Economical and User-Friendly Design of Vision-Based Natural-User Interface Via Dynamic Hand Gestures

Economical and User-Friendly Design of Vision-Based Natural-User Interface Via Dynamic Hand Gestures
Author: Richa Golash
Publisher:
Total Pages: 11
Release: 2020
Genre:
ISBN:

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A vision-based hand gesture recognition technology can bring a revolutionary and beneficial change in the field of human-machine interaction for elderly and special people living at home. Nevertheless, continuous detection and localization of the moving hand region in true-color images are strenuous tasks because the hand is a non-rigid object and occupies a small area in the whole frame. True-color images are also sensitive to light variation, camera-view, and background conditions. To ease the process of hand detection and tracking, researchers prefer advanced cameras equipped with costly sensors. This increases the overall cost of interfaces and also requires technical knowledge to operate them. The second issue in dynamic hand gesture recognition is the unpredictability of hand pose used by the user and the random behavior of the hand movement while performing the hand gesture. Therefore, the use of dynamic hand gestures in vision-based human-machine interaction is limited. The goal of this paper is to propose an economical, and user-friendly, technique for vision-based human-machine interaction via dynamic hand gestures that is user-friendly and affordable by all. The proposed technique can be integrated with any day-to-day machines, for example, washing machines, radio, fans, automated doors, etc.

Information Extraction and Object Tracking in Digital Video

Information Extraction and Object Tracking in Digital Video
Author:
Publisher: BoD – Books on Demand
Total Pages: 212
Release: 2022-08-17
Genre: Computers
ISBN: 1839694602

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The research on computer vision systems has been increasing every day and has led to the design of multiple types of these systems with innumerous applications in our daily life. The recent advances in artificial intelligence, together with the huge amount of digital visual data now available, have boosted vision system performance in several ways. Information extraction and visual object tracking are essential tasks in the field of computer vision with a huge number of real-world applications.This book is a result of research done by several researchers and professionals who have highly contributed to the field of image processing. It contains eight chapters divided into three sections. Section 1 consists of four chapters focusing on the problem of visual tracking. Section 2 includes three chapters focusing on information extraction from images. Finally, Section 3 includes one chapter that presents new advances in image sensors.

Real-time Immersive Human-computer Interaction Based on Tracking and Recognition of Dynamic Hand Gestures

Real-time Immersive Human-computer Interaction Based on Tracking and Recognition of Dynamic Hand Gestures
Author: Gan Lu
Publisher:
Total Pages:
Release: 2011
Genre:
ISBN:

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With fast developing and ever growing use of computer based technologies, human-computer interaction (HCI) plays an increasingly pivotal role. In virtual reality (VR), HCI technologies provide not only a better understanding of three-dimensional shapes and spaces, but also sensory immersion and physical interaction. With the hand based HCI being a key HCI modality for object manipulation and gesture based communication, challenges are presented to provide users a natural, intuitive, effortless, precise, and real-time method for HCI based on dynamic hand gestures, due to the complexity of hand postures formed by multiple joints with high degrees-of-freedom, the speed of hand movements with highly variable trajectories and rapid direction changes, and the precision required for interaction between hands and objects in the virtual world. Presented in this thesis is the design and development of a novel real-time HCI system based on a unique combination of a pair of data gloves based on fibre-optic curvature sensors to acquire finger joint angles, a hybrid tracking system based on inertia and ultrasound to capture hand position and orientation, and a stereoscopic display system to provide an immersive visual feedback. The potential and effectiveness of the proposed system is demonstrated through a number of applications, namely, hand gesture based virtual object manipulation and visualisation, hand gesture based direct sign writing, and hand gesture based finger spelling. For virtual object manipulation and visualisation, the system is shown to allow a user to select, translate, rotate, scale, release and visualise virtual objects (presented using graphics and volume data) in three-dimensional space using natural hand gestures in real-time. For direct sign writing, the system is shown to be able to display immediately the corresponding SignWriting symbols signed by a user using three different signing sequences and a range of complex hand gestures, which consist of various combinations of hand postures (with each finger open, half-bent, closed, adduction and abduction), eight hand orientations in horizontal/vertical plans, three palm facing directions, and various hand movements (which can have eight directions in horizontal/vertical plans, and can be repetitive, straight/curve, clockwise/anti-clockwise). The development includes a special visual interface to give not only a stereoscopic view of hand gestures and movements, but also a structured visual feedback for each stage of the signing sequence. An excellent basis is therefore formed to develop a full HCI based on all human gestures by integrating the proposed system with facial expression and body posture recognition methods. Furthermore, for finger spelling, the system is shown to be able to recognise five vowels signed by two hands using the British Sign Language in real-time.

Brave NUI World

Brave NUI World
Author: Daniel Wigdor
Publisher: Elsevier
Total Pages: 257
Release: 2011-04-05
Genre: Computers
ISBN: 0123822327

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Brave NUI World is the first practical guide for designing touch- and gesture-based user interfaces. Written by the team from Microsoft that developed the multi-touch, multi-user Surface® tabletop product, it introduces the reader to natural user interfaces (NUI). It gives readers the necessary tools and information to integrate touch and gesture practices into daily work, presenting scenarios, problem solving, metaphors, and techniques intended to avoid making mistakes. This book considers diverse user needs and context, real world successes and failures, and the future of NUI. It presents thirty scenarios, giving practitioners a multitude of considerations for making informed design decisions and helping to ensure that missteps are never made again. The book will be of value to game designers as well as practitioners, researchers, and students interested in learning about user experience design, user interface design, interaction design, software design, human computer interaction, human factors, information design, and information architecture. Provides easy-to-apply design guidance for the unique challenge of creating touch- and gesture-based user interfaces Considers diverse user needs and context, real world successes and failures, and a look into the future of NUI Presents thirty scenarios, giving practitioners a multitude of considerations for making informed design decisions and helping to ensure that missteps are never made again

Gesture Controlled User Interface For Inclusive Design

Gesture Controlled User Interface For Inclusive Design
Author: Moniruzzaman Bhuiyan
Publisher: LAP Lambert Academic Publishing
Total Pages: 256
Release: 2013
Genre:
ISBN: 9783659408205

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To meet the challenges of ubiquitous computing, ambient technologies and an increasingly older population, researchers have been trying to break away from traditional modes of interaction. The studies over the past 30 years suggest that Gesture Controlled User interfaces (GCUI) now offer realistic and affordable opportunities, which may be appropriate for the elderly and disabled. Indeed, the advent of computer games technologies demonstrated the fulfilment of this trend. To verify affordability, usability, inclusive design and effectiveness of a GCUI, a prototype application has been to carry out everyday activities such as making phone calls, controlling a television and performing mathematical calculations described. Simple hand gestures have been used to perform a diverse range of tasks via a television screen. The best configuration of development and use of a GCUI has been identified which is then proposed as a baseline GCUI framework. The framework can inform application development and future enhancement in this domain. The evaluation study shows GCUI can provide independence for a wide range of users including elderly and disabled. This is a PhD research based book.

Non-visual Natural User Interfaces

Non-visual Natural User Interfaces
Author: Anthony Morelli
Publisher:
Total Pages: 276
Release: 2011
Genre: Electronic books
ISBN:

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Natural user interfaces (NUI) have recently become popular due to their characteristics that capitalize on a user's ability to utilize skills acquired through real world experiences. NUI's provide a method of device interaction that may be easier when compared to a traditional graphical user interfaces because users can interact by using gestures and motions which mimic motions that are used outside of device interaction. One example of NUI's is the recent trend in exergames - video games that require actions such as running in place, moving the arm in a bowling motion, or swinging the arm as if to swing a tennis racquet. Unfortunately, most of the cues given to the player to perform these natural motions are visual cues which makes it difficult for people who have visual impairments to participate in these activities. This dissertation investigates non-visual natural user interfaces. Three exergames were created to show techniques for using a combination of haptic and audio cues in order to promote physical activity for people who are visually impaired. A method, Real Time Sensory Substitution, was developed which allowed people who are visually impaired to participate in a commercially available exergame by introducing additional haptic cues. The exergames and Real Time Sensory Substitution were effective in promoting physical activity for temporal based challenges, however they lacked the information to assist users in complex spatial challenges. Techniques were developed and compared using proprioception (the body's ability to sense its own position) to assist users in finding targets in one, two, and three dimensions without using any visual cues. Proprioception was also used as a cell phone interface where the phone can convey information to the user without using the graphical display of the phone, but using the human body as the display mechanism. The techniques developed in these studies have set the stage for enhanced access to technology without the use of a video display.

Computationally Intelligent Systems and their Applications

Computationally Intelligent Systems and their Applications
Author: Jagdish Chand Bansal
Publisher: Springer Nature
Total Pages: 171
Release: 2021-04-24
Genre: Technology & Engineering
ISBN: 981160407X

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This book covers all core technologies like neural networks, fuzzy systems, and evolutionary computation and their applications in the systems. Computationally intelligent system is a new concept for advanced information processing. The objective of this system is to realize a new approach for analyzing and creating flexible information processing of sensing, learning, recognizing, and action taking. Computational intelligent is a part of artificial intelligence (AI) which includes the study of versatile components to empower or encourage savvy practices in intricate and evolving situations. The computationally intelligent system highly relies on numerical information supplied by manufacturers unlike AI.

HCI and Usability for Education and Work

HCI and Usability for Education and Work
Author: Andreas Holzinger
Publisher: Springer
Total Pages: 503
Release: 2008-11-19
Genre: Computers
ISBN: 3540893504

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The Workgroup Human–Computer Interaction & Usability Engineering (HCI&UE) of the Austrian Computer Society (OCG) serves as a platform for interdisciplinary - change, research and development. While human–computer interaction (HCI) tra- tionally brings together psychologists and computer scientists, usability engineering (UE) is a software engineering discipline and ensures the appropriate implementation of applications. Our 2008 topic was Human–Computer Interaction for Education and Work (HCI4EDU), culminating in the 4th annual Usability Symposium USAB 2008 held during November 20–21, 2008 in Graz, Austria (http://usab-symposium.tugraz.at). As with the field of Human–Computer Interaction in Medicine and Health Care (HCI4MED), which was our annual topic in 2007, technological performance also increases exponentially in the area of education and work. Learners, teachers and knowledge workers are ubiquitously confronted with new technologies, which are available at constantly lower costs. However, it is obvious that within our e-Society the knowledge acquired at schools and universities – while being an absolutely necessary basis for learning – may prove insufficient to last a whole life time. Working and learning can be viewed as parallel processes, with the result that li- long learning (LLL) must be considered as more than just a catch phrase within our society, it is an undisputed necessity. Today, we are facing a tremendous increase in educational technologies of all kinds and, although the influence of these new te- nologies is enormous, we must never forget that learning is both a basic cognitive and a social process – and cannot be replaced by technology.

Encyclopedia of Human Computer Interaction

Encyclopedia of Human Computer Interaction
Author: Ghaoui, Claude
Publisher: IGI Global
Total Pages: 780
Release: 2005-12-31
Genre: Computers
ISBN: 1591407982

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Esta enciclopedia presenta numerosas experiencias y discernimientos de profesionales de todo el mundo sobre discusiones y perspectivas de la la interacción hombre-computadoras

Designing for User Engagment

Designing for User Engagment
Author: Alistair Sutcliffe
Publisher: Springer Nature
Total Pages: 47
Release: 2022-05-31
Genre: Computers
ISBN: 3031021886

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This book explores the design process for user experience and engagement, which expands the traditional concept of usability and utility in design to include aesthetics, fun and excitement. User experience has evolved as a new area of Human Computer Interaction research, motivated by non-work oriented applications such as games, education and emerging interactive Web 2.0. The chapter starts by examining the phenomena of user engagement and experience and setting them in the perspective of cognitive psychology, in particular motivation, emotion and mood. The perspective of aesthetics is expanded towards interaction and engagement to propose design treatments, metaphors, and interactive techniques which can promote user interest, excitement and satisfying experiences. This is followed by reviewing the design process and design treatments which can promote aesthetic perception and engaging interaction. The final part of the chapter provides design guidelines and principles drawn from the interaction and graphical design literature which are cross-referenced to issues in the design process. Examples of designs and design treatments are given to illustrate principles and advice, accompanied by critical reflection. Table of Contents: Introduction / Psychology of User Engagement / UE Design Process / Design Principles and Guidelines / Perspectives and Conclusions