• 제목/요약/키워드: hand shapes

검색결과 248건 처리시간 0.028초

3차원 인체모델을 이용한 엉덩이의 형태적 특징과 패턴과의 관계 (Relationship between Hip Shape and Pattern Using 3D Body Model)

  • 조영숙
    • 한국의류학회지
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    • 제33권2호
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    • pp.266-275
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    • 2009
  • Variations of individual hip shapes are a major obstacle in pattern making for fitness. The drafting method is used for pattern making in today's apparel industry. Whilst catering to a limited number of information such as waist and hip sizes, this method does not cater to variations in hip shape. This paper describes the analysis of hip shapes using 3D body model and tries to make sure the relationship between hip shape and pattern by calculating hip angle and dart amount. We achieved results in analyzing various hip shapes by extracting hip angle. Moreover, various hip shapes can be divided into three types(A, B and C) by the hip angle value($K_{sh}-K_{wsh}$). When we use computerized draping method to make a personalized pattern for a tigth skirt, we easily create complex dart lines automatically. Therefore we achieve the result of individual dart amount such as distance between dart lines and dart areas. C type of hip shape had short dart length, long distance between dart lines and a large amount of dart area. On the other hand, A type had long dart length, short distance between dart lines and small amount of dart area. B type had long length and long distance between dart lines and large amount of dart area. In traditional pattern making, distance between dart lines is usually proportional to amount of dart area because of similarity in dart line shape. In our pattern, there is no proportional relationship between dart line distance and dart area. This means that variations in hip shapes result in a wide variety of dart line curvature resulting in a wide range of dart area. By ensuring an accurate relationship between hip shape and pattern, it is possible to make patterns which result in clothing that not only fits well, but also exhibits other desirable properties.

Sketch-based 3D modeling by aligning outlines of an image

  • Li, Chunxiao;Lee, Hyowon;Zhang, Dongliang;Jiang, Hao
    • Journal of Computational Design and Engineering
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    • 제3권3호
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    • pp.286-294
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    • 2016
  • In this paper we present an efficient technique for sketch-based 3D modeling using automatically extracted image features. Creating a 3D model often requires a drawing of irregular shapes composed of curved lines as a starting point but it is difficult to hand-draw such lines without introducing awkward bumps and edges along the lines. We propose an automatic alignment of a user's hand-drawn sketch lines to the contour lines of an image, facilitating a considerable level of ease with which the user can carelessly continue sketching while the system intelligently snaps the sketch lines to a background image contour, no longer requiring the strenuous effort and stress of trying to make a perfect line during the modeling task. This interactive technique seamlessly combines the efficiency and perception of the human user with the accuracy of computational power, applied to the domain of 3D modeling where the utmost precision of on-screen drawing has been one of the hurdles of the task hitherto considered a job requiring a highly skilled and careful manipulation by the user. We provide several examples to demonstrate the accuracy and efficiency of the method with which complex shapes were achieved easily and quickly in the interactive outline drawing task.

전통 누비에 관한연구-한국과 일본을 중신으로- (A Study on Traditional Quilting-The Focus of Korea and Japan-)

  • 남윤자
    • 복식
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    • 제50권
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    • pp.161-182
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    • 2000
  • The results of this study were as follows: The quit has been used for warmth supporting materials protection religious uses decoration and giving stability of shapes. Quilt is developed from monk's robe of lags and the word 'nubi' is originated form 'nabeui' in both Korean and Japan. Korean quilt was used mainly for warmth: Japanese one was used for warmth and supporting materials. The techniques used for traditional Korean quit were parallel vertical hand stitches. On the other hand Japanese traditional quilt uses various motifs of sashiko which is similar to embroidery and named by region. Korean quilt can be divided into three types by the stitch intervals: Fin quit(Jan unbi) Medium quilt(Jung nubi) and Wide quilt(Demun nubi). Japanese quilt has been developed in east-north region and can be grouped into sashiko kogin and hishizashi by motifs of quit. Korean quilt costumes are stuffed with cotton between the outer fabrics and linings and stitched vertically on the fabrics Main fabrics used were silk and cotton. Japanese quilt costume uses cotton yarns for stitching on flax or cotton fabrics used were silk and cotton. fabrics and main uses of the quilot costumes were sorking clothes of working classes. Both Korean and Japanese quilt costumes contain of family's health happiness and longevity. In summary Korean quilts use two layers of fabrics and stuff them with cotton and stitch parallel vertical i\lines to provide warmth Japanese quilt are sashiko which is stitches of strand in various shapes using cotton yarns. differ by region and are made for warmth and supporting materials.

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감각형 증강현실 환경에서의 손 가림 현상 해결 방안 (Resolving Hand Region Occlusion in Tangible Augmented Reality Envrionments)

  • 문희철;박형준
    • 한국CDE학회논문집
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    • 제16권4호
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    • pp.277-284
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    • 2011
  • In tangible augmented reality (AR) environments for virtual prototyping, the user interacts with virtual products by manipulating tangible objects with his or her hands, but the user often encounter awkward situations in which his or her hands are occluded by augmented virtual objects, which reduces both immersion and ease of interaction. In this paper, we present how to resolve such hand region occlusion in order to enhance natural interaction and immersive visualization. In the AR environment considered, we use two types (product-type and pointer-type) of tangible objects for tangible user interaction with a virtual product of interest. Holding the tangible objects with his or her hands, the user can create input events by touching specified regions of the product-type tangible object with the pointer-type tangible object. We developed a method for resolving hand region occlusion frequently arising during such user interaction, It first detect hand region in a real image and refines the rendered image of the virtual object by subtracting the hand region from the rendered image, Then, it superimposes the refined image onto the real image to obtain an image in which the occlusion is resolved. Incorporated into tangible AR interaction for virtual prototyping of handheld products such as cellular phones and MP3 players, the method has been found by a preliminary user study that it is not only useful to improve natural interaction and immersive visualization of virtual products, but also helpful for making the users experience the products' shapes and functions better.

충돌감지 알고리듬을 적용한 햅틱 핸드 컨트롤러의 제어 (Control of Haptic Hand Controller Using Collision Detection Algorithm)

  • 손원선;조경래;송재복
    • 한국정밀공학회:학술대회논문집
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    • 한국정밀공학회 2003년도 춘계학술대회 논문집
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    • pp.992-995
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    • 2003
  • A haptic device operated by the user's hand can receive information on position and orientation of the hand and display force and moment generated in the virtual environment to the hand. For realistic haptic display, the detailed information on collision between objects is necessary. In the past, the point-based graphic environment has been used in which the end effector of a haptic device was represented as a point and the interaction of this point with the virtual environment was investigated. In this paper, the shape-based graphic environment is proposed in which the interaction of the shape with the environment is considered to analyze collision or contact more accurately. To this end. the so-called Gilbert-Johnson-Keerthi (GJK) algorithm is adopted to compute collision points and collision instants between two shapes in the 3-D space. The 5- DOF haptic hand controller is used with the GJK algorithm to demonstrate a peg-in-hole operation in the virtual environment in conjunction with a haptic device. It is shown from various experiments that the shape-based representation with the GJK algorithm can provide more realistic haptic display for peg-in-hole operations.

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GA를 이용한 PC 기반 Hand-Geometry 인식시스템의 Nail 영역 추출에 관한 연구 (A Study on the Extraction of Nail's Region from PC-based Hand-Geometry Recognition System Using GA)

  • 김영탁;김수정;박주원;이상배
    • 한국지능시스템학회논문지
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    • 제14권4호
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    • pp.506-511
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    • 2004
  • 최근 몇 년 동안 사람들의 고유한 생리적인 특징을 이용한 생체 인식은 새로운 학문으로서 연구 및 개발이 활발하게 진행되고 있다. 지금까지, 오로지 지문 인식만이 다른 생체 인식에 비해 확인과 식별 시스템들이 더 정교하고, 비싼 취득 인터페이스들과 인식 과정을 필요로 하기 때문에 온라인 보안 검사를 위하여 한정된 성공을 보았다. Hand-Geometry는 생체 인식의 확인 그리고 취득의 편리 때문에 식별 그리고 확인을 위하여 사용되고 있다. 그러므로, 본 논문은 이러한 특징을 가지는 손의 기하학적인 Hand-Geometry 인식 시스템을 제안하고자 한다. 해부학적인 관점에서, 인간의 손은 길이, 폭, 두께, 기하학적인 모양, 손바닥의 모양, 그리고 손가락들의 기하학적인 모양까지 특성으로 나타내어질 수 있다. 본 논문에서 제안한 Hand-Geometry 인식 시스템은 30개의 특징 데이터를 가진다. 그러나 특징 데이터 가운데 사용자의 Hand-Geometry의 특징에 따라 길이 데이터가 변하는 것을 실험적으로 발견하였다. 따라서 이와 같은 가변적인 길이 데이터를 안정화시키기 위하여 본 논문에서는 길이 데이터의 기준점을 손톱 아래 점으로 정하고, GA를 적용하여 보다 안정된 특징점을 추출하였다.

손 모양 인식을 이용한 모바일 로봇제어 (Mobile Robot Control using Hand Shape Recognition)

  • 김영래;김은이;장재식;박세현
    • 전자공학회논문지CI
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    • 제45권4호
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    • pp.34-40
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    • 2008
  • 본 논문에서는 손 모양 인식을 이용한 비전기반의 모바일 로봇제어 시스템을 제안한다. 손 모양을 인식하기 위해서는 움직이는 카메라로부터 정확한 손의 경계선을 추출하고 추적하는 것이 필요하다. 이를 위해 본 논문에서는 초기 윤곽선 위치 및 경계에 강건하고, 빠른 물체를 정확히 추적할 수 있는 mean shift를 이용한 활성 윤곽선 모델(ACM) 추적 방법을 개발하였다. 제안된 시스템은 손 검출기, 손 추적기, 손 모양 인식기, 로봇 제어기 4가지 모듈로 구성된다. 손 검출기는 영상에서 피부색 영역으로 정확한 모양을 손으로 추출한 이후 활성 윤곽선 모델(ACM) 과 mean shift를 사용하여 손 영역을 정확히 추적한다. 마지막으로 Hue 모멘트에 이용하여 손의 형태를 인식한다. 제안된 시스템의 적합성을 평가하기 위하여 2족 보행로봇 RCB-1에서 실험이 수행되었다. 실험 결과는 제안된 시스템의 효율성을 증명하였다.

무릎 팔굽혀펴기와 표준 팔굽혀펴기 시 손 모양에 따른 어깨 근육의 근활성도 비교 (Comparison of Muscle Activities in Upper Extremity Muscles During the Knee-flexed and Standard Push-ups With Different Hand Shape)

  • 정상진;김지혜;공해진;조민지;백현지;김수진
    • 한국전문물리치료학회지
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    • 제29권2호
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    • pp.117-123
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    • 2022
  • Background: Push-up are effective exercises for shoulder stability. Previous studies have documented the effects of support plane and hand position and width on muscle activities during a push-up. Objects: This study aimed to investigate the changes in muscle activities in the upper extremity when performing the standard and the knee-flexed push-up with different hand shapes. Methods: A total of twenty-six healthy males participated in this study. Three different hand shapes (finger abduction, finger adduction, and fists) and two types of push-up posture (standard and knee-flexed push-up) were set as the independent variables. Electrograms were used to measure the muscle activity of the upper trapezius (UT), triceps brachii (TB), pectoralis major (PM), and serratus anterior (SA). Each participant performed the randomly assigned push-up to the sound of the metronome. The mixed-effect linear regression model was used to detect the changes in muscle activities after changing the hand shape and push-up posture. Statistical significance was set at α = 0.05. Results: The UT muscle activity was statistically significantly higher when performing push-up with fists than finger abduction (p = 0.035) or finger adduction (p = 0.044). During the standard push-up, the muscle activity in all muscles was that the push-up with fists showed the highest muscle activity compared to the finger abduction (p < 0.01) and finger adduction (p < 0.01). Regardless of the shape of the hand, UT had the lowest muscle activity compared to other muscles (p < 0.001). In contrast, the SA muscle had the highest muscle activity among four muscles during the standard push-up. Conclusion: Based on the results of this study, we suggest hand shape is related to the difficulty level of push-up either in the standard or the knee-flexed push-up, especially in the push-up with fists. In addition, knee push-up can be recommended as shoulder muscle-strengthening exercises for individuals with low shoulder muscle strength.

저해상도 손 제스처 영상 인식에 대한 연구 (A Study on Hand Gesture Recognition with Low-Resolution Hand Images)

  • 안정호
    • 한국위성정보통신학회논문지
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    • 제9권1호
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    • pp.57-64
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    • 2014
  • 최근 물리적 디바이스의 도움 없이 사람이 시스템과 인터랙션 할 수 있는 인간 친화적인 인간-기계 인터페이스가 많이 연구되고 있다. 이중 대표적인 것이 본 논문의 주제인 비전기반 제스처인식이다. 본 논문에서 우리는 설정된 가상세계의 객체와의 인터랙션을 위한 손 제스처들을 정의하고 이들을 인식할 수 있는 효과적인 방법론을 제안한다. 먼저, 웹캠으로 촬영된 저해상도 영상에서 사용자의 양손을 검출 및 추적하고, 손 영역을 분할하여 손 실루엣을 추출한다. 우리는 손 검출을 위해, RGB 공간에서 명암에 따라 두개의 타원형 모델을 이용하여 피부색을 모델링하였으며, 블랍매칭(blob matching) 방법을 이용하여 손 추적을 수행하였다. 우리는 플러드필(floodfill) 알고리즘을 이용해 얻은 손 실루엣의 행/열 모드 검출 및 분석을 통해 Thumb-Up, Palm, Cross 등 세 개의 손모양을 인식하였다. 그리고 인식된 손 모양과 손 움직임의 콘텍스트를 분석해서 다섯 가지 제스처를 인식할 수 있었다. 제안하는 제스처인식 방법론은 정확한 손 검출을 위해 카메라 앞에 주요 사용자가 한 명 등장한다는 가정을 하고 있으며 많은 실시간 데모를 통해 효율성 및 정확성이 입증되었다.

블라우스용 직물의 소리 특성과 태 (Sound Characteristics and Hand of Fabrics for Blouse)

  • 이은주;조길수
    • 한국의류학회지
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    • 제24권4호
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    • pp.605-615
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    • 2000
  • This study was carried out to investigate sound characteristics including sound parameters and subjective sensation, and primary hand values related with sound of fabrics for blouse, and furthermore to predict subjective sound sensation with mechanical properties and sound parameters. Sound of specimens was analyzed by FFT. Level pressure of total sound(LPT), loudness(Z), coefficients of autoregressive(AR) functions for fitting the spectra, and sound color factors(ΔL and Δf) were obtained as sound parameters. Primary hand values for women's thin dress were calculated by using KES-FB. Subjective sensation for sound including softness, loudness, sharpness, clearness, roughness, highness, and pleasantness was evaluated by free modulus magnitude estimation. The results were as follows; 1. Fabrics for blouse showed similar spectral shapes to one another in that amplitude values were lower in most ranges of frequencies than fabrics for other uses. 2. It was found that fabrics for blouse were less louder because LPT, loudness(Z), and ARC values were lower than other fabrics. 3. Primary hand values indicated that specimens were soft-touched, flexible, and less crisp. Among primary hands related with sound, Shari values were higher for silk fabrics than for synthetic ones, while the values for Kishimi were similar, 4. Fabrics for blouse were rated more highly for softness, clearness, and pleasantness than for loudness, sharpness. roughness, and highness. Silk fabrics were evaluated more pleasant than synthetic fabrics. 5. Subjective sensation for sound of blouse fabrics were predicted with mechanical properties and physical sound parameters.

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