Passive sensing of the 3D geometric posture of the human hand has been studied extensively over the past decade. However, these research efforts have been hampered by the computational complexity caused by inverse kinematics and 3D reconstruction. In this paper, our objective focuses on 3D hand posture estimation based on a single 2D image with aim of robotic applications. We introduce the human hand model with 27 degrees of freedom (DOFs) and analyze some of its constraints to reduce the DOFs without any significant degradation of performance. A novel algorithm to estimate the 3D hand posture from eight 2D projected feature points is proposed. Experimental results using real images confirm that our algorithm gives good estimates of the 3D hand pose. Keywords: 3D hand posture estimation; Model-based approach; Gesture recognition; human- computer interface; machine vision.
Camera as Mouse and Keyboard for Handicap Person with Troubleshooting Ability...Waqas Tariq
Camera mouse has been widely used for handicap person to interact with computer. The utmost important of the use of camera mouse is must be able to replace all roles of typical mouse and keyboard. It must be able to provide all mouse click events and keyboard functions (include all shortcut keys) when it is used by handicap person. Also, the use of camera mouse must allow users troubleshooting by themselves. Moreover, it must be able to eliminate neck fatigue effect when it is used during long period. In this paper, we propose camera mouse system with timer as left click event and blinking as right click event. Also, we modify original screen keyboard layout by add two additional buttons (button “drag/ drop” is used to do drag and drop of mouse events and another button is used to call task manager (for troubleshooting)) and change behavior of CTRL, ALT, SHIFT, and CAPS LOCK keys in order to provide shortcut keys of keyboard. Also, we develop recovery method which allows users go from camera and then come back again in order to eliminate neck fatigue effect. The experiments which involve several users have been done in our laboratory. The results show that the use of our camera mouse able to allow users do typing, left and right click events, drag and drop events, and troubleshooting without hand. By implement this system, handicap person can use computer more comfortable and reduce the dryness of eyes.
Turkish Sign Language Recognition Using Hidden Markov Model csandit
In past years, there were a lot of researches made in order to provide more accurate and comfortable interaction between human and machine. Developing a system which recognizes human gestures, is an important study to improve interaction between human and machine.
Sign language is a way of communication for hearing-impaired people which enables them to communicate among themselves and with other people around them. Sign language consists of hand gestures and facial expressions. During the past 20 years, researches were made to facilitate communication of hearing-impaired people with others.
Sign language recognition systems are designed in various countries. This paper presents a sign language recognition system, which uses Kinect camera to obtain skeletal model. Our aim was to recognize expressions, which are used widely in Turkish Sign Language (TSL). For that purpose we have selected 15 words/expressions randomly (repeated 4 times each by 3 different signers) which belong to Turkish Sign Language. We have used 180 records in total. Videos are recorded using Microsoft Kinect Camera and Nui Capture. Joint angles and joint positions have been used as features of gesture and achieved close to 100% recognition rates.
An Iot Based Smart Manifold Attendance SystemIJERDJOURNAL
ABSTRACT:- Attendance has been an age old procedure employed in different disciplines of educational institutions. While attendance systems have witnessed growth right from manual techniques to biometrics, plight of taking attendance is undeniable. In fingerprint based attendance monitoring, if fingers get roughed / scratched, it leads to misreading. Also for face recognition, students will have to make a queue and each one will have to wait until their face gets recognised. Our proposed system is employing “manifold attendance” that means employing passive attendance, where at a time, the attendance of multiple people can get captured. We have eliminated the need of queue system / paper-pen system of attendance, and just with a single click the attendance is not only captured, but monitored as well, that too without any human intervention. In the proposed system, creation of database and face detection is done by using the concepts of bounding box, whereas for face recognition we employ histogram equalization and matching technique.
Development of A Smart Interface For Safety and Protection of AutomotivesCSCJournals
This paper is mainly directed towards the safety and protection of the human beings by synchronizing both the software and hardware modules. Automotive safety sensors are mainly streamed towards the application in automobiles. The safety and protection of the automobile driver is monitored and abnormalities are detected by these sensors. These abnormalities are highlighted and alerts are provided to the driver, by the combinational synchronization of hardware and software.
Hand Gesture Recognition Using Statistical and Artificial Geometric Methods :...caijjournal
Gesture recognition represents the silent language that can be done with robots as well as they done to us,
this overseas language ensures that everyone can understand the meaning of the gesturing as well as can
reply and interact with. Because of that this silent language has chosen for deaf people in which can make
their communication easier between each of them as well as with other people.
In this paper we have brought to the table two different outstanding gesture recognition systems, those two
techniques achieved high ratio of recognition percentage as well as that are invariant-free techniques,
especially rotation perturbation that hinders the achievement of high level recognition percentage, the first
method is the recognition of hand gesture with the help of dynamic circle template and second one using
variable length chromosome generic algorithm, these two methods has been applied to different people and
the main objective was to reduce the database size used for training.
A SOFTWARE TOOL FOR EXPERIMENTAL STUDY LEAP MOTIONijcsit
The paper aims to present computer application that illustrates Leap Motion controller’s abilities. It is a peripheral and software for PC, which enables control by natural user interface based on gestures. The publication also describes how the controller works and its main advantages/disadvantages. Some apps
using leap motion controller are discussed.
Robot Arm Utilized Having Meal Support System Based on Computer Input by Huma...Waqas Tariq
A robot arm utilized having meal support system based on computer input by human eyes only is proposed. The proposed system is developed for handicap/disabled persons as well as elderly persons and tested with able persons with several shapes and size of eyes under a variety of illumination conditions. The test results with normal persons show the proposed system does work well for selection of the desired foods and for retrieve the foods as appropriate as usersf requirements. It is found that the proposed system is 21% much faster than the manually controlled robotics.
Camera as Mouse and Keyboard for Handicap Person with Troubleshooting Ability...Waqas Tariq
Camera mouse has been widely used for handicap person to interact with computer. The utmost important of the use of camera mouse is must be able to replace all roles of typical mouse and keyboard. It must be able to provide all mouse click events and keyboard functions (include all shortcut keys) when it is used by handicap person. Also, the use of camera mouse must allow users troubleshooting by themselves. Moreover, it must be able to eliminate neck fatigue effect when it is used during long period. In this paper, we propose camera mouse system with timer as left click event and blinking as right click event. Also, we modify original screen keyboard layout by add two additional buttons (button “drag/ drop” is used to do drag and drop of mouse events and another button is used to call task manager (for troubleshooting)) and change behavior of CTRL, ALT, SHIFT, and CAPS LOCK keys in order to provide shortcut keys of keyboard. Also, we develop recovery method which allows users go from camera and then come back again in order to eliminate neck fatigue effect. The experiments which involve several users have been done in our laboratory. The results show that the use of our camera mouse able to allow users do typing, left and right click events, drag and drop events, and troubleshooting without hand. By implement this system, handicap person can use computer more comfortable and reduce the dryness of eyes.
Turkish Sign Language Recognition Using Hidden Markov Model csandit
In past years, there were a lot of researches made in order to provide more accurate and comfortable interaction between human and machine. Developing a system which recognizes human gestures, is an important study to improve interaction between human and machine.
Sign language is a way of communication for hearing-impaired people which enables them to communicate among themselves and with other people around them. Sign language consists of hand gestures and facial expressions. During the past 20 years, researches were made to facilitate communication of hearing-impaired people with others.
Sign language recognition systems are designed in various countries. This paper presents a sign language recognition system, which uses Kinect camera to obtain skeletal model. Our aim was to recognize expressions, which are used widely in Turkish Sign Language (TSL). For that purpose we have selected 15 words/expressions randomly (repeated 4 times each by 3 different signers) which belong to Turkish Sign Language. We have used 180 records in total. Videos are recorded using Microsoft Kinect Camera and Nui Capture. Joint angles and joint positions have been used as features of gesture and achieved close to 100% recognition rates.
An Iot Based Smart Manifold Attendance SystemIJERDJOURNAL
ABSTRACT:- Attendance has been an age old procedure employed in different disciplines of educational institutions. While attendance systems have witnessed growth right from manual techniques to biometrics, plight of taking attendance is undeniable. In fingerprint based attendance monitoring, if fingers get roughed / scratched, it leads to misreading. Also for face recognition, students will have to make a queue and each one will have to wait until their face gets recognised. Our proposed system is employing “manifold attendance” that means employing passive attendance, where at a time, the attendance of multiple people can get captured. We have eliminated the need of queue system / paper-pen system of attendance, and just with a single click the attendance is not only captured, but monitored as well, that too without any human intervention. In the proposed system, creation of database and face detection is done by using the concepts of bounding box, whereas for face recognition we employ histogram equalization and matching technique.
Development of A Smart Interface For Safety and Protection of AutomotivesCSCJournals
This paper is mainly directed towards the safety and protection of the human beings by synchronizing both the software and hardware modules. Automotive safety sensors are mainly streamed towards the application in automobiles. The safety and protection of the automobile driver is monitored and abnormalities are detected by these sensors. These abnormalities are highlighted and alerts are provided to the driver, by the combinational synchronization of hardware and software.
Hand Gesture Recognition Using Statistical and Artificial Geometric Methods :...caijjournal
Gesture recognition represents the silent language that can be done with robots as well as they done to us,
this overseas language ensures that everyone can understand the meaning of the gesturing as well as can
reply and interact with. Because of that this silent language has chosen for deaf people in which can make
their communication easier between each of them as well as with other people.
In this paper we have brought to the table two different outstanding gesture recognition systems, those two
techniques achieved high ratio of recognition percentage as well as that are invariant-free techniques,
especially rotation perturbation that hinders the achievement of high level recognition percentage, the first
method is the recognition of hand gesture with the help of dynamic circle template and second one using
variable length chromosome generic algorithm, these two methods has been applied to different people and
the main objective was to reduce the database size used for training.
A SOFTWARE TOOL FOR EXPERIMENTAL STUDY LEAP MOTIONijcsit
The paper aims to present computer application that illustrates Leap Motion controller’s abilities. It is a peripheral and software for PC, which enables control by natural user interface based on gestures. The publication also describes how the controller works and its main advantages/disadvantages. Some apps
using leap motion controller are discussed.
Robot Arm Utilized Having Meal Support System Based on Computer Input by Huma...Waqas Tariq
A robot arm utilized having meal support system based on computer input by human eyes only is proposed. The proposed system is developed for handicap/disabled persons as well as elderly persons and tested with able persons with several shapes and size of eyes under a variety of illumination conditions. The test results with normal persons show the proposed system does work well for selection of the desired foods and for retrieve the foods as appropriate as usersf requirements. It is found that the proposed system is 21% much faster than the manually controlled robotics.
FINGERPRINT CLASSIFICATION MODEL BASED ON NEW COMBINATION OF PARTICLE SWARM O...IAEME Publication
Fingerprint is one of the broadly utilized biometric distinguishing proof to
recognize the persons due steady and worthiness. The classification of fingerprints
gives indexing to the dataset to decrease the seeking and matching manner. There
researches have been developed numerous approaches for fingerprint classification
model, for example, the Neural Network (NN) methods and support vector machine.
Nevertheless, there are a lot of developments to develop the classification procedure.
In this paper, a new classification model based on PSO-SVM technique is used to
achieve fingerprint classification process. The proposed methodology comprises three
phases: preprocessing phases, feature extraction phase and classification phase using
the proposed PSO-SVM model. The CASIA V5 fingerprint dataset and a property
dataset are adopted in this study to test the proposed model. The experimental results
showed that the proposed PSO-SVM classification model was better than the standard
SVM in terms of accuracy, sensitivity and specificity for both datasets.
User Friendly Virtual Clothes System Based on Simulation and Visualization us...IJMTST Journal
Now a days due to the commercial strength, virtual try-on of different things such as shirts, pants, skirts
etc has received much attention. The paper represents a system for 3d virtual clothes try-on that enables a
user to see himself/herself wearing virtual clothes on the screen. it is possible by just looking at a screen,
without taking off his/her actual clothes. It is helpful for online shopping or fashion recommendation to nail
down the selections to few designs and sizes. The user can select various virtual clothes for trying on the
screen. The major contribution of this project is that we automatically sets an invisible (or partially visible)
avatar based on the user’s body size and the skin color and use it for proper clothes fitting, alignment and
clothes simulation in our virtual try-on system. The system physically characterize the selected virtual
clothes on the user’s body which help the user to see virtual clothes fitting from multiple angles as he/she
moves.
Detection and Rectification of Distorted Palm Print Imagestheijes
Distorted or obscure Palm Print Images is one of the major reasons for false non-match. Due to false nonmatch this problem affects all Palm Print recognition applications this problem mainly affects in negative recognition applications, many users purposely distorted their palm print avoid identification. here in this paper novel algorithms is to used to detect and rectify sin distorted based on a single palm print image. Here we don’t use novel algorithm directly rather than this novel algorithm Gaussian blur algorithm is used for distortion of palm print images. Palm Prints are used as the feature vector and a SVM classifier is used to classify the palm print images. Finally the rectification of distorted images will be implemented. Where the input is a distorted palm print and the output is the distortion field. To detect this distorted or obscure palm print image problem a database of various distorted reference palm prints are used. Input palm print is found in the reference database and the respective distortion field is used to convert the input palm print into a normal form.
Hand Shape Based Gesture Recognition in Hardwareijsrd.com
It is possible to recognize and classify ten hand gestures based solely on their shapes. This paper discusses a simple recognition algorithm that uses three shape-based features of a hand to identify what gesture it is conveying. The overall algorithm has three main steps: segmentation, feature calculation, and classification. The algorithm takes an input image of a hand gesture and calculates three features of the image, two based on compactness, and one based on radial distance. The parameters found in the classification step were obtained empirically using 200 hand images. The algorithm was tested on another 200 hand images, and was able to
IJRET : International Journal of Research in Engineering and Technology is an international peer reviewed, online journal published by eSAT Publishing House for the enhancement of research in various disciplines of Engineering and Technology. The aim and scope of the journal is to provide an academic medium and an important reference for the advancement and dissemination of research results that support high-level learning, teaching and research in the fields of Engineering and Technology. We bring together Scientists, Academician, Field Engineers, Scholars and Students of related fields of Engineering and Technology
International Journal of Engineering Research and Applications (IJERA) is an open access online peer reviewed international journal that publishes research and review articles in the fields of Computer Science, Neural Networks, Electrical Engineering, Software Engineering, Information Technology, Mechanical Engineering, Chemical Engineering, Plastic Engineering, Food Technology, Textile Engineering, Nano Technology & science, Power Electronics, Electronics & Communication Engineering, Computational mathematics, Image processing, Civil Engineering, Structural Engineering, Environmental Engineering, VLSI Testing & Low Power VLSI Design etc.
Recent developments in paper currency recognition systemeSAT Journals
Abstract
Currency denomination recognition is one the active research topics at present. And this wide interest is particularly due to the
various potential applications it has. Monetary transaction is an integral part of our day to day activities. However, blind people
particularly suffer in monetary transactions. They are not able to effectively distinguish between various denominations and are often
deceived by other people. Also, a reliable currency recognition system could be used in any sector wherever monetary transaction is
of concern. Thus, there is an ardent need to design a system that is helpful in recognition of paper currency notes correctly. Currency
denomination detection is a vast area of research and significant progress had been achieved over the years. This paper presents an
extensive survey of research on various developments in recent years in identification of currency denomination. A number of
techniques applied by various researchers are discussed briefly in order to assess the state of art.
Keywords:- Currency recognition system, Artificial Neural Network
Driver Alertness On Android With Face And Eye Ball MovementsIJRES Journal
Drowsiness is a big problem while in driving specially in long and continues driving. This is a main cause for accidents. Maximum accidents found by the driver’s ignorance of seeing the road and focus on other thing that will divert the concentration. This project used to find sleepy drivers and lazy driver by monitoring them periodically. Main objective of the project to develop entire system in to smart phone and make it as user friendly to the driver and try to support the system on Smartphone have the Android Operating System. There are major things are considered for measure the fatigue level when monitoring driver, Eye movement driver. Smartphone camera capture the drives image, A Dynamic decision making used for find the drivers fatigue level. When driver reaches threshold level of fatigue, then alert is triggered to avoid accident and awake the driver. If driver ignores the alert and continue with drowsy driving, the alert system takes further steps to stop the vehicle. It may be find nearest coffee shop to refresh driver and also if he need other choices to refresh the map will help them.GPS and Navigation Service of the Android phones used for assist the driver to overcome his drowsy driver.
International Journal of Engineering Research and Development (IJERD)IJERD Editor
International Journal of Engineering Research and Development is an international premier peer reviewed open access engineering and technology journal promoting the discovery, innovation, advancement and dissemination of basic and transitional knowledge in engineering, technology and related disciplines.
Human Arm Inverse Kinematic Solution Based Geometric Relations and Optimizati...Waqas Tariq
Kinematics for robotic systems with many degrees of freedom (DOF) and high redundancy are still an open issue. Namely, computation time in robotic applications is often too high to reach good solution, for parts of the kinematic chain; the problem of inverse kinematics is not linear, as rotations are involved. This means that analytical solutions are only available in limited situations. In all other cases, alternative methods will have to be an employed.The most-used alternative is numerical solutions optimization. This paper presents a strategy based on combine’s analytical solutions with nonlinear optimization algorithm solutions to solution the IKP. A analytical solutions is used to reduce the size of problem from seven variable of joint angle to single variable and nonlinear optimization algorithm was used to find approximate solution which make the computation time is very small
Principles of Good Screen Design in WebsitesWaqas Tariq
Visual techniques for proper arrangement of the elements on the user screen have helped the designers to make the screen look good and attractive. Several visual techniques emphasize the arrangement and ordering of the screen elements based on particular criteria for best appearance of the screen. This paper investigates few significant visual techniques in various web user interfaces and showcases the results for better understanding and their presence.
Collaborative Learning of Organisational KnolwedgeWaqas Tariq
This paper presents recent research into methods used in Australian Indigenous Knowledge sharing and looks at how these can support the creation of suitable collaborative envi- ronments for timely organisational learning. The protocols and practices as used today and in the past by Indigenous communities are presented and discussed in relation to their relevance to a personalised system of knowledge sharing in modern organisational cultures. This research focuses on user models, knowledge acquisition and integration of data for constructivist learning in a networked repository of or- ganisational knowledge. The data collected in the repository is searched to provide collections of up-to-date and relevant material for training in a work environment. The aim is to improve knowledge collection and sharing in a team envi- ronment. This knowledge can then be collated into a story or workflow that represents the present knowledge in the organisation.
FINGERPRINT CLASSIFICATION MODEL BASED ON NEW COMBINATION OF PARTICLE SWARM O...IAEME Publication
Fingerprint is one of the broadly utilized biometric distinguishing proof to
recognize the persons due steady and worthiness. The classification of fingerprints
gives indexing to the dataset to decrease the seeking and matching manner. There
researches have been developed numerous approaches for fingerprint classification
model, for example, the Neural Network (NN) methods and support vector machine.
Nevertheless, there are a lot of developments to develop the classification procedure.
In this paper, a new classification model based on PSO-SVM technique is used to
achieve fingerprint classification process. The proposed methodology comprises three
phases: preprocessing phases, feature extraction phase and classification phase using
the proposed PSO-SVM model. The CASIA V5 fingerprint dataset and a property
dataset are adopted in this study to test the proposed model. The experimental results
showed that the proposed PSO-SVM classification model was better than the standard
SVM in terms of accuracy, sensitivity and specificity for both datasets.
User Friendly Virtual Clothes System Based on Simulation and Visualization us...IJMTST Journal
Now a days due to the commercial strength, virtual try-on of different things such as shirts, pants, skirts
etc has received much attention. The paper represents a system for 3d virtual clothes try-on that enables a
user to see himself/herself wearing virtual clothes on the screen. it is possible by just looking at a screen,
without taking off his/her actual clothes. It is helpful for online shopping or fashion recommendation to nail
down the selections to few designs and sizes. The user can select various virtual clothes for trying on the
screen. The major contribution of this project is that we automatically sets an invisible (or partially visible)
avatar based on the user’s body size and the skin color and use it for proper clothes fitting, alignment and
clothes simulation in our virtual try-on system. The system physically characterize the selected virtual
clothes on the user’s body which help the user to see virtual clothes fitting from multiple angles as he/she
moves.
Detection and Rectification of Distorted Palm Print Imagestheijes
Distorted or obscure Palm Print Images is one of the major reasons for false non-match. Due to false nonmatch this problem affects all Palm Print recognition applications this problem mainly affects in negative recognition applications, many users purposely distorted their palm print avoid identification. here in this paper novel algorithms is to used to detect and rectify sin distorted based on a single palm print image. Here we don’t use novel algorithm directly rather than this novel algorithm Gaussian blur algorithm is used for distortion of palm print images. Palm Prints are used as the feature vector and a SVM classifier is used to classify the palm print images. Finally the rectification of distorted images will be implemented. Where the input is a distorted palm print and the output is the distortion field. To detect this distorted or obscure palm print image problem a database of various distorted reference palm prints are used. Input palm print is found in the reference database and the respective distortion field is used to convert the input palm print into a normal form.
Hand Shape Based Gesture Recognition in Hardwareijsrd.com
It is possible to recognize and classify ten hand gestures based solely on their shapes. This paper discusses a simple recognition algorithm that uses three shape-based features of a hand to identify what gesture it is conveying. The overall algorithm has three main steps: segmentation, feature calculation, and classification. The algorithm takes an input image of a hand gesture and calculates three features of the image, two based on compactness, and one based on radial distance. The parameters found in the classification step were obtained empirically using 200 hand images. The algorithm was tested on another 200 hand images, and was able to
IJRET : International Journal of Research in Engineering and Technology is an international peer reviewed, online journal published by eSAT Publishing House for the enhancement of research in various disciplines of Engineering and Technology. The aim and scope of the journal is to provide an academic medium and an important reference for the advancement and dissemination of research results that support high-level learning, teaching and research in the fields of Engineering and Technology. We bring together Scientists, Academician, Field Engineers, Scholars and Students of related fields of Engineering and Technology
International Journal of Engineering Research and Applications (IJERA) is an open access online peer reviewed international journal that publishes research and review articles in the fields of Computer Science, Neural Networks, Electrical Engineering, Software Engineering, Information Technology, Mechanical Engineering, Chemical Engineering, Plastic Engineering, Food Technology, Textile Engineering, Nano Technology & science, Power Electronics, Electronics & Communication Engineering, Computational mathematics, Image processing, Civil Engineering, Structural Engineering, Environmental Engineering, VLSI Testing & Low Power VLSI Design etc.
Recent developments in paper currency recognition systemeSAT Journals
Abstract
Currency denomination recognition is one the active research topics at present. And this wide interest is particularly due to the
various potential applications it has. Monetary transaction is an integral part of our day to day activities. However, blind people
particularly suffer in monetary transactions. They are not able to effectively distinguish between various denominations and are often
deceived by other people. Also, a reliable currency recognition system could be used in any sector wherever monetary transaction is
of concern. Thus, there is an ardent need to design a system that is helpful in recognition of paper currency notes correctly. Currency
denomination detection is a vast area of research and significant progress had been achieved over the years. This paper presents an
extensive survey of research on various developments in recent years in identification of currency denomination. A number of
techniques applied by various researchers are discussed briefly in order to assess the state of art.
Keywords:- Currency recognition system, Artificial Neural Network
Driver Alertness On Android With Face And Eye Ball MovementsIJRES Journal
Drowsiness is a big problem while in driving specially in long and continues driving. This is a main cause for accidents. Maximum accidents found by the driver’s ignorance of seeing the road and focus on other thing that will divert the concentration. This project used to find sleepy drivers and lazy driver by monitoring them periodically. Main objective of the project to develop entire system in to smart phone and make it as user friendly to the driver and try to support the system on Smartphone have the Android Operating System. There are major things are considered for measure the fatigue level when monitoring driver, Eye movement driver. Smartphone camera capture the drives image, A Dynamic decision making used for find the drivers fatigue level. When driver reaches threshold level of fatigue, then alert is triggered to avoid accident and awake the driver. If driver ignores the alert and continue with drowsy driving, the alert system takes further steps to stop the vehicle. It may be find nearest coffee shop to refresh driver and also if he need other choices to refresh the map will help them.GPS and Navigation Service of the Android phones used for assist the driver to overcome his drowsy driver.
International Journal of Engineering Research and Development (IJERD)IJERD Editor
International Journal of Engineering Research and Development is an international premier peer reviewed open access engineering and technology journal promoting the discovery, innovation, advancement and dissemination of basic and transitional knowledge in engineering, technology and related disciplines.
Human Arm Inverse Kinematic Solution Based Geometric Relations and Optimizati...Waqas Tariq
Kinematics for robotic systems with many degrees of freedom (DOF) and high redundancy are still an open issue. Namely, computation time in robotic applications is often too high to reach good solution, for parts of the kinematic chain; the problem of inverse kinematics is not linear, as rotations are involved. This means that analytical solutions are only available in limited situations. In all other cases, alternative methods will have to be an employed.The most-used alternative is numerical solutions optimization. This paper presents a strategy based on combine’s analytical solutions with nonlinear optimization algorithm solutions to solution the IKP. A analytical solutions is used to reduce the size of problem from seven variable of joint angle to single variable and nonlinear optimization algorithm was used to find approximate solution which make the computation time is very small
Principles of Good Screen Design in WebsitesWaqas Tariq
Visual techniques for proper arrangement of the elements on the user screen have helped the designers to make the screen look good and attractive. Several visual techniques emphasize the arrangement and ordering of the screen elements based on particular criteria for best appearance of the screen. This paper investigates few significant visual techniques in various web user interfaces and showcases the results for better understanding and their presence.
Collaborative Learning of Organisational KnolwedgeWaqas Tariq
This paper presents recent research into methods used in Australian Indigenous Knowledge sharing and looks at how these can support the creation of suitable collaborative envi- ronments for timely organisational learning. The protocols and practices as used today and in the past by Indigenous communities are presented and discussed in relation to their relevance to a personalised system of knowledge sharing in modern organisational cultures. This research focuses on user models, knowledge acquisition and integration of data for constructivist learning in a networked repository of or- ganisational knowledge. The data collected in the repository is searched to provide collections of up-to-date and relevant material for training in a work environment. The aim is to improve knowledge collection and sharing in a team envi- ronment. This knowledge can then be collated into a story or workflow that represents the present knowledge in the organisation.
Virtual teams are used more and more by companies and other organizations to receive benefits. They are a great way to enable teamwork in situations where people are not sitting in the same physical place at the same time. As companies seek to increase the use of virtual teams, a need exists to explore the context of these teams, the virtuality of a team and software that may help these teams working virtualy. Virtual teams have the same basic principles as traditional teams, but there is one big difference. This difference is the way the team members communicate. Instead of using the dynamics of in-office face-to-face exchange, they now rely on special communication channels enabled by modern technologies, such as e-mails, faxes, phone calls and teleconferences, virtual meetings etc. This is why this paper is focused on the issues regarding virtual teams, and how these teams are created and progressing in Albania.
Exploring the Relationship Between Mobile Phone and Senior Citizens: A Malays...Waqas Tariq
There is growing ageing phenomena with the rise of ageing population throughout the world. According to the World Health Organization (2002), the growing ageing population indicates 694 million, or 223% is expected for people aged 60 and over, since 1970 and 2025.The growth is especially significant in some advanced countries such as North America, Japan, Italy, Germany, United Kingdom and so forth. This growing older adult population has significantly impact the social-culture, lifestyle, healthcare system, economy, infrastructure and government policy of a nation. However, there are limited research studies on the perception and usage of a mobile phone and its service for senior citizens in a developing nation like Malaysia. This paper explores the relationship between mobile phones and senior citizens in Malaysia from the perspective of a developing country. We conducted an exploratory study using contextual interviews with 5 senior citizens of how they perceive their mobile phones. This paper reveals 4 interesting themes from this preliminary study, in addition to the findings of the desirable mobile requirements for local senior citizens with respect of health, safety and communication purposes. The findings of this study bring interesting insight to local telecommunication industries as a whole, and will also serve as groundwork for more in-depth study in the future.
The Use of Java Swing’s Components to Develop a WidgetWaqas Tariq
Widget is a kind of application provides a single service such as a map, news feed, simple clock, battery-life indicators, etc. This kind of interactive software object has been developed to facilitate user interface (UI) design. A user interface (UI) function may be implemented using different widgets with the same function. In this article, we present the widget as a platform that is generally used in various applications, such as in desktop, web browser, and mobile phone. We also describe a visual menu of Java Swing’s components that will be used to establish widget. It will assume that we have successfully compiled and run a program that uses Swing components.
Toward a More Robust Usability concept with Perceived Enjoyment in the contex...Waqas Tariq
Mobile multimedia service is relatively new but has quickly dominated people¡¯s lives, especially among young people. To explain this popularity, this study applies and modifies the Technology Acceptance Model (TAM) to propose a research model and conduct an empirical study. The goal of study is to examine the role of Perceived Enjoyment (PE) and what determinants can contribute to PE in the context of using mobile multimedia service. The result indicates that PE is influencing on Perceived Usefulness (PU) and Perceived Ease of Use (PEOU) and directly Behavior Intention (BI). Aesthetics and flow are key determinants to explain Perceived Enjoyment (PE) in mobile multimedia usage.
A Proposed Web Accessibility Framework for the Arab DisabledWaqas Tariq
The Web is providing unprecedented access to information and interaction for people with disabilities. This paper presents a Web accessibility framework which offers the ease of the Web accessing for the disabled Arab users and facilitates their lifelong learning as well. The proposed framework system provides the disabled Arab user with an easy means of access using their mother language so they don’t have to overcome the barrier of learning the target-spoken language. This framework is based on analyzing the web page meta-language, extracting its content and reformulating it in a suitable format for the disabled users. The basic objective of this framework is supporting the equal rights of the Arab disabled people for their access to the education and training with non disabled people. Key Words : Arabic Moon code, Arabic Sign Language, Deaf, Deaf-blind, E-learning Interactivity, Moon code, Web accessibility , Web framework , Web System, WWW.
Dynamic Construction of Telugu Speech Corpus for Voice Enabled Text EditorWaqas Tariq
In recent decades speech interactive systems have gained increasing importance. Performance of an ASR system mainly depends on the availability of large corpus of speech. The conventional method of building a large vocabulary speech recognizer for any language uses a top-down approach to speech. This approach requires large speech corpus with sentence or phoneme level transcription of the speech utterances. The transcriptions must also include different speech order so that the recognizer can build models for all the sounds present. But, for Telugu language, because of its complex nature, a very large, well annotated speech database is very difficult to build. It is very difficult, if not impossible, to cover all the words of any Indian language, where each word may have thousands and millions of word forms. A significant part of grammar that is handled by syntax in English (and other similar languages) is handled within morphology in Telugu. Phrases including several words (that is, tokens) in English would be mapped on to a single word in Telugu.Telugu language is phonetic in nature in addition to rich in morphology. That is why the speech technology developed for English cannot be applied to Telugu language. This paper highlights the work carried out in an attempt to build a voice enabled text editor with capability of automatic term suggestion. Main claim of the paper is the recognition enhancement process developed by us for suitability of highly inflecting, rich morphological languages. This method results in increased speech recognition accuracy with very much reduction in corpus size. It also adapts Telugu words to the database dynamically, resulting in growth of the corpus.
USEFul: A Framework to Mainstream Web Site Usability through Automated Evalua...Waqas Tariq
A paradox has been observed whereby web site usability is proven to be an essential element in a web site, yet at the same time there exist an abundance of web pages with poor usability. This discrepancy is the result of limitations that are currently preventing web developers in the commercial sector from producing usable web sites. In this paper we propose a framework whose objective is to alleviate this problem by automating certain aspects of the usability evaluation process. Mainstreaming comes as a result of automation, therefore enabling a non-expert in the field of usability to conduct the evaluation. This results in reducing the costs associated with such evaluation. Additionally, the framework allows the flexibility of adding, modifying or deleting guidelines without altering the code that references them since the guidelines and the code are two separate components. A comparison of the evaluation results carried out using the framework against published evaluations of web sites carried out by web site usability professionals reveals that the framework is able to automatically identify the majority of usability violations. Due to the consistency with which it evaluates, it identified additional guideline-related violations that were not identified by the human evaluators.
An Improved Approach for Word Ambiguity RemovalWaqas Tariq
Word ambiguity removal is a task of removing ambiguity from a word, i.e. correct sense of word is identified from ambiguous sentences. This paper describes a model that uses Part of Speech tagger and three categories for word sense disambiguation (WSD). Human Computer Interaction is very needful to improve interactions between users and computers. For this, the Supervised and Unsupervised methods are combined. The WSD algorithm is used to find the efficient and accurate sense of a word based on domain information. The accuracy of this work is evaluated with the aim of finding best suitable domain of word. Keywords: Human Computer Interaction, Supervised Training, Unsupervised Learning, Word Ambiguity, Word sense disambiguation
Development of Sign Signal Translation System Based on Altera’s FPGA DE2 BoardWaqas Tariq
The main aim of this paper is to build a system that is capable of detecting and recognizing the hand gesture in an image captured by using a camera. The system is built based on Altera’s FPGA DE2 board, which contains a Nios II soft core processor. Image processing techniques and a simple but effective algorithm are implemented to achieve this purpose. Image processing techniques are used to smooth the image in order to ease the subsequent processes in translating the hand sign signal. The algorithm is built for translating the numerical hand sign signal and the result are displayed on the seven segment display. Altera’s Quartus II, SOPC Builder and Nios II EDS software are used to construct the system. By using SOPC Builder, the related components on the DE2 board can be interconnected easily and orderly compared to traditional method that requires lengthy source code and time consuming. Quartus II is used to compile and download the design to the DE2 board. Then, under Nios II EDS, C programming language is used to code the hand sign translation algorithm. Being able to recognize the hand sign signal from images can helps human in controlling a robot and other applications which require only a simple set of instructions provided a CMOS sensor is included in the system.
Our research aims to propose a global approach for specification, design and verification of context awareness Human Computer Interface (HCI). This is a Model Based Design approach (MBD). This methodology describes the ubiquitous environment by ontologies. OWL is the standard used for this purpose. The specification and modeling of Human-Computer Interaction are based on Petri nets (PN). This raises the question of representation of Petri nets with XML. We use for this purpose, the standard of modeling PNML. In this paper, we propose an extension of this standard for specification, generation and verification of HCI. This extension is a methodological approach for the construction of PNML with Petri nets. The design principle uses the concept of composition of elementary structures of Petri nets as PNML Modular. The objective is to obtain a valid interface through verification of properties of elementary Petri nets represented with PNML.
Parameters Optimization for Improving ASR Performance in Adverse Real World N...Waqas Tariq
From the existing research it has been observed that many techniques and methodologies are available for performing every step of Automatic Speech Recognition (ASR) system, but the performance (Minimization of Word Error Recognition-WER and Maximization of Word Accuracy Rate- WAR) of the methodology is not dependent on the only technique applied in that method. The research work indicates that, performance mainly depends on the category of the noise, the level of the noise and the variable size of the window, frame, frame overlap etc is considered in the existing methods. The main aim of the work presented in this paper is to use variable size of parameters like window size, frame size and frame overlap percentage to observe the performance of algorithms for various categories of noise with different levels and also train the system for all size of parameters and category of real world noisy environment to improve the performance of the speech recognition system. This paper presents the results of Signal-to-Noise Ratio (SNR) and Accuracy test by applying variable size of parameters. It is observed that, it is really very hard to evaluate test results and decide parameter size for ASR performance improvement for its resultant optimization. Hence, this study further suggests the feasible and optimum parameter size using Fuzzy Inference System (FIS) for enhancing resultant accuracy in adverse real world noisy environmental conditions. This work will be helpful to give discriminative training of ubiquitous ASR system for better Human Computer Interaction (HCI). Keywords: ASR Performance, ASR Parameters Optimization, Multi-Environmental Training, Fuzzy Inference System for ASR, ubiquitous ASR system, Human Computer Interaction (HCI)
An overview on Advanced Research Works on Brain-Computer InterfaceWaqas Tariq
A brain–computer interface (BCI) is a proficient result in the research field of human- computer synergy, where direct articulation between brain and an external device occurs resulting in augmenting, assisting and repairing human cognitive. Advanced works like generating brain-computer interface switch technologies for intermittent (or asynchronous) control in natural environments or developing brain-computer interface by Fuzzy logic Systems or by implementing wavelet theory to drive its efficacies are still going on and some useful results has also been found out. The requirements to develop this brain machine interface is also growing day by day i.e. like neuropsychological rehabilitation, emotion control, etc. An overview on the control theory and some advanced works on the field of brain machine interface are shown in this paper.
Cognitive Approach Towards the Maintenance of Web-Sites Through Quality Evalu...Waqas Tariq
It is a well established fact that the Web-Applications require frequent maintenance because of cutting– edge business competitions. The authors have worked on quality evaluation of web-site of Indian ecommerce domain. As a result of that work they have made a quality-wise ranking of these sites. According to their work and also the survey done by various other groups Futurebazaar web-site is considered to be one of the best Indian e-shopping sites. In this research paper the authors are assessing the maintenance of the same site by incorporating the problems incurred during this evaluation. This exercise gives a real world maintainability problem of web-sites. This work will give a clear picture of all the quality metrics which are directly or indirectly related with the maintainability of the web-site.
Computer Input with Human Eyes-Only Using Two Purkinje Images Which Works in ...Waqas Tariq
A method for computer input with human eyes-only using two Purkinje images which works in a real time basis without calibration is proposed. Experimental results shows that cornea curvature can be estimated by using two light sources derived Purkinje images so that no calibration for reducing person-to-person difference of cornea curvature. It is found that the proposed system allows usersf movements of 30 degrees in roll direction and 15 degrees in pitch direction utilizing detected face attitude which is derived from the face plane consisting three feature points on the face, two eyes and nose or mouth. Also it is found that the proposed system does work in a real time basis.
Inverse Kinematics Analysis for Manipulator Robot with Wrist Offset Based On ...Waqas Tariq
This paper presents an algorithm to solve the inverse kinematics for a six degree of freedom (6 DOF) manipulator robot with wrist offset. This type of robot has a complex inverse kinematics, which needs a long time for such calculation. The proposed algorithm starts from find the wrist point by vectors computation then compute the first three joint angles and after that compute the wrist angles by analytic solution. This algorithm is tested for the TQ MA2000 manipulator robot as case study. The obtained results was compared with results of rotational vector algorithm where both algorithms have the same accuracy but the proposed algorithm saving round about 99.6% of the computation time required by the rotational vector algorithm, which leads to used this algorithm in real time robot control.
Real Time Blinking Detection Based on Gabor FilterWaqas Tariq
New method of blinking detection is proposed. The utmost important of blinking detections method is robust against different users, noise, and also change of eye shape. In this paper, we propose blinking detections method by measuring of distance between two arcs of eye (upper part and lower part). We detect eye arcs by apply Gabor filter onto eye image. As we know that Gabor filter has advantage on image processing application since it able to extract spatial localized spectral features, such line, arch, and other shape are more easily detected. After two of eye arcs are detected, we measure the distance between both by using connected labeling method. The open eye is marked by the distance between two arcs is more than threshold and otherwise, the closed eye is marked by the distance less than threshold. The experiment result shows that our proposed method robust enough against different users, noise, and eye shape changes with perfectly accuracy.
TURKISH SIGN LANGUAGE RECOGNITION USING HIDDEN MARKOV MODELcscpconf
In past years, there were a lot of researches made in order to provide more accurate and
comfortable interaction between human and machine. Developing a system which recognizes
human gestures, is an important study to improve interaction between human and machine.
Sign language is a way of communication for hearing-impaired people which enables them to
communicate among themselves and with other people around them. Sign language consists of
hand gestures and facial expressions. During the past 20 years, researches were made to
facilitate communication of hearing-impaired people with others.
Sign language recognition systems are designed in various countries. This paper presents a sign
language recognition system, which uses Kinect camera to obtain skeletal model. Our aim was
to recognize expressions, which are used widely in Turkish Sign Language (TSL). For that
purpose we have selected 15 words/expressions randomly (repeated 4 times each by 3 different
signers) which belong to Turkish Sign Language. We have used 180 records in total. Videos are
recorded using Microsoft Kinect Camera and Nui Capture. Joint angles and joint positions have
been used as features of gesture and achieved close to 100% recognition rates.
COMPARATIVE STUDY OF HAND GESTURE RECOGNITION SYSTEMcscpconf
Human imitation for his surrounding environment makes him interfere in every details of this
great environment, hear impaired people are gesturing with each other for delivering a specific
message, this method of communication also attracts human imitation attention to cast it on
human-computer interaction. The faculty of vision based gesture recognition to be a natural,
powerful, and friendly tool for supporting efficient interaction between human and machine. In
this paper a review of recent hand gesture recognition systems is presented with description of
hand gestures modelling, analysis and recognition. A comparative study included in this paper
with focusing on different segmentation, features extraction and recognition tools, research advantages and drawbacks are provided as well.
Novel Approach to Use HU Moments with Image Processing Techniques for Real Ti...CSCJournals
Sign language is the fundamental communication method among people who suffer from speech and hearing defects. The rest of the world doesn’t have a clear idea of sign language. “Sign Language Communicator” (SLC) is designed to solve the language barrier between the sign language users and the rest of the world. The main objective of this research is to provide a low cost affordable method of sign language interpretation. This system will also be very useful to the sign language learners as they can practice the sign language. During the research available human computer interaction techniques in posture recognition was tested and evaluated. A series of image processing techniques with Hu-moment classification was identified as the best approach. To improve the accuracy of the system, a new approach; height to width ratio filtration was implemented along with Hu-moments. System is able to recognize selected Sign Language signs with the accuracy of 84% without a controlled background with small light adjustments.
A PREDICTION METHOD OF GESTURE TRAJECTORY BASED ON LEAST SQUARES FITTING MODELVLSICS Design
Implicit interaction based on context information is widely used and studied in the virtual scene. In context
based human computer interaction, the meaning of action A is well defined. For instance, the right wave is
defined turning paper or PPT in context B, And it mean volume up in context C. However, we cannot use
the context information when we select the object to be manipulated. In view of this situation, this paper
proposes using the least squares fitting curve beam to predict the user's trajectory, so as to determine what
object the user’s wants to operate. At the same time, the fitting effects of the three curves were compared,
and the curve which is more accord with the hand movement trajectory is obtained. In addition, using the
bounding box size control the Z variable to move in an appropriate location. Experimental results show
that the proposed in this paper based on bounding box size to control the Z variables get a good effect; by
fitting the trajectory of a human hand, to predict the object that the subjects would like to operate. The
correct rate is 91%.
A PREDICTION METHOD OF GESTURE TRAJECTORY BASED ON LEAST SQUARES FITTING MODELVLSICS Design
Implicit interaction based on context information is widely used and studied in the virtual scene. In context
based human computer interaction, the meaning of action A is well defined. For instance, the right wave is
defined turning paper or PPT in context B, And it mean volume up in context C. However, we cannot use
the context information when we select the object to be manipulated. In view of this situation, this paper
proposes using the least squares fitting curve beam to predict the user's trajectory, so as to determine what
object the user’s wants to operate. At the same time, the fitting effects of the three curves were compared,
and the curve which is more accord with the hand movement trajectory is obtained. In addition, using the
bounding box size control the Z variable to move in an appropriate location. Experimental results show
that the proposed in this paper based on bounding box size to control the Z variables get a good effect; by
fitting the trajectory of a human hand, to predict the object that the subjects would like to operate. The
correct rate is 91%.
A PREDICTION METHOD OF GESTURE TRAJECTORY BASED ON LEAST SQUARES FITTING MODELVLSICS Design
Implicit interaction based on context information is widely used and studied in the virtual scene. In context
based human computer interaction, the meaning of action A is well defined. For instance, the right wave is
defined turning paper or PPT in context B, And it mean volume up in context C. However, we cannot use
the context information when we select the object to be manipulated. In view of this situation, this paper
proposes using the least squares fitting curve beam to predict the user's trajectory, so as to determine what
object the user’s wants to operate. At the same time, the fitting effects of the three curves were compared,
and the curve which is more accord with the hand movement trajectory is obtained. In addition, using the
bounding box size control the Z variable to move in an appropriate location. Experimental results show
that the proposed in this paper based on bounding box size to control the Z variables get a good effect; by
fitting the trajectory of a human hand, to predict the object that the subjects would like to operate. The
correct rate is 91%.
Vision Based Gesture Recognition Using Neural Networks Approaches: A ReviewWaqas Tariq
The aim of gesture recognition researches is to create system that easily identifies gestures, and use them for device control, or convey in formations. In this paper we are discussing researches done in the area of hand gesture recognition based on Artificial Neural Networks approaches. Several hand gesture recognition researches that use Neural Networks are discussed in this paper, comparisons between these methods were presented, advantages and drawbacks of the discussed methods also included, and implementation tools for each method were presented as well.
HUMAN COMPUTER INTERACTION ALGORITHM BASED ON SCENE SITUATION AWARENESScsandit
Implicit interaction based on context information is widely used and studied in the virtual scene.In context based human computer interaction, the meaning of action A is well defined. For instance, the right wave is defined turning paper or PPT in context B, And it mean volume up in context C. However, Select object in a virtual scene with multiple objects, context information is not fit. In view of this situation, this paper proposes using the least squares fitting curve beam to
predict the user's trajectory, so as to determine what object the user’s wants to operate .And fitting the starting position of the straight line according to the change of the discrete table. And
using the bounding box size control the Z variable to move in an appropriate location. Experimental results show that the proposed in this paper based on bounding box size to control
the Z variables get a good effect; by fitting the trajectory of a human hand, to predict the object that the subjects would like to operate. The correct rate is 88.6%.
Human Computer Interaction Algorithm Based on Scene Situation Awareness cscpconf
Implicit interaction based on context information is widely used and studied in the virtual scene.
In context based human computer interaction, the meaning of action A is well defined. For
instance, the right wave is defined turning paper or PPT in context B, And it mean volume up in
context C. However, Select object in a virtual scene with multiple objects, context information is
not fit. In view of this situation, this paper proposes using the least squares fitting curve beam to
predict the user's trajectory, so as to determine what object the user’s wants to operate .And
fitting the starting position of the straight line according to the change of the discrete table. And
using the bounding box size control the Z variable to move in an appropriate location.
Experimental results show that the proposed in this paper based on bounding box size to control
the Z variables get a good effect; by fitting the trajectory of a human hand, to predict the object
that the subjects would like to operate. The correct rate is 88.6%.
MOTION PREDICTION USING DEPTH INFORMATION OF HUMAN ARM BASED ON ALEXNETgerogepatton
The development of convolutional neural networks(CNN) has provided a new tool to make classification and prediction of human's body motion. This project tends to predict the drop point of a ball thrown out by experimenters by classifying the motion of their body in the process of throwing. Kinect sensor v2 is used to record depth maps and the drop points are recorded by a square infrared induction module. Firstly, convolutional neural networks are made use of to put the data obtained from depth maps in and get the prediction of drop point according to experimenters' motion. Secondly, huge amount of data is used to trainthe networks of different structure, and a network structure that could provide high enough accuracy for drop point prediction is established. The network model and parameters are modified to improve the accuracy of the prediction algorithm. Finally, the experimental data is divided into a training group and a test group. The prediction results of test group reflect that the prediction algorithm effectively improves the accuracy of human motion perception.
Motion Prediction Using Depth Information of Human Arm Based on Alexnetgerogepatton
The development of convolutional neural networks(CNN) has provided a new tool to make classification
and prediction of human's body motion. This project tends to predict the drop point of a ball thrown out by
experimenters by classifying the motion of their body in the process of throwing. Kinect sensor v2 is used to
record depth maps and the drop points are recorded by a square infrared induction module. Firstly,
convolutional neural networks are made use of to put the data obtained from depth maps in and get the
prediction of drop point according to experimenters' motion. Secondly, huge amount of data is used to train
the networks of different structure, and a network structure that could provide high enough accuracy for
drop point prediction is established. The network model and parameters are modified to improve the
accuracy of the prediction algorithm. Finally, the experimental data is divided into a training group and a
test group. The prediction results of test group reflect that the prediction algorithm effectively improves the
accuracy of human motion perception.
A robust method for VR-based hand gesture recognition using density-based CNNTELKOMNIKA JOURNAL
Many VR-based medical purposes applications have been developed to help patients with mobility decrease caused by accidents, diseases, or other injuries to do physical treatment efficiently. VR-based applications were considered more effective helper for individual physical treatment because of their low-cost equipment and flexibility in time and space, less assistance of a physical therapist. A challenge in developing a VR-based physical treatment was understanding the body part movement accurately and quickly. We proposed a robust pipeline to understanding hand motion accurately. We retrieved our data from movement sensors such as HTC vive and leap motion. Given a sequence position of palm, we represent our data as binary 2D images of gesture shape. Our dataset consisted of 14 kinds of hand gestures recommended by a physiotherapist. Given 33 3D points that were mapped into binary images as input, we trained our proposed density-based CNN. Our CNN model concerned with our input characteristics, having many 'blank block pixels', 'single-pixel thickness' shape and generated as a binary image. Pyramid kernel size applied on the feature extraction part and classification layer using softmax as loss function, have given 97.7% accuracy.
Human Computer Interaction Based HEMD Using Hand GestureIJAEMSJORNAL
Hand gesture based Human-Computer-Interaction (HCI) is one of the most normal and spontaneous ways to communicate between people and apparatus to present a hand gesture recognition system with Webcam, Operates robustly in unrestrained environment and is insensible to hand variations and distortions. This classification consists of two major modules, that is, hand detection and gesture recognition. Diverse from conventional vision-based hand gesture recognition methods that use color-markers for hand detection, this system uses both the depth and color information from Webcam to detect the hand shape, which ensures the sturdiness in disorderly environments. Assurance its heftiness to input variations or the distortions caused by the low resolution of webcam, to apply a novel shape distance metric called Handle Earth Mover's Distance (HEMD) for hand gesture recognition. Consequently, in this paper concept operates accurately and efficiently. The intend of this paper is to expand robust and resourceful hand segmentation algorithm where three algorithms for hand segmentation using different color spaces with required thresholds have were utilized. Hand tracking and segmentation algorithm is found to be most resourceful to handle the challenge of apparition based organization such as skin dye detection. Noise may hold, for a moment, in the segmented image due to lively background. Tracking algorithm was developed and applied on the segmented hand contour for elimination of unnecessary background noise
CHARACTERIZING HUMAN BEHAVIOURS USING STATISTICAL MOTION DESCRIPTORsipij
Identifying human behaviors is a challenging research problem due to the complexity and variation of
appearances and postures, the variation of camera settings, and view angles. In this paper, we try to
address the problem of human behavior identification by introducing a novel motion descriptor based on
statistical features. The method first divide the video into N number of temporal segments. Then for each
segment, we compute dense optical flow, which provides instantaneous velocity information for all the
pixels. We then compute Histogram of Optical Flow (HOOF) weighted by the norm and quantized into 32
bins. We then compute statistical features from the obtained HOOF forming a descriptor vector of 192- dimensions. We then train a non-linear multi-class SVM that classify dif erent human behaviors with the
accuracy of 72.1%. We evaluate our method by using publicly available human action data set. Experimental results shows that our proposed method out performs state of the art methods.
Interface on Usability Testing Indonesia Official Tourism WebsiteWaqas Tariq
Ministry of Tourism and Creative Economy of The Republic of Indonesia must meet the wide audience various needs and should reach people from all levels of society around the world to provide Indonesia tourism and travel information. This article will gives the details in the evolution of one important component of Indonesia Official Tourism Website as it has grown in functionality and usefulness over several years of use by a live, unrestricted community. We chose this website to see the website interface design and usability and to popularize Indonesia tourism and travel highlights. The analysis done by looking at the criteria specified for usability testing. Usability testing measures are the ease of use (effectiveness, efficiency, consistency and interface design), easy to learn, errors and syntax which is related to the human computer interaction. The purpose of this article is to test the usability level of the website, analyze the website interface design, and provide suggestions for improvements in Indonesia Official Tourism Website of analysis we have done before.
Monitoring and Visualisation Approach for Collaboration Production Line Envir...Waqas Tariq
In this paper, a tool, called SPMonitor, to monitor and visualize of run-time execution productive processes is proposed. SPMonitor enables dynamically visualizing and monitoring workflows running in a system. It displays versatile information about currently executed workflows providing better understanding about processes and the general functionality of the domain. Moreover, SPMonitor enhances cooperation between different stakeholders by offering extensive communication and problem solving features that allow actors concerned to react more efficiently to different anomalies that may occur during a workflow execution. The ideas discussed are validated through the study of real case related to airbus assembly lines.
Hand Segmentation Techniques to Hand Gesture Recognition for Natural Human Co...Waqas Tariq
This work is the part of vision based hand gesture recognition system for Natural Human Computer Interface. Hand tracking and segmentation are the primary steps for any hand gesture recognition system. The aim of this paper is to develop robust and efficient hand segmentation algorithm where three algorithms for hand segmentation using different color spaces with required morphological processing have were utilized. Hand tracking and segmentation algorithm (HTS) is found to be most efficient to handle the challenges of vision based system such as skin color detection, complex background removal and variable lighting condition. Noise may contain, sometime, in the segmented image due to dynamic background. An edge traversal algorithm was developed and applied on the segmented hand contour for removal of unwanted background noise.
Evaluation of Web Search Engines Based on Ranking of Results and FeaturesWaqas Tariq
Search engines help the user to surf the web. Due to the vast number of web pages it is highly impossible for the user to retrieve the appropriate web page he needs. Thus, Web search ranking algorithms play an important role in ranking web pages so that the user could retrieve the page which is most relevant to the user's query. This paper presents a study of the applicability of two user-effort-sensitive evaluation measures on five Web search engines (Google, Ask, Yahoo, AOL and Bing). Twenty queries were collected from the list of most hit queries in the last year from various search engines and based upon that search engines are evaluated.
Generating a Domain Specific Inspection Evaluation Method through an Adaptive...Waqas Tariq
The growth of the Internet and related technologies has enabled the development of a new breed of dynamic websites and applications that are growing rapidly in use and that have had a great impact on many businesses. These websites need to be continuously evaluated and monitored to measure their efficiency and effectiveness, to assess user satisfaction, and ultimately to improve their quality. Nearly all the studies have used Heuristic Evaluation (HE) and User Testing (UT) methodologies, which have become the accepted methods for the usability evaluation of User Interface Design (UID); however, the former is general, and unlikely to encompass all usability attributes for all website domains. The latter is expensive, time consuming and misses consistency problems. To address this need, new evaluation method is developed using traditional evaluations (HE and UT) in novel ways.
The lack of a methodological framework that can be used to generate a domain-specific evaluation method, which can then be used to improve the usability assessment process for a product in any chosen domain, represents a missing area in usability testing. This paper proposes an adapting framework and evaluates it by generating an evaluation method for assessing and improving the usability of a product, called Domain Specific Inspection (DSI), and then analysing it empirically by applying it on the educational domain. Our experiments show that the adaptive framework is able to build a formative and summative evaluation method that provides optimal results with regard to the identification of comprehensive usability problem areas and relevant usability evaluation method (UEM) metrics, with minimum input in terms of the cost and time usually spent on employing UEMs.
A Case Study on Non-Visual Pen-Based Interaction with the Numerical DataWaqas Tariq
A widespread tabular format still poses great problems for screen readers because of diversity and complexity of the cells’ content. How to access the numerical data presented in tabular form in a quick and intuitive way in the absence of visual feedback? We have implemented and assessed the algorithm supporting an exploration of the tabular data in the absence of visual feedback. This algorithm helps to solve the most commonly encountered problems: retrieving the position of extreme values and the target value that can also be linked to the specific content of the virtual table. The performance of 11 blindfolded subjects was evaluated when they used the StickGrip kinesthetic display and when they relied on the Wacom pen and auditory signals. The results of the comparative study are reported.
AudiNect: An Aid for the Autonomous Navigation of Visually Impaired People, B...Waqas Tariq
In this paper, the realization of a new kind of autonomous navigation aid is presented. The prototype, called AudiNect, is mainly developed as an aid for visually impaired people, though a larger range of applications is also possible. The AudiNect prototype is based on the Kinect device for Xbox 360. On the basis of the Kinect output data, proper acoustic feedback is generated, so that useful depth information from 3D frontal scene can be easily developed and acquired. To this purpose, a number of basic problems have been analyzed, in relation to visually impaired people orientation and movement, through both actual experimentations and a careful literature research in the field. Quite satisfactory results have been reached and discussed, on the basis of proper tests on blindfolded sighted individuals.
User Centered Design Patterns and Related Issues – A ReviewWaqas Tariq
A design pattern describes possible good solutions to common problems within certain context. This is done by describing the invariant qualities of all those solutions where good patterns improve with time and widespread use. In this research paper some existing user centered design patterns and their issues are discussed. We have studied many user centered design patterns; however most of them do not provide diagrammatic solutions which can be implementable. It is observed that there is a need of a design pattern which can address issues specifically related to Open Source Software (OSS) users.
Identifying the Factors Affecting Users’ Adoption of Social NetworkingWaqas Tariq
Through the rapid expansion of information and communication technologies, social networking sites have received much more attention in the scope of internet communication. Success of a social web primarily depends on users’ satisfaction. In this context, this study aims to identify the influencing factors that affect users’ satisfaction towards social networking site use. A multidimensional model has been proposed based on the Information Quality, System Quality, Environmental and Affective dimensions to assess the effects of key variables – Semantic Intention, Usability, Web-Page Aesthetics, Subjective Norm and Trust- on users’ satisfaction. Facebook was chosen as a focused social networking site, because of its popularity. A comprehensive survey instrument was applied to 203 Facebook users. Also, Structural Equation Modeling, particularly Partial Least Square, was conducted to analyze the proposed research model. As a result, proposed multidimensional research model predicts the factors influencing users’ satisfaction towards social networking site use and relationships among these factors. The findings of this research will be valuable for literature by analyzing the influencing factors that have not been previously researched in the context of social networking satisfaction area.
Usability of User Interface Styles for Learning Graphical Software ApplicationsWaqas Tariq
This paper examines usability of different user interface styles for learning graphical software applications, namely Adobe Flash CS4 and Microsoft Expression blend 4. An empirical study was performed to investigate the usability attributes of effectiveness, efficiency and satisfaction scores for learning the graphical software applications. There were 32 participants recruited whom consist of interface designers and software developers. A set of 7 tasks was designed to compare the different effects of user interface styles including graphical user interface (GUI) and command line interface (CLI). User Performance variables (effectiveness, efficiency, duration, number of errors and number of helps) were measured for tasks performed by all the participants in the test. Satisfaction score was measured using QUIS (Questionnaire for User Interface Satisfaction) tool. The result revealed that the average effectiveness scores are higher than 75% for both software applications. Although Adobe Flash CS4 gained slightly higher on effectiveness, Microsoft Expression Blend 4 obtained better results in terms of efficiency, duration, errors and helps. The user satisfaction rates also showed Microsoft Expression Blend 4 gained higher satisfaction comparing Adobe Flash CS4. Generally, both software applications gained scores above average (>3.5) for majority of the user interface satisfaction attributes of software regardless of users’ background.
Operation “Blue Star” is the only event in the history of Independent India where the state went into war with its own people. Even after about 40 years it is not clear if it was culmination of states anger over people of the region, a political game of power or start of dictatorial chapter in the democratic setup.
The people of Punjab felt alienated from main stream due to denial of their just demands during a long democratic struggle since independence. As it happen all over the word, it led to militant struggle with great loss of lives of military, police and civilian personnel. Killing of Indira Gandhi and massacre of innocent Sikhs in Delhi and other India cities was also associated with this movement.
Read| The latest issue of The Challenger is here! We are thrilled to announce that our school paper has qualified for the NATIONAL SCHOOLS PRESS CONFERENCE (NSPC) 2024. Thank you for your unwavering support and trust. Dive into the stories that made us stand out!
The Art Pastor's Guide to Sabbath | Steve ThomasonSteve Thomason
What is the purpose of the Sabbath Law in the Torah. It is interesting to compare how the context of the law shifts from Exodus to Deuteronomy. Who gets to rest, and why?
The Indian economy is classified into different sectors to simplify the analysis and understanding of economic activities. For Class 10, it's essential to grasp the sectors of the Indian economy, understand their characteristics, and recognize their importance. This guide will provide detailed notes on the Sectors of the Indian Economy Class 10, using specific long-tail keywords to enhance comprehension.
For more information, visit-www.vavaclasses.com
This is a presentation by Dada Robert in a Your Skill Boost masterclass organised by the Excellence Foundation for South Sudan (EFSS) on Saturday, the 25th and Sunday, the 26th of May 2024.
He discussed the concept of quality improvement, emphasizing its applicability to various aspects of life, including personal, project, and program improvements. He defined quality as doing the right thing at the right time in the right way to achieve the best possible results and discussed the concept of the "gap" between what we know and what we do, and how this gap represents the areas we need to improve. He explained the scientific approach to quality improvement, which involves systematic performance analysis, testing and learning, and implementing change ideas. He also highlighted the importance of client focus and a team approach to quality improvement.
The Roman Empire A Historical Colossus.pdfkaushalkr1407
The Roman Empire, a vast and enduring power, stands as one of history's most remarkable civilizations, leaving an indelible imprint on the world. It emerged from the Roman Republic, transitioning into an imperial powerhouse under the leadership of Augustus Caesar in 27 BCE. This transformation marked the beginning of an era defined by unprecedented territorial expansion, architectural marvels, and profound cultural influence.
The empire's roots lie in the city of Rome, founded, according to legend, by Romulus in 753 BCE. Over centuries, Rome evolved from a small settlement to a formidable republic, characterized by a complex political system with elected officials and checks on power. However, internal strife, class conflicts, and military ambitions paved the way for the end of the Republic. Julius Caesar’s dictatorship and subsequent assassination in 44 BCE created a power vacuum, leading to a civil war. Octavian, later Augustus, emerged victorious, heralding the Roman Empire’s birth.
Under Augustus, the empire experienced the Pax Romana, a 200-year period of relative peace and stability. Augustus reformed the military, established efficient administrative systems, and initiated grand construction projects. The empire's borders expanded, encompassing territories from Britain to Egypt and from Spain to the Euphrates. Roman legions, renowned for their discipline and engineering prowess, secured and maintained these vast territories, building roads, fortifications, and cities that facilitated control and integration.
The Roman Empire’s society was hierarchical, with a rigid class system. At the top were the patricians, wealthy elites who held significant political power. Below them were the plebeians, free citizens with limited political influence, and the vast numbers of slaves who formed the backbone of the economy. The family unit was central, governed by the paterfamilias, the male head who held absolute authority.
Culturally, the Romans were eclectic, absorbing and adapting elements from the civilizations they encountered, particularly the Greeks. Roman art, literature, and philosophy reflected this synthesis, creating a rich cultural tapestry. Latin, the Roman language, became the lingua franca of the Western world, influencing numerous modern languages.
Roman architecture and engineering achievements were monumental. They perfected the arch, vault, and dome, constructing enduring structures like the Colosseum, Pantheon, and aqueducts. These engineering marvels not only showcased Roman ingenuity but also served practical purposes, from public entertainment to water supply.
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
Synthetic Fiber Construction in lab .pptxPavel ( NSTU)
Synthetic fiber production is a fascinating and complex field that blends chemistry, engineering, and environmental science. By understanding these aspects, students can gain a comprehensive view of synthetic fiber production, its impact on society and the environment, and the potential for future innovations. Synthetic fibers play a crucial role in modern society, impacting various aspects of daily life, industry, and the environment. ynthetic fibers are integral to modern life, offering a range of benefits from cost-effectiveness and versatility to innovative applications and performance characteristics. While they pose environmental challenges, ongoing research and development aim to create more sustainable and eco-friendly alternatives. Understanding the importance of synthetic fibers helps in appreciating their role in the economy, industry, and daily life, while also emphasizing the need for sustainable practices and innovation.
How to Split Bills in the Odoo 17 POS ModuleCeline George
Bills have a main role in point of sale procedure. It will help to track sales, handling payments and giving receipts to customers. Bill splitting also has an important role in POS. For example, If some friends come together for dinner and if they want to divide the bill then it is possible by POS bill splitting. This slide will show how to split bills in odoo 17 POS.
Palestine last event orientationfvgnh .pptxRaedMohamed3
An EFL lesson about the current events in Palestine. It is intended to be for intermediate students who wish to increase their listening skills through a short lesson in power point.
3D Human Hand Posture Reconstruction Using a Single 2D Image
1. Mahdi Vaezi, Mohammad Ali Nekouie
International Journal of Human Computer Interaction, (IJHC), Volume (1): Issue (4) 83
3D Human Hand Posture Reconstruction Using a Single 2D Image
Mahdi Vaezi m.vaezi7777@gmail.com
Faculty of Electrical & Computer Engineering
Science and Research Branch of Azad University
Tehran, Iran
Dr. Mohammad Ali Nekouie Manekoui@eetd.kntu.ac.ir
Faculty of Electrical & Computer Engineering
K. N. T. University of Technology
Tehran, Iran
Abstract
Passive sensing of the 3D geometric posture of the human hand has been studied
extensively over the past decade. However, these research efforts have been
hampered by the computational complexity caused by inverse kinematics and 3D
reconstruction. In this paper, our objective focuses on 3D hand posture estimation
based on a single 2D image with aim of robotic applications. We introduce the human
hand model with 27 degrees of freedom (DOFs) and analyze some of its constraints to
reduce the DOFs without any significant degradation of performance. A novel algorithm
to estimate the 3D hand posture from eight 2D projected feature points is proposed.
Experimental results using real images confirm that our algorithm gives good estimates
of the 3D hand pose.
Keywords: 3D Hand Posture Estimation; Model-based Approach; Gesture Recognition; Human- Computer
Interface; Machine Vision, Color Image.
1. INTRODUCTION
Hand posture analysis is an interesting research field and has received much attention in recent years. It
is the pivotal context of particular applications such as gesture recognition [1-4], human computer
interaction (HCI) [5], sign language recognition (SLR) [6-8], virtual reality (VR), computer graphic
animation (CGA) and medical studies. General solutions for posture analysis are divided into two
categories: One attempt is to use mechanical devices, such as glove-based devices, to directly measure
hand joint angles and spatial positions[21]. The other attempt uses computer vision-based techniques.
Although the former can give real-time processing and reliable information, it requires the user to wear a
cumbersome device and generally carry a load of cables that connect the device to a computer. All these
requirements make the sensing of natural hand motion difficult. On the other hand, the latter is suitable
for hand posture estimation since vision is a non-invasive way of sensing. Vision-based approaches can
be classified into two types:
Appearance and three-dimensional(3D) model-based approach. The appearance-based methods are
mainly based on the visual image model and use the image templates to describe the postures. The
gestures are modeled by relating the appearance of any gesture to the appearance of the set of
predefined, template gestures. Starner et al. [6] Use silhouette moments as the features to analyze the
American Sign Language (ASL). In their research project, ªReal-time American Sign Language
Recognition Using Desktop and Wearable Computer Based Videoº, they present two real-time hidden
Markov model-based systems for recognizing sentence-level continuous ASL using a single camera to
track the user's unadorned hands. The major advantage of this approach is the simplicity of their
parameter computation. However, the loss of precise spatial information makes them less suitable for
manipulative hand posture analysis. Since appearance-based methods are sensitive to viewpoint
changes and cannot provide precise spatial information, it is less suited for manipulative and interactive
applications, Smagt in [21] presents a new method to provide computer vision processes based data by
2. Mahdi Vaezi, Mohammad Ali Nekouie
International Journal of Human Computer Interaction, (IJHC), Volume (1): Issue (4) 84
utilizing and MRI device, although the results are much more precise but this method requires an
expensive and voluminous MRI device presented in field. Conventional model-based methods are mainly
used in two areas: 3D hand tracking and 3D hand posture estimation. Hand tracking is to locally track and
estimate the positions of joints and tips of the hand in the image sequence. By analysis of static and
dynamic motions of the human hand, Lee and Knuii [9] and Pitarch in [22] and Cobos in [24] present
some constraints on the joints and use them to simulate the human hand in real images. In the
experiments, some of them used markers to identify the fingertips. On the basis of Lee's contribution, Lien
et al. [10] proposed a fast hand model fitting method for the tracking of hand motion. Although they
improve the performance of the tracking algorithm, the computation of inverse kinematics is still required
as it is contributed in [22] and [21], Rehg [11] described Digital Eyes for a real-time hand tracking system,
in which the articulated motion of fingers was recognized as a 3D mouse by using a hand model having
27 degrees of freedoms (DOFs). This approach was based on the assumption that the positions of
fingertips in the human hand, relative to the palm, are almost always sufficient to differentiate a finite
number of different gestures. The hand gesture was estimated by a non-linear least squares method that
minimizes the residual distances in finger links and tips of the model hand and those of the observed
hand.
Shimada et al. [4] present a method to track the pose (joint angles) of a moving hand and refine the 3D
shape (widths and lengths) of the given hand model from a monocular image sequence. First, the
algorithm uses the silhouette features and motion prediction to obtain the approximated 3D shape. Then,
with inequality constraints, they refine the estimation by the extended Kalman filter (EKF). Without the
motion information, some research efforts have concentrated on 3D hand posture estimation. In the study
of Chang [12], a prototype system for estimating the position and orientation of a human hand as well as
the joint angles of the thumb and the fingers from a single image is developed. The hand pose is
estimated by using sparse range data generated by laser beams and by using the generalized Hough
transform, almost like the MRI method in [23]. Possible configurations for the fingers and the thumb are
generated by the inverse kinematic technique. Although the above algorithms have promising results,
posture estimation is not yet advanced enough to provide a flexible and reliable performance for potential
applications. The estimation of kinematic parameters from the detected features is a complex and
cumbersome task. They face the following problems: First, the articulated mechanism of the human hand,
which involves high DOF, is more difficult to analyze than a single rigid object: its state space is larger
and its appearance is more complicated. Second, model-based methods always involve finding the
inverse kinematics, which are in general ill posed. It is obviously a task of computational complexity to
estimate these kinematic parameters from the detected features. Third, previous methods on 3D require
the use of multiple cameras, which not only is resource consuming, but also needs some form of 3D
reconstruction that itself is computationally intense. Finally, it should be pointed out that the knowledge of
exact hand posture parameters seems unnecessary for the recognition of communicative gestures.
In this paper, the goal of our work is to avoid the complex computation of inverse kinematics and 3D
reconstruction; that is, without using 3D information, we propose a new approach to estimate the 3D hand
posture from a single two-dimensional (2D) image. Preliminary results can be found in Refs. [13,14] ,
which deals only with finger posture. This paper extends the idea further to compute the 3D posture for
the entire hand. First, we analyze the human hand model with 27 DOFs and its constraints. The
constraints play an important role in our study, which help us to reduce 27 to 12 DOFs without significant
degradation of performance. Using the hand model and its constraints, we develop an algorithm to
estimate the 3D hand posture by using seven feature points to retrieve the 3D hand posture. The seven
feature points are the point of wrist, the tips of the fingers and thumb, and the metacarpophalangeal joints
for the thumb. We use color markers to identify these seven points and retrieve the approximate posture
of the hand.
In the experiments, two feature extraction methods are utilized: one for model building by generating the
real length of hand’s bones and the other for on-line hand posture estimation. In extracting the
parameters for the hand model, a higher degree of accuracy in detecting the feature points is necessary.
In this regard, the feature points are extracted from the out-stretched hand with Color markers, placed on
the necessary positions of the hand.
This paper is organized as follows: Section 2 discusses the hand model and its constraints. Section 3
presents the methodology to estimate the hand posture.
2. HAND MODEL AND ITS CONSTRAINTS
Lee and Knuii [9] and others in[22] and [24] defined a hand model with 27 DOFs The joints of the human
hand are classified into three kinds: flexion, directive or spherical joints, which consist of one DOFs
3. Mahdi Vaezi, Mohammad Ali Nekouie
International Journal of Human Computer Interaction, (IJHC), Volume (1): Issue (4) 85
(extension/flexion), two DOFs (one for extension/ flexion and one for adduction/abduction) and three
DOFs (rotation), respectively, (see Fig. 1). For each finger, there are four DOFs described by u1 -u4 :
The thumb has five DOFs:
Including the six DOFs for the translation and rotation of the wrist, the model has 27 DOFs.
Conventional models of the human hand are lacking in constraints. It limits their usefulness in computer
vision and animation. The lack of constraints leads to unnatural model behavior. On the other hand,
because the movements of the fingers are inter-dependent in the human hand and in order to reduce
search space of matching, constraints are essential to further realize the hand motion.
2.1. CONSTRAINT 1:
This constraint is proposed by Rijpkema [15]. The angles of D (Distal) joints and P (Proximal) joints are
dependent in middle finger.
(1)
2.2. CONSTRAINT 2:
This constraints are proposed in [16],[15],[24] and also other references. The joint angles of P and M
joints of four fingers have a dependency represented by the following equation:
2.3. CONSTRAINT 3:
Five points (Wrist joint, Metacarpalangeal joint, Proximal joint, Distal joint and Tip represented by W, M,
P, D and T, respectively) of each finger are coplanar. We define this plane as the `finger plane'. According
to Constraint 4, we omit the adduction/abduction DOF for the M joint, so that M, P, D joints of four fingers
are all extension/flexion joints.
2.4. CONSTRAINT 4:
The joint angles of I and M of the thumb have a dependency represented by the following equation:
4. Mahdi Vaezi, Mohammad Ali Nekouie
International Journal of Human Computer Interaction, (IJHC), Volume (1): Issue (4) 86
FIGURE 1: Twenty- seven DOFs human hand model.
FIGURE 2: Pentagon geometry of a finger
2.5. CONSTRAINT 5
Four points (Trapeziometacarpal joint, Metacarpalangeal joint, Interpalangeal joint and thumb tip
represented by TM, M, I and T, respectively) of the thumb are co planar. We define this plane as the
`thumb plane'.
2.6. CONSTRAINT 6
The palm is assumed not to become hollow in a non prehensile configuration. We assume that the M joint
of each finger are located in the plane called `palm plane' and this plane is perpendicular to the `finger
plane' of the middle finger. In general, three points are necessary to align the palm with the images.
There are also some other constraints that must be considered.
2.7. CONSTRAINT 7
Thumb plane makes an angle ߠ8 with palm plane, representing ߠ2 in fig. 1.
5. Mahdi Vaezi, Mohammad Ali Nekouie
International Journal of Human Computer Interaction, (IJHC), Volume (1): Issue (4) 87
2.8. CONSTRAINT 8
ߠ3 in figure 1 has a negligible amount of movement, more relation between angles in thumb finger could
be obtained, [15]:
Fig. 3a, b show details to better understand thumb’s geometry.
FIGURE 3:a. geometry of WT joint. FIGURE 3.b. Thumb geometry.
3. HAND POSTURE ESTIMATION
Now the geometric characteristics of human hand must be analyzed with neutralizing color markers on
the hand so the required information could be obtained from a 2D image, we assume that the image is
aligned in the x-z plane and Y axis is the depth which must be calculated. First, the wrist line could be
used to estimate its rotation around X axis, this rotational degree is also needed to compensate its side
effect on the observed distance between MT and a fixe point on the line from W to Mm which is used to
measure the thumb’s second rotation ߠ8, this angle could also be measured by simpler methods like
what will be used on the four fingers but because of thumb’s special geometry described method might
bring more accurate results. Then we begin by the four fingers, simple relations from figure 2 could be
obtained which makes R (distance between each fingers tip and wrist point W) a function of ߠ3:
6. Mahdi Vaezi, Mohammad Ali Nekouie
International Journal of Human Computer Interaction, (IJHC), Volume (1): Issue (4) 88
When processing the default picture of user’s hand all hands measures are obtained simply, but when it
is a object pictures turn the fingers posture in unknown and only available measure is R, but since it is
very difficult to calculate ߠ3directly from equation 14 so the inverse method must be neutralized, it
means that for each of the four fingers all amount of R with respect to changes in ߠ3 are calculated after
default picture is processed, then when it is object pictures turn degree of ߠ3 is obtained comparing the
new R with the amounts those are recorded in R-ߠ3 table or profile, in practice it takes a 90×4 matrix to
save the table and those Ri are chosen which have less difference with obtained R from average variance
of each column. Then if there is any rotation in wrist around X axis it reduces the length of the wrist’s
marker line with respect to its length in default picture. so the amount of this rotation (ߠ) could be
calculated simply, the thumb’s rotational movement ߠ8 must be obtained with same method but what
about the unpredicted change in related marker line’s length which comes from the wrist’s rotation?
Let’s take a look to figure 4.
FIGURE 4: unknown angle calculation.
The wrist rotation makes side effects on thumb’s measured distances on the hand, if ߠ is wrist rotation’s
degree and ߠ+Φ is obtained rotation from the object picture for thumb the Φ is obtainable as ߠ8 and also
side effects on other measured amounts are compensable through some simple triangular relations;
according to described constraints other angles of rotation in fingers are relevant DOFs and could be
calculated using mentioned relations. Thumb’s more accurate geometric analyses and measuring wrist’s
rotation around X axis are two of the three main distinctions with other similar works like [2(5)], the other
important matter is to calculate the angle between four fingers on the palm plane which are simply
neglected in [21], and these angles are easily acquirable neutralizing simple triangular formulas.
7. Mahdi Vaezi, Mohammad Ali Nekouie
International Journal of Human Computer Interaction, (IJHC), Volume (1): Issue (4) 89
Now that all of the hand’s variables are calculable so it is time to put them in practice, the following
stages must be accomplished in order to generate all of the hand’s geometric data:
1- Processing a default image of user’s hand; in this stage real data like finger link’s length and tip’s
distance from wrist must be generated and stored, the relations between this lengths are described in
many references.
2- Generating R(ߠ3) curve (or table) as explained in relation (13).
3- Now the subject image of the user’s hand is putted in program.
4- First the wrist roll rotation’s amount is get comparing wrist line length with its length in default image;
this amount of rotation is also required to compensate the other distances variation caused by
perspective effect.
5- Calculating ߠ8 (fig. 3) with the same bases as shown in figure 4.
6- Crossing measured distance between each finger’s tip and wrist’s center point with respected R(ߠ3)
curve gives the current ߠ3 angle.
7- The middle angles between two neighbor fingers is calculable if their tips distance with wrist (R) and
two tips distance with each other is potted in equations (14) and (15).
8- The angle ߠ8 is calculable with the same method mentioned in stage 7, in the thumbs natural varying
rang [22] this angle is proportionate to the distance between MT and W (wrist line’s centroid) points on
hand , a linear relation can be assumed with its factor obtained in exercise.
9- Thumb’s three remaining angles could be estimated using relations (6) and (7) and (8).
10- Now all of the hand’s geometric data are generated and its model could be reconstructed in a robotic
hand or drawn in a graphic application or paraphrased in a human- computer interface application.
4. RESULTS
A spherical coordinate based voluminous MATLAB program is created as mfile and many tradition vision
and image processing methods are executed, following are object images and their containing hand’s
posture estimation are rearranged in neighboring figures.
8. Mahdi Vaezi, Mohammad Ali Nekouie
International Journal of Human Computer Interaction, (IJHC), Volume (1): Issue (4) 90
FIGURE 5:a. original image of hand with color marks FIGURE 5:b. reconstructed posture.
FIGURE 6:a. original image of hand with color marks FIGURE 6.b. reconstructed posture.
9. Mahdi Vaezi, Mohammad Ali Nekouie
International Journal of Human Computer Interaction, (IJHC), Volume (1): Issue (4) 91
FIGURE 7.a. original image of hand with color marks FIGURE 7.b. reconstructed posture.
FIGURE 8.a. original image of hand with color marks FIGURE 8.b. reconstructed posture.
10. Mahdi Vaezi, Mohammad Ali Nekouie
International Journal of Human Computer Interaction, (IJHC), Volume (1): Issue (4) 92
FIGURE 9.a. original image of hand with color marks FIGURE 9.b. reconstructed posture.
FIGURE 10.a. original image of hand with color marks FIGURE 10.b. reconstructed posture.
11. Mahdi Vaezi, Mohammad Ali Nekouie
International Journal of Human Computer Interaction, (IJHC), Volume (1): Issue (4) 93
5. CONCLUSION
We proposed an algorithm to estimate the 3D hand posture using a 2D image, this is a promising method
because it avoids 3D or tradition kinematic complexity and all required motion information should be
easily obtained from image sequences, the only drawback point that might be noted is the necessity of
color markers but it is obvious that alternating this method would require neutralizing complex and
voluminous mathematic algorithms like couture fitting or texture processing [12] those will naught the
profitability of work, further improvement could be obtained by proposing a better method to measure
thumb’s rotation and perhaps utilizing a neural network to reduce the errors might be exist but since the
only available way to measure the possible errors is subjective method this is not possible now, the
presented work is executed with aim of robotics and human- computer interface project’s image
processing and data generating segments. As further work’s direction, a method to vary the acquired
factors in equations should be presented so the presented algorithm could be utilized for types of human
hand which may be different in details without human operator’s adjustments, for example by a neural
network’s management; this will require a device to measure the hands variables via a more precise way,
like a glove as is described in [21], so the network training’s necessary data could be obtained and the
current method results could be assessed and corrected so at the end this method’s efficiency improved
as a individual procedure. In compare to similar works the following advantages are mentionable:
1- Only one color camera is required, unlike what are shown in [21] (instrumental glove in addition of
vision devices) or in [23] (utilizing a whole MRI device) and many other works, this is very reasonable that
this is the only requirement.
2- Number of calculated DOFs are increased by four concurrent with decrease in number of marked point
on hand like what is presented in [20], even the represented algorithm to compute the variables is much
simpler, especially in obtaining thumb’s angles, and the necessary machine vision and image processing
methods are not very voluminous or complicated ones; these all matters make the current manner very
suitable for planting on embedded systems.
3- By generating various properties in hand gestures now gestures recognition ideas can be easily
achieved through assuming some tolerances in angles to recognize kinds of gestures, useful in intelligent
interface systems and robotics assembly lines, etc.
6. REFERENCES
[1] J.Triesch, C.Vonder Malsburg. “A Gesture Interface for Human-Robot Interaction”. The Proceedings of
FG'98, Nara, Japan: 2-12, 1998.
[2] A.F.Bobick, A.D.Wilson. “A State-Based Approach to the Representation And Recognition Of Gesture”.
IEEE Transactions on Pattern Analysis And Machine Intelligence 19 (12), 1997.
[3] T.J.Darrel, A.Pentland. “Attention-Driven Expression and Gesture Analysis In An Interactive Environment”.
First International Conference on Automatic Face and Gesture Recognition, 1995.
[4] N.Shimada, Y.Shirai, J.Miura. “Hand Gesture Estimation and Model Refinement Using Monocular Camera
Ambiguity Limitation By Inequality Constraints”. Second International Conference On Automatic Face And
Gesture Recognition, IEEE Computer Society Press, Los Alamitos, CA, 1998.
[5] V.I.Pavlovic, R.Sharma, T.S.Huang. “Visual Interpretation of Hand Gestures for Human-Computer
Interaction: A Review”. IEEE Transactions on Pattern Analysis and Machine Intelligence 19 (7), 1997.
12. Mahdi Vaezi, Mohammad Ali Nekouie
International Journal of Human Computer Interaction, (IJHC), Volume (1): Issue (4) 94
[6] T.E.Starner. “Unencumbered Virtual Environments”. PhD Thesis, MIT Media Arts and Sciences Section,
USA, 1993.
[7] J.S.Kim, W.Jang, Z.Bien. “A Dynamic Gesture Recognition System for the Korean Sign Language (KSL)”.
IEEE Transactions On System, Man, And Cybernetics 26 (2), 1996.
[8] S.Tamura, S.Kawasaki. “Recognition Of Sign Language Motion Images”. Pattern Recognition 21 (4): 343-
353, 1998.
[9] J.Lee, T.L.Knuii. “Model-Based Analysis Of Hand Posture”. IEEE Computer Graphics and Application: 77-
86, 1995.
[10] C.C.Lien, C.L.Huang. “Model-Based Articulated Hand Motion Tracking for Gesture Recognition”. Image
And Vision Computing 16: 121-134, 1998.
[11] J.M.Rehg, T.Kanade. “Visual Tracking Of High DOF Articulated Structures: An Application To Human
Hand Tracking”. ECCV94: B35-B46, 1994.
[12] C.C.Chang, W.H.Tsai. “Model-Based Analysis Of Hand Gestures From Single Images Without Using
Marked Gloves Or Attaching Marks On Hands”, Fourth Asian Conference On Computer Vision, 2000.
[13] C.S.Chua, H.Y.Guan, Y.K.Ho. “Model-Based Finger Posture Estimation”. Fourth Asian Conference on
Computer Vision, Taipei, Taiwan, 2000.
[14] H.Y.Guan, C.S.Chua, Y.K.Ho. “Hand Posture Estimation from 2D Monocular Image”. Second
International Conference On 3-D Digital Imaging And Modeling, Ottawa, Canada, 1999.
[15] H.Rijpkema, M.Girard. “Computer Animation Of Knowledge-Based Human Grasping”. IEEE Computer
Graphics And Application 25 (4): 339-348, 1991.
[16] J.M.Kuch, T.S.Huang. “Vision Based Hand Modeling And Tracking For Virtual Teleconferencing And
Telecollaboration”, ICCV95: 666-671, 1995.
[17] J.Lee, T.L.Kunii. “Constraint-Based Hand Animation, Models and Techniques in Computer Animation”.
IEEE Computer Graphics and Application, 1993.
[18] A.Hubertus, G.Medioni. “Detection of Intensity Changes with Sub Pixel Accuracy Using Laplacian-
Gaussian Masks”. IEEE Transactions on Pattern Analysis And Machine Intelligence 8 (5), 1986.
[19] F.Mokhtarian, A.Mackworth. “Scale-Based Description And Recognition Of Planar Curves And Two
Dimensional Shapes”. IEEE Transactions On Pattern Analysis And Machine Intelligence 8 (1), 1986.
[20] Ho,Yeong Khein. “Model-Based 3D Hand Posture Estimation From A Single 2D Image”. Msc Thesis,
Nanyang Technological University In Signgapor, 2001.
[21] M.Veber, T.Bajd, M. Munih. “Assessing Joint Angles In Human Hand Via Optical Tracking Device And
Calibrating Instrumented Glove”. Springer Science+Business Media: 1-13, 2007.
[22] E.P.Pitarch. “Virtual Human Hand: Grasping Strategy And Simulation”. Phd Thesis, Universitat
Polit`Ecnica De Catalunya, 2007.
[23] P.Smagt, G.Stillfried. “Using MRI Data to Compute A Hand Kinematic Model”. Institute Of Robotics and
Mechatronics, German Aerospace Center: 1-10, 2010.
[24] S.Cobos. “Efficient Human Hand Kinematics for Manipulation Tasks”. IEEE/RSJ International Conference
on Intelligent Robots and Systems, 2008.