Virtual Hand A HCI Testbed for Computer Vision Researches on Human Hand by Beifang Yi August, 2003.
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Transcript of Virtual Hand A HCI Testbed for Computer Vision Researches on Human Hand by Beifang Yi August, 2003.
Virtual Hand
A HCI Testbed for Computer Vision Researches on
Human Hand
byBeifang YiAugust, 2003
Virtual Hand
A thesis submitted in partial fulfillment of the requirments
for the degree of Master of Science
with a major in Computer Engineering
Virtual Hand
● Objective:– To provide a virtual environment for experiments on
human hand in computer vision domain:● A dynamic hand model● A graphical user interface
Virtual Hand
● Presentation outline:– Background– Hand model– Interface design– Demonstration
Virtual Hand: Background
● Human-Computer Interaction (HCI)– A discipline concerned with the design, evaluation
and implementation of interactive computing systems for human use and with the surrounding environment.
● People● Computing system● Usability● Interaction
Virtual Hand: Background
● Human-Computer Interaction (HCI)– On human side: human cognitive features—attention,
motivation...– On machine side: input/output devices.
Virtual Hand: Background
● Human-Computer Interaction (HCI)– “Almost any natural communication among humans
involves multiple, concurrent modes of communications.”
– Therefore, “people prefer to interact multimodally with computers.”
Virtual Hand: Background
● Human-Computer Interaction (HCI)– Traditional computer has made full use of its “touch”
faculty: keyboard, mouse, touchpad...– Now, HCI is trying to employ other means that
human boasts, especially, that of sight (vision) sense.
Virtual Hand: Background
● Vision-based HCI:– By vision, we refer to the use of camera,– And a set of visual or graphical techniques for
presenting and processing information.– This visual sensing endows a vigorous input mode to
HCI.– Examles: face/gaze/fatigue/on-road-car detection...
Virtual Hand: Background
● Hand-related Vision-based HCI:– Hand gestures, a kind of non-verbal interactions
among humans,– But have a linguistic role.
Virtual Hand: Background
● The dexterity of human hand:– Humans have five senses, but animals enjoy far more
acute, perfect sensory faculties with exception of the sense of touch.
– “We ought to define the hand as belonging exclusively to man,” Sir Charles Bell acknowledged in 1885, because its sensibility and ingenuity “converts the being who is the weakest in natural defense, to the ruler over animate and inanimate nature.”
Virtual Hand: Background
● The dexterity of human hand:– Our ancestors long ago
did understand this.● Left: a red hand
silhouette painted on a stone slab, about 10,000 years ago.
Virtual Hand: Background
● The dexterity of human hand:– Do you know Chinese
Gongfu (Taiji)?● With exertion on your
hand a little force (only of several Newtons), you can fend off offender's strike of thousands of Newtons, which will bounce back upon the offender.
Virtual Hand: Background
● The dexterity of human hand:– At present, we have
been intensively taking advantage of our hand.
Virtual Hand: Background
● The dexterity of human hand:– From now on, we
will be depending on our hand gestures to give commands to computing systems.
Virtual Hand: Background
● Functions of the hand:– “The hand at rest is beautiful in its tranquility, but it is
infinitely more appealing in the flow of action.”– The functions of the hand can be described through:
● Opposition● Prehensile movement● Non-prehensile movement
Virtual Hand: Background
● Function of the hand—opposition:– The pulp surface
of the thumb is placed squarely in contact with or opposite to the terminal pads of any rmaining digits.
Virtual Hand: Background
● Function of the hand—prehensile:– Gripping or
pinching an object between the digits and palm.
Virtual Hand: Background
● Function of the hand—non-prehensile:– Pushing, lifting,
tapping, typewriting...
Virtual Hand: Background
● Hand gestures:– “If language was given to men to conceal their
thoughts, then gesture's purpose was to disclose them.”
– Classification of hand gestures varies from their functionality, linguistic implication, application, and etc.
Virtual Hand: Background
● Anatomy of the hand:– Main elements: bones,
muscles, tendons.– Tendon, the rough
cord of dense white fibrous tissue, unites muscles with bones and transmits the force which the muscles exert.
Virtual Hand: Background
● Anatomy of the hand:– The transmission of
force produces hand movement at a joint between bones.
– We can see this movement as a result of the hand bones' positions and orientations.
Virtual Hand: Background
● Hand as a machine:– There are reasons:– Motor: muscle, two-
stroke engine: pull-push.
– Transmission: tendon.
– Application: skin and pulp tissue.
Virtual Hand: Background
● Hand joints:– Fingers:
● DIP● PIP● MCP
– Thumb:● IP● MCP● CMC
Virtual Hand: Background
● Hand joints:– For simplicity,
use left diagram.– Hand is
considered as a manipulator with 27 degrees of freedom (DOFs).
Virtual Hand: Background
● Hand joint movement:– Flexion and
extension,– Abduction and
adduction,– Rotation.
Virtual Hand: Background
● Biomechanics of the hand:– At a joint, two
coordinate systems:
● Proximal● Distal
– Their axes' representations.
Virtual Hand: Background
● Biomechanics of the hand:– Thus we have:
Virtual Hand: Background
● Biomechanics of the hand:– The finger joint
motion (flexion-extension) ranges.
Virtual Hand: Background
● Biomechanics of the hand:– The thumb joint
motion (flexion-extension and abduction-adduction) ranges.
Virtual Hand: Background
● Hand constraints:– Usually, we study natural hand movement.– Hand can not make any arbitrary gestures.
Virtual Hand: Background
● Some of the hand constraints:– The four fingers are planar manipulators with the
exception of the MCP joints.– There exists a relationship between DIP and PIP
flexions.– The MCP joint in middle finger displays little
abduction and adduction.
Virtual Hand: Background
● Some of the hand constraints:– There exist “finger planes”: for each finger, the five
points(tip, DIP, PIP, MCP, wrist joint) are coplanar.– There exist a “thumb plane”: four thumb points are
coplanar.– There exists a “palm plane”: all the finger MCP joints
are in a plane, which is perpendicular to “finger plane”.
Virtual Hand: Background
● Hand modeling:– Physical models: hand deformation under internal and
external forces applied to hand.– Statistical models: deformation “learning” through a
set of training examples.– Geometrical models: cubes, cylinders, 3D polygons,
spline-based surfaces, and etc.
Virtual Hand: Background
● Hand modeling (example):– Multi-layered (physical) modeling: complicated.
Virtual Hand: Background
● Hand modeling (examples in computer vision):– Geometrical models: simple.
Virtual Hand: Background
● Hand modeling (examples in computer vision):– Geometrical models: a little sophisticate.
Virtual Hand: Background
● Hand modeling (examples in computer vision):– Geometrical models.
Virtual Hand: Modeling
● Hand modeling:– Static hand model– Dynamic hand model– Implemented with Open (Coin) Inventor
Virtual Hand: Modeling
● Static hand model:– Raw hand data acquisition:
● Simple: cyliners, transformed cubes and spheres.● Sophisticate: a set of 3D points from 3D scanner..., the
size varies.● Can be found on Internet or purchased from company.
Virtual Hand: Modeling
● Static hand model:– Once raw data obtained, it's easy to reconstruct a
static hand model through the points' connections:● Normals are calculated for all points: vector addition,
multiplication(cross), normalization.● Displays rendered in different styles.
Virtual Hand: Modeling
● Static hand model:– About 3,000
polygons,– Forearm
included, comfortable to look at.
Virtual Hand: Modeling
● Static hand model (displayed in different styles):
Virtual Hand: Modeling
● Dynamic hand modeling:– Partition the static hand model into parts according to
hand joints,– Exert motions at joints,– Integrate the hand parts as a whole hand.
Virtual Hand: Modeling
● Dynamic hand modeling:– Partitioning hand (Inventor's symbols used):
Virtual Hand: Modeling
● Dynamic hand modeling:– Partitioning hand to 17 hand parts with points
numbered: find and record the edge points between adjacent hand parts. Following is the thumb base.
Virtual Hand: Modeling
● Dynamic hand modeling:– Hand part movement: find (calculate) rotation axes
and points for different movements.
Virtual Hand: Modeling
● Dynamic hand modeling:– Now we exert motions at hand joints and end up with
“holes”.
Virtual Hand: Modeling
● Dynamic hand modeling:– Hole of a hand part: produced by the trajectories of
the edge points of the hand part after it rotates to a new place.
– How to fill (patch) up the hole? To sample the trajectories to obtain some surface points of the hole.
Virtual Hand: Modeling
● Dynamic hand modeling:– Now a hand part at motion is made of two parts: itself
and the patch that is used to fill up the hole.
Virtual Hand: Modeling
● Dynamic hand modeling:– To produce the patching points: two new Inventor
classes are written extended from Inventor's “SoEngine”:
● One for thumb base in which some kind of deformation is considered, and
● The other for rest of hand parts.
Virtual Hand: Modeling
● Dynamic hand modeling:– Integration of the hand parts and their patches for
holes:
Virtual Hand: Interface Design
● Interface design issues:– HCI's usability: easiness, efficiency and
satisfactoriness to:● Produce any hand gestures,● View from different viewing points,● Control hand joints' movements,● Record rendered images and hand configurations,● Consider hand calibration and inverse kinematics (future),● And ...
Virtual Hand: Interface Design
● Interface implementation:– With Qt for interface design,– Coin's “SoQt” as connection between Inventor and
Qt,– Using Kdevelop as developing environment,– Cross platform.
Virtual Hand: Interface Design
● Testbed's architecture:
Virtual Hand: Interface Design
● Performances: an overview.
Virtual Hand: Interface Design
● Performances: viewing (camera and display window) control panel.
Virtual Hand: Interface Design
● Performances: viewed from cameras with different foci.
Virtual Hand: Interface Design
● Performances: virtual hand in various backgrounds and rendering styles.
Virtual Hand: Interface Design
● Performances: thumb control panel.
Virtual Hand: Interface Design
● Performances: thumb in motion.
Virtual Hand: Interface Design
● Performances: finger control panel.
Virtual Hand: Interface Design
● Performances: index in motion.
Virtual Hand: Interface Design
● Performances: fingers in motion.
Virtual Hand: Interface Design
● Performances: wrist control panel.
Virtual Hand: Interface Design
● Performances: wrist in motion.
Virtual Hand: Interface Design
● Performances: hand calibration.
Virtual Hand: Interface Design
● Performances: inverse kinematics testing.
Virtual Hand: Interface Design
● Performances: constraint application(colored hand).
Virtual Hand: Interface Design
● Performances: animation in line styles.
Virtual Hand: Interface Design
● Performances: recording control panel.
Virtual Hand: Interface Design
● Performances: rendered with basic light model (only diffuse object color).
Virtual Hand: Interface Design
● Performances: animation process recording with basic light model (only with diffuse object color).
Virtual Hand: Interface Design
● Performances: animation process recording (rendered with Phong light model).
Virtual Hand: Interface Design
● Performances: animation process recording.– Not only its image sequence recorded,– But also:
● The occupied space (location and size) of virtual hand,● Camera parameters,● OpenGL rendering matrices.
Virtual Hand: Conclusions
● The virtual hand looks more realistic than the hand models used in all the computer vision projects (to my best knowledge).
● It is simpler than those deformable models and runs in real time.
● The interface design is relatively new.● Cross platform.
References
The pictures and quotations appeared in the “Background” of this presentation have been
given full citation in my thesis which is availableat
http://www.cs.unr.edu/~b_yi/vHand/thesis.pdf
Acknowledgement
Dr. HarrisDr. Nicolescu
Dr. DankoDr. Bebis
NASA/UNR project at (http://www.cs.unr.edu/~aerol/projecthome/)
Virtual Hand
Questions
?Thanks!!!