896 research outputs found

    GyGSLA: A portable glove system for learning sign language alphabet

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    The communication between people with normal hearing with those having hearing or speech impairment is difficult. Learning a new alphabet is not always easy, especially when it is a sign language alphabet, which requires both hand skills and practice. This paper presents the GyGSLA system, standing as a completely portable setup created to help inexperienced people in the process of learning a new sign language alphabet. To achieve it, a computer/mobile game-interface and an hardware device, a wearable glove, were developed. When interacting with the computer or mobile device, using the wearable glove, the user is asked to represent alphabet letters and digits, by replicating the hand and fingers positions shown in a screen. The glove then sends the hand and fingers positions to the computer/mobile device using a wireless interface, which interprets the letter or digit that is being done by the user, and gives it a corresponding score. The system was tested with three completely inexperience sign language subjects, achieving a 76% average recognition ratio for the Portuguese sign language alphabet.info:eu-repo/semantics/publishedVersio

    Hand Motion Tracking System using Inertial Measurement Units and Infrared Cameras

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    This dissertation presents a novel approach to develop a system for real-time tracking of the position and orientation of the human hand in three-dimensional space, using MEMS inertial measurement units (IMUs) and infrared cameras. This research focuses on the study and implementation of an algorithm to correct the gyroscope drift, which is a major problem in orientation tracking using commercial-grade IMUs. An algorithm to improve the orientation estimation is proposed. It consists of: 1.) Prediction of the bias offset error while the sensor is static, 2.) Estimation of a quaternion orientation from the unbiased angular velocity, 3.) Correction of the orientation quaternion utilizing the gravity vector and the magnetic North vector, and 4.) Adaptive quaternion interpolation, which determines the final quaternion estimate based upon the current conditions of the sensor. The results verified that the implementation of the orientation correction algorithm using the gravity vector and the magnetic North vector is able to reduce the amount of drift in orientation tracking and is compatible with position tracking using infrared cameras for real-time human hand motion tracking. Thirty human subjects participated in an experiment to validate the performance of the hand motion tracking system. The statistical analysis shows that the error of position tracking is, on average, 1.7 cm in the x-axis, 1.0 cm in the y-axis, and 3.5 cm in the z-axis. The Kruskal-Wallis tests show that the orientation correction algorithm using gravity vector and magnetic North vector can significantly reduce the errors in orientation tracking in comparison to fixed offset compensation. Statistical analyses show that the orientation correction algorithm using gravity vector and magnetic North vector and the on-board Kalman-based orientation filtering produced orientation errors that were not significantly different in the Euler angles, Phi, Theta and Psi, with the p-values of 0.632, 0.262 and 0.728, respectively. The proposed orientation correction algorithm represents a contribution to the emerging approaches to obtain reliable orientation estimates from MEMS IMUs. The development of a hand motion tracking system using IMUs and infrared cameras in this dissertation enables future improvements in natural human-computer interactions within a 3D virtual environment

    Tangible interaction as an aid for object navigation in 3D modeling

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    This study introduced an interaction technique that used tangible interaction for 3D modeling. A hybrid interaction technique using a Kinect camera and a smartphone with a gyroscope was developed for the navigating objects in a 3D modeling software. It was then tested on 20 participants categorized as amateurs who had basic 3D/ CAD modeling experience and 20 participants categorized as the experts who had extensive experience working with the modeling software. This research study presents the need for existence of such interaction technique, gaps from the related previous studies, statistical findings from the current study and possible reasons for the results. The results concluded that the even though the hybrid interaction technique was efficient for both the participant categories and though there existed a statistical significance in efficiency for the amateur category, it did not provide a better user experience for the expert category and user experience for the amateur category was inconclusive. The study suggests that future studies and fine tuning of the current study could have a positive effect on the beginners in 3D modeling without causing a major impact for the experts
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