• Title/Summary/Keyword: hand interface

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An Application of AdaBoost Learning Algorithm and Kalman Filter to Hand Detection and Tracking (AdaBoost 학습 알고리즘과 칼만 필터를 이용한 손 영역 탐지 및 추적)

  • Kim, Byeong-Man;Kim, Jun-Woo;Lee, Kwang-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.10 no.4 s.36
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    • pp.47-56
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    • 2005
  • With the development of wearable(ubiquitous) computers, those traditional interfaces between human and computers gradually become uncomfortable to use, which directly leads to a requirement for new one. In this paper, we study on a new interface in which computers try to recognize the gesture of human through a digital camera. Because the method of recognizing hand gesture through camera is affected by the surrounding environment such as lighting and so on, the detector should be a little sensitive. Recently, Viola's detector shows a favorable result in face detection. where Adaboost learning algorithm is used with the Haar features from the integral image. We apply this method to hand area detection and carry out comparative experiments with the classic method using skin color. Experimental results show Viola's detector is more robust than the detection method using skin color in the environment that degradation may occur by surroundings like effect of lighting.

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Image Processing Based Virtual Reality Input Method using Gesture (영상처리 기반의 제스처를 이용한 가상현실 입력기)

  • Hong, Dong-Gyun;Cheon, Mi-Hyeon;Lee, Donghwa
    • Journal of Korea Society of Industrial Information Systems
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    • v.24 no.5
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    • pp.129-137
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    • 2019
  • Ubiquitous computing technology is emerging as information technology advances. In line with this, a number of studies are being carried out to increase device miniaturization and user convenience. Some of the proposed devices are user-friendly and uncomfortable with hand-held operation. To address these inconveniences, this paper proposed a virtual button that could be used in watching television. When watching a video on television, a camera is installed at the top of the TV, using the fact that the user watches the video from the front, so that the camera takes a picture of the top of the head. Extract the background and hand area separately from the filmed image, extract the outline to the extracted hand area, and detect the tip point of the finger. Detection of the end point of the finger produces a virtual button interface at the top of the image being filmed in front, and the button activates when the end point of the detected finger becomes a pointer and is located inside the button.

Motor Imagery Brain Signal Analysis for EEG-based Mouse Control (뇌전도 기반 마우스 제어를 위한 동작 상상 뇌 신호 분석)

  • Lee, Kyeong-Yeon;Lee, Tae-Hoon;Lee, Sang-Yoon
    • Korean Journal of Cognitive Science
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    • v.21 no.2
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    • pp.309-338
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    • 2010
  • In this paper, we studied the brain-computer interface (BCI). BCIs help severely disabled people to control external devices by analyzing their brain signals evoked from motor imageries. The findings in the field of neurophysiology revealed that the power of $\beta$(14-26 Hz) and $\mu$(8-12 Hz) rhythms decreases or increases in synchrony of the underlying neuronal populations in the sensorymotor cortex when people imagine the movement of their body parts. These are called Event-Related Desynchronization / Synchronization (ERD/ERS), respectively. We implemented a BCI-based mouse interface system which enabled subjects to control a computer mouse cursor into four different directions (e.g., up, down, left, and right) by analyzing brain signal patterns online. Tongue, foot, left-hand, and right-hand motor imageries were utilized to stimulate a human brain. We used a non-invasive EEG which records brain's spontaneous electrical activity over a short period of time by placing electrodes on the scalp. Because of the nature of the EEG signals, i.e., low amplitude and vulnerability to artifacts and noise, it is hard to analyze and classify brain signals measured by EEG directly. In order to overcome these obstacles, we applied statistical machine-learning techniques. We could achieve high performance in the classification of four motor imageries by employing Common Spatial Pattern (CSP) and Linear Discriminant Analysis (LDA) which transformed input EEG signals into a new coordinate system making the variances among different motor imagery signals maximized for easy classification. From the inspection of the topographies of the results, we could also confirm ERD/ERS appeared at different brain areas for different motor imageries showing the correspondence with the anatomical and neurophysiological knowledge.

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Double Threshold Method for EMG-based Human-Computer Interface (근전도 기반 휴먼-컴퓨터 인터페이스를 위한 이중 문턱치 기법)

  • Lee Myungjoon;Moon Inhyuk;Mun Museong
    • Journal of Biomedical Engineering Research
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    • v.25 no.6
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    • pp.471-478
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    • 2004
  • Electromyogram (EMC) signal generated by voluntary contraction of muscles is often used in a rehabilitation devices such as an upper limb prosthesis because of its distinct output characteristics compared to other bio-signals. This paper proposes an EMG-based human-computer interface (HCI) for the control of the above-elbow prosthesis or the wheelchair. To control such rehabilitation devices, user generates four commands by combining voluntary contraction of two different muscles such as levator scapulae muscles and flexor-extensor carpi ulnaris muscles. The muscle contraction is detected by comparing the mean absolute value of the EMG signal with a preset threshold value. However. since the time difference in muscle firing can occur when the patient tries simultaneous co-contraction of two muscles, it is difficult to determine whether the patient's intention is co-contraction. Hence, the use of the comparison method using a single threshold value is not feasible for recognizing such co-contraction motion. Here, we propose a novel method using double threshold values composed of a primary threshold and an auxiliary threshold. Using the double threshold method, the co-contraction state is easily detected, and diverse interface commands can be used for the EMG-based HCI. The experimental results with real-time EMG processing showed that the double threshold method is feasible for the EMG-based HCI to control the myoelectric prosthetic hand and the powered wheelchair.

Funology Body : Classified Application System Based on Funology and Philosophy of the Human Body (Funology Body : Funology와 '몸의 철학' 이론을 바탕으로 한 어플리케이션 분류 검색 체계 연구)

  • Kihl, Tae-Suk;Jang, Ju-No;Ju, Hyun-Sun;Kwon, Ji-Eun
    • Science of Emotion and Sensibility
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    • v.13 no.4
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    • pp.635-646
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    • 2010
  • This article focuses on Funology and a new classified application system based on concept of language and thought which are formed by body experience. It is defined by Funology Body as that. Funology Body is classifying and searching system which are consisted of a body, world (environment), and device tool. The body is sectioned by Brain, Eyes, Ears, Nose, Mouth, Hand, Torso, Feet, and Heart according as parts of the human body. This allows intuiting and experience searching as making classified system connected to the application relationship with concept of an each part of body. The Brain of the body is sub-classified by Book, Account, Business, Memory, Education, Search, and Aphorism to imply the application with thought. The Eyes take Video, Photography, and Broadcast for visibility. The Ears is categorized as Music, Instrument, Audio, and Radio for hearing. The Nose gets Perfume, Smell for olfactory sense. The Mouth is sectioned by Food, SNS, Chatting, Email, and Blog for eating and communication. The Hand sorts into Games, Kits, and Editing to handle, create, and play. The Torso is grouped by Health, Medical, Dance, Sport, Fashion, and Testyuorself related by protecting internal and meaning of the body core. The Feet is classified by Travel, Transportation, Map, and Outdoor for moving and concept of expanding the terrain. The Heart is consisted of Fear, Anger, Joy, Sadness, Acceptance, Disgust, Expectation, and Surprise for a human feeling. Beyond that, the World takes News, Time, Weather, Map, Fortune, and Shop, and Device tool gets Interface, Utilities. The Funology Body has a unique characteristic of giving intuitive and sensuous pleasure and reflection of users' attitude and taste for changing application flexibly.

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Development of Collaborative Robot Control Training Medium to Improve Worker Safety and Work Convenience Using Image Processing and Machine Learning-Based Hand Signal Recognition (작업자의 안전과 작업 편리성 향상을 위한 영상처리 및 기계학습 기반 수신호 인식 협동로봇 제어 교육 매체 개발)

  • Jin-heork Jung;Hun Jeong;Gyeong-geun Park;Gi-ju Lee;Hee-seok Park;Chae-hun An
    • Journal of Practical Engineering Education
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    • v.14 no.3
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    • pp.543-553
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    • 2022
  • A collaborative robot(Cobot) is one of the production systems presented in the 4th industrial revolution and are systems that can maximize efficiency by combining the exquisite hand skills of workers and the ability of simple repetitive tasks of robots. Also, research on the development of an efficient interface method between the worker and the robot is continuously progressing along with the solution to the safety problem arising from the sharing of the workspace. In this study, a method for controlling the robot by recognizing the worker's hand signal was presented to enhance the convenience and concentration of the worker, and the safety of the worker was secured by introducing the concept of a safety zone. Various technologies such as robot control, PLC, image processing, machine learning, and ROS were used to implement this. In addition, the roles and interface methods of the proposed technologies were defined and presented for using educational media. Students can build and adjust the educational media system by linking the introduced various technologies. Therefore, there is an excellent advantage in recognizing the necessity of the technology required in the field and inducing in-depth learning about it. In addition, presenting a problem and then seeking a way to solve it on their own can lead to self-directed learning. Through this, students can learn key technologies of the 4th industrial revolution and improve their ability to solve various problems.

Multi-modal Sense based Interface for Augmented Reality in Table Top Display (테이블 탑 디스플레이 기반 증강현실 구현을 위한 다중 감각 지원 인터페이스)

  • Jeong, Jong-Mun;Yang, Hyung-Jeong;Kim, Sun-Hee
    • Journal of Korea Multimedia Society
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    • v.12 no.5
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    • pp.708-716
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    • 2009
  • Applications which are implemented on Table Top Display are controlled by hands, so that they support an intuitive interface to users. Users feel the real sense when they interact on the virtual scene in Table Top Display. However, most of conventional augmented reality applications on Table Top Display satisfy only visual sense. In this paper, we propose an interface that supports multi-modal sense in that tactile sense is utilized for augment reality by vibrating a physical control unit when it collides to virtual objects. Users can feel the collision in addition to visual scene. The proposed system facilitates tactile augmented reality through an air hockey game. A physical control unit vibrates when it receives virtual collision data over wireless communication. Since the use of tabletop display environment is extended with a tactile sense based physical unit other than hand, it provides a more intuitive interface.

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Performance Analysis of Sequential and Parallel Interworking Model for Connection Control of VB5.2 Interface (VB5.2 인터페이스의 연결 제어를 위한 순차형 및 병렬형 연동 방식의 성능 분석)

  • Kim, Choon-Hee;Cha, Young-Wook;Han, Ki-Jun
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.9
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    • pp.2948-2957
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    • 2000
  • A broadband access network in B- ISDN subscriber network, plays a role of concentration or multiplexing of various subscribers into a service node. To establish an end-to-end ATM connection, interworking functions between \'B5.2 interface's connection protocol and the signalling protocol, are perfonned at the service node. A sequential interworking model and a parallel interworking model were proposed for these interworking functions. The sequential interworking model proceeds the signalling protocol of network node after the response of VB5.2 interface protocol. On the other hand, the parallel interworking model proceeds the signalling protocol and the VB5.2 interface protocol simultaneously. In this paper, we analyze and simulate above two interworking models in tenns of a connection setup delay and completion ratio, when call requests with eBR and VBR transfer capability arrive at the service node. We observed that the completion ratios of the two interworking models are quite closed. However the connection setup delay of parallel interworking model is improved by about 33% compared with that of the sequential interworking model.

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Nitrate Flux at the Sediment-Water Interface in the West-Nakdong River Estuary (서낙동강 하구에서 퇴적물과 강물 경계면을 통한 질산염의 플럭스)

  • Lee, Tae-Hee;Lee, Tong-Sup
    • Ocean and Polar Research
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    • v.26 no.4
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    • pp.635-646
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    • 2004
  • Chronic outbreaks of green tide in the Nakdong estuary toll a heavy socioeconomic cost. The paper investigates the influence of sediments on the nitrogen eutrophication, being claimed as the primary cause of green tide. To measure the flux of nitrate at the sediments-water interface, sediment cores were taken in Jan., Mar., May and Sep., 2000 at Noksan located in the West-Nakdong river estuary. The dissolved oxygen was profiled and then the pore water was extracted in situ. Core samples were analyzed for their textural characteristics. Cores were incubated by a novel technique to measure the fluxes of nitrate $(NO_3^-)$ and ammonia $(NH_4^+)$ at the sediment-water interface. The dissolved oxygen was depleted usually within several millimeters in the top sediments. Nitrate started to decrease drastically at the layer where dissolved oxygen was nearly depleted. Nitrate was also exhausted within several centimeters, followed by ammonia build up rapidly. The flux at the sediments-water interface calculated from the pore water concentrations revealed that nitrate was removed from the water column into the sediments. The sediment incubation experiment confirmed the above result. On the other hand ammonia were released from the sediment to the water column. As the incubation went on, however, the nitrate concentration in the overlying water was dropped below that of a top sediment. Then the flux is reversed, i.e., nitrate was released from the sediments to the water column. The implication is that the sediment can supply nitrate to the water column if it falls below a certain level. Thus it is likely that sediments in the eutrophicated river buffers the nitrate concentration in the water column, which leads to a prolonged green tide.

User Interface Model Based Automatic Mobile Web Application Generation Tool for Embedded Systems (내장형 시스템을 위한 사용자 인터페이스 모델 기반 모바일 웹앱 자동 생성 도구)

  • Choi, Kibong;Kim, Saehwa
    • KIISE Transactions on Computing Practices
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    • v.23 no.1
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    • pp.13-27
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    • 2017
  • This paper presents a tool that automatically generates mobile web applications from user interface (UI) models which are based on PELUM (Pattern and Event based Logical User Interface Modeling). PELUM is a method for the effective development of UI-centered embedded systems via UI modeling. The proposed tool consists of a model editor and a code generator. The former provides an environment for modeling a Logical UI Model (LUM) and a Programming Interface Model (PIM) on the web. On the other hand, the code generator sets the screen configuration and events' behavior, according to the LUM, synthesizing a local database schema according to the PIM, and then generates an executable mobile web app. It also can produce mashup web apps by receiving an open API address via the PIM. The generated mobile web apps follow the Model-View-Controller (MVC) architecture in order for users to easily customize them. The proposed tool enables them to generate mobile web apps that can be executed on various devices by modeling logical UIs on the web.