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Artykuły w czasopismach na temat "GESTURE CONTROLLING"
Vijaya, V. Krishna, Puvvala Harsha, Sricharan Murukutla, Kurra Eswar i Nannapaneni Sravan Kuma. "Hand Gesture Controlling System". International Journal for Research in Applied Science and Engineering Technology 11, nr 1 (31.01.2023): 669–74. http://dx.doi.org/10.22214/ijraset.2023.48653.
Pełny tekst źródłaVarshika, DSS. "Media-Player Controlling by Hand Gestures". International Journal for Research in Applied Science and Engineering Technology 9, nr VI (20.06.2021): 2022–30. http://dx.doi.org/10.22214/ijraset.2021.348515421.
Pełny tekst źródłaAlyamani, Hasan J. "Gesture Vocabularies for Hand Gestures for Controlling Air Conditioners in Home and Vehicle Environments". Electronics 12, nr 7 (23.03.2023): 1513. http://dx.doi.org/10.3390/electronics12071513.
Pełny tekst źródłaSHAIK, Dr ABDUL NABI, E. SAI PRIYA, G. NIKITHA, K. PRACHEEN KUMAR i N. SHRAVYA SHREE. "CONTROLLING VIDEOLAN CLIENT MEDIA USING LUCAS KANADE OPTIMAL FLOW ALGORITHM AND OPENCV". YMER Digital 21, nr 05 (8.05.2022): 246–55. http://dx.doi.org/10.37896/ymer21.05/29.
Pełny tekst źródłaChakradhar, K. S., Prasanna Rejinthala Lakshmi, salla chowdary Sree Rama Brunda, Bharathi Pola i Bhargava Petlu. "Controlling Media Player Using Hand Gestures". Electrical and Automation Engineering 2, nr 1 (1.04.2023): 45–54. http://dx.doi.org/10.46632/eae/2/1/7.
Pełny tekst źródłaChakradhar, K. S., Lakshmi Prasanna Rejinthala, chowdary Sree Rama Brunda salla, Bharathi Pola i Bhargava Petlu. "Controlling Media Player Using Hand Gestures". Electrical and Automation Engineering 2, nr 1 (1.04.2023): 45–54. http://dx.doi.org/10.46632/ese/2/1/7.
Pełny tekst źródłaLabhane, Nishant M., Prashant Harsh i Meghan Kulkarni. "Multipoint Hand Gesture Recognition For Controlling Bot". International Journal of Scientific Research 1, nr 1 (1.06.2012): 46–48. http://dx.doi.org/10.15373/22778179/jun2012/16.
Pełny tekst źródłaMonisha Sampath, PriyadarshiniVelraj, Vaishnavii Raghavendran i M Sumithra. "Controlling media player using hand gestures with VLC media player". World Journal of Advanced Research and Reviews 14, nr 3 (30.06.2022): 466–72. http://dx.doi.org/10.30574/wjarr.2022.14.3.0565.
Pełny tekst źródłaHolder, Sherrie, i Leia Stirling. "Effect of Gesture Interface Mapping on Controlling a Multi-degree-of-freedom Robotic Arm in a Complex Environment". Proceedings of the Human Factors and Ergonomics Society Annual Meeting 64, nr 1 (grudzień 2020): 183–87. http://dx.doi.org/10.1177/1071181320641045.
Pełny tekst źródłaLorang, Emily, Audra Sterling i Bianca Schroeder. "Maternal Responsiveness to Gestures in Children With Down Syndrome". American Journal of Speech-Language Pathology 27, nr 3 (6.08.2018): 1018–29. http://dx.doi.org/10.1044/2018_ajslp-17-0138.
Pełny tekst źródłaRozprawy doktorskie na temat "GESTURE CONTROLLING"
Mráz, Stanislav. "Rozpoznání gest ruky v obrazu". Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2011. http://www.nusl.cz/ntk/nusl-219059.
Pełny tekst źródłaMiniotaité, Jura. "JoyTilt : Beyond GUI App Design for Embodied Experience of Controlling a Robot Vacuum Cleaner". Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-294338.
Pełny tekst źródłaUppkopplade produkter för hemmabruk så som smarta högtalare, smarta lås och larm eller robotdammsugare kopplas till våra smartphones via appar som möjliggör ytterligare funktioner, exempelvis fjärrstyrning och schemaläggning. Trots att smartphones innehåller en mängd olika sensorer används i regel primärt grafiskt gränssnitt i dessa appar. Genom att designa, utveckla och testa prototypen JoyTilt utforskas en somaestetisk användarupplevelse med fokus på den fysiska upplevelsen. Med appen JoyTilt kan en robotdammsugare styras likt en radiostyrd bil genom att luta smartphonen. I testerna med JoyTilt hade deltagarna sin blick fästa på robotdammsugaren när de styrde den. Deltagarna hade både positiva och negativa kroppsliga upplevelser av Joytilt. Från intervjuerna med deltagarna kom förslag på sätt att balansera kontroll av robotdammsugaren med dess autonomi med hjälp av JoyTilt. Val av designmaterial, dess estetik och interaktionsmodell bidrog till utformningen av JoyTilt som i sin tur påverkade relationen mellan människa och robot. Slutligen understryker den här studien värdet av att ta den kroppsliga upplevelsen i beaktning och nyttja det ofta förbisedda fysiska designutrymmet i appdesign.
Weinsteinová, Adéla. "Negativní aspekty nasazování ICT". Master's thesis, Vysoká škola ekonomická v Praze, 2013. http://www.nusl.cz/ntk/nusl-199727.
Pełny tekst źródłaDISODIA, MANEESH. "GESTURE CONTROLLED TELEOPERATION". Thesis, 2016. http://dspace.dtu.ac.in:8080/jspui/handle/repository/15361.
Pełny tekst źródłaLin, Chun-wei, i 林君瑋. "A Research on User`s Mental Model in Gesture Controlling". Thesis, 2010. http://ndltd.ncl.edu.tw/handle/80318078053562329279.
Pełny tekst źródła南台科技大學
多媒體與電腦娛樂科學系
98
1801, Joseph Marie Jacquard improved the designment of loom, he took a series of punched card a kind of the input tool of calculator. Until now, by the pronunciation identification system and touch-control system, interface developers constantly looking for more natural, more suitable interaction to shorten the distance between human and machine. 1981, the Graph User Interface (GUI) developed by Palo Alto research centre of Xerox Company is more close to user-friendly, easy visibility, transparency…ect. The iPhone cell phone of Apple crop. in 2007, it shortened the distance between human and machine by directly input devices. Facial expression and hand gesture have the function of communicating with people, and now Hitachi, Toshiba and other technology companies published the conceptual products by hand gesture control; it showed the hand gesture control will become the tendency. This research probed into the movements and causes of hand gesture control, then found out the mental way of hand gesture control. This research's concrete purposes are following: (1) Recording the methods and causes of the action of hand gesture control by explorative experiments. (2) Observing the operation of the system Windows 7 which has the nearly 70% market share. (3) Realizing the movements and causes which was the trend of experimental subject by the interval scale. (4) Finding out the mental way of hand gesture control by sorting out the experiment results. Designing 14 experiment tasks, and tested by the users whom didn't familiar to the computer, then, analyzing the results by experimental observation. From the experiment date, the most commonly used movements were "finger-touch" and "wave the hand"; the actions preferred to the small scope. Many gesture operations carry on the one-handed operation, and it also had nothing to do with dominant hand. Specially, the factors of the operation based on the origination of movement, then, analyzed and inducted to three types: "Imitation and Reappearance Behavior", "Association and Materialize Behavior" and "Trying and Feedback Behavior". The most action which often be used was "Imitation and Reappearance Behavior", and the next was "Association and Materialize Behavior. " In the Imitation and Reappearance Behavior, it was analyzed and inducted to three concrete courses: (1) imitating the operation of mouse. (2) imitating the operation of touch-control devise (3) imitating the methods of using commodities. In the Association and Materialize Behavior, it was analyzed and inducted to three concrete courses: (1) imagining that hand touch the virtual thing and control it. (2) bringing the imagination by the meanings of the symbols. (3) the hand performance was similar to semantics. In the Trying and Feedback Behavior, it was analyzed and inducted to two concrete courses: (1) operating directly by instinct. (2) trying to be more influential movements.
Fourney, Adam. "Design and Evaluation of a Presentation Maestro: Controlling Electronic Presentations Through Gesture". Thesis, 2009. http://hdl.handle.net/10012/4847.
Pełny tekst źródłaTseng, Yu-Lin, i 曾鈺琳. "A 2D Controlling Interface Based on the Double-Handed Computer Vision Gesture Recognition". Thesis, 2012. http://ndltd.ncl.edu.tw/handle/qrt5xr.
Pełny tekst źródła國立臺北科技大學
創新設計研究所
100
The Movie “Minority Report” brought out a whole new concept of human computer technology, which has been evoking numerous related researches ever since. The evolution of input devices began with keyboards. There then ensued the invention of “mouse cursors”. Since that decade, multi-touch devices have been all the rage. Thus, more and more HCI technologies have been developed by researchers. According to the related studies, we learnt that there are still technical and conceptual obstacles existing in the recognition process. Hence, we reevaluate the related technical methods, and then we build up a new model of real time two-handed vision-based gesture recognition system based on the existing methods. In addition, the system provides an auto skin tone learning function, and allows users to “rotate” and “zoom” 2D objects on screen.
LU, YU-MING, i 盧佑銘. "Research on the building and controlling adjustment of the quadcopter combined with gesture recognition". Thesis, 2019. http://ndltd.ncl.edu.tw/handle/y58hq6.
Pełny tekst źródła國立高雄師範大學
工業科技教育學系
107
The quadcopter has been popular in recent years because it is stable and easy to control. Therefore, it is applied to many fields, such as shooting, competitive flight, rescue and so on. In this article, Arduino NANO and MPU6050 module were used to make the quadcopter. Understanding the four-axis system flight principles and theories as well as adjusting the PID controller helped to achieve flight stablility of the four-axis aircraft. With the rise of wireless induction devices, the gesture recognition could be realized. Through the Leap Motion device, we could understand the logic of gestures and test the success rate of each gestures. Finally, with combination of Parrot Ardrone2.0 and gesture recognition control, we found the connection problem. The program code in gesture control was changed to solve it, and this experiment was completed then. The experimental results showed the high performance of gesture recognition and the success in controling the quadcopter.
Chao, Chun-Yi, i 趙峻毅. "Impact on Elementary School Students’ Science and Technology Learning Motivation and Performance in a Game-based Brainwave and Gesture Controlling Learning Environment". Thesis, 2015. http://ndltd.ncl.edu.tw/handle/h6ynu9.
Pełny tekst źródła國立高雄應用科技大學
資訊管理研究所碩士班
103
In the nowadays society, the learning method of school children becomes more complex than before. With diversity of courses, the traditional way of teaching methods is out of vogue. Improving children's learning outcome with the new information technology is necessary and important now. From the early distance learning and digital game-based learning are all of the kinds of technology-enhanced learning. The major characteristic of digital game-based learning is to attract school children's interests in learning and to improve the efficiency in students learning achievements and learning motivation. The purpose of this study is to develop a digital game-based learning system with motion and brainwave controlling technologies. With the gesture controlling technology, school children can use hand gesture to interact with the system in a game-based learning environment. By the brainwave controlling technology, the system can also collect the brainwave pattern from the learners and provide feedback about learning attention for learners. Combined with gesture and brainwave controlling technologies, the system was designed and implemented for improve the school children's learning achievement and promote their learning motivation with a fun and challenging approach to learning. In addition to the combination with the above technologies in the system, the learning materials in the system also follows the standard of Ministry of Education in Natural Science subjects and are designed for fifth grade teaching school children to learn. The author employed a quasi-experimental method. The subjects were 40 elementary school students, All subjects divided into two group: Experiment group and Control group. Each group has 20 students. The author adopts pre-test and post-test in learning motivation of Nature Science and Nature Science achievement test to collect information. Everyone learn three weeks, a total of 120 minutes. After experiment of experiment group and control group learning, an analysis of the results indicated that learning achievement for both groups were significance (p value of experiment group is .000, p value of control group is .009). And the difference between two groups, learning motivation in the experimental group and control group difference were no significance (p value of experiment group is .093, p value of control group is .44). In conclusion we can found the experiment group in learning achievement is better than control group. Both groups were no significance in learning motivation. So we can surmise the experiment group and control group’s manipulating methods were similar that leading two groups shows difference were no significance in learning motivation. Both groups subjects all felt fantastic and interesting in operated system by gesture-controlling.
Pais, João Pedro Santos. "Análise do comportamento dos gestores de projeto em contexto de derrapagem". Master's thesis, 2018. http://hdl.handle.net/10071/18718.
Pełny tekst źródłaProject management is increasingly present in the world of information technology. The increase of competitiveness between companies, size and complexity of projects requires a greater focus on project management. One of the conclusions of this research was to verify if the project context, internal or external, influences the way the project manager work in a context of project slippage. In the context of internal projects, the dimension of action scope is the most prioritized, that is, it is chosen before any other, while in external projects the dimension of action prioritized is cost. It was also verified that there is a relationship between the identified key factors and action dimensions. In this situation, faced with a certain key factor, project managers behave in a similar way, which demonstrates that regardless of manager profile or project profile, there is some consistency on the part of project managers performance on some key factors. Finally, another conclusion drawn from this research was the relationship between the performance dimensions and the profile of the project manager. In the analysis, it was observed that the managers of projects that have more experience privilege the dimensions of cost and time of operation. While less experienced project managers only prioritize the cost dimension.
Książki na temat "GESTURE CONTROLLING"
Santi, Francesco. Amministrazione e controlli: Società di persone, imprese gestite da enti collettivi, consorzi, gruppi europei di interesse economico... [Padova]: CEDAM, 2011.
Znajdź pełny tekst źródłaCzęści książek na temat "GESTURE CONTROLLING"
Chandankhede, Pragati, i Sana Haji. "Gesture-Based Media Controlling Using Haar Cascade". W Advances in Intelligent Systems and Computing, 541–51. Singapore: Springer Singapore, 2021. http://dx.doi.org/10.1007/978-981-16-3071-2_44.
Pełny tekst źródłaDehankar, A. V., Sanjeev Jain i V. M. Thakare. "Hand Gesture-Based User Interface for Controlling Mobile Applications". W Lecture Notes in Electrical Engineering, 577–86. Singapore: Springer Singapore, 2018. http://dx.doi.org/10.1007/978-981-13-1906-8_59.
Pełny tekst źródłaKim-Tien, Nguyen, Nguyen Truong-Thinh i Trinh Duc Cuong. "A Method for Controlling Wheelchair Using Hand Gesture Recognition". W Advances in Intelligent Systems and Computing, 961–70. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-37374-9_93.
Pełny tekst źródłaMorisaki, Tao, Masahiro Fujiwara, Yasutoshi Makino i Hiroyuki Shinoda. "Controlling Robot Vehicle Using Hand-Gesture with Mid-Air Haptic Feedback". W Lecture Notes in Electrical Engineering, 268–71. Singapore: Springer Singapore, 2019. http://dx.doi.org/10.1007/978-981-13-3194-7_60.
Pełny tekst źródłaDalka, Piotr, i Andrzej Czyżewski. "Controlling Computer by Lip Gestures Employing Neural Networks". W Rough Sets and Current Trends in Computing, 80–89. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-13529-3_10.
Pełny tekst źródłaSantos, Jedid, Ivo Martins i João M. F. Rodrigues. "Framework for Controlling KNX Devices Based on Gestures". W Lecture Notes in Computer Science, 507–18. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-78095-1_37.
Pełny tekst źródłaTartari, G., D. Stødle, J. M. Bjørndalen, P. H. Ha i O. J. Anshus. "Controlling and Coordinating Computers in a Room with In-Room Gestures". W Advances in Intelligent Systems and Computing, 103–16. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-08491-6_9.
Pełny tekst źródłaSchäfer, Alexander, Gerd Reis i Didier Stricker. "Controlling Continuous Locomotion in Virtual Reality with Bare Hands Using Hand Gestures". W Virtual Reality and Mixed Reality, 191–205. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-16234-3_11.
Pełny tekst źródłaSingh, Mangal, Ishan Vijay Tewari i Labdhi Sheth. "Skin-Colour-Based Hand Segmentation Techniques". W Challenges and Applications for Hand Gesture Recognition, 1–26. IGI Global, 2022. http://dx.doi.org/10.4018/978-1-7998-9434-6.ch001.
Pełny tekst źródłaBaltazar, André, i Luís Gustavo Martins. "ZatLab". W Innovative Teaching Strategies and New Learning Paradigms in Computer Programming, 224–54. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-7304-5.ch011.
Pełny tekst źródłaStreszczenia konferencji na temat "GESTURE CONTROLLING"
Görmez, Sinem, i Carsten Röcker. "Exploring the Potential of Gestures for Controlling Doors and Windows in Smart Homes". W 14th International Conference on Applied Human Factors and Ergonomics (AHFE 2023). AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1003674.
Pełny tekst źródłaHe, Yanming, Shumeng Hou i Peiyao Cheng. "Generating a Gesture Set Using the User-defined Method in Smart Home Contexts". W 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002181.
Pełny tekst źródłaSiean, Alexandru-Ionut. "A Set of Smart Ring Gestures for Drone Control". W 12th International Conference on Electronics, Communications and Computing. Technical University of Moldova, 2022. http://dx.doi.org/10.52326/ic-ecco.2022/cs.12.
Pełny tekst źródłaAditya, Wisnu, Noorkholis Luthfil Hakim, Timothy K. Shih, Avirmed Enkhbat i Tipajin Thaipisutikul. "IC4Windows–Hand Gesture for Controlling MS Windows". W 2020 5th International Conference on Information Technology (InCIT). IEEE, 2020. http://dx.doi.org/10.1109/incit50588.2020.9310967.
Pełny tekst źródłaHuang, En-Wei, i Li-Chen Fu. "Segmented gesture recognition for controlling character animation". W the 2008 ACM symposium. New York, New York, USA: ACM Press, 2008. http://dx.doi.org/10.1145/1450579.1450623.
Pełny tekst źródłaAkagi, John, Brady Moon, Xingguang Chen i Cameron K. Peterson. "Gesture Commands for Controlling High-Level UAV Behavior". W 2019 International Conference on Unmanned Aircraft Systems (ICUAS). IEEE, 2019. http://dx.doi.org/10.1109/icuas.2019.8797743.
Pełny tekst źródłaSideridis, Vasileios, Andrew Zacharakis, George Tzagkarakis i Maria Papadopouli. "GestureKeeper: Gesture Recognition for Controlling Devices in IoT Environments". W 2019 27th European Signal Processing Conference (EUSIPCO). IEEE, 2019. http://dx.doi.org/10.23919/eusipco.2019.8903044.
Pełny tekst źródłaSihombing, Poltak, Rifky B. Muhammad, Herriyance Herriyance i Elviwani Elviwani. "Robotic Arm Controlling Based on Fingers and Hand Gesture". W 2020 3rd International Conference on Mechanical, Electronics, Computer, and Industrial Technology (MECnIT). IEEE, 2020. http://dx.doi.org/10.1109/mecnit48290.2020.9166592.
Pełny tekst źródłaDesai, Jeet K., i Lifford Mclauchlan. "Controlling a wheelchair by gesture movements and wearable technology". W 2017 IEEE International Conference on Consumer Electronics (ICCE). IEEE, 2017. http://dx.doi.org/10.1109/icce.2017.7889371.
Pełny tekst źródłaGe, Zhaojie, Weiming Liu, Zhile Wu, Mei Cai i Ping Zhao. "Gesture Recognition and Master-Slave Control of a Manipulator Based on sEMG and CNN-GRU". W ASME 2022 International Mechanical Engineering Congress and Exposition. American Society of Mechanical Engineers, 2022. http://dx.doi.org/10.1115/imece2022-94788.
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