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Yoshifumi Kitamura Tomohiko Higashi Takayuki Iida & Fumio Kishino 《Computer Graphics Forum》2001,20(3):251-259
This paper presents a method of interactively generating natural hand gesture animation using reduced dimensionality from multiple captured data sequences of finger motions conducting specific tasks. This method is achieved by introducing an estimation with multiple regression analysis. Even when the skeletal structure of the user who inputs the motion is different from that of the shape model in the computer, the motion that a user imagines is generated. Experimental results obtained from the interface applied to virtual object manipulation showed that the proposed method generates animation naturally, just as users would expect. This method enables us to make input devices that require minimal user training and computer calibration, and helps to make the user interface intuitive and easy to use. 相似文献
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For users with motion impairments, the standard keyboard and mouse arrangement for computer access often presents problems. Other approaches have to be adopted to overcome this. In this paper, we will describe the development of a prototype multimodal input system based on two gestural input channels. Results from extensive user trials of this system are presented. These trials showed that the physical and cognitive loads on the user can quickly become excessive and detrimental to the interaction. Designers of multimodal input systems need to be aware of this and perform regular user trials to minimize the problem. 相似文献
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《Behaviour & Information Technology》2012,31(1):36-44
For users with motion impairments, the standard keyboard and mouse arrangement for computer access often presents problems. Other approaches have to be adopted to overcome this. In this paper, we will describe the development of a prototype multimodal input system based on two gestural input channels. Results from extensive user trials of this system are presented. These trials showed that the physical and cognitive loads on the user can quickly become excessive and detrimental to the interaction. Designers of multimodal input systems need to be aware of this and perform regular user trials to minimize the problem. 相似文献
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随着个人计算机的普及,如何使操作系统便于用户使用显得尤为重要,其中复制、粘贴、删除、打开、返回到上一层界面、最小化当前界面这些操作最为频繁。论文详细介绍了开发这些基本操作的Windows手势的过程。给出了关键技术和系统的详细设计,以及实现的类说明,最后对该系统的前景进行了展望。 相似文献
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李建强 《数码设计:surface》2008,(8):114-116
随着计算机技术、网络技术的发展,数字动画应运而生,以数字媒体为基础的动画产业成为迅速发展的朝阳产业,也成为国民经济中新的经济增长点,中国的动画产业还处于刚刚起步阶段,而市场对动画人才的需求量很大,这使得动画教育迅猛发展起来。本文分析了中国动画产业与动画教育的现状,提出了如何更好的发展中国动画教育。 相似文献
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EMG (electromyogram) technology helps capture gestures as input for virtual joysticks and keyboards and thus could lead to new applications in flight control, space, and the video game industry. 相似文献
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文章首先给出了基于角度的动力学模型及其特征值,并提出了基于SCG神经网络的静态特征值识别算法和基于模板匹配的动态特征值识别算法。使用该文提出的动态时间规整算法和手势分割算法建立的动态手势识别系统,实践证明具有较好的实时性和识别率。 相似文献
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某型舰船主要运动姿态的模拟仿真 总被引:3,自引:1,他引:3
该文论述一种根据随机过程理论求取舰船主要运动姿态的时域响应的方法,经实践证明,本方法误差小,可靠性高,具有较好的实时性和通用性,可方便地舰船型号和海况的切换,具有较高的实用价值。 相似文献
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手势因其独特的视觉传播和信息沟通优势,在政治宣传画中占据着特殊的地位。文章从手势的概念入手,通过对手势的分类,剖析了手势在宣传画中的四个特点:符号性、差异性、辅助性和模仿性,以期对现代艺术设计有所启示。 相似文献
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穆弈君 《艺术与设计.数码设计》2013,(Z1):91-93
动画思维在动画短片设计与制作中有着举足轻重的作用,创作的源头是思维。本文主要探讨动画创作的思维特征,实例分析适合动画短片创作的动画思维,以及动画思维对动画创作的意义。 相似文献
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袁萍萍 《数字社区&智能家居》2011,(6)
3D技术在影视动漫设计中广泛应用;首先对3D技术进行了简要介绍,然后重点阐述了三维动画制作关键技术,最后结合角色动画制作应用实践,分析了3DXMAX中角色动画的制作方法。 相似文献
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本文简单介绍了VHDL硬件描述语言及其特色,并就高层次综合、高层次仿真及验证等技术的主要功能和特点,作了较为详细的描述。对目前国外两家公司的高层综合工具做了简要介绍。最后,提出了一些待研究解决的问题。 相似文献
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手势数据挖掘及挖掘结果的可视化 总被引:2,自引:1,他引:2
手势作为虚拟环境中的输入和控制装置,在人机接口中起着重要的作用.在对大量真实的运动手势数据进行聚类、得到所有的手势类的基础上,通过数据挖掘中的粗糙集方法对手势类进行约简,得到了一组基手势,任何手势都可以由这组基手势生成.该方法得到的结果自然、可信,挖掘的结果用VRML的三维虚拟人显示,较好地解决了模式的易懂性问题。 相似文献
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曲慧丽 《网络安全技术与应用》2014,(8):210-210
随着时代的发展、科技的进步,计算机网络技术已经渗透到人们生产、生活的方方面面。信息时代的到来,加速了3D技术的开发和应用。影视动漫发展历史悠久,在这一全新的时期,将3D技术应用到影视动漫设计中,可以为影视动漫设计注入新鲜元素,促进现代影视动漫产业的稳定发展。 相似文献
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Requirements and Specification Exemplars 总被引:2,自引:0,他引:2
Martin S. Feather Stephen Fickas Anthony Finkelstein Axel van Lamsweerde 《Automated Software Engineering》1997,4(4):419-438
Specification exemplars are familiar to most software engineering researchers. For instance, many will have encountered the well known library and lift problem statements, and will have seen one or more published specifications. Exemplars may serve several purposes: to drive and communicate individual research advances; to establish research agendas and to compare and contrast alternative approaches; and, ultimately, to lead to advances in software development practices.Because of their prevalence in the literature, exemplars are worth critical study. In this paper we consider the purposes that exemplars may serve, and explore the incompatibilities inherent in trying to serve several of them at once. Researchers should therefore be clear about what successfully handling an exemplar demonstrates. We go on to examine the use of exemplars not only for writing specifications (an end product of requirements engineering), but also for the requirements engineering process itself. In particular, requirements for good requirements exemplars are suggested and ways of obtaining such exemplars are discussed. 相似文献
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Jeffrey Lin Carisa Harris-Adamson 《International journal of human-computer interaction》2013,29(18):1729-1735
ABSTRACTProviding input for the selection of objects in virtual, augmented, and mixed-mode reality can be done with hand-held controllers or hand gestures depending on the complexity and precision required. Free hand gestures have the advantages of eliminating the need for a controller, not needing to see the controls on the controller, and potentially being less fatiguing. However, the designs of hand gestures for object selection have not been thoroughly evaluated for usability and performance. Eighteen participants evaluated four different ray-casting hand gestures (index thrust, index click, palm thrust, and palm click) and three snapback thresholds while selecting 2D targets of different sizes. Dependent variables were mean time to select targets, number of selections not completed, number of incorrect targets selected, and subjective preference. The index thrust and index click gestures were preferred by subjects and had faster mean selection times and lower number of incorrect target selections. There were no significant differences between snapback thresholds on productivity, error, or preference. Overall, the index thrust and index click gestures were associated with greater user confidence, particularly with smaller targets. 相似文献
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Iterators are defined, and previously published methods for defining their meanings are outlined. It is shown how to use trace specifications to define a common form of iterator module (Alphard-style iterators). A form of specification for an iterator is shown which can capture the key differences between a set and a sequence at a few particular places in the specification. The trace specification of a sequence iterator is compared to an algebraic specification. It is concluded that the algebraic specification is possible but somewhat clumsier. Traces are used to give partial specifications of iterator construct that make sequences of calls on procedural parameters 相似文献