Slides of the image-based data glove presented during SVR 2008. Project Page: http://vitorpamplona.com/wiki/The%20Image-Based%20Data%20Glove Reference: Vitor F. Pamplona, Leandro A. F. Fernandes, João Prauchner, Luciana P. Nedel e Manuel M. Oliveira. The Image-Based Data Glove . Proceedings of X Symposium on Virtual Reality (SVR'2008), João Pessoa, 2008. Anais do SVR 2008, Porto Alegre: SBC, 2008, (ISBN: 857669174-4). pp. 204-211
- 1. The Image-Based Data Glove Vitor F. Pamplona Leandro A. F.
Fernandes Joo L. Prauchner Luciana P. Nedel [email_address] Manuel
M. Oliveira
2. Outline
- The virtual hand representation and animation
3. Outline
- The virtual hand representation and animation
4. Data Gloves P5 Glove $59.00 6 DOF of motion Fingers
flexion0.5 resolution (90 )60Hz refresh ratePinch Glove $1,899.00 6
DOF of motion Pinch gestures only DG5-VHand Glove $485.00 Fingers
flexion (10-bit per finger) 5. Data Gloves MidiGlove $1,200.00
Fingers flexion (10-bit per finger) 100-200Hz refresh rate X-IST
Data Glove$1,200.00-$1,700.00 Pitch and roll motion (+ $125.00)
Fingers flexion (10-bit per finger) 100-200Hz refresh rate 5DT Data
Glove $895.00-$1495.00 Pitch and roll motion Fingers flexion (8-bit
per finger) 75Hz-200Hz refresh rate 6. Data Gloves CyberGlove II 6
DOF of motion 0.5 resolution 90 records per second ShapeHand
$7,500.00-$16,200.00 6 DOF of motion Fingers flexion and adduction
7. Outline
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- The Image-based data glove (IBDG)
- The virtual hand representation and animation
8. The Idea
- Alow cost full-featured device
- Markers on each finger tip
- Asingle web camfixed on hand
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- track the position of those markers
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- estimate the position of the finger joints
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- returns thefull status of the user fingers
Webcam Visual Marker 9. Research Challenges
- Build animage-baseddata glove
- Finger tips trackingwith flexure and adduction
- Suitable for existing manipulation techniques
10. Contributions
- Continuous trackingof fingers position
- Reproduction of fingersflexionandadduction
- Low cost, real time andprecise
11. Problems to be solved
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- The camera hasblurandfocus lost
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- The tracking system needs to bereal time
- Virtual hand representationand animation
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- The dimensions of the virtual hand must be real
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- The inverse kinematics should be real time
- Prototype assembling (hardware)
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- The camera position and orientation can not change
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- The markers need to be planar
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- The markers position and orientation can not change
12. Outline
- The virtual hand representation and animation
13. Tested Tracking Systems
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- Misclassification among patterns
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- Sensitive to focus changes
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- Unstable tracking(jitter)
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- Needs at least 2 different markers to detects the same
object
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- Improved pattern recognition system
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- Stable tracking (less jitter)
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- Improved camera calibration model
14. Tested Tracking Systems 10x10 mm, ARToolKitPlus BCHpatterns
withthin borders 10x10 mm, ARToolKitPlus simple patterns 7x7 mm,
ARToolKit patterns 15. Tested Webcam Genius Trek 310 Genius
VideoCam NB Creative WebCam PD1001 Creative WebCam Live! Ultra CIF
CMOS PC Camera Logitech QuickCam for Notebooks Pro 16. Tracking
System and Calibration M k M c M h 17. Outline
- The virtual hand representation and animation
18. Virtual Hand Representation
- Hand model fromV-ART library
- Blender Inverse Kinematics Module
19. Outline
- The virtual hand representation and animation
20. The Prototype
21. The Dices! 22. The FLEA Camera
- High quality images(1024 768 pixels) at 30 fps
- 3.5-10.5 mm Computar Varifocal Lenses.
23. Using The Prototype 24. Summary
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- Camera to track finger tips
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- Paper and printer to make visual markers
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- Glove, leather and sticks to build the camera support
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- Blender inverse kinematics module
25. Outline
- The virtual hand representation and animation
26. Device Evaluation
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- 13 right handed and 2 left handed
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- to verify the quality of the finger tips tracking
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- to verify the gesture reproduction
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- to collect some impressions of the users about IBDG
27. Testbed Application
- Given a hand gesture, the user must imitate it.
28. Methodology
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- Unlimited time for training
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- Six pre-defined hand poses
29. Data Collection and Analysis
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- Position and orientation ofeach finger along time
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- Subjective measures(post-test questions)
30. Outline
- The virtual hand representation and animation
31. Precision Analisis
- Mean observed error: 0.59
- Confidence interval of 99%;
32. Usability
- Latency about237ms(2.4 GHz PC with 2gb of memory)
- Velocity about23 fps(640 x 480)
- Weight about195g(58% because of the FLEA camera)
- Maximum size of hands for using our prototype21.5 cm
- User opinions to our prototype
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- Comfort: 2.73(5 means comfortable and 1 uncomfortable)
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- Precision: 2.87(5 means precise and 1 means imprecise)
- 80%of the volunteers said they can build their own IBDG
33. Discussion
- The tracking system (ARToolkitPlus) worked well with
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- Smooth variations inlighting conditions
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- Shadowsover the visual patterns
- For dark places one can use aninfrared camera
- FLEA Camera can be replaced by anewest web cams
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- Improving comfortwith a lighter one
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- Decreasing the prototype cost with acheaper one
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- Wireless or bluetoohenabled camera
- Thumb can be tracked using a device with agreater field of
view
- The prototype needs a second version!
34. Questions?
The Image-Based Data Glove