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Since the beginning of hand vein biometrics, the approaches to this problem have been countless, making this modality suitable for commercial use in some countries. This paper shows some of them and tries to show which are the most common procedures in each of the main stages of these systems. We will be able to see that the same database usage is not common along the literature, being the main problem...
We propose a system consisting of a wearable device equipped with photo-reflective sensors arranged in an array. Hand gestures are recognized by measuring the skin deformation of the back of the hand. Since the muscles and bones on the back of the hand are linked to the fingers, finger movement can be clearly observed. Skin deformation is measured using several photo-reflective sensors. Skin deformation...
The recent availability of high performance and cost effective head mounted displays generates a considerable interest for Virtual Reality, both for professional applications and for the mass market. Users can now be efficiently immersed in virtual worlds, with a high quality 3D visual and auditory feedback. They can also interact with the environment using RGBD cameras or 6 Degrees of Freedom (DoFs)...
Thermo-tactile displays have been developed to enhance the degree of realism in virtual environments and assist in the identification of virtual objects. It is unknown whether the simultaneous presentation of thermal and tactile cues enhances user performance and if the two types of sensory signals can be processed independently or interact. The present experiment measured thermal pattern identification...
This paper presents a new dynamic gesture recognition algorithm. Through the counter-clockwise obtain the edge coordinates of the hand, thereby obtaining theinformation like the location and distance, angle of the finger-root and fingertip. This information is used to identify commonly used dynamic gestures like grabbing, putting, moving, clockwise rotating, counterclockwise rotating and pushing forward,...
We developed “Finger Glove for Augmented Reality” (FinGAR), which combines electrical and mechanical stimulation to selectively stimulate skin sensory mechanoreceptors and provide tactile feedback of virtual objects. A DC motor provides high-frequency vibration and shear deformation to the whole finger, and an array of electrodes provide pressure and low-frequency vibration with high spatial resolution...
Skin-based biometrics rely on the distinctiveness of skin patterns across individuals for identification. In this paper, we investigate whether small image patches of the skin can be localized on a user's body, determining not “who?” instead “where?” Applying techniques from biometrics and computer vision, we introduce a hierarchical classifier that estimates a location from the image texture and...
A wearable system based on a breathable cloth wristband equipped with stretchable strain gauge sensors were assembled and tested to detect a set of 16 different hand gestures. The sensors embedded on the wristband prototype do not require a direct contact with the skin, thus maximizing comfort. To evaluate the performance of the developed band, different gestures were labelled by using grasping information...
Myoelectric (EMG) and mechano-myographic (MMG) signals recorded during muscular activities are useful not only for monitoring and assessing these activities but can also help in providing effective rehabilitation for disabled patients as well as constructing and controlling sophisticated prosthesis for various amputees. While the existing training methods using EMG and MMG signal data have compelling...
It was reported that the human sweat ducts play a critical role in interaction of terahertz wave with human skin. Previously, we determined the resonant frequency of human sweat duct in axial mode of operation. In the study, we have investigated another mode of operation of human sweat duct known as normal mode of operation. Based upon the morphological features of human sweat duct obtained using...
The skin response to high radio frequency has been associated with the human physical condition and most prominently with the stress. The objective of this study is to investigate the possibility to detect mental and light physical stress through the measurement of skin reflectance in the mm-wave/sub-THz band. Two frequency bands have been considered, 75–110 GHz (Band-I) and 325–500 GHz (Band-II),...
This paper presents a simple and compact universal two-fingered hand with soft finger-tips with jamming effect. To grasp several kinds of object, high-DoF fingered hand, multi-gripper device etc. has been developed. We adopt jamming effect device for a finger-tip to fit various object shape. We develop a two-fingered hand with jamming effect device and test it to compare with rigid finger-tip hand.
This study aims to develop a fingertip in order to improve the manipulation performance of posture interpolation control for a multifingered robot hand. Increasing the contact area between the fingertips and object is one solution for improving grasping and manipulation stability. A reasonable fingertip shape design and material selection can increase the contact area. In this paper, we compare an...
A novel fully wearable system based on a smart wristband equipped with stretchable strain gauge sensors and readout electronics have been assembled and tested to detect a set of movements of a hand crucial in rehabilitation procedures. The high sensitivity of the active devices embedded on the wristband do not need a direct contact with the skin, thus maximizing the comfort on the arm of the tester...
We presented a “Design of Three Dimensional Gestures Interactive Displays Based on Complex Background.” The system recognized the state of user's hand and fingers via the proposed algorithm. This system could overcome the effects of environments and provide high quality gesture recognition.
An immersive virtual environment is the ideal platform for the planning and training of on-orbit servicing missions, as it provides a flexible and safe environment. In such kind of virtual assembly simulation, grasping virtual objects is one of the most common and natural interactions. However, unlike grasping objects in the real world, it is a non-trivial task in virtual environments, where the primary...
This study investigated the implementation of a hand model and contact simulation method for the purpose of improving the reality of object manipulation in a virtual environment. The study focused both on the hand tracking method that takes advantage of nails and also contact simulation using a deformable hand model. The manipulation of an object using a hand, is known to make more frequent use of...
Augmented Reality (AR) is the combination of digital information and user's target in real world. The handheld devices like Smartphone have all the components that are necessary to use an augmented reality application, where the virtual three dimensional objects imported on real world environment. In AR based mobile applications utilizing an image target trackers are growing. In these continue growing...
Recently, Many IT products applying the gesture recognition are developed. To recognize the hand gesture, We need technology that detect fingertip. When we detect the hand using the depth of Stereo Camera in the previous method, It couldn`t separate the hand and the wrist. In this paper, we can detect separately hand, wrist and fingertip using the depth of Stereo Camera. Hand was detected by AND operation...
Hand detection plays an important role in Human Computer Interaction (HCI). Most of the existing hand detection methods rely on the contour shape of hand after skin color segmentation. Such contour shape based approaches, however, are easily distorted by noises and other skin color segments. In this paper, we present a distance image based approach using CPU-GPU heterogeneous computing. Our experiments...
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