• Title/Summary/Keyword: human body tracking

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A Study on HCI Application based on Human Body Motion in Flight Game (활강 게임의 인체동작 기반 HCI 적용 연구)

  • Lim, Dohee;Baek, Jongwoo;Choi, Jiyoung;Jung, Heokyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.320-322
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    • 2021
  • With the development of wireless Internet technology and the expansion of the game market, various forms of games are being developed that are mounted on various platforms, including mobile platforms. In this environment, ensuring the immersion of the game user's perspective will secure the game's competitiveness, so it is necessary to increase the immersion by satisfying each area presented by the Human Computer Interaction (HCI) theory. To this end, this high school implemented downhill games and experimented with kiosks by applying an interface that recognizes the human body's movements as a way to secure freedom and immersion of game users.

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Automatic Gesture Recognition for Human-Machine Interaction: An Overview

  • Nataliia, Konkina
    • International Journal of Computer Science & Network Security
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    • v.22 no.1
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    • pp.129-138
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    • 2022
  • With the increasing reliance of computing systems in our everyday life, there is always a constant need to improve the ways users can interact with such systems in a more natural, effective, and convenient way. In the initial computing revolution, the interaction between the humans and machines have been limited. The machines were not necessarily meant to be intelligent. This begged for the need to develop systems that could automatically identify and interpret our actions. Automatic gesture recognition is one of the popular methods users can control systems with their gestures. This includes various kinds of tracking including the whole body, hands, head, face, etc. We also touch upon a different line of work including Brain-Computer Interface (BCI), Electromyography (EMG) as potential additions to the gesture recognition regime. In this work, we present an overview of several applications of automated gesture recognition systems and a brief look at the popular methods employed.

Dynamic Manipulation of a Virtual Object in Marker-less AR system Based on Both Human Hands

  • Chun, Jun-Chul;Lee, Byung-Sung
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.4 no.4
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    • pp.618-632
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    • 2010
  • This paper presents a novel approach to control the augmented reality (AR) objects robustly in a marker-less AR system by fingertip tracking and hand pattern recognition. It is known that one of the promising ways to develop a marker-less AR system is using human's body such as hand or face for replacing traditional fiducial markers. This paper introduces a real-time method to manipulate the overlaid virtual objects dynamically in a marker-less AR system using both hands with a single camera. The left bare hand is considered as a virtual marker in the marker-less AR system and the right hand is used as a hand mouse. To build the marker-less system, we utilize a skin-color model for hand shape detection and curvature-based fingertip detection from an input video image. Using the detected fingertips the camera pose are estimated to overlay virtual objects on the hand coordinate system. In order to manipulate the virtual objects rendered on the marker-less AR system dynamically, a vision-based hand control interface, which exploits the fingertip tracking for the movement of the objects and pattern matching for the hand command initiation, is developed. From the experiments, we can prove that the proposed and developed system can control the objects dynamically in a convenient fashion.

Dynamic Human Pose Tracking using Motion-based Search (모션 기반의 검색을 사용한 동적인 사람 자세 추적)

  • Jung, Do-Joon;Yoon, Jeong-Oh
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.7
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    • pp.2579-2585
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    • 2010
  • This paper proposes a dynamic human pose tracking method using motion-based search strategy from an image sequence obtained from a monocular camera. The proposed method compares the image features between 3D human model projections and real input images. The method repeats the process until predefined criteria and then estimates 3D human pose that generates the best match. When searching for the best matching configuration with respect to the input image, the search region is determined from the estimated 2D image motion and then search is performed randomly for the body configuration conducted within that search region. As the 2D image motion is highly constrained, this significantly reduces the dimensionality of the feasible space. This strategy have two advantages: the motion estimation leads to an efficient allocation of the search space, and the pose estimation method is adaptive to various kinds of motion.

Development of Walking Assistive System using Body Weight Supporting and Path Planning Strategy (인체 자중 보상 및 로봇 경로계획법을 이용한 이동형 보행 재활 시스템 개발)

  • Yu, Seung-Nam;Shon, Woong-Hee;Suh, Seung-Whan;Lee, Sang-Ho;Han, Chang-Soo
    • Journal of Institute of Control, Robotics and Systems
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    • v.16 no.10
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    • pp.939-947
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    • 2010
  • With the rising numbers of elderly and disabled people, the demand for welfare services using a robotic system and not involving human effort is likewise increasing. This study deals with a mobile-robot system combined with a BWS (Body Weight Support) system for gait rehabilitation. The BWS system is designed via the kinematic analysis of the robot's body-lifting characteristics and of the walking guide system that controls the total rehabilitation system integrated in the mobile robot. This mobile platform is operated by utilizing the AGV (Autonomous Guided Vehicle) driving algorithm. Especially, the method that integrates geometric path tracking and obstacle avoidance for a nonholonomic mobile robot is applied so that the system can be operated in an area where the elderly users are expected to be situated, such as in a public hospital or a rehabilitation center. The mobile robot follows the path by moving through the turning radius supplied by the pure-pursuit method which is one of the existing geometric path-tracking methods. The effectiveness of the proposed method is verified through the real experiments those are conducted for path tracking with static- and dynamic-obstacle avoidance. Finally, through the EMG (Electromyography) signal measurement of the subject, the performance of the proposed system in a real operation condition is evaluated.

Mobile Augmented Visualization Technology Using Vive Tracker (포즈 추적 센서를 활용한 모바일 증강 가시화 기술)

  • Lee, Dong-Chun;Kim, Hang-Kee;Lee, Ki-Suk
    • Journal of Korea Game Society
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    • v.21 no.5
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    • pp.41-48
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    • 2021
  • This paper introduces a mobile augmented visualization technology that augments a three-dimensional virtual human body on a mannequin model using two pose(position and rotation) tracking sensors. The conventional camera tracking technology used for augmented visualization has the disadvantage of failing to calculate the camera pose when the camera shakes or moves quickly because it uses the camera image, but using a pose tracking sensor can overcome this disadvantage. Also, even if the position of the mannequin is changed or rotated, augmented visualization is possible using the data of the pose tracking sensor attached to the mannequin, and above all there is no load for camera tracking.

Kinect-based Motion Recognition Model for the 3D Contents Control (3D 콘텐츠 제어를 위한 키넥트 기반의 동작 인식 모델)

  • Choi, Han Suk
    • The Journal of the Korea Contents Association
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    • v.14 no.1
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    • pp.24-29
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    • 2014
  • This paper proposes a kinect-based human motion recognition model for the 3D contents control after tracking the human body gesture through the camera in the infrared kinect project. The proposed human motion model in this paper computes the distance variation of the body movement from shoulder to right and left hand, wrist, arm, and elbow. The human motion model is classified into the movement directions such as the left movement, right movement, up, down, enlargement, downsizing. and selection. The proposed kinect-based human motion recognition model is very natural and low cost compared to other contact type gesture recognition technologies and device based gesture technologies with the expensive hardware system.

Adaptive Model-based Multi-object Tracking Robust to Illumination Changes and Overlapping (조명변화와 곁침에 강건한 적응적 모델 기반 다중객체 추적)

  • Lee Kyoung-Mi;Lee Youn-Mi
    • Journal of KIISE:Software and Applications
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    • v.32 no.5
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    • pp.449-460
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    • 2005
  • This paper proposes a method to track persons robustly in illumination changes and partial occlusions in color video frames acquired from a fixed camera. To solve a problem of changing appearance by illumination change, a time-independent intrinsic image is used to remove noises in an frame and is adaptively updated frame-by-frame. We use a hierarchical human model including body color information in order to track persons in occlusion. The tracked human model is recorded into a persons' list for some duration after the corresponding person's exit and is recovered from the list after her reentering. The proposed method was experimented in several indoor and outdoor scenario. This demonstrated the potential effectiveness of an adaptive model-base method that corrected distorted person's color information by lighting changes, and succeeded tracking of persons which was overlapped in a frame.

How to Enhance Perceived Usefulness, Ease of Use, and Fit of Wearables: An Exploratory Study about the Physical Attributes of Smart Wristbands and Smartwatches

  • Shim, Soo In;Yu, Heejeong
    • International Journal of Advanced Culture Technology
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    • v.11 no.4
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    • pp.302-309
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    • 2023
  • Wearable devices, attached to the human body, track and enhance users' activities, health, and communication. Therefore, considering ergonomic factors in product design is crucial. However, previous research has somewhat overlooked the importance of integrating ergonomic design elements into a broad spectrum of design factors. This study aims to examine the impact of physical attributes inherent in smart wristbands and smartwatches on the perceived functional value, specifically, perceived usefulness, ease of use, and fit. A survey was conducted among 289 US adults who had experience using smart wristbands or smartwatches. The collected data were analyzed using descriptive statistics, factor analysis, Cronbach's alpha, t-test, MANOVA, and regression analysis in SPSS version 29. The results showed that the shape of the front display significantly influenced perceived ease of use, and the product's weight had a substantial impact on both perceived ease of use and fit. Furthermore, distinct technical features on the front display had varied effects on perceived usefulness, ease of use, and fit. Notably, the presence of activity tracking, alarm, and calendar functionalities led to distinct differences in ease of use and fit. Features such as distance tracking, phone call, social media notifications, text messaging, and time display functions showed significant influences on the perception of fit. These findings provide insights into the physical values of smart wristbands and smartwatches as perceived by users.

A Study on the Practical Use of Human Alertness for Flight Safety Program (비행안전 프로그램으로서의 생체 활성도 활용방안 연구)

  • Lee, Dal-Ho;Choe, Seung-Ho
    • Journal of the Ergonomics Society of Korea
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    • v.17 no.3
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    • pp.13-22
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    • 1998
  • Aircraft and the three-dimensional environment in which they operate are not user-friendly for human beings. As a result, maintaining the proficiencies necessary to safely and efficiently fly an airplane are difficult, and costly. The physiological and emotional status of the human element remains crucial in maintaining safe performance by all crew members. In the study of Hagiwara et al.(1993). they called the physiological and emotional status of the human element into the human alertness or physiological activity and stress, fatigue, circadian rhythm, alcohol. smoking, and self-medication are known the major factors that deteriorate the human alertness. Accordingly. this paper deals with the quantitative and objective performance test based on tracking error and reaction time by means of the new computer test program into which the perception-motion system of human beings is applied. Throughout this experiment using performance test, the results suggest that performance capability in state of sleep deprivation 2 hours and alcoholic 0.05~0.06% in blood were more impaired than one in a normal state, and they further showed statistically significant differences between them, which were influenced by impairment factors of body regulation and pilot's grade. We also obtained the prediction value and the 95% confidence interval of tracking error and reaction time at the normal state for the purpose of distinguishing performance capability between the normal state and the abnormal state. And it is expected that the evaluation of human alertness using performance test will be applied to the quantitative assessment of an each pilot's realistic consciousness/attention, and will lead a flight commander to the accurate decision of mission approval prior to a flight.

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