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International Journal of Engineering and Techniques - Volume 1 Issue 5, October 2015
ISSN: 2395-1303 http://www.ijetjournal.org Page 75
Review Of Virtual Keyboard
Ayesha Shaikh1
, Antara Kanade2
,Mabel Fernandes3
, Shubhangi Chikhalthane4
1,2,3,4
(Computer Department, Modern Education Society’s College of Engineering, and Pune)
I. INTRODUCTION
As the demand for computing environment evolves, new
human-computer interfaces have been implemented to provide
multiform interactions between users and machines.
Nevertheless, the basis for most human-to-computer
interactions remains the binomial keyboard/mouse. We are
presenting here a next generation technology, which is the
Virtual Keypad. As the name suggests the virtual keypad has
no physical appearance. Virtual keyboard is an application
which virtualizes hardware keyboard with different layouts
hence allowing user to change the layout based on application.
E.g. user can select different language for editor or select a
specialized layout for gaming applications. User can even
design his own layout in hardware version.
A. Fingertips Detection
In this step, we estimate the locations of the user’s
fingertips (in image-space) based on geometrical
features of the contours and regions obtained from
the last step. We represent a contour ˜ γ as a
sequence of positions {p1 = (x1, y1), p2 =(x2, y2)}
in image-space. Given a contour, one can derive
several other sequences of geometrical significance
and use these to locate the fingertips. The previous
processing step gives us a contour ˜ γ consisting of
pixel locations pi such that the Euclidean distance
between pi and pi+1 is 1 for all i, and the angle in
between the displacement vectors pi+1 − pi and
pi−1 − pi is in {−π/2,0,π/2,π}. This angular
information does not give a very good idea of how
the contour bends around the hand, so we consider
a subsequence γ in which the points of the contour
are spaced further apart. In experiments, we took γ
to be every tenth point of ˜ γ. We then define a
sequence of angles in (in (−π, π]) from γ as we did
with ˜ γ, by considering the angle between
displacement vectors. A second important property
we derive from γ is curvature. Curvature can most
easily be understood in the situation where γ is
parameterized by arc length. In this situation, the
acceleration vector γ00 (t) is always perpendicular
to the contour. The curvature K (t) is simply the
magnitude of γ00 (t), with larger values indicating
that the curve is bending more severely. The data
RESEARCH ARTICLE OPEN ACCESS
Abstract:
To develop an Application to visualize the key board of computer with the concept of image processing. The virtual
keyboard should be accessible and functioning. The keyboard must give input to computer. With the help of camera, image
of keyboard will be fetched. The typing will be captured by camera, as we type on cardboard simply drawn on paper. Camera
will capture finger movement while typing. So basically this is giving the virtual keyboard.
As the technology advances, more and more systems are introduced which will look after the users comfort. Few
years before hard switches were used as keys. Traditional QWERTY keyboards are bulky and offer very little in terms of
enhancements. Now-a-days soft touch keypads are much popular in the market. These keypads give an elegant look and a
better feel. Currently keyboards are static and their interactivity and usability would increase if they were made dynamic and
adaptable. Various on-screen virtual keyboards are available but it is difficult to accommodate full sized keyboard on the
screen as it creates hindrance to see the documents being typed. Virtual Keyboard has no physical appearance. Although
other forms of Virtual Keyboards exist; they provide solutions using specialized devices such as 3D cameras. Due to this, a
practical implementation of such keyboards is not feasible. The Virtual Keyboard that we propose uses only a standard web
camera, with no additional hardware. Thus we see that the new technology always has more Benefits and is more user-
friendly.
Keywords — Image Display, Image Processing software, Digitization and Image Capture, Camera
Calibration, Edge and feature detection, Pixel classification, Colour, Motion, Shape.
International Journal of Engineering and
ISSN: 2395-1303
we use to represent γ does not parameterize the
contour by arc length, but the authors of
there is still a formula for calculating K (t)
Given this geometrical data, we have two
approaches for locating the finger tips in an image.
The first approach is to calculate the sequence of
angles in, and associate finger tips with points
where in is maximized. The second approach is to
calculate the curvature values Ki and associate
finger tips with positions where Ki is maximized.
Naturally, both approaches require non
suppression or other post-processing to b
Both of these approaches are described in and we
compare their performance.
B. Touch Detection
In this phase of processing, we are given as input
the estimated positions of the user’s fingertips and
must output which of those tips are estimated
in contact with the keyboard-mat. We used a
technique called shadow analysis, described in
solve this problem. The first step in shadow
analysis is to extract the shadow of the user’s
hands from the scene. We accomplish this by
thresholding the image in 8-bit HLS colorspace
coordinates. From examining many test images,
we found that a threshold of L < 0.30·255
produced a binary image S that clearly depicts the
shadows in the image.4 For each fingertip position
p, we examine square 20×20 neighbourho
in the binary image S. If the percentage of shadow
pixels in the neighbourhood is smaller than a
percentage s, we conclude that the fingertip is in
contact with the table. We refer to
shadow threshold. In the experimental section,
investigate the elect of varying this threshold
C. Mapping Touch Points to Keystrokes
The previous phase of processing yields a list of
image-space coordinates that estimate where the
user has touched the keyboard. In this section, we
International Journal of Engineering and Techniques - Volume 1 Issue 5, October 2015
http://www.ijetjournal.org
does not parameterize the
c length, but the authors of report
lculating K (t)
Given this geometrical data, we have two
tips in an image.
first approach is to calculate the sequence of
tips with points
where in is maximized. The second approach is to
and associate
is maximized.
Naturally, both approaches require non-maximum
processing to be effective.
Both of these approaches are described in and we
In this phase of processing, we are given as input
fingertips and
must output which of those tips are estimated to be
mat. We used a
hadow analysis, described in, to
first step in shadow
analysis is to extract the shadow of the user’s
hands from the scene. We accomplish this by
bit HLS colorspace
coordinates. From examining many test images,
we found that a threshold of L < 0.30·255
produced a binary image S that clearly depicts the
fingertip position
p, we examine square 20×20 neighbourhood of p
in the binary image S. If the percentage of shadow
pixels in the neighbourhood is smaller than a fixed
fingertip is in
it as as the
shadow threshold. In the experimental section, we
ect of varying this threshold.
The previous phase of processing yields a list of
space coordinates that estimate where the
user has touched the keyboard. In this section, we
describe how we translate those image
coordinates to rectilinear keyboard
coordinates, and then to actual keystrokes,
correcting for perspective. The perspective
correction technique we used did not appear in any
reference we read, instead we derived it from i
in the lecture on stereo vision. An image captured
by the camera in our system is a perspective
projection of a three dimensional scene. Our
system assumes the layout of the keyboard is
known at compile time and that the keyboard
given to the user has several control points printed
on it, arranged in a rectangle of known height and
width. For test purposes, our keyboard consisted of
a square-shaped grid with 25 keys, as depicted in
Figure 3. We designate the four control point’s c0,
c1, c2, c3. Each point ci = (xi, yi,zi) is a point in
the plane of the keyboard mat. We assume our
camera is a pinhole camera of focal length d, and
carry out all of our calculations in “camera
coordinates”, so that the camera’s aperture is at the
origin with its optical axis pointing in the
direction, with no rotation about the z
simplicity, we assume all of our length
variables have the same units. To obtain the
positions of the control-points in image
begin by thresholding an 8-bit RGB tes
captured at the beginning of processing with the
inequality B < 100. The resulting binary image has
four connected components, we assume that the
keyboard-mat is aligned so that the vectors c1
c0and c2 − c3 are parallel to the x
w and the vectors c3 − c0and c2 − c1 are
perpendicular to the x-axis, with length h. Thus,
under the perspective projection, the keyboard
looks like the image in Figure.
Fig.1An example of the keyboard mat, under perspective projection
October 2015
Page 76
translate those image-space
coordinates to rectilinear keyboard-space
coordinates, and then to actual keystrokes,
correcting for perspective. The perspective
correction technique we used did not appear in any
reference we read, instead we derived it from ideas
in the lecture on stereo vision. An image captured
by the camera in our system is a perspective
projection of a three dimensional scene. Our
system assumes the layout of the keyboard is
known at compile time and that the keyboard-mat
has several control points printed
on it, arranged in a rectangle of known height and
width. For test purposes, our keyboard consisted of
shaped grid with 25 keys, as depicted in
Figure 3. We designate the four control point’s c0,
h point ci = (xi, yi,zi) is a point in
the plane of the keyboard mat. We assume our
camera is a pinhole camera of focal length d, and
carry out all of our calculations in “camera
coordinates”, so that the camera’s aperture is at the
axis pointing in the −z
direction, with no rotation about the z-axis. For
simplicity, we assume all of our length-valued
variables have the same units. To obtain the
points in image-space, we
bit RGB test image
captured at the beginning of processing with the
inequality B < 100. The resulting binary image has
we assume that the
mat is aligned so that the vectors c1 −
− c3 are parallel to the x-axis with length
− c0and c2 − c1 are
axis, with length h. Thus,
under the perspective projection, the keyboard-mat
Fig.1An example of the keyboard mat, under perspective projection.
International Journal of Engineering and Techniques - Volume 1 Issue 5, October 2015
ISSN: 2395-1303 http://www.ijetjournal.org Page 77
D. Problem Defination
Recent years have marked a sharp increase in the
number of ways in which people interact with
computers. Where the keyboard and mouse were
once the primary interfaces for controlling a
computer, users now utilize touchscreens, infrared
cameras (like Microsoft’s Kinect), and
accelerometers (for example, within the iPhone) to
interact with their technology. In light of these
changes and the proliferation of small cameras in
many phones and tablets, human computer interface
researchers have investigated the possibility of
implementing a keyboard-style interface using a
camera as a substitute for actual keyboard hardware.
Broadly speaking, these researchers envision the
following scenario: A camera observes the user’s
hands, which rest on a flat surface. The camera may
observe the hands from above the surface, or at an
angle. The virtual keyboard’s software analyses
those images in real-time to determine the sequence
of keystrokes chosen by the user. These researchers
envision several applications for this technology: in
some countries (for example, India), users speak
many different languages, which makes producing
physical keyboards for many different
orthographies expensive. A camera-based keyboard
can easily support many languages, Smart-phone
and tablet users may occasionally want to use a full-
sized keyboard with their device, but are unwilling
to carry a physical keyboard. Since most mobile
devices are equipped with a camera, a camera-
based keyboard could provide a software-based
solution for this problem.
The objective of this semester project was to
implement a virtual keyboard using the image
analysis techniques described. In the system we
implemented, a single low-quality camera captures
RGB images of a user’s. Hands, which touch a
patterned surface,or keyboard-mat, in order to
select keystrokes. Based upon this information and
an initial calibration image of the keyboard-mat, the
system produces a discrete sequence of keystrokes
that can be used to control other software. We
examine the performance of each of the three main
phases of image analysis and compare the
efficiency of two techniques for locating the user’s
fingertips in an image. We also analyse the degree
to which our system is sensitive to changes in
lighting and frame rate.
II. SYSTEM ARCHITECTURE DESIGN
1.We describe the image analysis techniques
used to convert the user’s surface-touches into
keystrokes. Most state-of-the-art camera-
based virtual keyboard schemes, including,
are implemented using the following sequence
of image analysis techniques:
2.The system’s camera captures an image I for
processing. By performing skin segmentation
on I, we obtain a binary image with a region
H representing the hand(s) in the scene.
3.H is analysed to determine the locations of
the user’s fingertips. The references listed
above determine contours that parameterize
the boundary of H. They associate fingertips
with the points on the contours that optimize
certain geometric quantities (for example,
curvature). We consider two of these
geometric approaches to finding the fingertips
and compare their performance.
4.Given the estimated fingertip positions, one
must calculate which fingertips are touching
the keyboard’s keys. Propose a technique
called shadow analysis to solve this problem.
5.To map touch points to key presses, we
assume the keys of the virtual keyboard are
described as rectangles in R2. We assume the
layout of the keyboard is known at compile
time and the keyboard-mat has control points
from which we can derive a perspective
correction transformation. We then apply a
simple formula to convert the keyboard-space
coordinates of the touch points to key presses.
International Journal of Engineering and Techniques - Volume 1 Issue 5, October 2015
ISSN: 2395-1303 http://www.ijetjournal.org Page 78
III. LITERATURE
[1]Contain the following Points:
1.Basics Idea of Touch Detection-
We use shape characteristics like click or touch
in touch detection. The shape of projected
interactive element is distorted by the fingers when
we touch it. Detecting the distortion of the
interactive element is an important way to monitor
the touch.
2.Touch Detection in Virtual Keyboard-
Detect the average offset Hoffset and select
candidate keys with button’s distortion width K.
Then determine which key distortion are caused by
fingertip from candidates. Judge wether the
fingertip touch the key or not.
3.Touch Detection with the help of Camera
We used Paper for Virtual Keyboard
Implementation.
In[2] we learn an image processing filter is applied
the input image to improve it for further processing.
Here we either blur the image in case it’s too sharp.
Else we sharpen.
In[3]This paper describes that How to Map Touch
Point to Keystrokes
In[5] This IEEE Paper describes that how current
Virtual Keyboard implementation done and
describes shadow analysis, edge detection,
keyboard detection, tip detection to solve these
problems.
From[11]we got idea about How Drag and type
method used for secure and accurate password entry
on the small touch screen for security purpose.
[13]represent a novel mono-vision virtual keyboard
design for consumers of mobile and portable
computing devices such as PDA’s, mobile phones
etc.
IV. ALGORITHIMS
We have used different algorithms such as :
1. Video Input a constant video feed is
obtained from the webcam connected to the
PC. A webcam interface control / API is
used for this.
2. Frame Grab At regular intervals (about 10 to
15 times every second), the current frame
from video is copied as image to some other
image control wherein we can read or
manipulate pixels from that image.
3. Pre-Processing an image processing filter is
applied the input image to improve it for
further processing. Here we either blur the
image in case it’s too sharp. Else we sharpen
the image in case the video feed is too
blurred. Hence either sharpening or
Gaussian blur filter is used based on quality
of feed..
4. Selective RGB the image pixels are filtered
based on their colour components (R, G and
B values). The threshold ranges for these
colours are specified by used initially. The
ranges have to be specified based on the
colour of the symbols.
5. RGB to HSV Conversion HSV model
stands Hue, Value, and Saturation. Hue
represents colour type. It can be described in
term of angle on the above circle. Saturation
represents vibrancy of colour. Value
represents brightness of colour.
6. Histogram:A binary histogram for
individual characters is constructed.
Histogram is the frequency count for .the
pixels (which will be either completely
black or completely white after
Thresholding).
7. Pattern Matching and Pattern Recognition:A
number of steps are applied to match the
pattern being stored and recognize the exact
pattern with the input given by user.
8. Output keystrokes using the Robot API, the
output keystroke is analysed.
V. CONCLUSIONS
In this project, we implemented a virtual
keyboard by using Camera and Image Processing.
Implementing a virtual keyboard system gave us
a better understanding of the trade one must
consider when choosing image analysis techniques
in the context of a larger system.
We are try to characterize what typing tasks users
currently perform on their touchscreens and then
International Journal of Engineering and Techniques - Volume 1 Issue 5, October 2015
ISSN: 2395-1303 http://www.ijetjournal.org Page 79
examine whether those tasks can be performed
effectively with a virtual keyboard.
ACKNOWLEDGMENT
It gives us great pleasure in presenting the
preliminary project report on ‘VIRTUAL
KEYBOARD’.
I would like to take this opportunity to thank my
internal guide Prof. S. S. Raskar for giving me all
the help and guidance I needed. I am really grateful
to them for their kind support. Their valuable
suggestions were very helpful.
I am also grateful to Dr. N. F. Shaikh ,Head of
Computer Engineering Department, M E S College
of Engineering for his indispensable support,
suggestions.
In the end our special thanks to the college for
providing various resources such as laboratory with
all needed software platforms, continuous Internet
connection, for Our Project.
REFERENCES
1. Bare-fingers Touch Detection by the
Button’s Distortion in a Projector–Camera
System Jun Hu, Guolin Li, Xiang Xie,
Zhong Lv, and Zhihua Wang, Senior
Member, IEEE APRIL 2014.
2. Int. Journal of Engineering Research Paper
and Applications www.ijera.com ISSN:
2248-9622, Vol. 4, Issue 4 (Version 4),
pp.129-130, April 2014.
3. A Camera Based Virtual Keyboard with
Touch Detection by Shadow Analysis,
Joseph Thomas, December 10, 2013.
4. E.Psner, N.Starzicki, & E.Katz. A single
camera based floating virtual keyboard with
improved touch detection. In Electrical
Electronics Engineers in Israel(IEEEI),
2012 IEEE 27th Convention of, Page 1 to 5,
2012.
5. Y. Adajania, J. Gosalia, A. Kanade, H.
Mehta, Prof. N. Shekokar, “Virtual
Keyboard Using Shadow Analysis”,Third
International Conference on Emerging
Trends in Engineering and Technology,
2010.
6. H. Du, T. Oggier, F. Lustenberger and E.
Charbon, “A virtual keyboard based on
true3D optical ranging,” Proc. British
Machine Vision Conference (BMVC),
Oxford, pp. 220-229, Sept. 2013
7. M. Hagara and J. Pucik. Fingertip detection
for virtual keyboard based on camera. In
Radioelektronika
(RADIOELEKTRONIKA), 2013 23rd
International Conference, page 356 to 360,
2013.
8. Sumit Srivastava and Ramesh Chandra
Tripathi. Real time mono-vision based
customizable virtual keyboard using finger
tip speed analysis. In Masaaki Kurosu,
editor, Human-Computer Interaction.
Interaction Modalities and Techniques,
volume 8007 of Lecture Notes in Computer
Science, page 497 to 505. Springer Berlin
Heidelberg, 2013.
9. Wijewantha N. S.“,Vista Key: A Keyboard
Without A Keyboard – A Type Of Virtual
Keyboard” Final year project hesis,
Informatics Institute of Technology,
Wellawatta, Sri Lanka, April 20012.
10.YouTube Videos For Virtual Keyboard
using Image Processing.
11.Drag-and-Type: A New Method for Typing
with Virtual Keyboards on Small
Touchscreens
12.Taekyoung Kwon, Member, IEEE, Sarang
Na, Student Member, IEEE, and Sang-ho
Park, Non-member, IEEE
13.“Real Time Mono Vision Gesture Based Virtual
Keyboard System” Contributed Paper Manuscript
received October 15, 2006 IEEE Hafiz Adnan
Habib, Muid Mufti, Member.

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[IJET-V1I5P13] Authors: Ayesha Shaikh, Antara Kanade,Mabel Fernandes, Shubhangi Chikhalthane

  • 1. International Journal of Engineering and Techniques - Volume 1 Issue 5, October 2015 ISSN: 2395-1303 http://www.ijetjournal.org Page 75 Review Of Virtual Keyboard Ayesha Shaikh1 , Antara Kanade2 ,Mabel Fernandes3 , Shubhangi Chikhalthane4 1,2,3,4 (Computer Department, Modern Education Society’s College of Engineering, and Pune) I. INTRODUCTION As the demand for computing environment evolves, new human-computer interfaces have been implemented to provide multiform interactions between users and machines. Nevertheless, the basis for most human-to-computer interactions remains the binomial keyboard/mouse. We are presenting here a next generation technology, which is the Virtual Keypad. As the name suggests the virtual keypad has no physical appearance. Virtual keyboard is an application which virtualizes hardware keyboard with different layouts hence allowing user to change the layout based on application. E.g. user can select different language for editor or select a specialized layout for gaming applications. User can even design his own layout in hardware version. A. Fingertips Detection In this step, we estimate the locations of the user’s fingertips (in image-space) based on geometrical features of the contours and regions obtained from the last step. We represent a contour ˜ γ as a sequence of positions {p1 = (x1, y1), p2 =(x2, y2)} in image-space. Given a contour, one can derive several other sequences of geometrical significance and use these to locate the fingertips. The previous processing step gives us a contour ˜ γ consisting of pixel locations pi such that the Euclidean distance between pi and pi+1 is 1 for all i, and the angle in between the displacement vectors pi+1 − pi and pi−1 − pi is in {−π/2,0,π/2,π}. This angular information does not give a very good idea of how the contour bends around the hand, so we consider a subsequence γ in which the points of the contour are spaced further apart. In experiments, we took γ to be every tenth point of ˜ γ. We then define a sequence of angles in (in (−π, π]) from γ as we did with ˜ γ, by considering the angle between displacement vectors. A second important property we derive from γ is curvature. Curvature can most easily be understood in the situation where γ is parameterized by arc length. In this situation, the acceleration vector γ00 (t) is always perpendicular to the contour. The curvature K (t) is simply the magnitude of γ00 (t), with larger values indicating that the curve is bending more severely. The data RESEARCH ARTICLE OPEN ACCESS Abstract: To develop an Application to visualize the key board of computer with the concept of image processing. The virtual keyboard should be accessible and functioning. The keyboard must give input to computer. With the help of camera, image of keyboard will be fetched. The typing will be captured by camera, as we type on cardboard simply drawn on paper. Camera will capture finger movement while typing. So basically this is giving the virtual keyboard. As the technology advances, more and more systems are introduced which will look after the users comfort. Few years before hard switches were used as keys. Traditional QWERTY keyboards are bulky and offer very little in terms of enhancements. Now-a-days soft touch keypads are much popular in the market. These keypads give an elegant look and a better feel. Currently keyboards are static and their interactivity and usability would increase if they were made dynamic and adaptable. Various on-screen virtual keyboards are available but it is difficult to accommodate full sized keyboard on the screen as it creates hindrance to see the documents being typed. Virtual Keyboard has no physical appearance. Although other forms of Virtual Keyboards exist; they provide solutions using specialized devices such as 3D cameras. Due to this, a practical implementation of such keyboards is not feasible. The Virtual Keyboard that we propose uses only a standard web camera, with no additional hardware. Thus we see that the new technology always has more Benefits and is more user- friendly. Keywords — Image Display, Image Processing software, Digitization and Image Capture, Camera Calibration, Edge and feature detection, Pixel classification, Colour, Motion, Shape.
  • 2. International Journal of Engineering and ISSN: 2395-1303 we use to represent γ does not parameterize the contour by arc length, but the authors of there is still a formula for calculating K (t) Given this geometrical data, we have two approaches for locating the finger tips in an image. The first approach is to calculate the sequence of angles in, and associate finger tips with points where in is maximized. The second approach is to calculate the curvature values Ki and associate finger tips with positions where Ki is maximized. Naturally, both approaches require non suppression or other post-processing to b Both of these approaches are described in and we compare their performance. B. Touch Detection In this phase of processing, we are given as input the estimated positions of the user’s fingertips and must output which of those tips are estimated in contact with the keyboard-mat. We used a technique called shadow analysis, described in solve this problem. The first step in shadow analysis is to extract the shadow of the user’s hands from the scene. We accomplish this by thresholding the image in 8-bit HLS colorspace coordinates. From examining many test images, we found that a threshold of L < 0.30·255 produced a binary image S that clearly depicts the shadows in the image.4 For each fingertip position p, we examine square 20×20 neighbourho in the binary image S. If the percentage of shadow pixels in the neighbourhood is smaller than a percentage s, we conclude that the fingertip is in contact with the table. We refer to shadow threshold. In the experimental section, investigate the elect of varying this threshold C. Mapping Touch Points to Keystrokes The previous phase of processing yields a list of image-space coordinates that estimate where the user has touched the keyboard. In this section, we International Journal of Engineering and Techniques - Volume 1 Issue 5, October 2015 http://www.ijetjournal.org does not parameterize the c length, but the authors of report lculating K (t) Given this geometrical data, we have two tips in an image. first approach is to calculate the sequence of tips with points where in is maximized. The second approach is to and associate is maximized. Naturally, both approaches require non-maximum processing to be effective. Both of these approaches are described in and we In this phase of processing, we are given as input fingertips and must output which of those tips are estimated to be mat. We used a hadow analysis, described in, to first step in shadow analysis is to extract the shadow of the user’s hands from the scene. We accomplish this by bit HLS colorspace coordinates. From examining many test images, we found that a threshold of L < 0.30·255 produced a binary image S that clearly depicts the fingertip position p, we examine square 20×20 neighbourhood of p in the binary image S. If the percentage of shadow pixels in the neighbourhood is smaller than a fixed fingertip is in it as as the shadow threshold. In the experimental section, we ect of varying this threshold. The previous phase of processing yields a list of space coordinates that estimate where the user has touched the keyboard. In this section, we describe how we translate those image coordinates to rectilinear keyboard coordinates, and then to actual keystrokes, correcting for perspective. The perspective correction technique we used did not appear in any reference we read, instead we derived it from i in the lecture on stereo vision. An image captured by the camera in our system is a perspective projection of a three dimensional scene. Our system assumes the layout of the keyboard is known at compile time and that the keyboard given to the user has several control points printed on it, arranged in a rectangle of known height and width. For test purposes, our keyboard consisted of a square-shaped grid with 25 keys, as depicted in Figure 3. We designate the four control point’s c0, c1, c2, c3. Each point ci = (xi, yi,zi) is a point in the plane of the keyboard mat. We assume our camera is a pinhole camera of focal length d, and carry out all of our calculations in “camera coordinates”, so that the camera’s aperture is at the origin with its optical axis pointing in the direction, with no rotation about the z simplicity, we assume all of our length variables have the same units. To obtain the positions of the control-points in image begin by thresholding an 8-bit RGB tes captured at the beginning of processing with the inequality B < 100. The resulting binary image has four connected components, we assume that the keyboard-mat is aligned so that the vectors c1 c0and c2 − c3 are parallel to the x w and the vectors c3 − c0and c2 − c1 are perpendicular to the x-axis, with length h. Thus, under the perspective projection, the keyboard looks like the image in Figure. Fig.1An example of the keyboard mat, under perspective projection October 2015 Page 76 translate those image-space coordinates to rectilinear keyboard-space coordinates, and then to actual keystrokes, correcting for perspective. The perspective correction technique we used did not appear in any reference we read, instead we derived it from ideas in the lecture on stereo vision. An image captured by the camera in our system is a perspective projection of a three dimensional scene. Our system assumes the layout of the keyboard is known at compile time and that the keyboard-mat has several control points printed on it, arranged in a rectangle of known height and width. For test purposes, our keyboard consisted of shaped grid with 25 keys, as depicted in Figure 3. We designate the four control point’s c0, h point ci = (xi, yi,zi) is a point in the plane of the keyboard mat. We assume our camera is a pinhole camera of focal length d, and carry out all of our calculations in “camera coordinates”, so that the camera’s aperture is at the axis pointing in the −z direction, with no rotation about the z-axis. For simplicity, we assume all of our length-valued variables have the same units. To obtain the points in image-space, we bit RGB test image captured at the beginning of processing with the inequality B < 100. The resulting binary image has we assume that the mat is aligned so that the vectors c1 − − c3 are parallel to the x-axis with length − c0and c2 − c1 are axis, with length h. Thus, under the perspective projection, the keyboard-mat Fig.1An example of the keyboard mat, under perspective projection.
  • 3. International Journal of Engineering and Techniques - Volume 1 Issue 5, October 2015 ISSN: 2395-1303 http://www.ijetjournal.org Page 77 D. Problem Defination Recent years have marked a sharp increase in the number of ways in which people interact with computers. Where the keyboard and mouse were once the primary interfaces for controlling a computer, users now utilize touchscreens, infrared cameras (like Microsoft’s Kinect), and accelerometers (for example, within the iPhone) to interact with their technology. In light of these changes and the proliferation of small cameras in many phones and tablets, human computer interface researchers have investigated the possibility of implementing a keyboard-style interface using a camera as a substitute for actual keyboard hardware. Broadly speaking, these researchers envision the following scenario: A camera observes the user’s hands, which rest on a flat surface. The camera may observe the hands from above the surface, or at an angle. The virtual keyboard’s software analyses those images in real-time to determine the sequence of keystrokes chosen by the user. These researchers envision several applications for this technology: in some countries (for example, India), users speak many different languages, which makes producing physical keyboards for many different orthographies expensive. A camera-based keyboard can easily support many languages, Smart-phone and tablet users may occasionally want to use a full- sized keyboard with their device, but are unwilling to carry a physical keyboard. Since most mobile devices are equipped with a camera, a camera- based keyboard could provide a software-based solution for this problem. The objective of this semester project was to implement a virtual keyboard using the image analysis techniques described. In the system we implemented, a single low-quality camera captures RGB images of a user’s. Hands, which touch a patterned surface,or keyboard-mat, in order to select keystrokes. Based upon this information and an initial calibration image of the keyboard-mat, the system produces a discrete sequence of keystrokes that can be used to control other software. We examine the performance of each of the three main phases of image analysis and compare the efficiency of two techniques for locating the user’s fingertips in an image. We also analyse the degree to which our system is sensitive to changes in lighting and frame rate. II. SYSTEM ARCHITECTURE DESIGN 1.We describe the image analysis techniques used to convert the user’s surface-touches into keystrokes. Most state-of-the-art camera- based virtual keyboard schemes, including, are implemented using the following sequence of image analysis techniques: 2.The system’s camera captures an image I for processing. By performing skin segmentation on I, we obtain a binary image with a region H representing the hand(s) in the scene. 3.H is analysed to determine the locations of the user’s fingertips. The references listed above determine contours that parameterize the boundary of H. They associate fingertips with the points on the contours that optimize certain geometric quantities (for example, curvature). We consider two of these geometric approaches to finding the fingertips and compare their performance. 4.Given the estimated fingertip positions, one must calculate which fingertips are touching the keyboard’s keys. Propose a technique called shadow analysis to solve this problem. 5.To map touch points to key presses, we assume the keys of the virtual keyboard are described as rectangles in R2. We assume the layout of the keyboard is known at compile time and the keyboard-mat has control points from which we can derive a perspective correction transformation. We then apply a simple formula to convert the keyboard-space coordinates of the touch points to key presses.
  • 4. International Journal of Engineering and Techniques - Volume 1 Issue 5, October 2015 ISSN: 2395-1303 http://www.ijetjournal.org Page 78 III. LITERATURE [1]Contain the following Points: 1.Basics Idea of Touch Detection- We use shape characteristics like click or touch in touch detection. The shape of projected interactive element is distorted by the fingers when we touch it. Detecting the distortion of the interactive element is an important way to monitor the touch. 2.Touch Detection in Virtual Keyboard- Detect the average offset Hoffset and select candidate keys with button’s distortion width K. Then determine which key distortion are caused by fingertip from candidates. Judge wether the fingertip touch the key or not. 3.Touch Detection with the help of Camera We used Paper for Virtual Keyboard Implementation. In[2] we learn an image processing filter is applied the input image to improve it for further processing. Here we either blur the image in case it’s too sharp. Else we sharpen. In[3]This paper describes that How to Map Touch Point to Keystrokes In[5] This IEEE Paper describes that how current Virtual Keyboard implementation done and describes shadow analysis, edge detection, keyboard detection, tip detection to solve these problems. From[11]we got idea about How Drag and type method used for secure and accurate password entry on the small touch screen for security purpose. [13]represent a novel mono-vision virtual keyboard design for consumers of mobile and portable computing devices such as PDA’s, mobile phones etc. IV. ALGORITHIMS We have used different algorithms such as : 1. Video Input a constant video feed is obtained from the webcam connected to the PC. A webcam interface control / API is used for this. 2. Frame Grab At regular intervals (about 10 to 15 times every second), the current frame from video is copied as image to some other image control wherein we can read or manipulate pixels from that image. 3. Pre-Processing an image processing filter is applied the input image to improve it for further processing. Here we either blur the image in case it’s too sharp. Else we sharpen the image in case the video feed is too blurred. Hence either sharpening or Gaussian blur filter is used based on quality of feed.. 4. Selective RGB the image pixels are filtered based on their colour components (R, G and B values). The threshold ranges for these colours are specified by used initially. The ranges have to be specified based on the colour of the symbols. 5. RGB to HSV Conversion HSV model stands Hue, Value, and Saturation. Hue represents colour type. It can be described in term of angle on the above circle. Saturation represents vibrancy of colour. Value represents brightness of colour. 6. Histogram:A binary histogram for individual characters is constructed. Histogram is the frequency count for .the pixels (which will be either completely black or completely white after Thresholding). 7. Pattern Matching and Pattern Recognition:A number of steps are applied to match the pattern being stored and recognize the exact pattern with the input given by user. 8. Output keystrokes using the Robot API, the output keystroke is analysed. V. CONCLUSIONS In this project, we implemented a virtual keyboard by using Camera and Image Processing. Implementing a virtual keyboard system gave us a better understanding of the trade one must consider when choosing image analysis techniques in the context of a larger system. We are try to characterize what typing tasks users currently perform on their touchscreens and then
  • 5. International Journal of Engineering and Techniques - Volume 1 Issue 5, October 2015 ISSN: 2395-1303 http://www.ijetjournal.org Page 79 examine whether those tasks can be performed effectively with a virtual keyboard. ACKNOWLEDGMENT It gives us great pleasure in presenting the preliminary project report on ‘VIRTUAL KEYBOARD’. I would like to take this opportunity to thank my internal guide Prof. S. S. Raskar for giving me all the help and guidance I needed. I am really grateful to them for their kind support. Their valuable suggestions were very helpful. I am also grateful to Dr. N. F. Shaikh ,Head of Computer Engineering Department, M E S College of Engineering for his indispensable support, suggestions. In the end our special thanks to the college for providing various resources such as laboratory with all needed software platforms, continuous Internet connection, for Our Project. REFERENCES 1. Bare-fingers Touch Detection by the Button’s Distortion in a Projector–Camera System Jun Hu, Guolin Li, Xiang Xie, Zhong Lv, and Zhihua Wang, Senior Member, IEEE APRIL 2014. 2. Int. Journal of Engineering Research Paper and Applications www.ijera.com ISSN: 2248-9622, Vol. 4, Issue 4 (Version 4), pp.129-130, April 2014. 3. A Camera Based Virtual Keyboard with Touch Detection by Shadow Analysis, Joseph Thomas, December 10, 2013. 4. E.Psner, N.Starzicki, & E.Katz. A single camera based floating virtual keyboard with improved touch detection. In Electrical Electronics Engineers in Israel(IEEEI), 2012 IEEE 27th Convention of, Page 1 to 5, 2012. 5. Y. Adajania, J. Gosalia, A. Kanade, H. Mehta, Prof. N. Shekokar, “Virtual Keyboard Using Shadow Analysis”,Third International Conference on Emerging Trends in Engineering and Technology, 2010. 6. H. Du, T. Oggier, F. Lustenberger and E. Charbon, “A virtual keyboard based on true3D optical ranging,” Proc. British Machine Vision Conference (BMVC), Oxford, pp. 220-229, Sept. 2013 7. M. Hagara and J. Pucik. Fingertip detection for virtual keyboard based on camera. In Radioelektronika (RADIOELEKTRONIKA), 2013 23rd International Conference, page 356 to 360, 2013. 8. Sumit Srivastava and Ramesh Chandra Tripathi. Real time mono-vision based customizable virtual keyboard using finger tip speed analysis. In Masaaki Kurosu, editor, Human-Computer Interaction. Interaction Modalities and Techniques, volume 8007 of Lecture Notes in Computer Science, page 497 to 505. Springer Berlin Heidelberg, 2013. 9. Wijewantha N. S.“,Vista Key: A Keyboard Without A Keyboard – A Type Of Virtual Keyboard” Final year project hesis, Informatics Institute of Technology, Wellawatta, Sri Lanka, April 20012. 10.YouTube Videos For Virtual Keyboard using Image Processing. 11.Drag-and-Type: A New Method for Typing with Virtual Keyboards on Small Touchscreens 12.Taekyoung Kwon, Member, IEEE, Sarang Na, Student Member, IEEE, and Sang-ho Park, Non-member, IEEE 13.“Real Time Mono Vision Gesture Based Virtual Keyboard System” Contributed Paper Manuscript received October 15, 2006 IEEE Hafiz Adnan Habib, Muid Mufti, Member.