being required in the content area. NUI has been developed through CLI and GUI. Unlike the conventional methods, it is an interface that could be the intuitive and realistic interface for human as a natural action realized. we propose a boxing simulation game using leap motion of it. Providing a realistic 3D experimental environment through VR headsets game, we also propose a method that can be calculated the scores if the user-controlled interface (fist) could be to punch the target (sandbag) of the internal in accordance with changes of the angle of target impact with the physical characteristics.

Video Content Searching System Using Touchless Motion Sensing Device (비접촉 동작 인식 기기를 활용한 동영상 콘텐츠 검색 시스템)

  • Lee, Seungjae;Jung, Da-Un;Lee, Keundong;Je, Sungkwan;Oh, Weon Geun
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2014.06a
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    • pp.109-111
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    • 2014
  • 본 논문에서는 비접촉 동작 인식 기기를 활용한 동영상 콘텐츠 검색 시스템을 소개한다. 제안하는 시스템은 스마트 TV와 같은 인터넷이 가능한 디스플레이의 동영상 콘텐츠를 대상으로 하며, 콘텐츠 자체 또는 콘텐츠 내의 객체에 대한 정보를 검색 결과로 제공한다. 시스템 구현에 앞서 영상 콘텐츠의 검색 요구 사항에 따라 시나리오 및 기능을 수립하고, 각각의 기능은 비접촉 동작 인식 기기인 립모션을 기반으로 손 동작을 지정하였다. 따라서, 제안하는 시스템은 사용자의 손가락 동작에 의해 선택된 영역을 모바일 비주얼 검색 서버에 전송하게 되고, 검색 결과는 모바일 기기를 통해 최종적으로 전달된다. 본 논문에서는 시스템을 실제로 구현하고 다양한 콘텐츠에 대하여 실험하였다. 개발된 시스템을 통해서 사용자는 손을 이용한 간단한 동작에 의해 콘텐츠 정보, 콘텐츠 내 객체의 정보를 실시간으로 모바일을 통해 제공받을 수 있다.

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