• Title/Summary/Keyword: Motion-based interaction

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Motion based interaction techique for a camera-tracked laser pointer system (카메라 추적 기반 레이저 포인터 시스템을 위한 동작 기반 상호작용 기술)

  • Ahn, Sang-Mahn;Lim, Jong-Gwan;Kwon, Dong-Soo
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.257-261
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    • 2008
  • In this paper, intuitive interactions compatible with various software and replaceable with the conventional mouse function are proposed for camera-tracked laser pointer system. For this purpose, this paper designs the motion based interaction using acceleration information from a new laser pointer with 3-axes accelerometer and shows its usability.

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A Robot Motion Authoring Using Finger-Robot Interaction

  • Kim, Yoon-Sang;Seok, Kwang-Ho;Lee, Chang-Mug;Kwon, Oh-Young
    • Journal of information and communication convergence engineering
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    • v.8 no.2
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    • pp.180-184
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    • 2010
  • This paper proposes a robot motion authoring using finger-robot interaction. The proposed method is a user friendly method that easily authors (creates and controls) robot motion according to the number of fingers. The effectiveness of the proposed motion authoring method was verified based on motion authoring simulation of an industrial robot.

Unified Approach for Force/Position Control in the Vehicle Body Sanding Process

  • Nguyen, Chi Thanh;Lee, Jae Woo;Yang, Soon Yong
    • Journal of Drive and Control
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    • v.14 no.3
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    • pp.25-31
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    • 2017
  • This study presents a methodology for simulating a unified approach that controls interaction force between tool and objective by using a synthesis method of robot interacting control law for stabilizing the transient process of motion. Root locus is used to analyze stabilization of motion deviation characteristics. Based on responses of motion deviation, contact force is derived to satisfy exponential stability and we generate control input with respect to motion trajectories and interaction force. Moreover, simulation is applied to experimental application of a Cartesian robot driven by two stepper motors, and the noise of feedback signals is considered as presence of system inaccuracies, and the unified approach of interaction force control is examined precisely.

Realization of a Motion-based Interactive System Using Extraction of Real-time Search Terms

  • Lim, Sooyeon;Lee, Dongin
    • International Journal of Contents
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    • v.12 no.2
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    • pp.31-36
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    • 2016
  • The purpose of this research is to realize interactive art based on user's motions information using real time internet search terms. For this purpose, real-time search terms and related news information were extracted from three domestic and foreign portal sites, and the extracted information was used to generate content for interaction with the user. For interaction between the generated content and the user, a motion-based interactive technology that optimizes the intentions and experiences of the user was developed. A motion-based interactive system can be used to develop an immersive interface that induces user interest.

Shaking table test on soil-structure interaction system (1) : Superstructure with foundation on half-space soil (건물-지반 시스템에 관한 진동대실험 (1) : 반무한지반위의 구조물)

  • Lee Sung-Kyung;Masato Motosaka;Min Kyung-Won
    • Proceedings of the Computational Structural Engineering Institute Conference
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    • 2005.04a
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    • pp.538-547
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    • 2005
  • This paper presents the shaking table testing method, only using building specimen as an experimental part taking into account the dynamic soil-structure interaction based on the substructure method. The Parmelee's soil stiffness is used as an assumed soil model in here. The proposed methodologies are summarized as: (1) Acceleration feedback method is the one that the shaking table is driven by the motion, corresponding to the acceleration at foundation of the total SSI system. This is found by observing the fed-back accelerations of superstructure and using the interaction force based on the acceleration formulation. (2) Velocity feedback method is the one that the shaking table is driven by the motion, corresponding to the velocity at foundation of the total SSI system. This is found by observing the fed-back accelerations of superstructure and using the interaction force based on the velocity formulation. The applicability of the proposed methodologies to the shaking table test is investigated and experimentally verified in this paper.

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Human-Computer Natur al User Inter face Based on Hand Motion Detection and Tracking

  • Xu, Wenkai;Lee, Eung-Joo
    • Journal of Korea Multimedia Society
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    • v.15 no.4
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    • pp.501-507
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    • 2012
  • Human body motion is a non-verbal part for interaction or movement that can be used to involves real world and virtual world. In this paper, we explain a study on natural user interface (NUI) in human hand motion recognition using RGB color information and depth information by Kinect camera from Microsoft Corporation. To achieve the goal, hand tracking and gesture recognition have no major dependencies of the work environment, lighting or users' skin color, libraries of particular use for natural interaction and Kinect device, which serves to provide RGB images of the environment and the depth map of the scene were used. An improved Camshift tracking algorithm is used to tracking hand motion, the experimental results show out it has better performance than Camshift algorithm, and it has higher stability and accuracy as well.

Realistic Visual Simulation of Water Effects in Response to Human Motion using a Depth Camera

  • Kim, Jong-Hyun;Lee, Jung;Kim, Chang-Hun;Kim, Sun-Jeong
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.2
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    • pp.1019-1031
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    • 2017
  • In this study, we propose a new method for simulating water responding to human motion. Motion data obtained from motion-capture devices are represented as a jointed skeleton, which interacts with the velocity field in the water simulation. To integrate the motion data into the water simulation space, it is necessary to establish a mapping relationship between two fields with different properties. However, there can be severe numerical instability if the mapping breaks down, with the realism of the human-water interaction being adversely affected. To address this problem, our method extends the joint velocity mapped to each grid point to neighboring nodes. We refine these extended velocities to enable increased robustness in the water solver. Our experimental results demonstrate that water animation can be made to respond to human motions such as walking and jumping.

Real-time Interactive Particle-art with Human Motion Based on Computer Vision Techniques (컴퓨터 비전 기술을 활용한 관객의 움직임과 상호작용이 가능한 실시간 파티클 아트)

  • Jo, Ik Hyun;Park, Geo Tae;Jung, Soon Ki
    • Journal of Korea Multimedia Society
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    • v.21 no.1
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    • pp.51-60
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    • 2018
  • We present a real-time interactive particle-art with human motion based on computer vision techniques. We used computer vision techniques to reduce the number of equipments that required for media art appreciations. We analyze pros and cons of various computer vision methods that can adapted to interactive digital media art. In our system, background subtraction is applied to search an audience. The audience image is changed into particles with grid cells. Optical flow is used to detect the motion of the audience and create particle effects. Also we define a virtual button for interaction. This paper introduces a series of computer vision modules to build the interactive digital media art contents which can be easily configurated with a camera sensor.

Design of Gaming Interaction Control using Gesture Recognition and VR Control in FPS Game (FPS 게임에서 제스처 인식과 VR 컨트롤러를 이용한 게임 상호 작용 제어 설계)

  • Lee, Yong-Hwan;Ahn, Hyochang
    • Journal of the Semiconductor & Display Technology
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    • v.18 no.4
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    • pp.116-119
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    • 2019
  • User interface/experience and realistic game manipulation play an important role in virtual reality first-person-shooting game. This paper presents an intuitive hands-free interface of gaming interaction scheme for FPS based on user's gesture recognition and VR controller. We focus on conventional interface of VR FPS interaction, and design the player interaction wearing head mounted display with two motion controllers; leap motion to handle low-level physics interaction and VIVE tracker to control movement of the player joints in the VR world. The FPS prototype system shows that the design interface helps to enjoy playing immersive FPS and gives players a new gaming experience.