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    • UNIR REVISTAS
    • Revista IJIMAI
    • 2019
    • vol. 5, nº 5, june 2019
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    • UNIR REVISTAS
    • Revista IJIMAI
    • 2019
    • vol. 5, nº 5, june 2019
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    GIFT: Gesture-Based Interaction by Fingers Tracking, an Interaction Technique for Virtual Environment

    Autor: 
    Ullah, S
    ;
    Raees, M
    Fecha: 
    06/2019
    Palabra clave: 
    image processing; virtual worlds; human-computer interaction (HCI); gesture-based interactions; IJIMAI
    Tipo de Ítem: 
    article
    URI: 
    https://reunir.unir.net/handle/123456789/12528
    DOI: 
    http://doi.org/10.9781/ijimai.2019.01.002
    Dirección web: 
    https://www.ijimai.org/journal/bibcite/reference/2707
    Open Access
    Resumen:
    Three Dimensional (3D) interaction is the plausible human interaction inside a Virtual Environment (VE). The rise of the Virtual Reality (VR) applications in various domains demands for a feasible 3D interface. Ensuring immersivity in a virtual space, this paper presents an interaction technique where manipulation is performed by the perceptive gestures of the two dominant fingers; thumb and index. The two fingertip-thimbles made of paper are used to trace states and positions of the fingers by an ordinary camera. Based on the positions of the fingers, the basic interaction tasks; selection, scaling, rotation, translation and navigation are performed by intuitive gestures of the fingers. Without keeping a gestural database, the features-free detection of the fingers guarantees speedier interactions. Moreover, the system is user-independent and depends neither on the size nor on the color of the users’ hand. With a case-study project; Interactions by the Gestures of Fingers (IGF) the technique is implemented for evaluation. The IGF application traces gestures of the fingers using the libraries of OpenCV at the back-end. At the front-end, the objects of the VE are rendered accordingly using the Open Graphics Library; OpenGL. The system is assessed in a moderate lighting condition by a group of 15 users. Furthermore, usability of the technique is investigated in games. Outcomes of the evaluations revealed that the approach is suitable for VR applications both in terms of cost and accuracy.
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