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Hand motion tracking with tablet devices as a human-computer interface for people with cerebral palsy

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Języki publikacji
EN
Abstrakty
EN
This article describes experiments which were conducted with two groups of people: healthy and with cerebral palsy. The purpose of the experiments was to verify two hypothesis: 1) that people with cerebral palsy can interact with computer using their natural gestures, 2) that games for tablets can be a research tool in experiments with young disabled people. Two games, which require the user to make simple gestures to accomplish given tasks, were designed and implemented on a tablet device with a built-in camera. Because of the camera limitations, the tracking process employs blue markers. By moving hand with a blue marker it was possible to perform navigation tasks in both games. In the first game the user had to gather, in 30 seconds, as many objects as possible. The objects were placed on the screen in a grid pattern. In the second game the user had to catch one object 20 times. The position of the object changed after each catch. Results obtained by healthy people were considered as a reference. However there are significant differences between measured parameters in both groups, all persons - healthy and with cerebral palsy - were able to accomplish the tasks by using simple gestures. Games for tablets turned out to be a very attractive research tool from the perspective of young, disabled users. They participated in measurement sessions much more willingly than in experiments without games.
Rocznik
Strony
3--9
Opis fizyczny
Bibliogr. 17 poz., tab., wykr.
Twórcy
  • AGH University of Science and Technology, al. Mickiewicza 30, 30-059 Cracow, Poland, Faculty of Electrical Engineering, Automatics, Computer Science and Biomedical Engineering Department of Automatics and Biomedical Engineering
autor
  • AGH University of Science and Technology, al. Mickiewicza 30, 30-059 Cracow, Poland, Faculty of Computer Science, Electronics and Telecommunication Department of Computer Science
Bibliografia
  • [1] Gajewska E., The new definitions and sclaes used with children with cerebral palsy, Neurologia dziecięca, 18 (35), 67–72, 2009.
  • [2] Michałowicz R.(Ed..), Bogucka J., Mózgowe porażenie dziecięce, Państwowy Zakład Wydawnictw Lekarskich, Warszawa 1993.
  • [3] Jenks KM, de Moor J, van Lieshout EC, Maathuis KG, Keus I, Gorter JW. The effect of cerebral palsy on arithmetic accuracy is mediated by working memory, intelligence, early numeracy, and instruction time”.Dev Neuropsychol 32 (3): 861–79, 2007.
  • [4] Wojciechowski A., Wspomaganie interakcji człowiek-komputer w środowiskach wirtualnych, Akademicka Oficyna Wydawnicza EXIT, Warszawa 2013.
  • [5] Qiao, S., Prabhakar, A., Chandrachoodan, N., Jacob, N., & Vathsangam, H., An inertial sensor-based system to develop motor capacity in children with cerebral palsy. In materials of Engineering in Medicine and Biology Society (EMBC), 35th Annual International Conference of the IEEE, 6111–6114, 2013.
  • [6] Tobi: Tools for Brain Computer Interaction. [web page] http://www.tobi-project.org/ [Accessed on 30 Jun. 2014].
  • [7] Tobii. Creating the Future Before Your Eyes With Leading Eye Tracking Innovations [web page] http://www.tobii.com/ [Accessed on 30 Jun. 2014].
  • [8] Lin, C. Y., Chen, S. H., Wu, M. J., Liao, Y. S., Hsien, S. L., & Guo, C. H., Application of Interactive Interface Design on Rehabilitation for Children with Cerebral Palsy. In Future Communication, Computing, Control and Management, Springer Berlin Heidelberg, 361–367, 2012.
  • [9] Idwan, S., Aldajeha, S., Matar, I., & Mutlaq, R., Building hand activities application for cerebral palsy children, In Materials of Global Conference on Power Control and Optimization, Dubai, 2011;
  • [10] Suma E.A., Krum D. M., Lange B., Koenig S., Rizzo A., Bolas M., Adapting user interfaces for gestural interaction with the flexible action and articulated skeleton toolkit, Computers & Graphics, 37, 193–201, 2013.
  • [11] Mitra, S., & Acharya, T., Gesture recognition: A survey. Systems, Man, and Cybernetics, Part C: Applications and Reviews, IEEE Transactions on, 37(3), 311–324, 2012.
  • [12] Ying L., Fontijn W., & Markopoulos P., A tangible tabletop game supporting therapy of children with cerebral palsy. Fun and Games. Springer Berlin Heidelberg, 182–193, 2008.
  • [13] Mówik, the speech prosthesis [web page] http://www.mowik. pl/ [Accessed on 30 Sept. 2014].
  • [14] Wang, R. Y., & Popović, J., Real-time hand-tracking with a color glove. ACM Transactions on Graphics (TOG), 28(3), 63, 2009
  • [15] Sridhar, S., Oulasvirta, A., & Theobalt, C., Interactive markerless articulated hand motion tracking using RGB and depth data. In Computer Vision (ICCV), 2013 IEEE International Conference on, pp. 2456-2463, IEEE, December 2013
  • [16] Kim, J. H., Thang, N. D., & Kim, T. S., 3-d hand motion tracking and gesture recognition using a data glove. In Industrial Electronics, 2009. ISIE 2009. IEEE International Symposium on, pp. 1013-1018, IEEE, July 2009
  • [17] Barczewska K., Drozd A., Folwarczny Ł., Gesture recognition based on 9DOF inertial sensor, Pomiary, Automatyka, Kontrola 59 (3), 235–238, 2013.
Typ dokumentu
Bibliografia
Identyfikator YADDA
bwmeta1.element.baztech-1cd6b2da-37d1-4215-9971-d34b430c4cfa
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