scholarly journals Research on Discrete Semantics in Continuous Hand Joint Movement Based on Perception and Expression

Sensors ◽  
2021 ◽  
Vol 21 (11) ◽  
pp. 3735
Author(s):  
Lesong Jia ◽  
Xiaozhou Zhou ◽  
Hao Qin ◽  
Ruidong Bai ◽  
Liuqing Wang ◽  
...  

Continuous movements of the hand contain discrete expressions of meaning, forming a variety of semantic gestures. For example, it is generally considered that the bending of the finger includes three semantic states of bending, half bending, and straightening. However, there is still no research on the number of semantic states that can be conveyed by each movement primitive of the hand, especially the interval of each semantic state and the representative movement angle. To clarify these issues, we conducted experiments of perception and expression. Experiments 1 and 2 focused on perceivable semantic levels and boundaries of different motion primitive units from the perspective of visual semantic perception. Experiment 3 verified and optimized the segmentation results obtained above and further determined the typical motion values of each semantic state. Furthermore, in Experiment 4, the empirical application of the above semantic state segmentation was illustrated by using Leap Motion as an example. We ended up with the discrete gesture semantic expression space both in the real world and Leap Motion Digital World, containing the clearly defined number of semantic states of each hand motion primitive unit and boundaries and typical motion angle values of each state. Construction of this quantitative semantic expression will play a role in guiding and advancing research in the fields of gesture coding, gesture recognition, and gesture design.

2012 ◽  
Vol 6 (1) ◽  
pp. 389-407 ◽  
Author(s):  
Maxine E. Sprague ◽  
Jim Parsons

In this paper, the authors discuss creativity and the impact it might have on teaching and learning. The authors believe that imaginative play, at all ages, helps all people (children especially) create healthy environments and spaces that expand their learning. The authors contend that teaching for imagination—which asks little more than creating and trusting an ecological space that engenders it—seldom is considered a priority. Given the emphasis on creativity in the real world and the virtual digital world, the authors believe it is important to add to the body of knowledge through continued research in this field.


Author(s):  
Zeenat S. AlKassim ◽  
Nader Mohamed

In this chapter, the authors discuss a unique technology known as the Sixth Sense Technology, highlighting the future opportunities of such technology in integrating the digital world with the real world. Challenges in implementing such technologies are also discussed along with a review of the different possible implementation approaches. This review is performed by exploring the different inventions in areas similar to the Sixth Sense Technology, namely augmented reality (AR), computer vision, image processing, gesture recognition, and artificial intelligence and then categorizing and comparing between them. Lastly, recommendations are discussed for improving such a unique technology that has the potential to create a new trend in human-computer interaction (HCI) in the coming years.


2020 ◽  
pp. 155335062094720
Author(s):  
Yuanyuan Feng ◽  
Uchenna A. Uchidiuno ◽  
Hamid R. Zahiri ◽  
Ivan George ◽  
Adrian E. Park ◽  
...  

Background. Touchless interaction devices have increasingly garnered attention for intraoperative imaging interaction, but there are limited recommendations on which touchless interaction mechanisms should be implemented in the operating room. The objective of this study was to evaluate the efficiency, accuracy, and satisfaction of 2 current touchless interaction mechanisms—hand motion and body motion for intraoperative image interaction. Methods. We used the TedCas plugin for ClearCanvas DICOM viewer to display and manipulate CT images. Ten surgeons performed 5 image interaction tasks—step-through, pan, zoom, circle measure, and line measure—on the 3 input interaction devices—the Microsoft Kinect, the Leap Motion, and a mouse. Results. The Kinect shared similar accuracy with the Leap Motion for most of the tasks. But it had an increased error rate in the step-through task. The Leap Motion led to shorter task completion time than the Kinect and was preferred by the surgeons, especially for the measure tasks. Discussion. Our study suggests that hand tracking devices, such as the Leap Motion, should be used for intraoperative imagining manipulation tasks that require high precision.


2006 ◽  
Vol 4 ◽  
pp. 21-37 ◽  
Author(s):  
Stéphanie Bonnefille

The present article analyzes the copular realization of GET in relation to its lexical transitive, intransitive motion and passive realizations. The change-of-state construction was previously defined by the author as X CHANGES TO Ystate. If COME, GO, TURN… copular realizations were proved to be constrained (Bonnefille, 2001 and 2004; Bonnefille & McMichael, 2001) by X MOVES TO Ylocation (Goldberg, 1995), the search for real-world constraints at work in this construction when used with GET leads us to the conclusion that the copular realization of GET is constrained by the blending of two constructions, i.e. X MOVES TO Ylocation and either X EXPERIENCES Y (with the meaning “receiving an object”) or X ACTS ON Y (with the meaning “obtaining/possessing an object”), depending on the degree of agenthood of X.


2021 ◽  
Vol 70 (2) ◽  
pp. 177-188
Author(s):  
Tatjana Marković

This paper looks at the doll through the uneasy relationship between "tradition" and "contemporaneity". The traditional doll, both as a concept and as an artefact, belongs to the real world. It is defined as an object, an immobile figure controlled by a child. The traditional doll has no pretensions to be alive, and thus bears little resemblance to a human being. It is simple, unobtrusive, direct, mysterious, dependent on the child that gives it life during play. It has two fundamental virtues: silence, which is at the same time its most important means of communication, and submissiveness, which is based on fellowship and which implies the leaving of space to the "other", more precisely, to the child who is in fact "the first" and whom the doll "follows". Contemporary dolls can be material and non-material. Material dolls are most commonly made of inorganic materials, while non-material dolls are made of shadows, reflections, projections of symbolic form. Both have convincing human characteristics that they achieve thanks to various programs and "mechanisms". Contemporary dolls are seductive, talkative and ready to build "parasocial" and "postbiological" relationships in the digital world. Their supreme values are entertainment, noise, surprise, saturation of the senses, few demands on the mind. They aspire to be "first", and "demand" that the child should be in "second" position. A comparative study of these two dolls through a circle of ontological questions situated within the animate-inanimate opposition contributes to a better understanding of the status of the traditional/contemporary doll, the boundaries between man/the child and the doll, and relationships between people. The triumph of contemporary dolls threatens the status and the continued existence of the traditional doll. Due to the "humanization" of dolls and the "dollization" of people, the boundaries between people and dolls have been blurred. Increased intimacy with contemporary dolls leads to changes in social patterns based on greater distance between people.


Author(s):  
Keith D. Parry ◽  
Jessica Richards ◽  
Cameron McAuliffe

Abstract Parry, Richards and McAuliffe critique an active learning approach that makes use of mobile technology and augmented reality to enhance students’ real-world learning. Students are now bringing a variety of mobile technology into the classroom and the chapter discusses the challenge of maintaining students’ interest and engagement when they can be connected to the world outside the classroom via electronic devices. Although sometimes a distraction, embracing the use of Web 2.0 technologies can provide the “highly active and participatory experiences” that today’s students are searching for (Brill & Park. Facilitating engaged learning in the interaction age taking a pedagogically disciplined approach to innovation with emergent technologies. International Journal of Teaching and Learning in Higher Education, 20(1), 71. 10.12691/education-4-1-9). The chapter explores the use of Web 2.0 technologies and their use to upskill students in the technical complexities of the digital world and the use of specialised online discourses suitable for real world learning and working.


2011 ◽  
pp. 346-358 ◽  
Author(s):  
Kay Kyeongju Seo ◽  
Aimee Byk ◽  
Chris Collins

How can one bring cognitive apprenticeship into the virtual world? This chapter addresses how to construct a 3D online digital environment that supports the methods of cognitive apprenticeship. As technology rapidly evolves, there has been an increased demand for more interactive and more flexible simulated learning environments that can go beyond the limits of conventional instruction. When carefully designed, a 3D online digital simulation can allow teachers and learners to share and compare their cognitive techniques. By gaining access to experts’ “hidden” skills, learners can better develop thinking and learning strategies that are applicable to real-world situations. This chapter discusses how to design cognitive apprenticeship tasks in a 3D online digital world.


2016 ◽  
Vol 2016 ◽  
pp. 1-10 ◽  
Author(s):  
Juliana M. de Oliveira ◽  
Rafael Carneiro G. Fernandes ◽  
Cristtiano S. Pinto ◽  
Plácido R. Pinheiro ◽  
Sidarta Ribeiro ◽  
...  

Cerebral palsy is a severe condition usually caused by decreased brain oxygenation during pregnancy, at birth or soon after birth. Conventional treatments for cerebral palsy are often tiresome and expensive, leading patients to quit treatment. In this paper, we describe a virtual environment for patients to engage in a playful therapeutic game for neuropsychomotor rehabilitation, based on the experience of the occupational therapy program of the Nucleus for Integrated Medical Assistance (NAMI) at the University of Fortaleza, Brazil. Integration between patient and virtual environment occurs through the hand motion sensor “Leap Motion,” plus the electroencephalographic sensor “MindWave,” responsible for measuring attention levels during task execution. To evaluate the virtual environment, eight clinical experts on cerebral palsy were subjected to a questionnaire regarding the potential of the experimental virtual environment to promote cognitive and motor rehabilitation, as well as the potential of the treatment to enhance risks and/or negatively influence the patient’s development. Based on the very positive appraisal of the experts, we propose that the experimental virtual environment is a promising alternative tool for the rehabilitation of children with cerebral palsy.


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