• Title/Summary/Keyword: gestures

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Three Dimensional Hand Gesture Taxonomy for Commands

  • Choi, Eun-Jung;Lee, Dong-Hun;Chung, Min-K.
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.4
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    • pp.483-492
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    • 2012
  • Objective: The aim of this study is to suggest three-dimensional(3D) hand gesture taxonomy to organize the user's intention of his/her decisions on deriving a certain gesture systematically. Background: With advanced technologies of gesture recognition, various researchers have studied to focus on deriving intuitive gestures for commands from users. In most of the previous studies, the users' reasons for deriving a certain gesture for a command were only used as a reference to group various gestures. Method: A total of eleven studies which categorized gestures accompanied by speech were investigated. Also a case study with thirty participants was conducted to understand gesture-features which derived from the users specifically. Results: Through the literature review, a total of nine gesture-features were extracted. After conducting the case study, the nine gesture-features were narrowed down a total of seven gesture-features. Conclusion: Three-dimensional hand gesture taxonomy including a total of seven gesture-features was developed. Application: Three-dimensional hand gesture taxonomy might be used as a check list to understand the users' reasons.

Hand Gesture Recognition Suitable for Wearable Devices using Flexible Epidermal Tactile Sensor Array

  • Byun, Sung-Woo;Lee, Seok-Pil
    • Journal of Electrical Engineering and Technology
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    • v.13 no.4
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    • pp.1732-1739
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    • 2018
  • With the explosion of digital devices, interaction technologies between human and devices are required more than ever. Especially, hand gesture recognition is advantageous in that it can be easily used. It is divided into the two groups: the contact sensor and the non-contact sensor. Compared with non-contact gesture recognition, the advantage of contact gesture recognition is that it is able to classify gestures that disappear from the sensor's sight. Also, since there is direct contacted with the user, relatively accurate information can be acquired. Electromyography (EMG) and force-sensitive resistors (FSRs) are the typical methods used for contact gesture recognition based on muscle activities. The sensors, however, are generally too sensitive to environmental disturbances such as electrical noises, electromagnetic signals and so on. In this paper, we propose a novel contact gesture recognition method based on Flexible Epidermal Tactile Sensor Array (FETSA) that is used to measure electrical signals according to movements of the wrist. To recognize gestures using FETSA, we extracted feature sets, and the gestures were subsequently classified using the support vector machine. The performance of the proposed gesture recognition method is very promising in comparison with two previous non-contact and contact gesture recognition studies.

Video Editing using Hand Gesture Tracking and Recognition (손동작 추적 및 인식을 이용한 비디오 편집)

  • Bae, Cheol-Soo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.1
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    • pp.102-107
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    • 2007
  • In this paper presents a gesture based driven approach for video editing. Given a lecture video, we adopt novel approaches to automatically detect and synchronize its content with electronic slides. The gestures in each synchronized topic (or shot) are then tracked and recognized continuously. By registering shots and slides md recovering their transformation, the regions where the gestures take place can be known. Based on the recognized gestures and their registered positions, the information in slides can be seamlessly extracted not only to assist video editing, but also to enhance the quality of original lecture video. In experiment with two videos, the proposed system showd each gesture recognition rate 95.5%,96.4%.

The Uncanny of Familiar, yet Foreign Gestures Focused on the Works of Brothers Quay (몸짓의 언캐니 연구 - 퀘이 형제의 작품을 중심으로 -)

  • Ko, Min-Jung
    • Cartoon and Animation Studies
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    • s.33
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    • pp.55-78
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    • 2013
  • The issues on the representation of digital images, the uncanny is not considered aesthetically but must be overcome. It seems that the future of visual media using digital images, depends on the development and advancement of the digital technology. However, the Brothers Quay regarded as unique and experimental animators, focus their attention towards the past rather than the future. They trace back to the origin of the media, reproducing, manipulating, and representing gestures in oder to restore the shock and thrill delivered in film and animation. The Brothers Quay explore the uncanny of gestures through the mechanism of medium. They work in a wide range of genres, from animation, live action to dance film. The creaking spasms, which create the feeling that the movement does not belong to this world, and the strange gestures, reveals the flicker of the still projection and make audiences recognize gestures in the true meaning of the word. While they animate live actors and dead objects like automata, the hidden desires are revealed over screen. In this paper, focusing on the works of Brothers Quay, I tried to explore the uncanny of gesture based on Freud's and Jentsch' theory of uncanny.

An Experimental Research on the Usability of Indirect Control using Finger Gesture Interaction in Three Dimensional Space (3차원 공간에서 손가락 제스쳐 인터랙션을 이용한 간접제어의 사용성에 관한 실험연구)

  • Ham, Kyung Sun;Lee, Dahye;Hong, Hee Jung;Park, Sungjae;Kim, Jinwoo
    • The Journal of the Korea Contents Association
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    • v.14 no.11
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    • pp.519-532
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    • 2014
  • The emerging technologies for the natural computer interaction can give manufacturers new opportunities of product innovation. This paper is the study on a method of human communication about a finger gestures interaction. As technological advance has been so rapid over the last few decades, the utilizing products or services will be soon popular. The purpose of this experiment are as follows; What is the usefulness of gesture interaction? What is the cognitive impact on gesture interaction users. The finger gestures interaction consist of poking, picking and grasping. By measuring each usability in 2D and 3D space, this study shows the effect of finger gestures interaction. The 2D and 3D experimental tool is developed by using LeapMotion technology. As a results, the experiments involved 48 subjects shows that there is no difference in usability between the gestures in 2D space but in 3D space, the meaningful difference has been found. In addition, all gestures express good usability in 2D space rather than 3D space. Especially, there are the attractive interest that using uni-finger is better than multi-fingers.

Depth Image Poselets via Body Part-based Pose and Gesture Recognition (신체 부분 포즈를 이용한 깊이 영상 포즈렛과 제스처 인식)

  • Park, Jae Wan;Lee, Chil Woo
    • Smart Media Journal
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    • v.5 no.2
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    • pp.15-23
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    • 2016
  • In this paper we propose the depth-poselets using body-part-poses and also propose the method to recognize the gesture. Since the gestures are composed of sequential poses, in order to recognize a gesture, it should emphasize to obtain the time series pose. Because of distortion and high degree of freedom, it is difficult to recognize pose correctly. So, in this paper we used partial pose for obtaining a feature of the pose correctly without full-body-pose. In this paper, we define the 16 gestures, a depth image using a learning image was generated based on the defined gestures. The depth poselets that were proposed in this paper consists of principal three-dimensional coordinates of the depth image and its depth image of the body part. In the training process after receiving the input defined gesture by using a depth camera in order to train the gesture, the depth poselets were generated by obtaining 3D joint coordinates. And part-gesture HMM were constructed using the depth poselets. In the testing process after receiving the input test image by using a depth camera in order to test, it extracts foreground and extracts the body part of the input image by comparing depth poselets. And we check part gestures for recognizing gesture by using result of applying HMM. We can recognize the gestures efficiently by using HMM, and the recognition rates could be confirmed about 89%.

A Study on Implementing Kinect-Based Control for LCD Display Contents (LCD Display 설비 Contents의 Kinect기반 동작제어 기술 구현에 관한 연구)

  • Rho, Jungkyu
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.63 no.4
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    • pp.565-569
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    • 2014
  • Recently, various kinds of new computer controlled devices have been introduced in a wide range of areas, and convenient user interfaces for controlling the devices are strongly needed. To implement natural user interfaces(NUIs) on top of the devices, new technologies like a touch screen, Wii Remote, wearable interfaces, and Microsoft Kinect were presented. This paper presents a natural and intuitive gesture-based model for controlling contents of LCD display. Microsoft Kinect sensor and its SDK are used to recognize human gestures, and the gestures are interpreted into corresponding commands to be executed. A command dispatch model is also proposed in order to handle the commands more naturally. I expect the proposed interface can be used in various fields, including display contents control.

Marionette Control System using Gesture Mode Change (제스처 할당 모드를 이용한 마리오네트 조정 시스템)

  • Cheon, Kyeong-Min;Kwak, Su Hui;Rew, Keun-Ho
    • Journal of Institute of Control, Robotics and Systems
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    • v.21 no.2
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    • pp.150-156
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    • 2015
  • In this paper, a marionette control system using wrist and finger gestures through an IMU sensor is studied. The signals from the sensor device are conditioned and recognized, then the commands are sent to the 8 motors of the marionette via Bluetooth (5 motors control the motion of the marionette, and 3 motors control the location of the marionette). It is revealed that the degree of freedom of fingers are not independent from each other, therefore, some gestures are hardly made. Gesture mode changes for difficult postures of the fingers in cases of a lack of finger DOF are proposed. Therefore, the gesture mode change switches the assignment of gesture as required. Experimental results show that gesture mode change is successful for appropriate postures of a marionette.