• Title/Summary/Keyword: Hand Shape

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Analysis of Skin Movement Artifacts Using MR Images (자기공명 영상을 이용한 피부 움직임 에러 분석에 관한 연구)

  • ;N. Miyata;M. Kouchi;M. Mochimaru
    • Journal of the Korean Society for Precision Engineering
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    • v.21 no.8
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    • pp.164-170
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    • 2004
  • The skin movement artifacts are referred to as the relative motion of skin with respect to the motion of underlying bones. This is of great importance in joint biomechanics or internal kinematics of human body. This paper describes a novel experiment that measures the skin movement of a hand based on MR(magnetic resonance) images in conjunction with surface modeling techniques. The proposed approach consists of 3 phases: (1) MR scanning of a hand with surface makers, (2) 3D reconstruction from the MR images, and (3) registration of the 3D models. The MR images of the hand are captured by 3 different postures. And the surface makers which are attached to the skin are employed to trace the skin motion. After reconstruction of 3D models from the scanned MR images, the global registration is applied to the 3D models based on the particular bone shape of different postures. The results of registration are then used to trace the skin movement by measuring the positions of the surface markers.

Analysis of Skin Movements with Respect to Bone Motions using MR Images

  • Ryu, Jae-Hun;Miyata, Natsuki;Kouchi, Makiko;Mochimaru, Masaaki;Lee, Kwan H.
    • International Journal of CAD/CAM
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    • v.3 no.1_2
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    • pp.61-66
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    • 2003
  • This paper describes a novel experiment that measures skin movement with respect to the flexional motion of a hand. The study was based on MR images in conjunction with CAD techniques. The MR images of the hand were captured in 3 different postures with surface markers. The surface markers attached to the skin where employed to trace skin movement during the flexional motion of the hand. After reconstructing 3D isosurfaces from the segmented MR images, the global registration was applied to the 3D models based on the particular bone shape of different postures. Skin movement was interpreted by measuring the centers of the surface markers in the registered models.

Vritual Hand Animation Using Virtual Glove and VRML (Virtual Glove와 VRML을 이용한 Virtual Hand 애니메이션)

  • Ahn, J.Y.;Kim, D.O.;Lee, D.H.;Kim, N.K.;Kim, J.H.;Min, B.G.
    • Proceedings of the KOSOMBE Conference
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    • v.1998 no.11
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    • pp.283-284
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    • 1998
  • The Virtual Reality Technology makes you feel like you are in the situation which has been made up by using the information inputted through the device which is connected with the body part. If the image which is taken from CT, MRI is reorganized in 3D, it can present the shape of the human organ more clearly. So It is more likely to be used in the operation which needs the diversified examination about mutual relation with each part in a place of 3D or confirmation of the planed information. We developed the Technology which can reorganize the image from the CT into the 3D data and represent the 3D movement of the finger according to the hand.

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Efficient Method to Detect Color Codes - RHOW Algorithm (효율적 칼라코드 검출법 - 우선법 알고리즘)

  • 권병훈;유현중
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.5 no.1
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    • pp.69-72
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    • 2004
  • Compared to the barcode which is being widely employed to store information on products, the color code may find more various applications because of its favorable appearance and larger possible number of combinations. However, the color values read in practice may suffer from distortions from environments and devices. In this paper, we propose efficient ways to reduce the effect of such distortions and to detect color codes. for which we apply the Right Hand on Wall (RHOW) algorithm originated from the area of the maze search. The color codes used in this paper have high values of Hue and Saturation components and have a circular shape. We first preprocessed the images to detect candidate areas of color codes, and then applied the RHOW algorithm to determine optimal coordinates of rectangles enclosing the areas. As a result, we could obtain accurate coordinates of color codes by using the RHOW algorithm.

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Hand Motion Recognition Algorithm Using Skin Color and Center of Gravity Profile (피부색과 무게중심 프로필을 이용한 손동작 인식 알고리즘)

  • Park, Youngmin
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.2
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    • pp.411-417
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    • 2021
  • The field that studies human-computer interaction is called HCI (Human-computer interaction). This field is an academic field that studies how humans and computers communicate with each other and recognize information. This study is a study on hand gesture recognition for human interaction. This study examines the problems of existing recognition methods and proposes an algorithm to improve the recognition rate. The hand region is extracted based on skin color information for the image containing the shape of the human hand, and the center of gravity profile is calculated using principal component analysis. I proposed a method to increase the recognition rate of hand gestures by comparing the obtained information with predefined shapes. We proposed a method to increase the recognition rate of hand gestures by comparing the obtained information with predefined shapes. The existing center of gravity profile has shown the result of incorrect hand gesture recognition for the deformation of the hand due to rotation, but in this study, the center of gravity profile is used and the point where the distance between the points of all contours and the center of gravity is the longest is the starting point. Thus, a robust algorithm was proposed by re-improving the center of gravity profile. No gloves or special markers attached to the sensor are used for hand gesture recognition, and a separate blue screen is not installed. For this result, find the feature vector at the nearest distance to solve the misrecognition, and obtain an appropriate threshold to distinguish between success and failure.

Properties of Hand-made Clay Balls used as a Novel Filter Media

  • Rajapakse, J.P.;Madabhushi, G.;Fenner, R.;Gallage, C.
    • Geomechanics and Engineering
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    • v.4 no.4
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    • pp.281-294
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    • 2012
  • Filtration using granular media such as quarried sand, anthracite and granular activated carbon is a well-known technique used in both water and wastewater treatment. A relatively new pre-filtration method called pebble matrix filtration (PMF) technology has been proved effective in treating high turbidity water during heavy rain periods that occur in many parts of the world. Sand and pebbles are the principal filter media used in PMF laboratory and pilot field trials conducted in the UK, Papua New Guinea and Serbia. However during first full-scale trials at a water treatment plant in Sri Lanka in 2008, problems were encountered in sourcing the required uniform size and shape of pebbles due to cost, scarcity and Government regulations on pebble dredging. As an alternative to pebbles, hand-made clay pebbles (balls) were fired in a kiln and their performance evaluated for the sustainability of the PMF system. These clay balls within a filter bed are subjected to stresses due to self-weight and overburden, therefore, it is important that clay balls should be able to withstand these stresses in water saturated conditions. In this paper, experimentally determined physical properties including compression failure load (Uniaxial Compressive Strength) and tensile strength at failure (theoretical) of hand-made clay balls are described. Hand-made clay balls fired between the kiln temperatures of $875^{\circ}C$ to $960^{\circ}C$ gave failure loads of between 3.0 kN and 7.1 kN. In another test when clay balls were fired to $1250^{\circ}C$ the failure load was 35.0 kN compared to natural Scottish cobbles with an average failure load of 29.5 kN. The uniaxial compressive strength of clay balls obtained by experiment has been presented in terms of the tensile yield stress of clay balls. Based on the effective stress principle in soil mechanics, a method for the estimation of maximum theoretical load on clay balls used as filter media is proposed and compared with experimental failure loads.

A Implementation and Performance Analysis of Emotion Messenger Based on Dynamic Gesture Recognitions using WebCAM (웹캠을 이용한 동적 제스쳐 인식 기반의 감성 메신저 구현 및 성능 분석)

  • Lee, Won-Joo
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.7
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    • pp.75-81
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    • 2010
  • In this paper, we propose an emotion messenger which recognizes face or hand gestures of a user using a WebCAM, converts recognized emotions (joy, anger, grief, happiness) to flash-cones, and transmits them to the counterpart. This messenger consists of face recognition module, hand gesture recognition module, and messenger module. In the face recognition module, it converts each region of the eye and the mouth to a binary image and recognizes wink, kiss, and yawn according to shape change of the eye and the mouth. In hand gesture recognition module, it recognizes gawi-bawi-bo according to the number of fingers it has recognized. In messenger module, it converts wink, kiss, and yawn recognized by the face recognition module and gawi-bawi-bo recognized by the hand gesture recognition module to flash-cones and transmits them to the counterpart. Through simulation, we confirmed that CPU share ratio of the emotion messenger is minimized. Moreover, with respect to recognition ratio, we show that the hand gesture recognition module performs better than the face recognition module.

Leap Motion Framework for Juggling Motion According to User Motion in Virtual Environment

  • Kim, Jong-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.11
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    • pp.51-57
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    • 2021
  • In this paper, we propose a new framework that calculates the user's hand motions using a Leap Motion device, and uses this to practice and analyze arm muscles as well as juggling motions. The proposed method can map the movement of the ball in a virtual environment according to the user's hand motions in real time, and analyze the amount of exercise by visualizing the relaxation and contraction of the muscles. The proposed framework consists of three main parts : 1) It tracks the user's hand position with the Leap Motion device. 2) As with juggling, the action pattern of the user throwing the ball is defined as an event. 3) We propose a parabola-based particle method to map the movement of a juggling shape to a ball based on the user's hand position. As a result, using the our framework, it is possible to play a juggling game in real-time.

A Study on the Analysis of Behavior of Appreciation and the Exhibition Space for Improvement of Visitor's Movement in Seoul Museum of History (서울역사박물관 관람동선 개선을 위한 관람행태와 전시공간 분석에 관한 연구)

  • 임채진;박무호;정성욱
    • Korean Institute of Interior Design Journal
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    • no.36
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    • pp.93-101
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    • 2003
  • The first object of this study is to clarify the newly demanded service to the visiter in the museum. And the second is to consider the spatial configuration on the layout of exhibition and the shape of exhibition room from the view points of behavior of appreciation and other methodology. The results of this study are as follows : The exhibition content and structure of Seoul Museum of History formed by a story-line according to the theme of an each zone fixed sequence in an each exhibition that we are achieved. But the layout of exhibition and the shape of exhibition consist on the other hand of the freedom selection. So the problem appeared In the difference of the exhibition content and the layout of exhibition to the behavior of appreciation. It can be said that the concept of exhibition space should be taken into account and the spatial configuration by the completed floor plan in order to satisfy the planning concepts.

Optimization of Vacuum Cleaner Handle Using Approximate Model and NSGA-II (근사 모델과 NSGA-II를 이용한 진공청소기 손잡이 근사최적설계)

  • Yun, Minro;Lee, Jongsoo
    • Journal of the Korean Society of Manufacturing Technology Engineers
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    • v.26 no.1
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    • pp.30-35
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    • 2017
  • The major parts of a vacuum cleaner are molded. The vacuum cleaner works in multi-load conditions. Therefore, the designer needs to optimize the structure and injection molding conditions simultaneously. Here, the main factor of design is the rib shape and thickness. The greater the rib thickness, the greater the stiffness of the structure. However, it causes an increase in weight. On the other hand, the lower the rib thickness, the greater the increase in the injection pressure. However, the weight will be reduced. Therefore, the designer needs to optimize the rib shape and thickness for structure stiffness and injection molding. In order to solve this problem, we propose an optimization method using D.O.E and a response surface model, which is a multi-objective optimization method using the multi-objective genetic algorithm.