Finger Tracking
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Finger Tracking
In the field of gesture recognition and image processing, finger tracking is a high-resolution technique developed in 1969 that is employed to know the consecutive position of the fingers of the user and hence represent objects in 3D. In addition to that, the finger tracking technique is used as a tool of the computer, acting as an external device in our computer, similar to a keyboard and a mouse. Introduction The finger tracking system is focused on user-data interaction, where the user interacts with virtual data, by handling through the fingers the volumetric of a 3D object that we want to represent. This system was born based on the human-computer interaction problem. The objective is to allow the communication between them and the use of gestures and hand movements to be more intuitive, Finger tracking systems have been created. These systems track in real time the position in 3D and 2D of the orientation of the fingers of each marker and use the intuitive hand movement ...
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Optical System
Optics is the branch of physics that studies the behaviour and properties of light, including its interactions with matter and the construction of instruments that use or detect it. Optics usually describes the behaviour of visible, ultraviolet, and infrared light. Because light is an electromagnetic wave, other forms of electromagnetic radiation such as X-rays, microwaves, and radio waves exhibit similar properties. Most optical phenomena can be accounted for by using the classical electromagnetic description of light. Complete electromagnetic descriptions of light are, however, often difficult to apply in practice. Practical optics is usually done using simplified models. The most common of these, geometric optics, treats light as a collection of rays that travel in straight lines and bend when they pass through or reflect from surfaces. Physical optics is a more comprehensive model of light, which includes wave effects such as diffraction and interference that cannot be ...
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Visual Perception
Visual perception is the ability to interpret the surrounding Biophysical environment, environment through photopic vision (daytime vision), color vision, scotopic vision (night vision), and mesopic vision (twilight vision), using light in the visible spectrum reflected by objects in the environment. This is different from visual acuity, which refers to how clearly a person sees (for example "20/20 vision"). A person can have problems with visual perceptual processing even if they have 20/20 vision. The resulting perception is also known as vision, sight, or eyesight (adjectives ''visual'', ''optical'', and ''ocular'', respectively). The various physiological components involved in vision are referred to collectively as the visual system, and are the focus of much research in linguistics, psychology, cognitive science, neuroscience, and molecular biology, collectively referred to as vision science. Visual system In humans and a number of other mammals, light enters the eye t ...
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Animation
Animation is a method by which still figures are manipulated to appear as moving images. In traditional animation, images are drawn or painted by hand on transparent celluloid sheets to be photographed and exhibited on film. Today, most animations are made with computer-generated imagery (CGI). Computer animation can be very detailed 3D animation, while 2D computer animation (which may have the look of traditional animation) can be used for stylistic reasons, low bandwidth, or faster real-time renderings. Other common animation methods apply a stop motion technique to two- and three-dimensional objects like paper cutouts, puppets, or clay figures. A cartoon is an animated film, usually a short film, featuring an exaggerated visual style. The style takes inspiration from comic strips, often featuring anthropomorphic animals, superheroes, or the adventures of human protagonists. Especially with animals that form a natural predator/prey relationship (e.g. cats and mice, ...
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Camera
A camera is an optical instrument that can capture an image. Most cameras can capture 2D images, with some more advanced models being able to capture 3D images. At a basic level, most cameras consist of sealed boxes (the camera body), with a small hole (the aperture) that allows light to pass through in order to capture an image on a light-sensitive surface (usually a digital sensor or photographic film). Cameras have various mechanisms to control how the light falls onto the light-sensitive surface. Lenses focus the light entering the camera, and the aperture can be narrowed or widened. A shutter mechanism determines the amount of time the photosensitive surface is exposed to the light. The still image camera is the main instrument in the art of photography. Captured images may be reproduced later as part of the process of photography, digital imaging, or photographic printing. Similar artistic fields in the moving-image camera domain are film, videography, and cinematog ...
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SMPTE Timecode
SMPTE timecode ( or ) is a set of cooperating standards to label individual frames of video or film with a timecode. The system is defined by the Society of Motion Picture and Television Engineers in the SMPTE 12M specification. SMPTE revised the standard in 2008, turning it into a two-part document: SMPTE 12M-1 and SMPTE 12M-2, including new explanations and clarifications. Timecodes are added to film, video or audio material, and have also been adapted to synchronize music and theatrical production. They provide a time reference for editing, synchronization and identification. Timecode is a form of media metadata. The invention of timecode made modern videotape editing possible and led eventually to the creation of non-linear editing systems. Basic concepts SMPTE timecode is presented in ''hour:minute:second:frame'' format and is typically represented in 32 bits using binary-coded decimal. There are also ''drop-frame'' and ''color framing'' flags and three extra ''bina ...
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Virtual Object
In optics, an ''image'' is defined as the collection of focus points of light rays coming from an object. A ''real image'' is the collection of focus points made by converging rays, while a virtual image is the collection of focus points made by extensions of diverging rays. In other words, a virtual image is found by tracing real rays that emerge from an optical device (lens, mirror, or some combination) backward to perceived or apparent origins of ray divergences. In diagrams of optical systems, virtual rays are conventionally represented by dotted lines, to contrast with the solid lines of real rays. Because the rays never really converge, a virtual image cannot be projected onto a screen. In contrast, a real image can be projected on the screen as it is formed by rays that converge on a real location. A real image can be projected onto a diffusely reflecting screen so people can see the image (the image on the screen plays as an object to be imaged by human eyes). * A ...
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Widget (computing)
A graphical widget (also graphical control element or control) in a graphical user interface is an element of interaction, such as a button or a scroll bar. Controls are software components that a computer user interacts with through direct manipulation to read or edit information about an application. User interface libraries such as Windows Presentation Foundation, Qt, GTK, and Cocoa, contain a collection of controls and the logic to render these. Each widget facilitates a specific type of user-computer interaction, and appears as a visible part of the application's GUI as defined by the theme and rendered by the rendering engine. The theme makes all widgets adhere to a unified aesthetic design and creates a sense of overall cohesion. Some widgets support interaction with the user, for example labels, buttons, and check boxes. Others act as containers that group the widgets added to them, for example windows, panels, and tabs. Structuring a user interface with wid ...
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Motion Blur
Motion blur is the apparent streaking of moving objects in a photograph or a sequence of frames, such as a film or animation. It results when the image being recorded changes during the recording of a single exposure, due to rapid movement or long exposure. Usages / Effects of motion blur Photography When a camera creates an image, that image does not represent a single instant of time. Because of technological constraints or artistic requirements, the image may represent the scene over a period of time. Most often this exposure time is brief enough that the image captured by the camera appears to capture an instantaneous moment, but this is not always so, and a fast moving object or a longer exposure time may result in blurring artifacts which make this apparent. As objects in a scene move, an image of that scene must represent an integration of all positions of those objects, as well as the camera's viewpoint, over the period of exposure determined by the shutter speed. I ...
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Lighting
Lighting or illumination is the deliberate use of light to achieve practical or aesthetic effects. Lighting includes the use of both artificial light sources like lamps and light fixtures, as well as natural illumination by capturing daylight. Daylighting (using windows, skylights, or light shelves) is sometimes used as the main source of light during daytime in buildings. This can save energy in place of using artificial lighting, which represents a major component of energy consumption in buildings. Proper lighting can enhance task performance, improve the appearance of an area, or have positive psychological effects on occupants. Indoor lighting is usually accomplished using light fixtures, and is a key part of interior design. Lighting can also be an intrinsic component of landscape projects. History With the discovery of fire, the earliest form of artificial lighting used to illuminate an area were campfires or torches. As early as 400,000 years ago, fire was kind ...
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Infrared
Infrared (IR), sometimes called infrared light, is electromagnetic radiation (EMR) with wavelengths longer than those of visible light. It is therefore invisible to the human eye. IR is generally understood to encompass wavelengths from around 1  millimeter (300  GHz) to the nominal red edge of the visible spectrum, around 700  nanometers (430  THz). Longer IR wavelengths (30 μm-100 μm) are sometimes included as part of the terahertz radiation range. Almost all black-body radiation from objects near room temperature is at infrared wavelengths. As a form of electromagnetic radiation, IR propagates energy and momentum, exerts radiation pressure, and has properties corresponding to both those of a wave and of a particle, the photon. It was long known that fires emit invisible heat; in 1681 the pioneering experimenter Edme Mariotte showed that glass, though transparent to sunlight, obstructed radiant heat. In 1800 the astronomer Sir William Herschel discove ...
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