• Title/Summary/Keyword: Hand Movement

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A Method of Hand Recognition for Virtual Hand Control of Virtual Reality Game Environment (가상 현실 게임 환경에서의 가상 손 제어를 위한 사용자 손 인식 방법)

  • Kim, Boo-Nyon;Kim, Jong-Ho;Kim, Tae-Young
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.49-56
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    • 2010
  • In this paper, we propose a control method of virtual hand by the recognition of a user's hand in the virtual reality game environment. We display virtual hand on the game screen after getting the information of the user's hand movement and the direction thru input images by camera. We can utilize the movement of a user's hand as an input interface for virtual hand to select and move the object. As a hand recognition method based on the vision technology, the proposed method transforms input image from RGB color space to HSV color space, then segments the hand area using double threshold of H, S value and connected component analysis. Next, The center of gravity of the hand area can be calculated by 0 and 1 moment implementation of the segmented area. Since the center of gravity is positioned onto the center of the hand, the further apart pixels from the center of the gravity among the pixels in the segmented image can be recognized as fingertips. Finally, the axis of the hand is obtained as the vector of the center of gravity and the fingertips. In order to increase recognition stability and performance the method using a history buffer and a bounding box is also shown. The experiments on various input images show that our hand recognition method provides high level of accuracy and relatively fast stable results.

Fitts' Law for Angular Foot Movement in the Foot Tapping Task

  • Park, Jae-Eun;Myung, Ro-Hae
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.5
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    • pp.647-655
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    • 2012
  • Objective: The purpose of this study was to confirm difference between angular foot movement time and existing foot Fitts' law predicting times, and to develop the angular foot Fitts' law in the foot tapping task. Background: Existing studies of foot Fitts' law focused on horizontal movement to predict the movement time. However, when driving a car, humans move their foot from the accelerator to the brake with a fixed heel. Therefore, we examined the experiment to measure angular foot movement time in reciprocal foot tapping task and compared to conventional foot Fitts' law predicting time. And, we developed the angular foot Fitts' law. Method: In this study, we compared the angular foot movement time in foot tapping task and the predicted time of four conventional linear foot Fitts' law models - Drury's foot Fitts' law, Drury's ballistic, Hoffmann's ballistic, Hoffmann's visually-controlled. 11 subjects participated in this experiment to get a movement time and three target degrees of 20, 40, and 60 were used. And, conventional models were calculated for the prediction time. To analyze the movement time, linear and arc distance between targets were used for variables of model. Finally, the angular foot Fitts' law was developed from experimental data. Results: The average movement times for each experiment were 412.2ms, 474.9ms, and 526.6ms for the 89mm, 172mm, and 253mm linear distance conditions. The results also showed significant differences in performance time between different angle level. However, all of conventional linear foot Fitts' laws ranged 135.6ms to 401.2ms. On the other hand, the angular foot Fitts' law predicted the angular movement time well. Conclusion: Conventional linear foot Fitts' laws were underestimated and have a limitation to predict the foot movement time in the real task related angular foot movement. Application: This study is useful when considering the human behavior of angular foot movement such as driving or foot input device.

Hand/Eye calibration of Robot arms with a 3D visual sensing system (3차원 시각 센서를 탑재한로봇의 Hand/Eye 캘리브레이션)

  • 김민영;노영준;조형석;김재훈
    • 제어로봇시스템학회:학술대회논문집
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    • 2000.10a
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    • pp.76-76
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    • 2000
  • The calibration of the robot system with a visual sensor consists of robot, hand-to-eye, and sensor calibration. This paper describe a new technique for computing 3D position and orientation of a 3D sensor system relative to the end effect of a robot manipulator in an eye-on-hand robot configuration. When the 3D coordinates of the feature points at each robot movement and the relative robot motion between two robot movements are known, a homogeneous equation of the form AX : XB is derived. To solve for X uniquely, it is necessary to make two robot arm movements and form a system of two equation of the form: A$_1$X : XB$_1$ and A$_2$X = XB$_2$. A closed-form solution to this system of equations is developed and the constraints for solution existence are described in detail. Test results through a series of simulation show that this technique is simple, efficient, and accurate fur hand/eye calibration.

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Typological Characteristics of Methods in Formalization Process of Body Movement (몸 움직임의 형태화 과정에 나타난 방법적 유형 특성)

  • Kim, Jong-Jin;Kim, Ja-Young
    • Korean Institute of Interior Design Journal
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    • v.15 no.5 s.58
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    • pp.28-35
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    • 2006
  • During the modern age, various fields have fundamentally changed from the preconceived ideas of the past. The concept of time-space relationship changed also. E. J. Marey was almost the first one to visualize the movement of animals and people through scientific methods. Frank B. Gilbreth used more precise photographic equipments to develop more accurate and specific body movement diagrams. The emergence of visualization of body movement is not the only product from the scientific field. The new concept of time-space can be easily noticed in modem art, music and dance. In space design, Futurism attempted to represent the dynamism and speed in a sculptural form. On the other hand, there were examples to further investigate the specific analysis of body movements such as 'Scientific Management'. Body movement diagrams are widely used in various projects in contemporary space design. The difference is that now the design process is more integrated with the analysis. The representation of speed and the container of movements are interwoven in a complex manner in which fluid relationship between body and space is possible. Three types can now be considered: Object, Container and Interactivity. This study attempts to analyze brief history of body movement studies and their application for contemporary space design.

Effects of Constraint-Induced Movement Using Self-Efficacy Enhancing Strategies on the Upper Extremity Function of Chronic Hemiplegic Patients (자기효능증진전략을 이용한 건측억제유도운동이 편마비 환자의 상지기능에 미치는 효과)

  • Kang, Ji-Yeon
    • Journal of Korean Academy of Nursing
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    • v.36 no.2
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    • pp.403-414
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    • 2006
  • Purpose: The purpose of this study was to investigate the effects of constraint-induced (CI) movement using self-efficacy on U/E function of chronic hemiplegic patients. CI movement discourages the use of the unaffected U/E, combined with intensive training of the affected U/E. Method: A non-equivalent pretest-posttest design was used. Study subjects were 40 hemiplegic patients conveniently selected from 2 different community health centers. The experimental subjects participated in the CI movement program for 6 hours daily over a period of two weeks. The exercises for affected U/E consisted of warming up, main exercise and ADL practice. To encourage the participants' behaviors self-efficacy enhancing strategies were used, which included performance accomplishment, vicarious experience, verbal persuasion and emotional arousal. Result: After 2 weeks of treatment, the grip power, pinch power, wrist flexion/extension, elbow flexion, and shoulder flexion/extension were significantly higher in the experimental subjects than in the control subjects. However, there was no significant difference in hand functions of the two groups. Conclusion: The above results show that the constraint-induced movement using self-efficacy could be an effective nursing intervention for improving U/E function of chronic hemiplegic patients. Long term studies are needed to determine the lasting effects of constraint-induced movement.

Parameter Analysis of Muscle Models for Arm Movement (팔 근육운동의 파라미터 분석)

  • Kim, Lae-Kyeom;Tak, Tae-Oh
    • Journal of Industrial Technology
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    • v.28 no.A
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    • pp.155-161
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    • 2008
  • Muscle force prediction in forward dynamic analysis of human motion depends many muscle parameters associated with muscle actuation. This research studies the effects of various parameters of Hill type muscle model using the simple hand raising motion. Motion analysis is carried out using motion capture system, and each muscle force is recorded for comparison with muscle model generated muscle force. Using Hill type muscle model, muscle force for generating the same hand rasing motion was setup adjusting 5 activation parameters. The test showed the importance of activation parameters on the accurate generation of muscle force.

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A Research on Prediction of Hand Movement by EEG Coherence at Lateral Hemisphere Area (편측적 EEG Coherence 에 의한 손동작 예측에 관한 연구)

  • Woo, Jin-Cheol;Whang, Min-Cheol;Kim, Jong-Wha;Kim, Chi-Jung;Kim, Ji-Hye;Kim, Young-Woo
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.330-334
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    • 2009
  • 본 연구는 뇌의 편측 영역 에서의 EEG(Electroencephalography) coherence 로 손동작 의도를 예측하고자 하는 연구이다. 손 동작 예측을 위한 실험에 신체에 이상이 없는 6 명의 피실험자가 참여 하였다. 실험은 데이터 트레이닝 6 분과 동작 의도 판단 6 분으로 진행되었으며 무작위 순서로 손 동작을 지시한 후 편측적 영역 5 개 지점의 EEG 와 동작 시점을 알기 위한 오른손 EMG(Electromyography)를 측정하였다. 측정된 EEG 데이터를 분석하기 위해 주파수 별 Alpha 와 Beta 를 분류하였고 EMG 신호를 기준으로 동작과 휴식으로 분류된 Alpha 와 Beta 데이터를 5 개의 측정 영역별 Coherence 분석을 하였다. 그 결과 동작과 휴식을 구분할 수 있는 통계적으로 유효한 EEG Coherence 영역을 통하여 동작 판단을 할 수 있음을 확인하였다.

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A Study on the Development of an Electronic Component Assembly Training System Using Leap Motion (Leap Motion을 이용한 전자부품 조립 훈련 시스템 개발에 관한 연구)

  • In-Chul Lee
    • Journal of the Korean Society of Industry Convergence
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    • v.26 no.3
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    • pp.463-470
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    • 2023
  • In this study, an electronic parts assembly training system using Leap Motion was developed in consideration of the processes actually operated in the assembly process of electronic products. Based on Leap Motion and Oculus VR equipment, the system was developed to transfer user's hand movement data in real time and convert it into hand movement in virtual space so that electronic parts assembly simulation can be performed step by step. Through this, it was confirmed that the user can obtain an experience similar to the actual electronic parts assembly work, prevent errors that may occur during the assembly process, and improve proficiency. It is expected that this thesis will provide directions for the quality improvement and development of various education and training programs for virtual reality-based manufacturing processes.

Color-Based Real-Time Hand Region Detection with Robust Performance in Various Environments (다양한 환경에 강인한 컬러기반 실시간 손 영역 검출)

  • Hong, Dong-Gyun;Lee, Donghwa
    • IEMEK Journal of Embedded Systems and Applications
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    • v.14 no.6
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    • pp.295-311
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    • 2019
  • The smart product market is growing year by year and is being used in many areas. There are various ways of interacting with smart products and users by inputting voice recognition, touch and finger movements. It is most important to detect an accurate hand region as a whole step to recognize hand movement. In this paper, we propose a method to detect accurate hand region in real time in various environments. A conventional method of detecting a hand region includes a method using depth information of a multi-sensor camera, a method of detecting a hand through machine learning, and a method of detecting a hand region using a color model. Among these methods, a method using a multi-sensor camera or a method using a machine learning requires a large amount of calculation and a high-performance PC is essential. Many computations are not suitable for embedded systems, and high-end PCs increase or decrease the price of smart products. The algorithm proposed in this paper detects the hand region using the color model, corrects the problems of the existing hand detection algorithm, and detects the accurate hand region based on various experimental environments.

Dynamic Manipulation of a Virtual Object in Marker-less AR system Based on Both Human Hands

  • Chun, Jun-Chul;Lee, Byung-Sung
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.4 no.4
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    • pp.618-632
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    • 2010
  • This paper presents a novel approach to control the augmented reality (AR) objects robustly in a marker-less AR system by fingertip tracking and hand pattern recognition. It is known that one of the promising ways to develop a marker-less AR system is using human's body such as hand or face for replacing traditional fiducial markers. This paper introduces a real-time method to manipulate the overlaid virtual objects dynamically in a marker-less AR system using both hands with a single camera. The left bare hand is considered as a virtual marker in the marker-less AR system and the right hand is used as a hand mouse. To build the marker-less system, we utilize a skin-color model for hand shape detection and curvature-based fingertip detection from an input video image. Using the detected fingertips the camera pose are estimated to overlay virtual objects on the hand coordinate system. In order to manipulate the virtual objects rendered on the marker-less AR system dynamically, a vision-based hand control interface, which exploits the fingertip tracking for the movement of the objects and pattern matching for the hand command initiation, is developed. From the experiments, we can prove that the proposed and developed system can control the objects dynamically in a convenient fashion.