![]() |
Hand and Finger Recognition for Image Manipulation using Kinect Today,
in order to control our computers, we use
devices such as mouse or keyboard, but they both seem unnatural for
humans. We have
been used to interact with the world with our own hands, our body, or
our
voice. This is the reason that natural user interfaces have become so
popular
in recent years. In this project, we used hand gestures such as pinch,
rotate, and waive to manipulate images, i.e., scale, rotate, and slide
the photos respectively. Kinect data was used to accomplish these tasks. To
implement the gestures, geometric properties
of hands were calculated. This was to find out important information such as fingertips and
center of hand. (Video) Collaborators: Hossein Mousavi (University of California, Irvine) |
![]() | Comparing
“Pick and Place” Task in Spatial Augmented
Reality versus Non-immersive Virtual Reality for
Rehabilitation Setting Introducing computer games to the
rehabilitation market
led to development of numerous Virtual Reality (VR) training
applications.
Although, VR has provided tremendous benefit to the patients and
caregivers, it
has inherent limitations some of which might be solved by replacing it
with
Augmented Reality (AR). The task of pick-and-place, which is involved
in many
activities of daily living (ADL’s), is one of the main impaired
functions
stroke survivors most wish to recover. We developed an exercise
consisting of
moving an object between various points, following a flash light that
indicates
the next target. The results show superior performance of subjects in
spatial AR
versus non-immersive VR setting. This
could be due to the extraneous hand-eye coordination which exists in VR
whereas
it is eliminated in spatial AR.Publication: EMBC2013, Japan Collaborators: Hossein Mousavi (University of California, Irvine) |
![]() | A Spatial Augmented
Reality Rehab System for Post-Stroke Hand Rehabilitation Stroke
rehabilitation is a challenging process. Movement impairments
after stroke typically require intensive treatments, hands-on physical,
and
occupational therapy for several weeks after the initial injury.
Unfortunately,
due to economic pressures on health care providers, stroke patients are
receiving less therapy and going home earlier. Therefore, an
important goal for Rehabilitation Engineering (RE)
is to develop technology that allows individuals with stroke to
practice
intensive movement training without the expense of an always-present
therapist. We have developed a low-cost,
Spatial Augmented Reality system that
allows individuals with stroke to practice hand and arm movement
exercises at
home or at clinic with minimal interventions of a therapist.Publication: NextMed/MMVR20, San Diego Collaborators: Hossein Mousavi (University of California, Irvine) |
![]() | Haptic
Augmented Reality to Monitor Human Arm’s Stiffness
in Rehabilitation Augmented
Reality (AR) is a live, direct or
indirect, view of a physical, real-world environment whose elements are
overlaid by virtual, computer generated objects. In this paper, AR is
combined
with haptics in order to observe human arm's stiffness. A haptic,
hand-held
device is used to measure the human arm's impedance. While a computer
vision
system tracks and records the position of the hand, a computer screen
displays the
impedance diagrams superimposed on the hand in a real-time video feed.
The
visual augmentation is also performed using a video projector that
project's
the diagrams on the hand as it moves.Publication: IECBES2012 Collaborators: Hossein Mousavi (University of California, Irvine) |
![]() | Use of a Portable Device
for Measuring Arm’s Planar
Mechanical Impedance During Motion This project proposes the design and use
of a portable device for
measuring the impedance of human arm during reaching motion. While the
device
looks and weighs like an ordinary mug, it contains a DC motor, which
rotates an
eccentric mass, and a 2-axis inertia sensor, which monitors vibration.
The
centrifugal force due to the rotating eccentric mass applies a
perturbing force
to the hand; correlation of the acceleration signals with the
perturbing force
gives the posture dependant mechanical impedance in form of ellipses.
The
method can configure an impedance ellipse in 0.1 second and can repeat
it
continuously over the course of reaching; hence for every second of a
reaching
trial, the device obtains 10 impedance ellipses, which is considerably
faster
than previous methods. Experimental data collected by the device during
reaching motion is also presented.Publication: IECBES2012 Collaborators: Hossein Mousavi (University of California, Irvine) |
![]() | Optical Illusion in
Augmented Reality Augmented Reality has
numerous compelling applications, but many of them will not be
fulfilled until
we understand how to display graphical objects relative to real-world
objects.
Although many researchers are tackling primary problems in developing
AR
systems, perceptually-correct augmentation rests a critical challenge.
In this
paper, we focus on how to correctly display and accurately convey size
in
respect to real-world objects. We conducted a user study to examine how
subjects would verify relative size of virtual objects, augmented in a
real
scene. The results confirmed that optical illusion occurs in Augmented
Reality
applications if comparative size of virtual objects to real-world ones
is not
considered. Publication: submitted to VRST2012, Toronto Collaborators: Hossein Mousavi (University of California, Irvine) |
![]() | Monitoring Intake Gestures
using Sensor Fusion (Microsoft Kinect and Inertial Sensors) for Smart
Home Tele-Rehab Settings Smart
home technologies help post-stroke
patients complete activities of daily living (ADL) independently, while
saving
their time, money, and extra effort. The patients are otherwise
required to visit
rehabilitation clinics for formal care. Toward this goal, we present
our approach
to spot specific ADL’s of eating and drinking in a home setting. We
fuse
inertial and Microsoft Kinect sensors to monitor the patient’s intake
gestures
including fine cutting, loading food, and maneuvering the food to the
mouth.
For both sides of the body, we measured (i) position of the wrist,
elbow, and
shoulder; (ii) angular displacements at the elbow and shoulder joints;
and
(iii) acceleration of the spoon/fork/cup which are held by the subject.
The use
of Kinect allows distinguishing between healthy and paralyzed body
sides which
is a common problem in tele-rehab. The system was tested successfully
on
healthy subjects; because stroke-patients show slower motion in a
shorter
range, the system would serve them at least equally well. Publication: IEEE HIC2012, Houston Collaborators: Hossein Mousavi (University of California, Irvine) |
![]() | MusiPad© MusiPad
is a gamified, finger rehabilitation platform for stroke, cerebral
palsy, and similar patients. The platform consists of Synaptic TouchPadTM and an open source game called Frets on Fire© which is the Python version of the famous Guitar Hero©.
Patients suffering from the above-mentioned diseases have difficulty
with their finger individuation and/or grasp. "Practice makes perfect"
is exactly the case for finger rehabilitation. MusiPad exploits a
combination of the force measuring capabilities of the TouchPad as well
as the engaging, motivational nature of Frets on Fire game to encourage
patients to continue their practice for a long period. The subjects
attempt to press their individual fingers to generate a certain force
threshold at times specified by notes that are streamed on the LCD. The
amount of force threshold can be adjusted for patients with difference
strength and levels of impairment. The results demonstrate the
effectiveness of MusiPad to provide controlled levels of challenge
during an engaging computer game. It also shows MusiPad efficacy in
quantifying finger individuation in post-stroke or cerebral palsy
patients. Presentation: UIST2012 (Innovation Contest), Boston Collaborators: Mingming Fan, Hossein Mousavi (University of California, Irvine) |
| WhoBot WhoBot is a shopping
application that gives users real-time news feed of products that their
friends have recently purchased or wanted to recommend to their social
group. Our application will be a place where people come to talk about
shopping only. We have our own social media where users can create a
social network with the use of their contact list and share their
shopping adventures with their friends. We hope to create a more
reliable and enjoyable shopping experience for our users.
Collaborators: Hossein Mousavi (University of California, Irvine) | |
| Who-is-in An
Augmented Reality, Location-based application that helps explore
indoors. This application has been customized for University of
California, Irvine buildings. However, the idea could be extended for
other university/corporation settings. The goal is to present
information about classrooms, theatres, etc to students, faculty, and
staff members, using a handheld device enabled with video see-through.
Using this mobile application, users need to hold up a smartphone or
tablet to capture an image of the room number. Once the mobile device
identifies the room number, the information will be processed and based on features of the building
and the room number, new information will be overlaid on the mobile
screen to inform the user about his/her room of preference. | |
![]() | CaloMeter A
context-aware, location-based android application to promote
self-improvment through awareness of calories in the foods and
beverages of the restaurants located in UCI campus.
Screenshots: ![]() ![]() ![]() ![]() ![]() Collaborators: Mingming Fan (University of California, Irvine) |
![]() | Proteus A design and simulation tool which runs either as a standalone
application or the web and can be used to model, design, and simulate
the non-linear dynamical systems.
Screenshots:![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Collaborators: Jasleen Singh, Sam Zhang, Gao Lei, Prof. Yap Fook Fah (Nanyang Technological University) |
![]() | Instapol An easy to setup and use
Audience Response System using COTS (Commercial, Off The Shelf)
components. This wireless student response and voting system enables
educators, trainers, and presenters to develop and administer real-time
assessments of student participants. It can seamlessly identify and
confirm student understanding, increase student attentiveness, and
gather, rank, and report critical information simultaneously with your
delivery of live face-to-face events.
Screenshots: ![]() ![]() ![]() ![]() ![]() Collaborators: Jasleen Singh, Prof. Yap Fook Fah (Nanyang Technological University) |
![]() | PDWMS A Parallel and Distributed Workflow Management
System with the purpose of workflow execution in parallel, using a
novel partitioning algorithm. Compared to its rivals, it benefits from
parallel partitioning, distributed enactment, and
peer-to-peer data movement.
Screenshots: ![]() ![]() |
![]() | SMS-Shopper A mobile application to shop on-the-fly. The
idea is to fulfill the need of customers to do their shopping through
their cell phones on-the-fly. Due to the installation of the
application on cell phones, customers are able to see the most
up-to-date products belonging to the stores of their choice, ranging
anywhere from supermarkets to restaurants to bakeries and
etc. After ordering what they need through SMS, the products
would be delivered right to their homes.
|
































