• Title/Summary/Keyword: Gesture Analysis

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Analysis of IT Technology through the Trends in Home Video Game Console (가정용 게임기 동향을 통해 본 IT 기술 분석)

  • Bae, Jung-Min;Bae, Yu-Mi;Jung, Sung-Jae;Jang, Rea-Young;Sung, Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.675-678
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    • 2014
  • One time, Home video game console's penetration was as comparable to the personal computer's penetration, growth has slowed since the advent of smartphones, tablets and moblie devices. But game console actively introducing new IT technologies not available in the pc games and mobile games, still keeping a firm position in the relevent market. In this paper Home video game console's history, contemporary trends, and learn about trends in the company, New IT technologies applied to gaming was analyzed. Home video console market become the arena of New IT technologies according to the introduction of New IT technologies such as gesture recognition technology, speech recognition technology, media facade technology, virtual reality technology.

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Inexpensive Visual Motion Data Glove for Human-Computer Interface Via Hand Gesture Recognition (손 동작 인식을 통한 인간 - 컴퓨터 인터페이스용 저가형 비주얼 모션 데이터 글러브)

  • Han, Young-Mo
    • The KIPS Transactions:PartB
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    • v.16B no.5
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    • pp.341-346
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    • 2009
  • The motion data glove is a representative human-computer interaction tool that inputs human hand gestures to computers by measuring their motions. The motion data glove is essential equipment used for new computer technologiesincluding home automation, virtual reality, biometrics, motion capture. For its popular usage, this paper attempts to develop an inexpensive visual.type motion data glove that can be used without any special equipment. The proposed approach has the special feature; it can be developed as a low-cost one becauseof not using high-cost motion-sensing fibers that were used in the conventional approaches. That makes its easy production and popular use possible. This approach adopts a visual method that is obtained by improving conventional optic motion capture technology, instead of mechanical method using motion-sensing fibers. Compared to conventional visual methods, the proposed method has the following advantages and originalities Firstly, conventional visual methods use many cameras and equipments to reconstruct 3D pose with eliminating occlusions But the proposed method adopts a mono vision approachthat makes simple and low cost equipments possible. Secondly, conventional mono vision methods have difficulty in reconstructing 3D pose of occluded parts in images because they have weak points about occlusions. But the proposed approach can reconstruct occluded parts in images by using originally designed thin-bar-shaped optic indicators. Thirdly, many cases of conventional methods use nonlinear numerical computation image analysis algorithm, so they have inconvenience about their initialization and computation times. But the proposed method improves these inconveniences by using a closed-form image analysis algorithm that is obtained from original formulation. Fourthly, many cases of conventional closed-form algorithms use approximations in their formulations processes, so they have disadvantages of low accuracy and confined applications due to singularities. But the proposed method improves these disadvantages by original formulation techniques where a closed-form algorithm is derived by using exponential-form twist coordinates, instead of using approximations or local parameterizations such as Euler angels.

Experience Design Guideline for Smart Car Interface (스마트카의 인터페이스를 위한 경험 디자인 가이드라인)

  • Yoo, Hoon Sik;Ju, Da Young
    • Design Convergence Study
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    • v.15 no.1
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    • pp.135-150
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    • 2016
  • Due to the development of communication technology and expansion of Intelligent Transport System (ITS), the car is changing from a simple mechanical device to second living space which has comprehensive convenience function and is evolved into the platform which is playing as an interface for this role. As the interface area to provide various information to the passenger is being expanded, the research importance about smart car based user experience is rising. This study has a research objective to propose the guidelines regarding the smart car user experience elements. In order to conduct this study, smart car user experience elements were defined as function, interaction, and surface and through the discussions of UX/UI experts, 8 representative techniques, 14 representative techniques, and 8 locations of the glass windows were specified for each element. Following, the smart car users' priorities of the experience elements, which were defined through targeting 100 drivers, were analyzed in the form of questionnaire survey. The analysis showed that the users' priorities in applying the main techniques were in the order of safety, distance, and sensibility. The priorities of the production method were in the order of voice recognition, touch, gesture, physical button, and eye tracking. Furthermore, regarding the glass window locations, users prioritized the front of the driver's seat to the back. According to the demographic analysis on gender, there were no significant differences except for two functions. Therefore this showed that the guidelines of male and female can be commonly applied. Through user requirement analysis about individual elements, this study provides the guides about the requirement in each element to be applied to commercialized product with priority.

Rotation Invariant 3D Star Skeleton Feature Extraction (회전무관 3D Star Skeleton 특징 추출)

  • Chun, Sung-Kuk;Hong, Kwang-Jin;Jung, Kee-Chul
    • Journal of KIISE:Software and Applications
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    • v.36 no.10
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    • pp.836-850
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    • 2009
  • Human posture recognition has attracted tremendous attention in ubiquitous environment, performing arts and robot control so that, recently, many researchers in pattern recognition and computer vision are working to make efficient posture recognition system. However the most of existing studies is very sensitive to human variations such as the rotation or the translation of body. This is why the feature, which is extracted from the feature extraction part as the first step of general posture recognition system, is influenced by these variations. To alleviate these human variations and improve the posture recognition result, this paper presents 3D Star Skeleton and Principle Component Analysis (PCA) based feature extraction methods in the multi-view environment. The proposed system use the 8 projection maps, a kind of depth map, as an input data. And the projection maps are extracted from the visual hull generation process. Though these data, the system constructs 3D Star Skeleton and extracts the rotation invariant feature using PCA. In experimental result, we extract the feature from the 3D Star Skeleton and recognize the human posture using the feature. Finally we prove that the proposed method is robust to human variations.

Back-Propagation Neural Network Based Face Detection and Pose Estimation (오류-역전파 신경망 기반의 얼굴 검출 및 포즈 추정)

  • Lee, Jae-Hoon;Jun, In-Ja;Lee, Jung-Hoon;Rhee, Phill-Kyu
    • The KIPS Transactions:PartB
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    • v.9B no.6
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    • pp.853-862
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    • 2002
  • Face Detection can be defined as follows : Given a digitalized arbitrary or image sequence, the goal of face detection is to determine whether or not there is any human face in the image, and if present, return its location, direction, size, and so on. This technique is based on many applications such face recognition facial expression, head gesture and so on, and is one of important qualify factors. But face in an given image is considerably difficult because facial expression, pose, facial size, light conditions and so on change the overall appearance of faces, thereby making it difficult to detect them rapidly and exactly. Therefore, this paper proposes fast and exact face detection which overcomes some restrictions by using neural network. The proposed system can be face detection irrelevant to facial expression, background and pose rapidily. For this. face detection is performed by neural network and detection response time is shortened by reducing search region and decreasing calculation time of neural network. Reduced search region is accomplished by using skin color segment and frame difference. And neural network calculation time is decreased by reducing input vector sire of neural network. Principle Component Analysis (PCA) can reduce the dimension of data. Also, pose estimates in extracted facial image and eye region is located. This result enables to us more informations about face. The experiment measured success rate and process time using the Squared Mahalanobis distance. Both of still images and sequence images was experimented and in case of skin color segment, the result shows different success rate whether or not camera setting. Pose estimation experiments was carried out under same conditions and existence or nonexistence glasses shows different result in eye region detection. The experiment results show satisfactory detection rate and process time for real time system.

Humor Elements Analysis of Pixar Short Films Based on Henri Bergson's Theory of the Comic (픽사 단편 애니메이션에서 나타나는 유머요인 분석: 앙리 베르그송의 희극론을 중심으로)

  • Kim, Yun-Jung
    • Cartoon and Animation Studies
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    • s.19
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    • pp.51-64
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    • 2010
  • Although there has been a significant technological and representational achievements in domestic animation industry since the beginning of the 21th century due to the high expectation and boost in production, domestic long and short film animations have been less favored compared to foreign animations because they are less entertaining. For small scale productions including students, it is easier to create short film animations due to small budget and short time frame. In addition, as shown in Pixar animation studios case, production of short film animations can lead to success in production of long film animations from better ideas and technology improvements. This research studies factors that contribute to entertainment and humor of short film animation by examining Pixar's short film animations based on Henri Bergson's comedy factors, which are shape, movement, situation and language, and personality. The most noticeable fact is that the humor by situation is found in all short films. Comedy aspect shown in the form of character's internal characteristic is something that has to be considered from the beginning of character design. Contribution of language is minor compared to movement or gesture, which are more often used to cause humor. Finally, character's personality has to be clear and decided beforehand in order to create comedy situations. After studying various short film animations, I found out that the more successfully humorous an animation is, the more it uses various combinations of the above mentioned comedy factors. By fully analyzing and adopting commercially and artistically successful Pixar's short film animations as the benchmark, planning and production of domestic short film animations can perform entertainment role both domestically and globally.

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Face to Face with the Past: Memorizing the Plague of Athens through the Exhibition (과거와의 대면 : ${\ll}$미르티스${\gg}$ 전시를 통해 기억된 아테네 대 역병)

  • Cho, Eun-Jung
    • The Journal of Art Theory & Practice
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    • no.14
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    • pp.7-32
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    • 2012
  • The exhibition was started in 2010 in the New Acropolis Museum of Athens and embarked a journey since 2011 as a travelling exhibition inside Greece and abroad. The main purpose of the exhibition was to draw attention of the general public to the value of the 'rescue excavation' and of cultural heritage of Greece, by presenting the reconstruction bust of a girl whose skull was found in Kerameikos cemetery of ancient Athens. The new Kerameikos excavation was initiated by the construction of Metropolitan Railway lines in the center of Athens between 1992 to 1998. It revealed a pit of a mass burial where about 150 people were inhumed in a very hasty way without proper funeral rites or offerings. These bodies are identified as the victims of the infamous plague of Athens in the first years of the Peloponnesian War(430-426 BC). The epidemic disease killed almost one third of the city population including Pericles, and brought extreme fear and panic to the Athens society. The traditional funerary rites were totally disrupted, and the social decorum and the morality among the citizens became enfeebled. The plague and the civil war were the decisive factors to end the Golden Age of Democratic Athens. However, the exhibition organizers did not focus on the tragic aspect of this disaster and its casualties. Their main concern was to simplify the scholarly works of archaeological excavation and microchemistry analysis so that the exhibition viewers will easily understand and empathize the living value of the scholarly works of ancient Greek civilization. The centripetal element of the exhibition was the vivid face of an 11 years old ancient girl 'Myrtis', which was carefully reconstructed based on both the scientific data and artistic imagination. Also the set up of the exhibition was structured in order to stimuli cognitive and emotional experience of the visitors who witnessed the rebirth of a vibrant human being from an ancient debris. The museologists' continuous efforts to promote projects of contemporary artists, publications, and school programs related to the exhibition indicate that the ulterior motive of this exhibition is the cultural education of the present and future generation through the intimate experiences of ancient Greek life. Also this is the reason why the various museums that held the travelling exhibition try to make the presentation as a gesture of memorial service for an anonymous Athenian girl who deceased circa 2400 years ago. The pragmatic efforts of Greek scholars and museologists through exhibition show us a way to find a solution to the continuous threat of cultural resources by massive construction projects and land development, and to overcome public indifference to the history and cultural heritage.

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Hand Gesture Recognition Regardless of Sensor Misplacement for Circular EMG Sensor Array System (원형 근전도 센서 어레이 시스템의 센서 틀어짐에 강인한 손 제스쳐 인식)

  • Joo, SeongSoo;Park, HoonKi;Kim, InYoung;Lee, JongShill
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.11 no.4
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    • pp.371-376
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    • 2017
  • In this paper, we propose an algorithm that can recognize the pattern regardless of the sensor position when performing EMG pattern recognition using circular EMG system equipment. Fourteen features were extracted by using the data obtained by measuring the eight channel EMG signals of six motions for 1 second. In addition, 112 features extracted from 8 channels were analyzed to perform principal component analysis, and only the data with high influence was cut out to 8 input signals. All experiments were performed using k-NN classifier and data was verified using 5-fold cross validation. When learning data in machine learning, the results vary greatly depending on what data is learned. EMG Accuracy of 99.3% was confirmed when using the learning data used in the previous studies. However, even if the position of the sensor was changed by only 22.5 degrees, it was clearly dropped to 67.28% accuracy. The accuracy of the proposed method is 98% and the accuracy of the proposed method is about 98% even if the sensor position is changed. Using these results, it is expected that the convenience of the users using the circular EMG system can be greatly increased.

Hand Motion Signal Extraction Based on Electric Field Sensors Using PLN Spectrum Analysis (PLN 성분 분석을 통한 전기장센서 기반 손동작신호 추출)

  • Jeong, Seonil;Kim, Youngchul
    • Smart Media Journal
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    • v.9 no.4
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    • pp.97-101
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    • 2020
  • Using passive electric field sensor which operates in non-contact mode, we can measure the electric potential induced from the change of electric charges on a sensor caused by the movement of human body or hands. In this study, we propose a new method, which utilizes PLN induced to the sensor around the moving object, to detect one's hand movement and extract gesture frames from the detected signals. Signals from the EPS sensors include a large amount of power line noise usually existing in the places such as rooms or buildings. Using the fact that the PLN is shielded in part by human access to the sensor, signals caused by motion or hand movement are detected. PLN consists mainly of signals with frequency of 60 Hz and its harmonics. In our proposed method, signals only 120 Hz component in frequency domain are chosen selectively and exclusively utilized for detection of hand movement. We use FFT to measure a spectral-separated frequency signal. The signals obtained from sensors in this way are continued to be compared with the threshold preset in advance. Once motion signals are detected passing throng the threshold, we determine the motion frame based on period between the first threshold passing time and the last one. The motion detection rate of our proposed method was about 90% while the correct frame extraction rate was about 85%. The method like our method, which use PLN signal in order to extract useful data about motion movement from non-contact mode EPS sensors, has been rarely reported or published in recent. This research results can be expected to be useful especially in circumstance of having surrounding PLN.

Study on the Expression of Sensory Visualization through AR Display Connection - Focusing on Eye Tracking (AR 디스플레이 연결을 통한 감각시각화에 대한 표현 검토)

  • Ma Xiaoyu
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.2
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    • pp.357-363
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    • 2024
  • As AR display virtual technology enters public learning life extensively, the way in which reality and virtual connection are connected is also changing. The purpose of this paper is to study the expression between the 3D connection sensory information visualization experience and virtual reality enhancement through the visual direction sensory information visualization experience of the plane. It is analyzed by examining the basic setting method compared to the current application of AR display and flat visualization cases. The scope of this paper is to enable users to have a better experience through the relationship with sensory visualization, centering on eye tracking technology in the four categories of AR display connection design: gesture connection, eye tracking, voice connection, and sensor. Focusing on eye tracking technology through AR display interaction and current application and comparative analysis of flat visualization cases, the geometric consistency of visual figures, light and color consistency, combination of multi-sensory interaction methods, rational content display, and smart push presented sensory visualization in virtual reality more realistically and conveniently, providing a simple and convenient sensory visualization experience to the audience.