共查询到19条相似文献,搜索用时 171 毫秒
1.
采用手指的三维人机交互方法 总被引:2,自引:1,他引:1
为了探索和实现和谐自然的人机交互方式,提出了一种新的三维人机交互方法,该方法利用单个摄像头捕捉人的手指及其阴影的运动,实时进行图像分析处理,检测指尖的位置.并利用手指的指尖和阴影的指尖的距离计算指尖的高度,从而还原指尖的在空间中的移动.最后使用Kalman滤波来使指尖的运动更平滑,使三维交互更自然.该方法对软硬件要求低,易于实现.实验结果表明:该方法在手指跟踪和指尖检测上可达到较高的准确率,可实现自然友好的三维人机交互,并可应用于虚拟现实或三维游戏中. 相似文献
2.
本文提出了一种全新的手指书写虚拟文字识别系统,该系统利用摄像头捕捉人手指的运动轨迹,通过手指跟踪及检测算法,恢复出手指虚拟"书写"文字的二维图像数据(称之为虚拟文字),再进行识别输出.文中对单层函数连接神经网络进行改进并用来进行高准确度的运动手指尖的预测及跟踪,给出了一种基于数学形态学及模板匹配的简单有效的手指检测方法,提出了基于运动手指跟踪的"虚拟文字"恢复方法.实验结果表明:系统方案可行,手指跟踪及检测准确率高,对手指"书写"的数字、英文等虚拟文字识别率能达到95%以上. 相似文献
3.
提出了一种基于单摄像头的虚拟键盘的实现方法,利用手指在摄像头下的位置和动作,完成类似于键盘的人机交互。该方法只使用一个普通的摄像头,结合人手的颜色和轮廓信息,实现对人手的跟踪,实时判断人手指的位置和动作,以手指敲击键盘的动作为标准,实现一种无需实体的虚拟键盘。 相似文献
4.
在掌纹识别技术中,关键点的定位起到了至关重要的作用.为了提高用户的接受度,采用了非接触式的掌纹识别技术.针对关键点定位的准确性影响识别精度,提出基于非接触式掌纹图像的关键点定位方法,其中包括手指张开时和手指并拢时两种情况.首先通过预处理提取手形的外侧轮廓,然后采用基于角度和方向的跟踪方法来初定位手指指尖点和手指间的凹点... 相似文献
5.
6.
7.
8.
9.
10.
11.
In this paper, we present a novel vision‐based method of recognizing finger actions for use in electronic appliance interfaces. Human skin is first detected by color and consecutive motion information. Then, fingertips are detected by a novel scale‐invariant angle detection based on a variable k‐cosine. Fingertip tracking is implemented by detected region‐based tracking. By analyzing the contour of the tracked fingertip, fingertip parameters, such as position, thickness, and direction, are calculated. Finger actions, such as moving, clicking, and pointing, are recognized by analyzing these fingertip parameters. Experimental results show that the proposed angle detection can correctly detect fingertips, and that the recognized actions can be used for the interface with electronic appliances. 相似文献
12.
在基于计算机视觉技术的非接触式人机交互系统中,为了快速推断使用者指示的目标位置,提出一种无需显式求解摄像机参数的指示位置判别方法.利用目标平面上的已知点及其对应的摄像机成像点,求解目标平面和摄像机像平面间的单应矩阵,将目标平面卜相交于指示点的两条直线与像平面上的对应直线联系起来,从而通过检测图像中的特定直线推断指示点的... 相似文献
13.
Yoon Sang Kim Byung Seok Soh Sang-Goog Lee 《Industrial Electronics, IEEE Transactions on》2005,52(6):1490-1499
A new wearable input device named SCURRY, developed by the Samsung Advanced Institute of Technology, is introduced in this paper. Based on inertial sensors, this device allows a human operator to select a specified character, an event, or an operation as the input he/she wants spatially through both hand motion and finger clicking. It is a glovelike device, which can be worn on the human hand, composed of a base module, including one controller and two angular-velocity sensors (gyroscopes) on the back of the hand, and four ring-type modules (rings), including two-axis acceleration sensors (accelerometers) on four fingers. The base and the ring modules are integrated modules containing sensors, a transceiver or receiver for communication, and a microcontroller, which makes the device compact and light. The two gyroscopes embedded in the base module have a role in detecting the direction (up, down, right, and left) of the hand motion, and the accelerometers have a role in detecting finger motion generated by finger clicking. An algorithm for the exact finger-click recognition composed of three parts (feature extraction, valid-click discrimination, and crosstalk avoidance) is proposed to improve the recognition performance of finger clicking on SCURRY. The experimental results and discussions are presented. SCURRY can be used as a wearable mouse spatially, by allowing any three fingers to be operated as the left, middle, and right mouse buttons, and in a similar manner, as a wearable keyboard, as it allows a human operator to point and select any character, event, or operation by his hand motion and finger clicking. 相似文献
14.
用计算机VGA显示器复现指定颜色的研究 总被引:2,自引:0,他引:2
如能用计算机控制在普通VGA显示器上准确地显示出指定的颜色,那么计算机显示系统就将成为色度学、彩色视觉、印刷、印染等领域方便的、价格低廉的研究手段,为此要对计算机显示系统的颜色空间进行标定,这时遇到的主要困难是显示器显示特性的非线性,以及R、G、B三个通道之间的交联作用,我们通过对几种不同瑾显示的研究,对R、G、B三角交联规律作了探索并提出了存在三色交联时的显示特性表示公式和参数标定方法,从而实现 相似文献
15.
Robust motion estimation for human–computer interactions played an important role in a novel method of interaction with electronic devices. Existing pose estimation using a monocular camera employs either ego‐motion or exo‐motion, both of which are not sufficiently accurate for estimating fine motion due to the motion ambiguity of rotation and translation. This paper presents a hybrid vision‐based pose estimation method for fine‐motion estimation that is specifically capable of extracting human body motion accurately. The method uses an ego‐camera attached to a point of interest and exo‐cameras located in the immediate surroundings of the point of interest. The exo‐cameras can easily track the exact position of the point of interest by triangulation. Once the position is given, the ego‐camera can accurately obtain the point of interest's orientation. In this way, any ambiguity between rotation and translation is eliminated and the exact motion of a target point (that is, ego‐camera) can then be obtained. The proposed method is expected to provide a practical solution for robustly estimating fine motion in a non‐contact manner, such as in interactive games that are designed for special purposes (for example, remote rehabilitation care systems). 相似文献
16.
17.
Human action analysis has been an active research area in computer vision, and has many useful applications such as human computer interaction. Most of the state-of-the-art approaches of human action analysis are data-driven and focus on general action recognition. In this paper, we aim to analyze fitness actions with skeleton sequences and propose an efficient and robust fitness action analysis framework. Firstly, fitness actions from 15 subjects are captured and built to a fitness action dataset (Fitness-28). Secondly, skeleton information is extracted and made alignment with a simplified human skeleton model. Thirdly, the aligned skeleton information is transformed to an uniform human center coordinate system with the proposed spatial–temporal skeleton encoding method. Finally, the action classifier and local–global geometrical registration strategy are constructed to analyze the fitness actions. Experimental results demonstrate that our method can effectively assess fitness action, and have a good performance on artificial intelligence fitness system. 相似文献
18.
提出了一种基于手势识别的交互方式用于遥控电视机,系统利用CMOS图像传感器捕捉用户手势信息,结合采集到的人手运动轨迹和手势识别技术,与标准手势的样本信息进行比对,从而判断出与之对应的控制信号,最后通过红外发射器完成对电视机各项基本功能的调控,实现了自然友好的人机交互操作,该系统使人们摆脱了传统的遥控器,可用于数字娱乐、... 相似文献