De Report Final Sem 6
De Report Final Sem 6
CHANDKHEDA, AHMADABAD.
Affiliated
TEAM ID - 492272
Under subject of
Design engineering-IIB
B.E.– III, Semester-VI
(Department of Information Technology)
Submitted by: -
Group: -
Academic year
(2023-2024)
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Contents
1. Abstract 3
2. Acknowledgement 4
3. About DE 5
4. Project Introduction 6
5. Prior art search 8
6. AEIOU Canvas 9
7. Mind map Canvas 12
8. Empathy Canvas 14
9. Ideation Canvas 16
10. Product Development Canvas 18
11. Learning Needs Matrix Canvas 20
12. Prototype 22
13. References 25
14. Conclusion 26
15. Logbook 27
16. Monthly Assessment Cards 30
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Abstract
3
Acknowledgement
I am equally grateful to our guide Prof. Sweetu Sureja Ma’am of Information Technology
Department, who helped us a lot during the period of project work and guided us
politely.
Thank You,
Jamila Sadikot
Happy Undhad
Man Dangariya
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About DE:
5
Project Introduction
1. Project Description
2. Background/History
• Origins: The project stems from a growing need for accessible technology,
tracing its roots to advancements in gesture recognition and computer vision
technologies.
• Development Path: Evolving over years of research and experimentation,
the project reflects a journey of refining algorithms, testing prototypes, and
incorporating user feedback.
• Inspiration: Inspired by the challenges faced by individuals with
disabilities, the project was conceived to bridge the gap between
conventional computing interfaces and diverse user needs.
• Milestones: Built upon prior successes in AI and human-computer
interaction, the project represents a significant leap forward, aiming to set
new standards in inclusive technology.
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3. Advantages
4. Disadvantages
• Learning Curve: Users might face challenges initially in mastering specific
gestures, requiring time and patience to become proficient with the system.
• Limited Gestures: The range of gestures might be limited, potentially
restricting some users' ability to perform complex actions in certain
applications.
• Environmental Factors: Bright lighting conditions, shadows, or camera
angles might affect gesture recognition accuracy, impacting usability in
specific settings.
• Dependency on Technology: Reliance on the camera and software means
disruptions in hardware or software functionality could temporarily halt
interactions, affecting user productivity.
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Prior art search
In the extensive prior art search conducted for the AI virtual mouse project,
a thorough exploration of existing technologies and patents related to AI-driven
gesture-based mouse systems were undertaken. The search involved an in-depth
analysis of patents filed in the field of gesture recognition, artificial
intelligence, and human-computer interaction. By examining these patents, the
project aimed to identify unique algorithms, hardware configurations, and
applications that could inform the development process. Additionally, a
comprehensive review of academic literature was carried out to understand the
evolution of AI-driven gesture recognition techniques. This literature review
focused on advancements in machine learning algorithms, deep neural
networks, and computer vision methodologies, providing crucial insights into
the state-of-the-art technologies in the realm of AI-driven gesture interfaces.
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Meaning Of AEIOU: -
A: - Activity
E: - Environment
I: - Introduction
O: - Objects
U: - Users
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AEIOU Canvas
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Activities: Users:
• Navigating Menus and Interfaces • Individuals with Disabilities
• Browsing Websites and Online • Students
Content
• Educators
• Drawing and Doodling
• Artists
• Writing and Text Editing
• Designers
• Gaming: Controlling Characters
and Actions • Gamers
Objects:
• Camera (for Gesture Recognition)
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Mind Mapping Canvas
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1. Core Functionalities:
Cursor Control Click
Actions Scrolling
Drag and Drop Keyboard
Emulation
2. Security
User Authentication
Secure Remote Access
3. Integration
Computer Platforms (Windows, macOS, Linux)
Touchscreen Devices
Virtual Reality (VR) & Augmented Reality (AR)
Mobile Devices
4. Future Developments AI
Integration 3D
Interfaces
Augmented Reality Enhancements
5. Accessibility & Inclusivity
Screen Magnification
Voice Feedback
High Contrast Modes
Keyboard Shortcuts Voice
Commands
6. User Interface
Cursor Design
On-Screen Keyboard Visual
Feedback Context Menus
7. Advanced Features
Multi-Touch Support
Voice Control Gesture
Controls
Customization Options
Remote Desktop Support
8. Goals
Enhance Computer Interaction
Improve Accessibility Innovative
User Experience
13
Empathy Mapping Canvas
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Users: Activities:
• Individuals with Disabilities • Navigating Menus and Interfaces
• Research Institutions
• Entertainment Industry
Happy Story
In a virtual realm, Mia wielded an AI virtual mouse with swift hand gestures, seamlessly guiding her character through
epic quests. Every flick and gesture translated into in-game actions, transforming her gaming experience into a
mesmerizing adventure of skill and magic.
In a vibrant classroom, Mr. Johnson harnessed an AI virtual mouse, empowering students to explore interactive lessons
with intuitive hand gestures. Learning became a dynamic journey, where every wave and tap unlocked a world of
knowledge and curiosity.
Sad Story
Sarah, once vibrant, struggled to control the AI virtual mouse after a tragic accident, her gestures faltering as she tried
to connect with the digital world she once knew, her frustration mirrored in the cursor's erratic movements.
In the hospital room, Emily, a young girl battling a degenerative disease, reached out with trembling hands to control
the AI virtual mouse, her efforts marred by the reality that her weakening gestures couldn't bridge the gap between her
dreams and the digital world, leaving her feeling isolated and helpless.
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Ideation Canvas
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People: Activities:
• Individuals with Disabilities • Navigating Menus and Interfaces
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Product Development Canvas (PDC)
Purpose: People:
• Enhance accessibility • Individuals with Disabilities
• foster inclusive learning
• Students
• empower creative expression
• enable independent living • Educators
• and transform gaming experiences.
• Artists
Product Experience:
• Adaptability And Customization • Designers
• Efficiency And Precision
• Gamers
Product Function
• Professionals
• Cursor Control
• Click Selection • Casual Users
• Custom Gestures
• Drag And Drop • Accessibility Advocates
• Keyboard Emulation
• Researchers
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Components:
• Cursor • Developers
• Input Devices
• Sensors
• Software Application
• User Interface
• Gesture Recognition
• Driver Software
• Remote Desktop Source
Customer Revalidation: Reject, Redesign, Retain
• User Feedback Collection • Performance Issues (Delayed Response)
• Review Existing User Data • Reduced Development Time And Costs
• User Testing • Focus On Core User Needs
• Demo And Presentation
• Accessibility Testing
• Prototyping
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Learning Needs Matrix Canvas (LNM)
Purpose:
• Enhance accessibility
• foster inclusive learning
empower creative expression
• enable independent living
transform gaming experiences.
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Tools/Method/Theory/Application Process Involved: Software/Simulation/Skill/Mathematical
• Tools: Deep Learning Frameworks, Advanced Requirements:
OpenCV Techniques • Software: Advanced IDEs with debugging tools,
simulation software for virtual testing.
• Method/Theory: Deep Learning for Gesture
Recognition (CNN, RNN, or Hybrid Models), • Simulation: Virtual simulations for real-time user
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Prototype
22
23
Stop the
Cursor
movement
Move
of cursor
Double Scroll
Click Up
Scroll
Down
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Conclusion
25
References
26
Log Book
27
28
29
Monthly Assessment
Cards
30
31
32
33
34
35
36
37
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