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 共查询到19条相似文献,搜索用时 156 毫秒
1.
针对手形特点和现有的手形认证方法的不足,提出了一种新颖的基于有序手形轮廓点匹配的手形验证方法。摆脱了固定拴的束缚,运算量小。系统首先对预处理后的手形图像进行边界跟踪后提取手指的关键特征点分离手指,运用对有序边缘点进行运算的手指归一化算法进行图像标准化,最后,运用新型点匹配算法进行自动鉴别。通过小样本实验检测,该方法在鲁棒性、准确率、和运算量方面具有良好的综合性能。  相似文献   

2.
三指机器人手的运动学研究   总被引:2,自引:0,他引:2  
钱瑞明  郑文纬 《机器人》1991,13(5):27-31
本文研究了指端与物体间为纯滚动接触时三指9关节机器人手操作物体的运动学问题,建立了手指关节运动与物体运动之间的位置关系、速度关系和加速度关系,给出了9个节间的运动约束条件。  相似文献   

3.
基于区域的手指三维运动跟踪   总被引:2,自引:0,他引:2       下载免费PDF全文
提出了基于区域的多连接体(手指)的三维运动跟踪算法.该算法首先用多约束融合的方法以及手指的运动特性,得到初始帧手指的三维结构;然后根据刚性多连接体的运动模型以及相应的姿势约束模型,给出了这一特殊运动模型三维运动估计的优化算法,此算法能够鲁棒地估计手指的三维运动;最后利用区域跟踪的方法获取多连接体三维运动,并在真实的手指序列图象中实现了该算法.实验结果证实了该算法的有效性.  相似文献   

4.
为准确定位手指基准点,提出了一种基于最小特征根分析的手指基准点定位算法.该方法利用曲线的非连续性特征,首先将手指轮廓构成的协方差矩阵以最小特征根的值来提取基准点区域,再采用拐点分析法矫正奇异区域,从而得到手指基准点.实验结果表明,该算法不仅能够减少计算量,还能有效克服噪声以及手形姿态变化的影响,并且对不同精度的图像都有较强的鲁棒性.  相似文献   

5.
现有的压缩感知MIMO-OFDM信道估计方法多采用正交匹配追踪算法及其改进的算法。针对该类算法重构大规模的数据存在计算复杂度高、存储量大等问题,提出了基于梯度追踪算法的MIMO-OFDM 稀疏信道估计方法。梯度追踪算法采用最速下降法对目标函数解最优解,即每步迭代时计算目标函数的搜索方向和搜索步长,并以此选择原子得到每次迭代重构值的最优解。本文使用梯度追踪算法对信道进行估计,并与传统的最小二乘估计算法、正交匹配追踪算法的性能和计算复杂度进行比较。仿真结果表明,梯度追踪算法能够保证较好的估计效果,减少了导频开销,降低了运算复杂度,提高了重构效率。  相似文献   

6.
针对复杂背景下的手势识别容易受到环境干扰造成的识别困难问题,通过分析手势的表观特征,提出并实现了一种可用于自然人机交互的手势识别算法。该算法基于Kinect深度图像实现手势区域分割,然后提取手势手指弧度、指间弧度、手指数目等具有旋转缩放不变性的表观特征,运用最小距离法实现快速分类。并将该算法成功运用于实验室三指灵巧手平台,达到了理想的控制效果。实验表明该算法具有良好的鲁棒性,针对九种常用手势,平均识别率达到94.3%。  相似文献   

7.
到达信号强度(RSS)手指模定位技术已广泛应用于室内定位技术,提出了适用于煤矿井下由于电磁波多径效应而变得复杂的环境的RSS手指模定位算法。通过对煤矿井下电磁环境信息的采集,对采集到的信息进行处理,使用贝叶斯公式法估计出概率较大的3个位置,然后再使用最邻近法的欧几里德距离估计出位置。通过对实验数据的统计分析,仿真结果表明:提出的基于RSS手指模改进的融合算法的节点定位精度要比K邻近法的定位精度要高,定位性能要优越。  相似文献   

8.
人手到灵巧手的运动映射实现   总被引:5,自引:0,他引:5  
刘杰  张玉茹  刘博 《机器人》2003,25(5):444-447
本文研究主从操作中人手到灵巧手的运动映射.提出了一种基于虚拟关节和虚拟手指的关节空间运动映射方法,实现了人手和灵巧手的三维运动仿真.以数据手套为人机接口,在虚拟环境下,通过直观地比较映射效果,验证了映射算法.  相似文献   

9.
张阳阳  黄英  刘家祥  刘平  张玉刚 《机器人》2019,41(2):156-164
本文针对人手和机器人灵巧手在运动学上尺寸的不一致现象带来的主从手指尖运动空间映射的不一致性进行研究.基于聚氨酯拉伸应变传感器构建了测量手指关节弯曲角度的数据手套.通过建立主从手的运动学模型,基于旋转矩阵理论及正向运动学提出了一种指尖运动轨迹计算方法及手势动作捕捉算法.基于正向运动学及逆向运动学的指尖运动映射算法建立了主从手的指尖运动空间轮廓.建立虚拟实验场景,分别针对关节角度映射算法、手势动作捕捉算法及指尖运动映射算法进行了一系列试验.通过实验得出基于聚氨酯的拉伸应变传感器具有良好的时间响应特性及电学稳定性,基于手势动作捕捉算法能够获取主从手的指尖运动空间轮廓,指尖运动轨迹的计算误差控制在2.8 mm以内.结果证明了基于手势动作捕捉算法以及指尖运动映射算法能够实现主从手指尖运动空间的一致性.  相似文献   

10.
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所在区域,最后细定位指尖点和手指间的拐点.实验结果表明,提出的关键点定位方法定位精确且稳定性高.  相似文献   

11.
Hand pose estimation benefits large human computer interaction applications. The hand pose has high dimensions of freedom (dof) for joints, and various hand poses are flexible. Hand pose estimation is still a challenge problem. Since hand joints on the hand skeleton topology model have strict relationships between each other, we propose a hierarchical topology based approach to estimate 3D hand poses. First, we determine palm positions and palm orientations by detecting hand fingertips and calculating their directions in depth images. It is the global topology of hand poses. Moreover, we define connection relationships of finger joints as the local topology of hand model. Based on hierarchical topology, we extract angle features to describe hand poses, and adopt the regression forest algorithm to estimate 3D coordinates of hand joints. We further use freedom forrest algorithm to refine ambiguous poses in estimation to solve error accumulation problem. The hierarchical topology based approach ensures estimated hand poses in a reasonable topology, and improves estimation accuracy. We evaluate our approach on two public databases, and experiments illustrate its efficiency. Compared with state-of-the-art approaches, our approach improves estimation accuracy.  相似文献   

12.
Analyzing and capturing articulated hand motion in image sequences   总被引:2,自引:0,他引:2  
Capturing the human hand motion from video involves the estimation of the rigid global hand pose as well as the nonrigid finger articulation. The complexity induced by the high degrees of freedom of the articulated hand challenges many visual tracking techniques. For example, the particle filtering technique is plagued by the demanding requirement of a huge number of particles and the phenomenon of particle degeneracy. This paper presents a novel approach to tracking the articulated hand in video by learning and integrating natural hand motion priors. To cope with the finger articulation, this paper proposes a powerful sequential Monte Carlo tracking algorithm based on importance sampling techniques, where the importance function is based on an initial manifold model of the articulation configuration space learned from motion-captured data. In addition, this paper presents a divide-and-conquer strategy that decouples the hand poses and finger articulations and integrates them in an iterative framework to reduce the complexity of the problem. Our experiments show that this approach is effective and efficient for tracking the articulated hand. This approach can be extended to track other articulated targets.  相似文献   

13.
14.
This paper introduces for the first time a metamorphic palm and presents a novel multifingered hand, known as Matahand, with a foldable and flexible palm that makes the hand adaptable and reconfigurable. The orientation and pose of the new robotic hand are enhanced by additional motion of the palm, and workspace of the robotic fingers is complemented with the palm motion. To analyze this enhanced workspace, this paper introduces finger-orientation planes to relate the finger orientation to palm various configurations. Normals of these orientation planes are used to construct a Gauss map. Adding an additional dimension, a 4-D ruled surface is generated to illustrate orientation and pose change of the hand, and an orientation–pose manifold is developed from the orientation–pose ruled surface. The orientation and workspace analysis are further developed by introducing a triangular palm workspace that evolves into a helical surface and is further developed into a 4-D representation. Simulations are presented to illustrate the characteristics of this new dexterous hand.   相似文献   

15.
Immersive virtual environments with life-like interaction capabilities have very demanding requirements including high-precision motion capture and high-processing speed. These issues raise many challenges for computer vision-based motion estimation algorithms. In this study, we consider the problem of hand tracking using multiple cameras and estimating its 3D global pose (i.e., position and orientation of the palm). Our interest is in developing an accurate and robust algorithm to be employed in an immersive virtual training environment, called “Virtual GloveboX” (VGX) (Twombly et al. in J Syst Cybern Inf 2:30–34, 2005), which is currently under development at NASA Ames. In this context, we present a marker-based, hand tracking and 3D global pose estimation algorithm that operates in a controlled, multi-camera, environment built to track the user’s hand inside VGX. The key idea of the proposed algorithm is tracking the 3D position and orientation of an elliptical marker placed on the dorsal part of the hand using model-based tracking approaches and active camera selection. It should be noted that, the use of markers is well justified in the context of our application since VGX naturally allows for the use of gloves without disrupting the fidelity of the interaction. Our experimental results and comparisons illustrate that the proposed approach is more accurate and robust than related approaches. A byproduct of our multi-camera ellipse tracking algorithm is that, with only minor modifications, the same algorithm can be used to automatically re-calibrate (i.e., fine-tune) the extrinsic parameters of a multi-camera system leading to more accurate pose estimates.  相似文献   

16.
This paper presents a global strategy for object manipulation with the fingertips with an anthropomorphic dexterous hand: the LMS Hand of the ROBIOSS team from PPRIME Institute in Poitiers (France). Fine manipulation with the fingertips requires to compute on one hand, finger motions able to produce the desired object motion and on the other hand, it is necessary to ensure object stability with a real time scheme for the fingertip force computation. In the literature, lot of works propose to solve the stability problem, but most of these works are grasp oriented; it means that the use of the proposed methods are not easy to implement for online computation while the grasped object is moving inside the hand. Also simple real time schemes and experimental results with full-actuated mechanical hands using three fingers were not proposed or are extremely rare. Thus we wish to propose in a same strategy, a robust and simple way to solve the fingertip path planning and the fingertip force computation. First, finger path planning is based on a geometric approach, and on a contact modelling between the grasped object and the finger. And as force sensing is required for force control, a new original approach based on neural networks and on the use of tendon-driven joints is also used to evaluate the normal force acting on the finger distal phalanx. And an efficient algorithm that computes fingertip forces involved is presented in the case of three dimensional object grasps. Based on previous works, those forces are computed by using a robust optimization scheme.In order to validate this strategy, different grasps and different manipulation tasks are presented and detailed with a simulation software, SMAR, developed by the PPRIME Institute. And finally experimental results with the real hand illustrate the efficiency of the whole approach.  相似文献   

17.
High dimensional pose state space is the main challenge in articulated human pose tracking which makes pose analysis computationally expensive or even infeasible. In this paper, we propose a novel generative approach in the framework of evolutionary computation, by which we try to widen the bottleneck with effective search strategy embedded in the extracted state subspace. Firstly, we use ISOMAP to learn the low-dimensional latent space of pose state in the aim of both reducing dimensionality and extracting the prior knowledge of human motion simultaneously. Then, we propose a manifold reconstruction method to establish smooth mappings between the latent space and original space, which enables us to perform pose analysis in the latent space. In the search strategy, we adopt a new evolutionary approach, clonal selection algorithm (CSA), for pose optimization. We design a CSA based method to estimate human pose from static image, which can be used for initialization of motion tracking. In order to make CSA suitable for motion tracking, we propose a sequential CSA (S-CSA) algorithm by incorporating the temporal continuity information into the traditional CSA. Actually, in a Bayesian inference view, the sequential CSA algorithm is in essence a multilayer importance sampling based particle filter. Our methods are demonstrated in different motion types and different image sequences. Experimental results show that our CSA based pose estimation method can achieve viewpoint invariant 3D pose reconstruction and the S-CSA based motion tracking method can achieve accurate and stable tracking of 3D human motion.  相似文献   

18.
尽管随机采样降低了陷入局部极值的风险,但不能保证收敛到全局最优.为此提出了一个将人体部件分割算法嵌入到粒子滤波框架的人体运动跟踪系统.首先使用Condensation算法传播并评估粒子,然后利用基于期望最大化的部件分割算法迭代更新粒子.在迭代过程中,从采样粒子推导的姿态用于部件分割,分割结果用于确定粒子分布,使粒子逐渐接近高似然区域,从而提高找到全局最优的概率并降低采样粒子数.在HumanEva-Ⅱ数据库上的测试结果表明了文中系统的有效性,且对比实验结果也优于Condensation算法和退火粒子滤波.  相似文献   

19.
目前多点触摸桌面广泛采用计算机视觉技术实现.触摸信息是通过手指反射的红外线在红外摄像机下成像,然后对红外相机得到灰度图像进行手指区域提取,跟踪,校正得到.由于桌面表面红外光照射不均衡,环境噪声干扰等因素,目前存在的多点触摸工具包在检测和跟踪方面效果较差,也没有考虑手指运动和摄像机畸变的影响.本文提出基于图像局部极值点检测手指触摸区域,结合手指运动和相邻帧信息进行手指跟踪,实现摄像机畸变校正的多点触摸桌面系统工具包MTDriver.实验结果表明,MTDriver 跟踪识别准确,效率高,鲁棒性强,具有实用性.  相似文献   

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