Pinch-n-Paste: AR環境におけるテクスチャ転写用ジェスチャインタラクションシステム
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(2) Vol.2014-CVIM-192 No.18 2014/5/15. ใॲཧֶձڀݚใࠂ IPSJ SIG Technical Report. ਤ 1. അউΒͷ Pinch-n-Pasteɽ. Δɽ. !1#2,3(-.!. !1#2,3(-.!. ࣮ମͷࡾ࣍ܗݩঢ়ͷ֫ಘ ࣮ମͷࡾ࣍ܗݩঢ়ͷ֫ಘɼςΫενϟసࣸΠϯλ ϥΫγϣϯͱ࣮ࡍʹΓ͞Ε͓ͯΓɼ෮ݩΛϦ. !9#:3.(&%-.,;3) !+#4%356(75)) /;7<8(! -%8(&%! !*#+,&(-.)/,(0!. !+#4%356(75)) -%8(&%!. ΞϧλΠϜʹߦ͍ͳ͕ΒςΫενϟసࣸΛߦ͏͜ͱ͕ !9#:3.(&%-.,;3)) /;7<8(!. Ͱ͖ͳ͍ɽ ςΫενϟసࣸ. !*#+,&(-.)) /,(0!. !"#$%&'(&)!. ଞͷମ͔ΒషΓ͚ΒΕͨςΫενϟମͷల։ !"#$%&'(&!. ਤʹ߹ΘͤͯషΓ͚ΒΕΔ͕ɼϖʔετͨ͠ςΫε νϟʹͻͣΈ͕ੜ͡Δ͜ͱ͕͋Γɼݩͷମͷಛ͕ ݱΕʹ͍͘ɽ. ਤ 2. അউΒͷ Pinch-n-Paste ͷϋʔυΣΞηοςΟϯάɽ. ૉखʹΑΔΠϯλϥΫγϣϯ ഽ৭ͷྖҬΛݕग़͠ɼͦͷਂʹΑͬͯ AR ্ۭؒʹ. νϟΠϯλϥΫγϣϯγεςϜͰ࠾༻͞Ε͍ͯΔखܗঢ়ͱ. όʔνϟϧϋϯυΛੜ͍ͯ͠Δɽഽ৭ͷఆڥ. ػೳͷରԠʹ͍ͭͯ·ͱΊΒΕ͍ͯΔɽ. ͷޫݯਓʹΑΔഽͷ৭ͷҧ͍ʹӨڹΛड͚ΔͨΊɼ ҆ఆͯ͠ྖҬΛݕग़͢Δ͜ͱ͕Ͱ͖ͳ͍ɽ·ͨɼόʔ. 2.3 खೝࣝʹؔ͢Δڀݚ. νϟϧϋϯυࢦઌͷݕग़ߦ͏͕ɼखͷܗঢ়ʹ͍ͭ. Lee ΒͷφνϡϥϧϋϯυΠϯλϥΫγϣϯͷ[ ڀݚ4]. ͯͷೝࣝߦΘͳ͍ͨΊɼδΣενϟͷೝࣝΛߦ͏͜. ͰɼRGB ը૾͔Βഽ৭ྖҬΛΓग़͠ɼखͷͻΒͷத. ͱ͕Ͱ͖ͳ͍ɽࡏݱΦϒδΣΫτʹ৮͢Δͱ͍͏. ৺ͱࢦઌΛݕग़͢Δ͜ͱͰࢦͷ͖Λ͠ࢉܭɼϨΠΩϟε. ૢ࡞ํ๏͔͠ͳ͘ɼͦͷͨΊػೳςΫενϟΛऔΓ. ςΟϯάʹΑͬͯ AR ্ۭؒͷΦϒδΣΫτͱͷΠϯλϥ. ग़͠షΓ͚Δ͚ͩͱͳ͍ͬͯΔɽ. ΫγϣϯΛߦ͏ɽ. දࣔஔ. Hilliges Βͷ HoloDesk[5] ɼ3D μΠϨΫτΠϯλϥΫ. දࣔஔਤ 2 ͷΑ͏ʹϞχλͱͳ͓ͬͯΓɼϞχ. γϣϯγεςϜͰ͋ΔɽϋʔϑϛϥʔΛར༻ͯ͠όʔνϟ. λΛ͕ͳݟΒखΛಈ͔͢ඞཁ͕͋ΔɽΧϝϥͷࢹͱ. ϧΦϒδΣΫτͷදࣔΛߦ͍ɼݕग़ͨ͠ख࣮ମͱόʔ. ϢʔβͷࢹͷҐஔ͕Ұகͤͣɼࣗવͳ࢟Ͱͷ࡞ۀ. νϟϧΦϒδΣΫτͱͷཧγϛϡϨʔγϣϯʹΑΓΦϒ. ͕Ͱ͖ͣർ࿑͕ͳͭʹײΔͱߟ͑ΒΕΔɽ·ͨΧϝϥ. δΣΫτΛͬͨ͘͢Γ௫ΜͩΓ͢Δ͜ͱ͕ՄೳͰ͋Δɽ. ͷҐஔΛࣗ༝ʹಈ͔ͤΔΑ͏ʹͨ͠߹ɼϢʔβ͕Π ϯλϥΫγϣϯʹར༻Ͱ͖ΔͷยखͷΈʹݶΒΕΔɽ. Wang ΒͷϚʔΧϨεϋϯυτϥοΩϯάͷ[ ڀݚ6] Ͱ ɼΧϝϥΛ 2 ͭ༻͍Δ͜ͱͰҧ͏͔֯Βͷखͷγϧ ΤοτΛಘΔͨΊɼΧϝϥ͕ 1 ͭͷ߹ΑΓਖ਼֬ʹखܗ. 2.2 δΣενϟʹؔ͢Δڀݚ. ঢ়ͷೝࣝΛߦ͏͜ͱ͕Ͱ͖Δɽ. Epps ΒͷςʔϒϧτοϓδΣενϟΠϯλϥΫγϣϯ. Oikonomidis ΒͷϞσϧϕʔε 3 ̙ϋϯυτϥοΩϯ. ͰΘΕΔखܗঢ়ͷ[ ڀݚ3] ͰɼςʔϒϧτοϓδΣε. ά [7] ɼKinect Λར༻ͯ͠खܗঢ়ͷೝࣝΛߦ͍ɼӅΕͨ ෦ͷೝࣝՄೳͱͳ͍ͬͯΔɽखܗঢ়ͷೝࣝʹཻࢠ܈. ⓒ 2014 Information Processing Society of Japan. 2.
(3) Vol.2014-CVIM-192 No.18 2014/5/15. ใॲཧֶձڀݚใࠂ IPSJ SIG Technical Report. ࠷దԽΛར༻͍ͯ͠Δɽ ӋԬΒͷӅΕϚϧίϑϞσϧʹͮ͘جϋϯυδΣενϟʔ Ξχϝʔγϣϯ࡞ [8] ͰɼCyberGlove Λ༻͍ͯऔಘ͠ ͨखܗঢ়͔Βɼ֤ؔઅͷճస֯Λύϥϝʔλͱͯ͠ӅΕ ϚϧίϑϞσϧͷֶशΛߦ͍ɼֶशαϯϓϧʹͳ͍ࢦఆ ͨ͠δΣενϟͷྻܥͷΞχϝʔγϣϯͷੜΛߦ͏ɽ. 2.4 ຊڀݚͷҐஔ͚ͮ ຊͰڀݚɼഅউΒͷ Pinch-n-Paste ͷͷதͰɼૉ खʹΑΔΠϯλϥΫγϣϯͱදࣔஔͷͷղܾΛݕ౼ ͢ΔɽϞσϧϕʔεͷखܗঢ়ೝࣝʹมߋ͠ɼͦΕʹΑΓಘ ͨؔઅͷ 3 ࣍ݩҐஔͷใ͔ΒδΣενϟͷೝࣝΛߦ͏ɽ φνϡϥϧϋϯυΠϯλϥΫγϣϯͷΈͰ AR ্ۭؒͷΦ. ਤ 3 ೝࣝ͢Δ 3 ͭͷखͷঢ়ଶɽ. ϒδΣΫτͷૢ࡞ΛՄೳʹ͢Δɽ·ͨදࣔஔͱͯ͠ γʔεϧʔ HMD Λར༻Մೳͱ͠ɼࢹ֮ɾҐஔ֮ͷҰகΛ. ΦϒδΣΫτͷҐஔΛҠಈ͢Δ͜ͱ͕Ͱ͖ɼGrab ͷঢ়ଶ. ߦ͏ɽ. ͔Β௨ৗͷঢ়ଶʹΔͱΦϒδΣΫτΛͦͷҐஔʹஔ͘͜. 3. γεςϜઃܭ ຊઅͰɼຊڀݚͷγεςϜͷઃํܭʹ͍ͭͯड़Δɽ. ͱ͕Ͱ͖Δɽ ΦϒδΣΫτͷίϐʔɼ࣮ۭؒͰ࣮ࡍʹߦ͏͜ͱͰ ͖ͳ͍͕ɼ೪Λೋͭʹׂ͢Δͱ͖ͷΑ͏ʹɼ྆खͰ. Grab Λ࡞ΓΦϒδΣΫτʹ৮ΕΔͱ͍͏ಈ࡞ʹΑ࣮ͬͯ 3.1 δΣενϟʹΑΔػೳͷՃ Ճ͢ΔػೳͷܾఆͱɼͦΕʹରԠͨ͠δΣενϟͷܾ. ͢ݱΔɽ Αͬͯɼೝ͖ࣝ͢δΣενϟ Pinch ͱ Grab ʹͳΓɼ. ఆͷख๏ʹ͍ͭͯड़Δɽ. ͜ͷ 2 ͭͱ௨ৗঢ়ଶͷ߹Θͤͯ 3 ͭͷঢ়ଶΛೝࣝͰ͖ΔΑ. 3.1.1 Ճػೳͷݕ౼. ͏ʹ͢ΔɽͦΕͧΕͷঢ়ଶਤ 3 ͷΑ͏ʹͳΔɽ. ຊγεςϜʹ࠷ݶඞཁͱࢥΘΕΔػೳͱͯ͠ҎԼͷ 2 ͭΛબͨ͠ɽ. • ΦϒδΣΫτͷҠಈ. 3.2 खೝࣝͷߴਫ਼Խ खೝࣝͷߴਫ਼Խख๏ͱδΣενϟೝࣝͷख๏ʹ͍ͭͯ. • ΦϒδΣΫτͷίϐʔ. ड़Δɽ. അউΒͷ Pinch-n-Paste ͰΦϒδΣΫτͷҐஔݻఆ. 3.2.1 ܗঢ়ೝࣝ. ͞Ε͓ͯΓɼࣗ༝ʹҠಈͤ͞Δ͜ͱ͕Ͱ͖ͳ͔ͬͨɽΠϯ. ຊͰڀݚϞσϧϕʔεͷखೝࣝख๏Λ࠾༻ͨ͠ɽϞσ. ςϦΞͳͲͷσβΠϯΛߟ͑ΔࡍʹɼΦϒδΣΫτΛࣗ༝. ϧϕʔεͷखೝࣝख๏Ͱɼखͷද໘͚ͩͰͳؔ͘અͷ. ͳҐஔʹஔͤͯ͞ݕ౼͢Δ͜ͱॏཁͳ͜ͱͰ͋Δɽ·. ใར༻͢Δ͜ͱ͕Ͱ͖ΔͨΊɼࢦΛ͍ͯ͛ۂΔ͔Ͳ͏. ͨɼΦϒδΣΫτͷෳΛՄೳʹ͢Δ͜ͱͰɼ࣮ۭؒͰ. ͔ͳͲͷδΣενϟೝࣝʹར༻͢Δ͜ͱ͕Ͱ͖ΔɽWang. ࣮͍͘ʹ͠ূݕମͷෳஔΛ࣮͢ݱΔ͜ͱ͕Ͱ͖Δɽ. ΒͷϚʔΧϨεϋϯυτϥοΩϯάͷ[ ڀݚ6] ʹΑΔͱɼ. 3.1.2 δΣενϟͷܾఆ. RGB ΧϝϥʹΑͬͯಘͨखྖҬͷγϧΤοτʹΑΓखܗ. Ճ͢ΔػೳΛ࣮͢ݱΔͨΊʹ࠾༻͢ΔδΣενϟͷख. ঢ়ͷೝ͕ࣝՄೳͱͳΓɼ·ͨਂΧϝϥΛ༻͍Δ͜ͱʹΑ. ܗঢ়Λܾఆ͢ΔɽEpps ΒͷςʔϒϧτοϓδΣενϟΠ. ΓਂʹΑΔഎͱܠखྖҬͷηάϝϯςʔγϣϯ͕Մೳ. ϯλϥΫγϣϯͰΘΕΔखܗঢ়ͷ[ ڀݚ3] ΛࢀߟʹɼΑ. ʹͳΔɽ. ͘ΘΕ͍ͯΔδΣενϟͷத͔Βػೳʹରͯ͠ײతʹ. 3.2.2 δΣενϟೝࣝ. ͑ΔͷΛબ͢Δɽ ςΫενϟͷసࣸɼ࣮ۭؒͰମͷද໘͔ΒൽΛ͕ ͢ͱ͖ͷಈ࡞ʹ͍ۙ Pinch Λ࠾༻͢Δɽ۩ମతʹਓࠩ͠. അউΒͷ Pinch-n-Paste Ͱɼೝࣝͨ͠ࢦઌͱΦϒδΣ ΫτͱͷিಥఆͷΈͰδΣενϟΛೝ͓ࣝͯ͠Γɼػೳ ͷՃͳͲͷ֦ுੑʹ͕͋ͬͨɽ. ࢦͱࢦͷΈΛ৳͠ɼଞͷࢦͨ͛ۂঢ়ଶΛࢦ͢ɽ͜ͷ. δΣενϟೝࣝͷख๏ͱͯ͠ɼӅΕϚϧίϑϞσϧ͕Ұ. ঢ়ଶͰΦϒδΣΫτʹ৮ΕΔͱΦϒδΣΫτ͔ΒςΫε. ൠతʹར༻͞Ε͍ͯΔɽӅΕϚϧίϑϞσϧͱ؍ଌՄೳ. νϟΛऔΓग़͢͜ͱ͕Ͱ͖Δɽ. ͳύϥϝʔλ͔ΒະͷύϥϝʔλΛਪଌ͢Δ֬Ϟσϧ. ΦϒδΣΫτͷҠಈɼ࣮ۭؒͰମΛҠಈ͢Δͱ͖ͷ. Ͱ͋Γɼ࣌ྻܥύλʔϯͷೝࣝʹ͍͍ͯΔɽࠓճ࣮͢. ಈ࡞ʹ͍ۙ Grab Λ࠾༻͢Δɽ۩ମతʹͯ͢ͷࢦΛۂ. ΔδΣενϟखͰܗΛ࡞ΔͷΈ͕ͩɼಈ͖ͷ͋ΔδΣε. ͍͛ͯΔঢ়ଶΛࢦ͢ɽ͜ͷঢ়ଶͰΦϒδΣΫτʹ৮ΕΔͱ. νϟΛ࠾༻͢Δࡍʹ༰қʹ֦ு͕Ͱ͖ΔͨΊຊγεςϜͰ. ⓒ 2014 Information Processing Society of Japan. 3.
(4) Vol.2014-CVIM-192 No.18 2014/5/15. ใॲཧֶձڀݚใࠂ IPSJ SIG Technical Report. ਤ 4. (a) ਂ Χ ϝ ϥ ͷ. (b) 3 Gear Sys-. RGB ը૾ɽ. temsɽ. ϋʔυΣΞηοςΟϯάɽ. ӅΕϚϧίϑϞσϧΛར༻͢Δɽ લ߲Ͱಘͨखܗঢ়ͷϞσϧΑΓ֤ࢦͷؔઅͷ֯ࢦઌ (c) औಘͨؔ͠અใɽ. ͷҐஔΛಘΔ͜ͱ͕Ͱ͖ΔɽຊγεςϜͰͦΕΒͷΛ ಛϕΫτϧͱͯ͠ӅΕϚϧίϑϞσϧʹΑֶͬͯशɼೝ. ਤ 6. 3 Gear Systems Λ༻͍ͨؔઅใͷऔಘɽ. ࣝΛߦ͏ɽ. 4.3 खೝࣝͷߴਫ਼Խ 3.3 ࢹ֮ɾҐஔ֮ͷҰக γεςϜͷࢹ֮ɾҐஔ֮ΛҰகͤ͞ΔͨΊʹɼγʔεϧʔ. खೝࣝͷߴਫ਼ԽͷͨΊͷ࣮ख๏ʹ͍ͭͯड़Δɽ. 4.3.1 ϞσϧϚονϯάʹΑΔܗঢ়ೝࣝ. HMD Λ༻͍Δɽγʔεϧʔ HMD Χϝϥ͕ 2 ͍ͭͯ. खܗঢ়Λऔಘ͢ΔͨΊʹɼ3 Gear Systems[9] ͱ͍͏γ. ͍ΔͷΛ༻͍ΔɽͦͷΧϝϥʹΑͬͯಘͨө૾ʹ AR ί. εςϜΛऔΓೖΕͨɽ3 Gear Systems ɼKinect ͳͲͷ. ϯςϯπΛॏදࣔͤ͞ɼαΠυόΠαΠυํࣜʹΑΓཱ. RGB-D ΧϝϥΛར༻ͯ͠ϞσϧϕʔεʹΑΓखͷ࢟ͷ. ମࢹΛՄೳͱ͢Δɽ͜ΕʹΑΓɼϢʔβͷࢹͱΧϝϥͷ. ೝࣝΛߦ͍ɼਤ 6 ͷΑ͏ʹɼਂΧϝϥͷਂը૾͔Βख. ࢹΛҰகͤ͞Δ͜ͱ͕Ͱ͖ɼ·ཱͨମࢹʹΑΓҐஔͷ. ͷྖҬΛηάϝϯτͯ͠खͷܗঢ়Λ෮͠ݩɼ͔ͦ͜Βखͷ. Ѳ͕༰қʹͳΔͱߟ͑ΒΕΔɽ. ؔઅͷσʔλΛಘΔ͜ͱ͕Ͱ͖ΔγεςϜͰ͋Δɽ͜ͷؔ. 4. γεςϜ࣮ ຊઅͰγεςϜͷ࣮ख๏ʹ͍ͭͯड़Δɽ. અͷ࠲ඪ͝ͱʹٿΛ࡞ΓɼόʔνϟϧϋϯυΛੜ͢Δɽ ਂΧϝϥഅউΒͷ Pinch-n-Paste γεςϜͱಉ͘͡࡞ ྖۀҬͷਅ্ʹஔ͢ΔͨΊɼ࡞ڥۀΛมߋ͢Δ͜ͱͳ ͘ಋೖ͢Δ͜ͱ͕ՄೳͰ͋Δɽ. 4.1 ϋʔυΣΞߏ. 3 Gear Systems ͰϋϯυτϥοΩϯάαʔόΛ࣮ߦ. γεςϜਤ 4 ͷΑ͏ʹɼϚʔΧͷਅ্ʹਂΧϝϥ. ͠ɼͦͷαʔόͱ௨৴Λߦ͏͜ͱͰೝࣝͨ͠खͷ֤ؔઅͷ. Λઃஔ͠ɼϢʔβ HMD Λண༻ͯ͠ϚʔΧͷલʹ࠲Γɼ. ࡾ࣍ݩҐஔͳͲͷใΛ 3 Gear Systems ͷੈք࠲ඪͰܥ. ϚʔΧ্ʹखΛ৳͢͜ͱͰΦϒδΣΫτͷૢ࡞Λߦ͏ɽ. ಘΔ͜ͱ͕Ͱ͖Δɽ͜ΕʹɼਂΧϝϥ࠲ඪ͔ܥΒੈք࠲ ඪܥͷม ྻߦWT ͷ ྻߦٯWT−1 Λֻ͚Δ͜ͱͰਂ. 4.2 γεςϜߏ γεςϜͷߏਤ 5 ͷΑ͏ʹͳ͓ͬͯΓɼαʔόͰਂ ΧϝϥʹΑΓखܗঢ়ೝࣝΛߦ͍ɼঢ়ଶਪఆিಥఆʹ ΑΓΦϒδΣΫτͷใΛฤू͢ΔɽαʔόɾΫϥΠΞϯ. Χϝϥ࠲ඪʹม͠ɼγεςϜʹ༻͍Δɽʢਤ 7 ࢀরʣ. 4.3.2 ӅΕϚϧίϑϞσϧʹΑΔδΣενϟೝࣝ 3 Gear Systems ʹΑͬͯಘͨؔઅͷ࠲ඪσʔλΛʹݩӅ ΕϚϧίϑϞσϧΛ༻͍ͯδΣενϟͷೝࣝΛߦ͏ɽ. τؒͰΦϒδΣΫτόʔνϟϧϋϯυͷҐஔใʹͭ. Ϟσϧͷֶशʹ Baum-Welch ΞϧΰϦζϜΛ༻͢. ͍ͯ௨৴Λߦ͍ɼΫϥΠΞϯτଆͰड৴ͨ͠ҐஔใΛ. Δɽֶशʹ͋Β͔͡Ίऔಘͨؔ͠અσʔλΛʹݩࢹͰ. ͱʹɼHMD ͔Βಘͨө૾ʹରͯ͠ϨϯμϦϯάΛߦ͏ɽ. ਖ਼ղͷঢ়ଶͷϥϕϧΛߦ͍ɼঢ়ଶ͝ͱʹಛϕΫτϧͷ. ⓒ 2014 Information Processing Society of Japan. 4.
(5) Vol.2014-CVIM-192 No.18 2014/5/15. ใॲཧֶձڀݚใࠂ IPSJ SIG Technical Report. 䜽䝷䜲䜰䞁䝖. 䝃䞊䝞 䝬䞊䜹䝖䝷䝑䜻䞁䜾. ㏻ಙ. ῝ᗘྲྀᚓ. 䝬䞊䜹䝖䝷䝑䜻䞁䜾. 3 Gear Systems Server. 䝰䝕䝹䝧䞊䝇䛻䜘䜛 ᡭᙧ≧ㄆ㆑. LAN. HMD䛻䜘䜛䝇䝔䝺䜸⾲♧. 䝞䞊䝏䝱䝹䝝䞁䝗⏕ᡂ. ≧ែ᥎ᐃ ⾪✺ุᐃ ㏻ಙ. ਤ 5. γεςϜͷߏɽ. ಛϕΫτϧͱͳΔؔઅͷ֯ͷࢉܭΛߦ͍ɼ؍ଌʹྻܥ. ῝ᗘ䜹䝯䝷䛾ᗙᶆ⣔. Ճ͑ͯ Viterbi ΞϧΰϦζϜʹΑͬͯਪఆ͞ΕΔঢ়ଶͷܥ ྻΛ͢ࢉܭΔɽͦͷ݁ՌͷྻܥͷதͰҰ൪࠷ޙͷͷΛݱ. x. ࡏͷঢ়ଶͱ͢Δɽ. z WT. WP. y. ӅΕϚϧίϑϞσϧͷ࣮ General Hidden Markov. Model(GHMM) ϥΠϒϥϦ [10] Λ༻͍ͨ Python ϓϩάϥ ϜʹΑͬͯߦͬͨɽγεςϜͷࢠϓϩηεͰ͜ͷ Python. z. ϓϩάϥϜΛ࣮ߦ͠ɼύΠϓʹΑΓ࠲ඪใͱਪఆͨ͠. y. 䝬䞊䜹䛾ᗙᶆ⣔. x. ใͷΓऔΓΛߦ͏͜ͱͰঢ়ଶͷਪఆΛߦ͏ɽ. 4.4 δΣενϟʹΑΔػೳͷՃ. x. 3 Gear Systems ʹΑͬͯੜͨ͠όʔνϟϧϋϯυͱΦ. z. ϒδΣΫτͱͷিಥఆͱɼӅΕϚϧίϑϞσϧʹΑΔঢ়. y. 3Gear Systems䛾ᗙᶆ⣔. ଶਪఆʹΑͬͯऔಘͨ͠ࡏݱͷखͷঢ়ଶʹΑͬͯਤ 8 ͷΑ ͏ͳঢ়ଶભҠΛߦ͏ɽਤதͰઆ໌ͷͳ͍ҹແ݅ͷભ. ਤ 7 ࠲ඪܥͷมɽ. ҠΛද͢ɽ͜ΕΒͷঢ়ଶભҠαʔό PC ্Ͱߦ͏ɽ ςΫενϟసࣸख͕ Pinch ͷঢ়ଶͷ࣌ʹΦϒδΣΫτ. ฏۉϕΫτϧɼࢄڞࢄߦྻɼঢ়ଶભҠ֬Λ͠ࢉܭɼ. ʹিಥͨ͠߹ʹߦΘΕΔɽPinch ͷঢ়ଶͰΦϒδΣΫτ. ͦͷΛॳظͱֶͯ͠शΛߦͬͨɽ. ʹিಥ͢ΔͱɼγεςϜΦϒδΣΫτͷςΫενϟΛऔ. ಛϕΫτϧͱͯؔ͠અͷ֯ͷେ͖͞Λ༻ͨ͠ɽ͜. Γग़͠ɼϋϯΧνঢ়ͷςΫενϟΦϒδΣΫτΛੜ͢Δɽ. ͷύϥϝʔλΛ༻͍Δ͜ͱͰɼखͷ͖ҐஔͳͲʹӨڹ. ͦͷޙɼͦͷςΫενϟΦϒδΣΫτΛ AR ্ۭؒͷόʔ. Λड͚ͣɼࢦΛ͛ۂΔͱ͍͏ಈ࡞Λೝࣝ͘͢͠ͳΔͱظ. νϟϧϋϯυͷҐஔʹ߹ΘͤͯҠಈͤ͞ɼଞͷΦϒδΣΫ. Ͱ͖Δɽ. τʹিಥͨ࣌͠ʹςΫενϟͷషΓ͚Λߦ͍ɼॳظঢ়ଶ. ֶशΛߦͬͨϞσϧͰɼαϯϓϧσʔλΛ༻͍ͯ Viterbi ΞϧΰϦζϜʹΑΔਪఆΛߦͬͨͱ͜Ζද 1 ͷΑ͏ͳ݁Ռ ͱͳͬͨɽ. Δɽʢਤ 9ʣ ΦϒδΣΫτͷҠಈख͕ Grab ͷঢ়ଶͷ࣌ʹΦϒδΣ Ϋτʹিಥͨ͠߹ʹߦΘΕΔɽGrab ͕อͨΕ͍ͯΔؒɼ. 3 Gear Systems ʹΑͬͯؔઅͷ࠲ඪใΛಘΔͨͼʹɼ. ରͷΦϒδΣΫτΛόʔνϟϧϋϯυͷҐஔʹҠಈͤ͞ Δɽ྆खͱ Grab Ҏ֎ͷঢ়ଶʹͳͬͨ߹ɼΦϒδΣΫ. ද 1. ֶशͷ݁Ռɽ. τͷҠಈΛऴྃ͠ɼͦͷظॳޙঢ়ଶΔɽʢਤ 10ʣ. ਖ਼ղ. F (Normal, Pinch, Grab). F ͷฏۉ. 0.836. 0.929, 0.644, 0.740. 0.770. ⓒ 2014 Information Processing Society of Japan. ΦϒδΣΫτͷίϐʔ྆ख͕ Grab ͷঢ়ଶͰಉ͡Φϒ δΣΫτʹিಥͨ͠߹ʹߦΘΕΔɽΦϒδΣΫτͷෳ. 5.
(6) Vol.2014-CVIM-192 No.18 2014/5/15. ใॲཧֶձڀݚใࠂ IPSJ SIG Technical Report. . /01'1. % * !"#$%!"#$%. !+, #-$.. &'!"() * !"#$% - * !&'()* &'!" () * "#$%. .
(7) . . !" #$% !"#$%. . !" "#$%+,. . . .% . . . ਤ 8. δΣενϟೝࣝͷঢ়ଶભҠɽ. ΛߦͬͨޙͨͩͪʹΦϒδΣΫτͷҠಈʹભҠͦ͠Εͧ ΕͷखͰෳͨ͠ΦϒδΣΫτͷҠಈΛߦ͏͜ͱ͕Ͱ͖ Δɽ·ͨΦϒδΣΫτͷҠಈͷؒʹ྆खͱ Grab Ͱಉ͡ ΦϒδΣΫτʹিಥͨ͠߹ʹίϐʔΛߦ͏ɽ ʢਤ 11ʣ. 4.5 HMD ʹΑΔࢹ֮ɾҐஔ֮ͷҰக HMD ͷΧϝϥ͔ΒಘΔө૾ USB2.0 ͷଳҬͷதͰ 30FPS Ͱ҆ఆͯ͠͏ͨΊʹ 320 ʷ 240 ͱ͠ɼࠨӈͷΧ ϝϥ͔ΒͦΕͧΕΩϟϓνϟΛऔಘ͠ɼAR ίϯςϯπΛ ॏͶͯը໘ʹग़ྗ͢ΔɽϚʔΧτϥοΩϯάɼࠨӈಠཱ ʹߦ͏ͱҐஔਪఆࠩޡͷͨΊʹίϯςϯπͷཱ྆؟ମࢹ ͕ෆ҆ఆʹͳͬͨͨΊɼӈͷΧϝϥͷΈͰߦ͏ɽϚʔΧτ ϥοΩϯάʹΑΓಘͨม ྻߦPR ͱҰఆྔͷฏߦҠಈߦ ྻ TM ͔ΒɼࠨͷΧϝϥͷม ྻߦPL Λࣜ (1) ʹΑͬͯ ͢ࢉܭΔɽ. PL = TM PR. (1). ֤มʹྻߦΑͬͯϨϯμϦϯά͞Εͨ AR ίϯςϯπΛɼ Χϝϥ͔ΒͷΩϟϓνϟʹॏͶͯਤ 12 ͷΑ͏ʹαΠυό ΠαΠυํࣜͰදࣔ͠ɼHMD ͰͷཱମࢹΛՄೳͱ͢Δɽ. ਤ 12 αΠυόΠαΠυํࣜʹΑΔදࣔɽ. 5. ࣮ݧ ຊઅͰɼ࣮ͨ͠γεςϜͷධՁ࣮ͯؔ͠ʹݧड़Δɽ ࣮ ݧA ͰδΣενϟೝࣝͷਫ਼ͷධՁΛߦ͏ɽ࣮ ݧB ͰγεςϜશମͷධՁΛߦ͏ɽ࣮ݧඃ ऀݧ8 ਓʹର͠ ͯߦͬͨɽ. ⓒ 2014 Information Processing Society of Japan. 6.
(8) Vol.2014-CVIM-192 No.18 2014/5/15. ใॲཧֶձڀݚใࠂ IPSJ SIG Technical Report. ਤ 9. ਤ 10. ςΫενϟసࣸɽ. ΦϒδΣΫτͷҠಈɽ. ը૾Ͱͳ͘ɼؔઅͷ 3 ࣍ݩҐஔ͔Β࠶ͨ͠ݱεέϧτϯ 20. ʹΑͬͯߦͬͨͨΊͱߟ͑ΒΕΔɽ·ͨɼ3 Gear Systems. 18 16. ͔Βͷؔઅใͷऔಘɼαʔόଆͷσόοά༻දࣔͷ. 14. ϨϯμϦϯάͳͲͷॲཧʹ͕͔͔࣌ؒΓɼฏ Ͱۉ3.68FPS. 12. ͷγεςϜॲཧʹͳ͍ͬͯΔͨΊɼೝ͕ࣝ࣌ؒେ͖͘. 10. ͳͬͨɽ. 8 6. 5.2 ࣮ ݧBɽγεςϜશମͷධՁ. 4. γεςϜͷػೳΛඃʹऀݧମͯ͠ݧΒ͍ɼΞϯέʔτ. 2. ʹΑͬͯධՁΛߦͬͨɽ. 0 ᕥᡭGrab. ᕥᡭPinch. ྑᡭGrab. ྑᡭPinch. 5.2.1 ࣮ݧઃఆ ࣮Ͱݧඃऀݧ HMD Λண༻͠γεςϜͷػೳͷମݧ. ਤ 13 δΣενϟೝࣝͷฏؒ࣌ۉʢඵʣɽ. Λ͢Δɽ͋Β͔͡Ί AR ্ۭؒʹΦϒδΣΫτΛදࣔͤ͞ ͓͖ͯɼͦͷΦϒδΣΫτʹରͯ͠ςΫενϟసࣸɼΦϒ. 5.1 ࣮ ݧAɽδΣενϟೝࣝͷਫ਼ධՁ ࣮ ݧA Ͱ࣮ͨ͠δΣενϟೝࣝͷਫ਼ධՁΛߦ͏ɽ. 5.1.1 ࣮ݧઃఆ Normal ঢ়ଶ͔Βࢦఆͨ͠δΣενϟखͷঢ়ଶΛมߋ ͠ɼδΣενϟ͕ਖ਼͘͠ೝࣝ͞ΕΔ·Ͱͷ࣌ؒΛܭଌ͢Δɽ. δΣΫτͷҠಈɼΦϒδΣΫτͷίϐʔΛߦ͏ɽ. 5.2.2 ࣮݁ݧՌ Ξϯέʔτ 5 ஈ֊ͷϦοπΧʔτईʹΑΓߦ͍ɼͦ ͷฏۉਤ 14 ͷΑ͏ʹͳͬͨɽ·ͨɼΞϯέʔτͰ Ճ͖͢ػೳͱͯ͠ҎԼͷػೳ͕͛ڍΒΕͨɽ. ҎԼͷ݅Ͱ࣮ݧΛߦͬͨɽ. • ͻͱͭલʹΔɼਐΉ. ख { ӈखɼࠨख }. • શମΛॳظԽ. δΣενϟ {Pinch,Paste}. • ΦϒδΣΫτͷ֦େɾॖখ. ࢼߦճ 20. • ମͷΓऔΓɼ݁߹. 5.1.2 ࣮݁ݧՌ. • ςΫενϟͷอଘ. ඃʹऀݧରͯ͠ೝࣝରͱͳΔδΣενϟΛ͔ͯࣔ͠ܝ ΒɼδΣενϟ͕ೝࣝ͞ΕΔ·Ͱͷฏؒ࣌ۉਤ 13 ͷΑ ͏ʹͳͬͨɽؔઅͷঢ়ଶͱਪఆ͞Εͨঢ়ଶΛൺֱ͠ɼࠞಉ ߦྻΛ࡞͠࠶ݱɼద߹ɼF ͷࢉܭΛߦͬͨ݁Ռɼ. • ςΫενϟҰཡͷදࣔ 5.2.3 ߟ ࣮ ݧA Ͱ໌Β͔ʹͳͬͨΑ͏ʹɼδΣενϟͷೝࣝ ͷ͞ͱॲཧͷ͞Λඃ͕ऀݧମ͍ͯ͠ײΔ͜ͱ͕໌. ද 2 ͷΑ͏ʹͳΓɼF ͷฏۉ 77.6%Ͱ͋ͬͨɽ ද 2. 5.1.3 ߟ Grab ͷঢ়ଶΛ Pinch ͱޡೝࣝ͢Δ͜ͱ͕ଟ͘ɼਖ਼͘͠. δΣενϟೝࣝͷ݁Ռɽ. ࠶( ݱ%). ద߹ (%). F (%). ೝࣝ͞ΕΔ·Ͱʹ͕͔͔࣌ؒͬͨɽޡೝࣝͷݪҼ 3 Gear. Normal. 97.6. 95.3. 96.4. Systems ʹΑΓಘͨؔઅใͰखͷѲΓ͕؇͘ೝࣝ͞Ε. Pinch. 97.4. 48.4. 64.7. Δ͜ͱ͕ଟ͍ͨΊͱɼֶशஈ֊ͷਖ਼ղͷϥϕϧΛ RGB. Grab. 56.1. 99.1. 71.6. ⓒ 2014 Information Processing Society of Japan. 7.
(9) Vol.2014-CVIM-192 No.18 2014/5/15. ใॲཧֶձڀݚใࠂ IPSJ SIG Technical Report. ਤ 11. ΦϒδΣΫτͷίϐʔɽ. ͛ΒΕͨՃͷػೳͷ࣮ͳͲ͕͛ڍΒΕΔɽ·ͨɼ࣮ ମͷ෮ݩΛϦΞϧλΠϜʹߦ͍ɼ͋ʹۭ࣮ؒݱΔ࣮ମʹ 䝆䜵䝇䝏䝱䛾ㄆ㆑䛾䜘䛥. ର༷ͯ͠ʑͳػೳʹΑͬͯૢ࡞Ͱ͖ΔΑ͏ʹ͢Δඞཁ͕ ͋Δɽ. 䝆䜵䝇䝏䝱䛾ぬ䛘䜔䛩䛥. ँࣙ ຊڀݚͷҰ෦ɼจ෦ՊֶলՊֶڀݚඅิॿۚ ʢ՝൪߸ 24300048ʣͷิॿʹΑΔɽ. 䝆䜵䝇䝏䝱䛸ᶵ⬟䛾ᑐᛂ䛾ጇᙜ䛥. ᧯స䛾䛧䜔䛩䛥. ࢀߟจݙ [1]. ฎ⌮㏿ᗘ. 1. ਤ 14. 2. 3. 4. 5. Ξϯέʔτͷ݁Ռɽ. [2]. Β͔ʹͳͬͨɽ͕ͩɼδΣενϟͱػೳͷରԠͷଥ͞ δΣενϟͷ֮͑͢͞ʹ͍ͭͯߴ͍ධՁΛಘ͍ͯΔͨ. [3]. ΊɼδΣενϟͷೝࣝਫ਼ͷ্Λߦ͏͜ͱͰΑΓධՁͷ ߴ͍γεςϜʹͳΔͱߟ͑ΒΕΔɽ·ͨɼՃ͖͢ػೳ ʹΦϒδΣΫτͷૢ࡞͚ͩͰͳ͘ɼςΫενϟͷૢ. [4]. ࡞γεςϜશମͷૢ࡞͋͛ΒΕ͍ͯͨɽ. 6. ݁. [5]. ຊͰڀݚɼϞσϧϕʔεͷखܗঢ়ೝࣝΛߦ͏͜ͱͰ҆ ఆͨ͠όʔνϟϧϋϯυͷੜͱɼͦΕʹΑͬͯಘͨؔઅ ͷใΛಛϕΫτϧͱͯ͠ӅΕϚϧίϑϞσϧʹΑΔ δΣενϟೝࣝΛߦͬͨɽखͷδΣενϟೝࣝͱैདྷͷΦ. [6]. ϒδΣΫτͱόʔνϟϧϋϯυͷিಥఆΛΈ߹ΘͤΔ ͜ͱͰɼςΫενϟస͚ࣸͩͰͳ͘ɼΦϒδΣΫτͷҠಈ ͱίϐʔͷػೳΛ࣮ͨ͠ݱɽδΣενϟೝࣝͷೝࣝਫ਼ ݁Ռతʹ͋·Γߴ͘ͳ͘ɼਖ਼͍͠δΣενϟ͕ೝࣝ͞ΕΔ. [7]. ·Ͱʹ͕͔͔࣌ؒΔɽ·ͨɼγεςϜࣗମͷॲཧ ͍ͨΊόʔνϟϧϋϯυͷදࣔʹͣΕ͕ੜ͡Δ͜ͱ͕ ͋ͬͨɽ. [8]. γʔεϧʔ HMD ʹΑΔࢹ֮ɾҐஔ֮ͷҰகߦͬͨɽ ຊख๏Ͱγʔεϧʔ HMD ͷࠨӈͷΧϝϥ͔Βө૾Λ औಘ͠ɼAR ίϯςϯπΛॏͶͯγʔεϧʔ HMD ʹදࣔ. [9]. ͢Δɽ ࠓޙͷ՝ͱͯ͠ɼδΣενϟೝࣝͷޡೝࣝͷݮɼ ֤ϞδϡʔϧͷผεϨουԽʹΑΔγεςϜͷॲཧͷ. [10]. Umakatsu, A., Yasuhara, H., Mashita, T., Kiyokawa, K. and Takemura, H.: Camera-Based In-situ 3D Modeling Techniques for AR Diorama in Ubiquitous Virtual Reality., Proc. Int. Conf. on Human-Computer Interaction (HCI International), Vol. 6773, pp. 113–122 (2011). Umakatsu, A., Mashita, T., Kiyokawa, K. and Takemura, H.: Pinch-n-Paste: Direct Texture Transfer Interaction in Augmented Reality, IEEE Virtual Reality (VR), pp. 73–74 (2013). Epps, J., Lichman, S. and Wu, M.: A Study of Hand Shape Use in Tabletop Gesture Interaction, CHI ’06 Extended Abstracts on Human Factors in Computing Systems, pp. 748–753 (2006). Lee, M., Green, R. and Billinghurst, M.: 3D Natural Hand Interaction for AR Applications, Image and Vision Computing New Zealand, 2008. IVCNZ 2008. 23rd International Conference, pp. 1–6 (2008). Hilliges, O., Kim, D., Izadi, S., Weiss, M. and Wilson, A.: HoloDesk: Direct 3D Interactions with a Situated See-through Display, Proceedings of the Special Interest Group on Computer-Human Interaction (SIGCHI) Conference on Human Factors in Computing Systems, pp. 2421–2430 (2012). Wang, R., Paris, S. and Popovi´c, J.: 6D Hands: Markerless Hand-tracking for Computer Aided Design, Proceedings of the 24th Annual Association for Computing Machinery (ACM) Symposium on User Interface Software and Technology, pp. 549–558 (2011). Oikonomidis, I., Kyriazis, N. and Argyros, A.: Efficient model-based 3D tracking of hand articulations using Kinect, Proceedings of the British Machine Vision Conference, pp. 101.1–101.11 (2011). ӋԬɼӹࢠ࢙وɼখྛོɿӅΕϚϧίϑϞσϧʹج ͮ͘ϋϯυδΣενϟʔΞχϝʔγϣϯੜɼిࢠใ௨ ৴ֶձٕज़ڀݚใࠂ. CS, ௨৴ํࣜɼ Vol. 102, No. 517, pp. 43–48 (2002). Wang, R., Twigg, C. and Kin, K.: 3 Gear Systems, http://www.threegear.com/,ʢ ࠷ ऴ Ξ Ϋ η ε ɿ 2014/4/16ʣ. Schliep, A.: GHMM Library, http://ghmm.org/,ʢ࠷ऴ ΞΫηεɿ2014/4/16ʣ.. ্ɼΦϒδΣΫτͷճసมܗɼςΫενϟͷอଘ࠶ ར༻ͳͲͷࠓճ࣮ΛػͨͬૹݟೳΞϯέʔτʹΑΓڍ. ⓒ 2014 Information Processing Society of Japan. 8.
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