Conferences related to Data gloves

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2020 42nd Annual International Conference of the IEEE Engineering in Medicine & Biology Society (EMBC)

The conference program will consist of plenary lectures, symposia, workshops and invitedsessions of the latest significant findings and developments in all the major fields of biomedical engineering.Submitted papers will be peer reviewed. Accepted high quality papers will be presented in oral and postersessions, will appear in the Conference Proceedings and will be indexed in PubMed/MEDLINE


2020 IEEE 29th International Symposium on Industrial Electronics (ISIE)

ISIE focuses on advancements in knowledge, new methods, and technologies relevant to industrial electronics, along with their applications and future developments.


2020 IEEE International Conference on Multimedia and Expo (ICME)

Multimedia technologies, systems and applications for both research and development of communications, circuits and systems, computer, and signal processing communities.

  • 2019 IEEE International Conference on Multimedia and Expo (ICME)

    speech, audio, image, video, text and new sensor signal processingsignal processing for media integration3D imaging, visualization and animationvirtual reality and augmented realitymulti-modal multimedia computing systems and human-machine interactionmultimedia communications and networkingmedia content analysis and searchmultimedia quality assessmentmultimedia security and content protectionmultimedia applications and servicesmultimedia standards and related issues

  • 2018 IEEE International Conference on Multimedia and Expo (ICME)

    The IEEE International Conference on Multimedia & Expo (ICME) has been the flagship multimedia conference sponsored by four IEEE societies since 2000. It serves as a forum to promote the exchange of the latest advances in multimedia technologies, systems, and applications from both the research and development perspectives of the circuits and systems, communications, computer, and signal processing communities. ICME also features an Exposition of multimedia products and prototypes.

  • 2017 IEEE International Conference on Multimedia and Expo (ICME)

    Topics of interest include, but are not limited to: – Speech, audio, image, video, text and new sensor signal processing – Signal processing for media integration – 3D visualization and animation – 3D imaging and 3DTV – Virtual reality and augmented reality – Multi-modal multimedia computing systems and human-machine interaction – Multimedia communications and networking – Media content analysis – Multimedia quality assessment – Multimedia security and content protection – Multimedia databases and digital libraries – Multimedia applications and services – Multimedia standards and related issues

  • 2016 IEEE International Conference on Multimedia and Expo (ICME)

    Topics of interest include, but are not limited to:- Speech, audio, image, video, text and new sensor signal processing- Signal processing for media integration- 3D visualization and animation- 3D imaging and 3DTV- Virtual reality and augmented reality- Multi-modal multimedia computing systems and human-machine interaction- Multimedia communications and networking- Media content analysis- Multimedia quality assessment- Multimedia security and content protection- Multimedia databases and digital libraries- Multimedia applications and services- Multimedia standards and related issues

  • 2015 IEEE International Conference on Multimedia and Expo (ICME)

    With around 1000 submissions and 500 participants each year, the IEEE International Conference on Multimedia & Expo (ICME) has been the flagship multimedia conference sponsored by four IEEE societies since 2000. It serves as a forum to promote the exchange of the latest advances in multimedia technologies, systems, and applications from both the research and development perspectives of the circuits and systems, communications, computer, and signal processing communities.

  • 2014 IEEE International Conference on Multimedia and Expo (ICME)

    The IEEE International Conference on Multimedia & Expo (ICME) has been the flagship multimedia conference sponsored by four IEEE societies since 2000. It serves as a forum to promote the exchange of the latest advances in multimedia technologies, systems, and applications. In 2014, an Exposition of multimedia products, prototypes and animations will be held in conjunction with the conference.Topics of interest include, but are not limited to:

  • 2013 IEEE International Conference on Multimedia and Expo (ICME)

    To promote the exchange of the latest advances in multimedia technologies, systems, and applications from both the research and development perspectives of the circuits and systems, communications, computer, and signal processing communities.

  • 2012 IEEE International Conference on Multimedia and Expo (ICME)

    IEEE International Conference on Multimedia & Expo (ICME) has been the flagship multimedia conference sponsored by four IEEE Societies. It exchanges the latest advances in multimedia technologies, systems, and applications from both the research and development perspectives of the circuits and systems, communications, computer, and signal processing communities.

  • 2011 IEEE International Conference on Multimedia and Expo (ICME)

    Speech, audio, image, video, text processing Signal processing for media integration 3D visualization, animation and virtual reality Multi-modal multimedia computing systems and human-machine interaction Multimedia communications and networking Multimedia security and privacy Multimedia databases and digital libraries Multimedia applications and services Media content analysis and search Hardware and software for multimedia systems Multimedia standards and related issues Multimedia qu

  • 2010 IEEE International Conference on Multimedia and Expo (ICME)

    A flagship multimedia conference sponsored by four IEEE societies, ICME serves as a forum to promote the exchange of the latest advances in multimedia technologies, systems, and applications from both the research and development perspectives of the circuits and systems, communications, computer, and signal processing communities.

  • 2009 IEEE International Conference on Multimedia and Expo (ICME)

    IEEE International Conference on Multimedia & Expo is a major annual international conference with the objective of bringing together researchers, developers, and practitioners from academia and industry working in all areas of multimedia. ICME serves as a forum for the dissemination of state-of-the-art research, development, and implementations of multimedia systems, technologies and applications.

  • 2008 IEEE International Conference on Multimedia and Expo (ICME)

    IEEE International Conference on Multimedia & Expo is a major annual international conference with the objective of bringing together researchers, developers, and practitioners from academia and industry working in all areas of multimedia. ICME serves as a forum for the dissemination of state-of-the-art research, development, and implementations of multimedia systems, technologies and applications.

  • 2007 IEEE International Conference on Multimedia and Expo (ICME)

  • 2006 IEEE International Conference on Multimedia and Expo (ICME)

  • 2005 IEEE International Conference on Multimedia and Expo (ICME)

  • 2004 IEEE International Conference on Multimedia and Expo (ICME)

  • 2003 IEEE International Conference on Multimedia and Expo (ICME)

  • 2002 IEEE International Conference on Multimedia and Expo (ICME)

  • 2001 IEEE International Conference on Multimedia and Expo (ICME)

  • 2000 IEEE International Conference on Multimedia and Expo (ICME)


2020 IEEE International Conference on Robotics and Automation (ICRA)

The International Conference on Robotics and Automation (ICRA) is the IEEE Robotics and Automation Society’s biggest conference and one of the leading international forums for robotics researchers to present their work.


2020 IEEE International Conference on Systems, Man, and Cybernetics (SMC)

The 2020 IEEE International Conference on Systems, Man, and Cybernetics (SMC 2020) will be held in Metro Toronto Convention Centre (MTCC), Toronto, Ontario, Canada. SMC 2020 is the flagship conference of the IEEE Systems, Man, and Cybernetics Society. It provides an international forum for researchers and practitioners to report most recent innovations and developments, summarize state-of-the-art, and exchange ideas and advances in all aspects of systems science and engineering, human machine systems, and cybernetics. Advances in these fields have increasing importance in the creation of intelligent environments involving technologies interacting with humans to provide an enriching experience and thereby improve quality of life. Papers related to the conference theme are solicited, including theories, methodologies, and emerging applications. Contributions to theory and practice, including but not limited to the following technical areas, are invited.


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Periodicals related to Data gloves

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Biomedical Engineering, IEEE Transactions on

Broad coverage of concepts and methods of the physical and engineering sciences applied in biology and medicine, ranging from formalized mathematical theory through experimental science and technological development to practical clinical applications.


Computer

Computer, the flagship publication of the IEEE Computer Society, publishes peer-reviewed technical content that covers all aspects of computer science, computer engineering, technology, and applications. Computer is a resource that practitioners, researchers, and managers can rely on to provide timely information about current research developments, trends, best practices, and changes in the profession.


Computer Graphics and Applications, IEEE

IEEE Computer Graphics and Applications (CG&A) bridges the theory and practice of computer graphics. From specific algorithms to full system implementations, CG&A offers a strong combination of peer-reviewed feature articles and refereed departments, including news and product announcements. Special Applications sidebars relate research stories to commercial development. Cover stories focus on creative applications of the technology by an artist or ...


Consumer Electronics, IEEE Transactions on

The design and manufacture of consumer electronics products, components, and related activities, particularly those used for entertainment, leisure, and educational purposes


Engineering in Medicine and Biology Magazine, IEEE

Both general and technical articles on current technologies and methods used in biomedical and clinical engineering; societal implications of medical technologies; current news items; book reviews; patent descriptions; and correspondence. Special interest departments, students, law, clinical engineering, ethics, new products, society news, historical features and government.


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Most published Xplore authors for Data gloves

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Xplore Articles related to Data gloves

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A robot control approach based on multi-level data fusion

ICCAS 2010, 2010

As the digital convergence trend becomes common, much attention is being paid to a device provided with a gesture sensor. In this paper, we propose a system for recognizing user's gestures and controlling a robot based on multi-level data fusion. The system includes some function modules such as sensing of movements, recognition of hand gestures, mapping into particular gesture commands, ...


Tag detection algorithm for improving the instability problem of an augmented reality

2006 IEEE/ACM International Symposium on Mixed and Augmented Reality, 2006

Detection technology is a requirement for an Augmented Reality system. One of the problems with detection technology is the instability problem, which occurs when an obstacle occludes a tag while detecting the tag, and the augmented object suddenly disappears. We have proposed a corner detection algorithm to solve this instability problem. The key feature is that if the tag can ...


Problems of HMI guidelines for 3-D user interface

Proceedings the Tenth Project International Symposium, 1993, 1993

The author discusses the 3-D extended HMI (human-machine interface) structure for future TRON HMI specifications and future problems for guidelines, problems of pointing devices, virtual space laws and feelings, and applications that had better not use 3-D HMI.


Analysis of collective behavior and grasp motion in human hand

ICCAS 2010, 2010

In this paper, we propose a method for analyzing and synthesizing human's grasping motion and the corresponding collective behaviors in the human hand. We apply PCA technique for a dimension reduction and then Gaussian mixture model(GMM) in order to identify the grasp type and the associated object parameters for a given joint data set. We verify the validity of the ...


Applying virtual reality

IEEE Potentials, 1995

Virtual reality (VR) immerses a user within a simulated three-dimensional environment. Still in its infancy, much remains to be done, but the field shows great promise. Computer processing speed, graphics, networks, and specialized peripherals all play a part in creating believable applications. In a full VR implementation, the user wears specialized goggles that substitute small video displays for the lenses, ...


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Educational Resources on Data gloves

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IEEE-USA E-Books

  • A robot control approach based on multi-level data fusion

    As the digital convergence trend becomes common, much attention is being paid to a device provided with a gesture sensor. In this paper, we propose a system for recognizing user's gestures and controlling a robot based on multi-level data fusion. The system includes some function modules such as sensing of movements, recognition of hand gestures, mapping into particular gesture commands, and controlling robot actuators. It can be useful to get various information about the movements of users using a glove-type mediated interface device. The recognized gestures can be categorized into predefined information or mapped into particular symbolic features. That makes the various applications possible and helps us to control intuitively.

  • Tag detection algorithm for improving the instability problem of an augmented reality

    Detection technology is a requirement for an Augmented Reality system. One of the problems with detection technology is the instability problem, which occurs when an obstacle occludes a tag while detecting the tag, and the augmented object suddenly disappears. We have proposed a corner detection algorithm to solve this instability problem. The key feature is that if the tag can recognize its position using its four corner cells despite the obstacle being present, then it can maintain its augmented object. We defined the corner case for all types of cases where the instability problem occurs in ARToolkit or ARTag. We have adapted our proposed algorithm to the corner case in ARToolkit, ARTag and ColorCode vision systems and have compared their false detection rates.

  • Problems of HMI guidelines for 3-D user interface

    The author discusses the 3-D extended HMI (human-machine interface) structure for future TRON HMI specifications and future problems for guidelines, problems of pointing devices, virtual space laws and feelings, and applications that had better not use 3-D HMI.

  • Analysis of collective behavior and grasp motion in human hand

    In this paper, we propose a method for analyzing and synthesizing human's grasping motion and the corresponding collective behaviors in the human hand. We apply PCA technique for a dimension reduction and then Gaussian mixture model(GMM) in order to identify the grasp type and the associated object parameters for a given joint data set. We verify the validity of the analysis through simulation with human grasp data captured by a data glove.

  • Applying virtual reality

    Virtual reality (VR) immerses a user within a simulated three-dimensional environment. Still in its infancy, much remains to be done, but the field shows great promise. Computer processing speed, graphics, networks, and specialized peripherals all play a part in creating believable applications. In a full VR implementation, the user wears specialized goggles that substitute small video displays for the lenses, one for each eye. The displays become the "lenses" onto a simulated world. The head-mounted display containing the goggles detects head movement and updates the user's view accordingly; the user has the impression of looking around, even moving within, the simulated environment. The sensory experience can be further enriched with sound, or a data glove to simulate contact between the user and simulated objects. In a partial VR implementation, a computer's video display becomes a window onto the simulated environment, and no external gear is required. In a networked environment, people can be immersed in the same simulation, each perceiving it from their own point of view.<<ETX>>

  • Hand Gesture Recognition Based on MEB-SVM

    In this paper, we propose a novel static hand gesture recognition method, which is based on a new support vector machine (abbreviated as SVM) classifier. SVM is a classification method based on statistics theory. Typical SVMs can be sufficient to deal with small scale data, but these methods cause a lot of computation in quadratic programming while dealing with non-linear problems. SVM combined with MEB (minimum enclosing ball) is a powerful tool. It reduces the massive computation and also can separate all kinds of vectors in a hyperspace efficiently. First and foremost, image segmentation must be done before hand gesture recognition. We adopt mean shift, which is using skin color for the image feature. Finally using MEB-SVM to classify gestures, and achieve the aim of recognition.

  • Recognition of a hand-gesture based on self-organization using a DataGlove

    We have succeeded in recognizing 32 kinds of hand shapes based on self- organization by measuring the angles of 10 joints of a hand using a DataGlove. Recognition of hand gestures, however, is far more difficult, because it must recognize a sequence of hand shapes instead of its snapshot. An essential difficulty in gesture recognition is how to deal with a sequence of body postures or hand shapes. Since a hand shape is represented by a 10-dimensional (10D) vector measured by a DataGlove, a hand gesture is represented by a sequence of 10D vectors. Our proposal is to recognize a hand gesture by the following procedure. (1) Angles of finger joints are measured at some time interval by a DataGlove. (2) Each gesture is segmented from a sequence of hand shapes. (3) The data length, i.e. the number of snapshots in each gesture, is adjusted to obtain data of a fixed length. (4) An input vector for self- organization is obtained by connecting a sequence of 10D hand-shape vectors. (5) Clustering of hand gestures is carried out by self-organization according to their similarities. Since self-organization is not directly applicable to time series data, the fourth step is the key idea for recognition. We present a detailed description of the proposed recognition method. We then give an overview of hand-gesture data obtained by a DataGlove. Finally, the results of some recognition experiments are provided. This is followed by discussions and conclusions.

  • Gesture recognition for virtual reality applications using data gloves and neural networks

    Explores the use of hand gestures as a means of human-computer interactions for virtual reality applications. For the application, specific hand gestures, such as "fist", "index finger" and "victory sign", have been defined. Most existing approaches use various camera-based recognition systems, which are rather costly and very sensitive to environmental changes. In contrast, this paper explores a data glove as the input device, which provides 18 measurement values for the angles of different finger joints. The paper compares the performance of different neural network models, such as backpropagation and radial-basis functions, which are used by the recognition system to recognize the actual gesture. Some network models achieve a recognition rate (training as well a generalization) of up to 100% over a number of test subjects. Due to its good performance, this recognition system is the first step towards virtual reality applications in which program execution is controlled by a sign language.

  • Hand posture recognition with co-training

    As an emerging human-computer interaction approach vision based hand interaction is more natural and efficient. However in order to achieve high accuracy, most of the existing hand posture recognition methods need a large number of labeled samples which is expensive or unavailable in practice. In this paper, a co-training based method is proposed to recognize different hand postures with a small quantity of labeled data. Hand postures examples are represented with different features and disparate classifiers are trained simultaneously with labeled data. Then the semi-supervised learning treats each new posture as unlabeled data and updates the classifiers in a co- training framework. Experiments show that the proposed method outperforms the traditional methods with much less labeled examples.

  • Perception of human manipulation based on contact state transition

    A direct teaching method is effective for multi-fingered robot hand designed similar to human's hand structure. To achieve an instinctive teaching, it is necessary to perceive manipulation patterns by observing a human hand. In this paper, a perception system of human manipulation is developed as a part of direct teaching system for multi-fingered robot hand. Conventional perception systems have difficulties in perceiving complex manipulations obtained by dextrous finger actions due to the low accuracy of the CyberGlove. This paper proposes an operation measurement system using an object that is specially designed for teaching. This object consists of a six-degree-of-freedom position/orientation sensor and a tactile sensor sheet. This paper also proposes a method of spotting perception by observing a change of the contact state of the palm surface. The effectiveness of this method is confirmed by experiments.



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