• Title/Summary/Keyword: Gesture Input

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Multimodal Interaction Framework for Collaborative Augmented Reality in Education

  • Asiri, Dalia Mohammed Eissa;Allehaibi, Khalid Hamed;Basori, Ahmad Hoirul
    • International Journal of Computer Science & Network Security
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    • v.22 no.7
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    • pp.268-282
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    • 2022
  • One of the most important technologies today is augmented reality technology, it allows users to experience the real world using virtual objects that are combined with the real world. This technology is interesting and has become applied in many sectors such as the shopping and medicine, also it has been included in the sector of education. In the field of education, AR technology has become widely used due to its effectiveness. It has many benefits, such as arousing students' interest in learning imaginative concepts that are difficult to understand. On the other hand, studies have proven that collaborative between students increases learning opportunities by exchanging information, and this is known as Collaborative Learning. The use of multimodal creates a distinctive and interesting experience, especially for students, as it increases the interaction of users with the technologies. The research aims at developing collaborative framework for developing achievement of 6th graders through designing a framework that integrated a collaborative framework with a multimodal input "hand-gesture and touch", considering the development of an effective, fun and easy to use framework with a multimodal interaction in AR technology that was applied to reformulate the genetics and traits lesson from the science textbook for the 6th grade, the first semester, the second lesson, in an interactive manner by creating a video based on the science teachers' consultations and a puzzle game in which the game images were inserted. As well, the framework adopted the cooperative between students to solve the questions. The finding showed a significant difference between post-test and pre-test of the experimental group on the mean scores of the science course at the level of remembering, understanding, and applying. Which indicates the success of the framework, in addition to the fact that 43 students preferred to use the framework over traditional education.

Evaluation of Novel Method of Hand Gesture Input to Define Automatic Scanning Path for UAV SAR Missions (손 제스처를 이용하여 탐색 구조용 무인항공기의 자동 스캐닝 경로를 정의하는 가상현실 입력방법 개발 및 평가)

  • Chang-Geun Oh
    • Journal of Advanced Navigation Technology
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    • v.27 no.4
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    • pp.473-480
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    • 2023
  • This study evaluated a novel method of defining the automatic flight path of unmanned aerial vehicles (UAVs) for search and rescue missions in a VR environment. The developed VR content reserves miniature digital twins of a building in the fire and a steep mountain terrain site. The users drow the UAV's scanning path using hand gestures on the surface of digital twins, and then the UAV make an automatic flight along the defined path. According to human-in-the-loop simulation tests comparing the novel method with a conventional manual flight task with 19 participants, the novel method did not improve the mission performance but participants felt a lower mental workload. The designer may need to consider the automation support on the vulnerable points of the SAR mission environment while maintaining experts' mapping capability.

The Study on Effect of sEMG Sampling Frequency on Learning Performance in CNN based Finger Number Recognition (CNN 기반 한국 숫자지화 인식 응용에서 표면근전도 샘플링 주파수가 학습 성능에 미치는 영향에 관한 연구)

  • Gerelbat BatGerel;Chun-Ki Kwon
    • Journal of the Institute of Convergence Signal Processing
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    • v.24 no.1
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    • pp.51-56
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    • 2023
  • This study investigates the effect of sEMG sampling frequency on CNN learning performance at Korean finger number recognition application. Since the bigger sampling frequency of sEMG signals generates bigger size of input data and takes longer CNN's learning time. It makes making real-time system implementation more difficult and more costly. Thus, there might be appropriate sampling frequency when collecting sEMG signals. To this end, this work choose five different sampling frequencies which are 1,024Hz, 512Hz, 256Hz, 128Hz and 64Hz and investigates CNN learning performance with sEMG data taken at each sampling frequency. The comparative study shows that all CNN recognized Korean finger number one to five at the accuracy of 100% and CNN with sEMG signals collected at 256Hz sampling frequency takes the shortest learning time to reach the epoch at which korean finger number gestures are recognized at the accuracy of 100%.

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.

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.

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.

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.

Development of Five Finger type Myoelectric Hand Prosthesis for State Transition-Based Multi-Hand Gestures change (다중 손동작 변환을 위한 상태 전이 기반 5손가락 근전전동의수 개발)

  • Seung-Gi Kim;Sung-Yoon Jung;Beom-ki Hong;Hyun-Jun Shin;Kyoung-Ho Kim;Se-Hoon Park
    • Journal of the Institute of Convergence Signal Processing
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    • v.25 no.2
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    • pp.67-76
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    • 2024
  • Various types of assistive devices have been developed for upper limb amputees over the years, with myoelectric prosthesis particularly aimed at improving user convenience by enabling a range of hand gestures beyond simple grasping, tailored to the size and shape of objects. In this study, we developed a five-finger myoelectric prosthesis mimicking human hand size and finger movements, utilizing motor and worm gear mechanisms for stable and independent operation. Based on this, we designed a control system for independent finger control through electromyographic signal input, proposed a state transition-based hand gesture conversion algorithm by selecting representative eight hand gestures and defining conversion condition parameters. We introduced training and usability evaluation methods, and conducted usability assessments among upper limb amputees using dedicated tools, confirming the potential for commercial application of the algorithm and observing adaptive capabilities and high performance through iterative evaluations.