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Hand Posture and Gesture Recognition Technology This section discusses the requirements for hand posture and gesture recognition. It describes the two main solutions for collecting the required data to performrecognition, the glove-based solution and the camera- or vision-based solution, and looks at the advantages and disadvantages of each. Data Collection for Hand Postures and Gestures The first step in using hand posture and gestures in computer applications is gathering raw data. This raw data is then analyzed by using various recognition algorithms (see Section 3) to extract meaning or context from the data in order to perform tasks in the application. Raw data is collected in three ways. The first is to use input devices worn by the user. This setup usually consists of one or two instrumented gloves that measure the various joint angles of the hand and a six degree of freedom(6DOF) tracking device that gathers hand position and orientation data. The second way to collect raw hand data is to use a computer-vision-based approach by which one or more cameras collect images of the user’s hands. The cameras grab an arbitrary number of images per second and send them to image processing routines to perform posture and gesture recognition as well as 3D triangulation to find the hands’ position in space. The third way to collect raw hand data is to combine the previous two methods in a hybrid approach with the hope of achieving a more accurate level of recognition by using the two data streams to reduce each other’s error. Very little work has been done on hybrid tracking for hand posture and gesture recognition, but this type of tracking has been successful in augmented reality systems like Auer[7] and State[98], and could well be... ... middle of paper ... ...tizes the voltage output of each sensor and then modifies the value using a linear calibration function. This function uses gain and offset values to represent the slope and y-intercept of the linear equation. This equation allows software calibration of the glove and thus makes it more robust for a variety of hand sizes. The author’s personal experience and an evaluation by Kessler et al. [50] suggest the CyberGlove is accurate to within one degree of flexion. It works well for both simple and complex posture and gesture recognition (Wexelblat[116] and Fels[35] verify this claim). The only negative in regard to the CyberGlove is its price; the 18-sensor model is available for $9800 and the 22-sensor model for $14,500. But even though the glove is expensive, it is the best available glove-based technology for accurate and robust hand posture and gesture recognition.
In lab, isometric handgrip strength was tested. Isometric strength refers to the type of force that occurs when muscles generate force, but its length remains unchanged. This can also be called a static muscle contraction. A static contraction occurs when one tries to lift an object that happens to be heavier than the force applied to the muscle or a static contraction occurs when one supports the weight of an object by holding the object steady with the elbow flexed. In both of these examples, the person feels their muscles tense but the joint does not move (Kenney, Wilmore, & Costill, 2012). Handgrip strength reflects the importance for successful performance in activities of daily living and occupational activities (Beam &
The first area that we see monumental change is in the ability for dexterous movement. The greatest development in this area is found in the Free-hand system developed by the Neuro-Control Corp. The January 1998 issue of FDA consumer outlines the workings of this system. First, the external Shoulder Position Sensor translates shoulder movements into electronic signals. The signals then travel to the External Controller for processing, and then to the external Transmitting Coil for relay to the Implanted Stimulator, which sends electrical stimulation along implanted Electrode Leads to implanted Electrodes in prosthetic hand, making them contract. With the use of this system amputees are again able to perform tasks were once impossible. The only problem with this system as pointed out in the September 13th issue of people magazine is that each unit costs about $50,000 an amount which most insurance companies are unwilling to fork out.
Wrist instruments enable the surgeon to perform tasks such as clamping and stitching as they are designed with seven degrees of motion that mimic the dexterity of the human hand and wrist.
Gazes behavior of surgeons were recorded by mobile eye gaze registration system (ASL, Bedford, MA), which measures eye-line of gaze using dark pupil tracking [8], during perform two-hand maneuvers task which is locate ball position within a jelly mass and then place it in an end bag as shown in Figure 1 6, where three subcomponents in this task requiring accurate psychomotor control are described.
Virtual reality gives a computer-generated simulation of a three-dimensional picture or environment that encompasses a client and can be associated with in an apparently real or physical way by an individual utilizing uncommon electronic equipment, for example, a helmet with a screen inside or gloves fitted with sensors. It has the capacity react, typically through immersive head-mounted displays (HMDs) and head tracking. Gloves giving hand tracking and haptic/touch-delicate feedback may be utilized too. Room-based frameworks give a three dimensional experience to various users; nonetheless, they are more constrained in communication abilities. A standout amongst the most popular virtual reality gadgets is the Oculus Rift.
The need for prosthetics has emerged over decades due to humans losing extremities whether through wars, for health reasons or simply because they were not born with them. Prosthetics are meant to provide the user with an artificial extremity that would perform to the same level as the original but this does not always necessarily occur especially when discusses hands. The issues with these devices is that they are not able to execute the caliber of control that user expect from a hand along with the price. This paper when discuss the parts of hand that assist in intricate actions and how it is difficult to translates these biological factors into mechanical parts. Understanding the biological versus mechanical units will allow for solutions that will better align with the heart of the problem. Then this paper will analyze the options that have been emerging over time to address the issue of lack of control to determine which method, if any, would be useful to implement.
Motion Capture cameras are retro-reflective cameras used to help capture body motions in order to study the movements in space, also known as kinematics. Motion capture cameras can capture at 1 million millisecond intervals, making frames as high as 1,000 per second. There are two types of motion capturing cameras, 2-D and 3-D. Two-dimensional motion capture occurs when only using one motion capture camera. 2-D only incorporates the X an Y coordinates. When using more than one camera the Z coordinate is incorporated, making it a three-dimensional motion capture. Motion capture can be fairly cost effective when using only one camera and a computer to digitize the film into sequences of different frames. Then one can compare the videos and frames with other videos to help discover and form ideas to improve and further the knowledge on motion in space.
Handheld displays are computing devices with a display that the user can hold in their hands. Video-see-through techniques overlay graphics onto the real environment and employ sensors, such as GPS units, Microelectromechanical systems (MEMS), and accelerometers for their six degrees of freedom tracking. Currently smart-phones and Tablet PCs are the most popular types of handheld device. Smart-phones and tablets are very portable and have many capabilities. They are becoming increasingly more powerful with advances in their hardware and software capabilities. This makes them a very
The story of augmented reality goes back as far as the early 1900’s when L. Frank Baum wrote the “novel The Master Key. Printed in 1901, the book mentions a “character marker” set of electronic spectacles that when you view someone through them would show a letter on that person’s forehead regarding their character.” However, the first invention to use some type of augmented reality would not come along till 1968 and Ivan E. Sutherland and his head mounted three dimensional display. “The fundamental idea behind the three-dimensional display is to present the user with a perspective image which changes as he moves.” This would allow for an illusion of 3D on a 2D plane. This however, wasn’t true augmented reality; yes this augmented what you see on a screen and gave an illusion of 3 dimensions, but it does not overlay actual reality with com...
Auditory localization is the ability to recognize the location from which a sound is emanating (Goldstine, 2002). There are many practical reasons for studying auditory localization. For example, previous research states that visual cues are necessary in locating a particular sound (Culling, 2000). However, blind people do not have the luxury of sight to help them locate a sound. Therefore, the ability to locate sound based only on auditory ability is important. It is also important to study different auditory processes. For example, when studying a way for a blind person to maneuver through an environment, it is helpful to know that people can most accurately locate sounds that happen directly in front of them; sounds that are far off, to the side, or behind the head are the least likely to be properly located (Goldstein, 2002).
2013. The. Recording Manual - Construction. [online] Available at: http://www.johnlsayers.com/Recmanual/Titles/Acoustics3.htm [Accessed: 25 Nov 2013].
Su, Y. Fisher, M.H. Wolczowski, A. Bell, G.D. Burn, D. Gao, R. Basics of MRI-I. 19 May 2005 'Towards an EMG Controlled Prosthetic Hand Using a 3D Electromagnetic Positioning System' Instrument and Measurement vol. 1, p. 261-266.
Design and implement a few haptic related projects for the benefit of physically challenged people. This proposal develops an approach for haptic exploration of unknown objects by robotic fingers. Because haptic exploration is coupled with manipulation and exploration using a sequence of phases is presented. With specialized fingers and sensors and appropriate planning and control robots can also be enabled to explore the worlds through touch. Haptic exploration has applications in many areas including planetary exploration, undersea salvage, operations in remote and hazardous conditions. Application of the human haptic interaction, multi sensory perception, action and multimodal feedback can be applied in the fields of education, rehabilitation, medicine, computer aided design, skill training, computer games, driver controls, simulation and visualization.
The source adds that, in recent years, augmented reality have been used in more varied ways. Augmented reality has been developed since its inception, for instance, it is now being used in smartphones to help users get better interface experiment, e.g., displaying information for the user about a product, shop or offers. Moreover, augmented reality is being used in global positioning system (GPS) and it is linked to an open-source database that helps users with directions (Hosch). This research paper will….
According to a study done by Strokoe et al. (1976) it was found that there are 19 different ways of configuration of hands into meaningful shapes. For example, palm opened, closed fist with index finger pointing, etc;