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MINOR PROJECT REPORT

INTRACTIMO

Submitted in partial fulfillment of the requirements


for the award of the degree of

Bachelor of Technology
In
Computer Science and Engineering

Guide: Submitted by:


M s.Seema Dhaiya Anshay Gupta (35113307220)
Assistant Professor Nisha (00913307220)
CSE Department B.Tech (CSE 7th A)

Department of Computer Science and Engineering


H M R Institute of Management and Technology
New Delhi-110036

Affiliated to
Guru Gobind Singh Indraprastha University
Sector 16 C Dwarka, New Delhi
2019-2023
Contents

Abstract iii

DECLARATION iv

Acknowledgements v

1 Introduction 1
1.1 Objective . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
1.2 HAND GESTURE . . . . . . . . . . . . . . . . . . . . . . . . 1
1.3 ROCK PAPER SCISSOR . . . . . . . . . . . . . . . . . . . . 2
1.4 PPT CONTROL . . . . . . . . . . . . . . . . . . . . . . . . . 2
1.5 AI Keyboard . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
1.6 Virtual Calculator . . . . . . . . . . . . . . . . . . . . . . . . 2
1.7 Virtual Quiz . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3

2 STUDY OF TECHNOLOGY 4
2.1 Artificial Intelligent . . . . . . . . . . . . . . . . . . . . . . . . 4
2.2 Deep Learning . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
2.3 Computer vision . . . . . . . . . . . . . . . . . . . . . . . . . 5

3 SYSTEM ANALYSIS AND TECHNICAL OVERVIEW 6


3.1 Python . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
3.1.1 Installation . . . . . . . . . . . . . . . . . . . . . . . . 8

4 Conclusion and Future Scope 10

ii
Abstract

Hand gesture recognition systems have received much attention in recent


years due to their diverse applications and ability to efficiently interact with
machines through human-computer interactions. This article provides an
overview of recent hand gesture recognition systems. The main problem of
the hand gesture recognition system is presented along with the challenges
of the gesture system. Also presented are his recent Postural and Gesture
Recognition System methods. It also presents an overview of hand gesture
methods, databases, and research results on comparisons between key stages
of gesture recognition. Finally, we discuss the strengths and weaknesses of
the discussed systems.

iii
DECLARATION

We, students of B.Tech (Computer Science Engineering) hereby declare that


the Minor project entitled ”INTRACTIMO” which is submitted to Depart-
ment of Computer Science Engineering,HMR Institute of Technology and
Management, Hamidpur Delhi, affiliated to Guru Gobind Singh Indraprastha
University, Dwarka (New Delhi) in partial fulfillment of requirement for the
award of the degree of Bachelor of Technology in Computer Science Engineer-
ing, has not been previously formed the basis for the award of any degree,
diploma or other similar title or recognition. The list of member(s) involved
in the project is listed below: -
S. No. Name Enrollment No. Signature
1 Anshay Gupta 35113307220
2 Nisha 00913307220

This is to certify that the above statement made by the candidate is


correct to the best of my knowledge.

Ms. Seema Dhaiya


Assistant Professor
HMRITM, New Delhi 110036, India
(Supervisor)

iv
Acknowledgements

We wish to express our gratitude to Prof.(Dr.) V. C Pandey Director, HM-


RITM Delhi for providing the facilities of the Institute and for his encour-
agement during the course of this work.

We also express our deep gratitude to (Ms.) Seema Dhaiya, Associate


Professor and CSE Coordinator of the Department of Computer Science En-
gineering, HMRITM Delhi for her guidance and help on every step of the way
during the minor project and for imparting us with invaluable knowledge and
teaching us the etiquette of a research student.

We would also 1ike to gratefully acknowledge the enthusiastic supervision


of our minor project guide for her continuous, valuable guidance, patience,
constant care, and kind encouragement throughout the research work that
made us present this minor project report in an efficient manner.

Finally, We wish to thank our family members and our friends who have
always been very supportive and encouraging.

Date: -01-2023 Anshay Gupta


Place: N. Delhi, India. Nisha

v
vi 0. Acknowledgements
Chapter 1
Introduction

Hand gesture recognition is a field of computer vision and image processing


that involves the detection and interpretation of hand gestures made by a
person. This can be done using various techniques, such as depth sensors,
cameras, and machine learning algorithms. Hand gesture recognition can be
used in a variety of applications, such as human-computer interaction, sign
language recognition, and gaming. The process typically involves capturing
images or video of the hand gestures, extracting features from the images,
and then using machine learning algorithms to classify the gestures

1.1 Objective
The main objective of hand gesture recognition is to enable a computer or
machine to understand and interpret the meaning of hand gestures made by
a person. This can be used to control devices, such as smartphones, tablets,
and computers, as well as for other applications such as gaming, virtual re-
ality, and sign language recognition for people with hearing impairments.

1.2 HAND GESTURE


In this project, we will learn how to create a hand sign detector. We will
use American Sign Language as an example. This project will include both
detection and classification. And yes we will use our own data to train the
model.

1
2 1. Introduction

1.3 ROCK PAPER SCISSOR


In this project, we will learn how to create a Rock Paper Scissor game using
Computer Vision. We will use hand tracking to find the move of the player
and generate a random move for the AI.

1.4 PPT CONTROL


In this project, we will learn how to create a Hand Gesture based Presenta-
tion system. We will be able to move the slides back and forth along with
a pointer and drawing capabilities. And to make it more usable we will add
an erasing gesture as well.

1.5 AI Keyboard
V Keyboard is an onscreen keyboard for Kivy. Its operation is intended to
be transparent to the user. Using the widget directly is NOT recommended.
Read the section Request keyboard first.

ˆ Docked mode: (VKeyboard.docked = True) Generally used when only


one person is using the computer, like a tablet or personal computer
etc.

ˆ Free mode: (VKeyboard.docked = False) Mostly for multitouch sur-


faces. This mode allows multiple virtual keyboards to be used on the
screen.

1.6 Virtual Calculator


In this project, we will build a virtual calculator that uses finger movements
to operate. We will create a button class and generate 16 buttons that will
help us perform the calculation.
1.7 Virtual Quiz 3

1.7 Virtual Quiz


In this project we will create a virtual quiz game using artificial intelligence.
We will import all the questions using a csv file and then use our hand in
the air to answer them. We will go step by step so that it is easy to follow.
Chapter 2
STUDY OF TECHNOLOGY

2.1 Artificial Intelligent


Artificial Intelligence (AI) is the simulation of human intelligence processes
by computer systems. These processes include learning, reasoning, and self-
correction. AI is an interdisciplinary field that encompasses computer sci-
ence, psychology, philosophy, neuroscience, and engineering.

AI is used in a wide range of applications, such as:

ˆ Robotics

ˆ Natural language processing

ˆ Computer vision

ˆ Expert systems

ˆ Gaming

ˆ Autonomous vehicles

ˆ Fraud detection

ˆ Predictive maintenance

2.2 Deep Learning


Deep learning is a subfield of machine learning that involves training artifi-
cial neural networks with multiple layers to process and analyze large sets

4
2.3 Computer vision 5

of complex data, such as images, speech, and text. The layers of the net-
work enable the model to learn increasingly abstract representations of the
input data, allowing it to perform tasks such as image classification, language
translation, and speech recognition with high accuracy. Deep learning has
been used to achieve state-of-the-art performance in many areas, including
computer vision, natural language processing, and speech recognition.

2.3 Computer vision


Computer vision is the field of artificial intelligence and computer science
that aims to enable computers to interpret and understand visual informa-
tion from the world, such as images and videos. It involves the development
of algorithms, methods, and systems that can automatically extract, process,
and analyze visual data.

Computer vision has a wide range of applications, such as:

ˆ Image and video analysis

ˆ Object detection and recognition

ˆ Face detection and recognition

ˆ Medical imaging

ˆ Robotics

ˆ Augmented and virtual reality

ˆ Self-driving cars

ˆ Surveillance and security systems


Chapter 3
SYSTEM ANALYSIS AND
TECHNICAL OVERVIEW

3.1 Python

Figure 3.1: Python Programming Language

Python is a high-level, general-purpose and a very popular programming


language. Python programming language (latest Python 3) is being used
in web development, Machine Learning applications, along with all cutting
edge technology in Software Industry. Python Programming Language is
very well suited for Beginners, also for experienced programmers with other
programming languages like C++ and Java. This specially designed Python
tutorial will help you learn Python Programming Language in most efficient
way, with the topics from basics to advanced (like Web-scraping, Django,
Deep-Learning, etc.) with examples.
Below are some facts about Python Programming Language:

1. Python is currently the most widely used multi-purpose, high-level pro-


gramming language.

2. Python allows programming in Object-Oriented and Procedural paradigms.

6
3.1 Python 7

3. Python programs generally are smaller than other programming lan-


guages like Java. Programmers have to type relatively less and inden-
tation requirement of the language,makes them readable all the time.

4. Python language is being used by almost all tech-giant companies like


– Google, Amazon, Facebook, Instagram, Dropbox, Uber. . . etc.

5. The biggest strength of Python is huge collection of standard library


which can be used for the following:

ˆ Machine Learning
ˆ GUI Applications (like Kivy, Tkinter, PyQt etc. )
ˆ Web frameworks like Django (used by YouTube, Instagram, Drop-
box)
ˆ Image processing (like OpenCV, Pillow)
ˆ Web scraping (like Scrapy, BeautifulSoup, Selenium)
ˆ Test frameworks
ˆ Multimedia
ˆ Scientific computing
ˆ Text processing and many more.

Python is dynamically-typed and garbage-collected. It supports multiple pro-


gramming paradigms, including structured (particularly procedural), object-
oriented and functional programming. It is often described as a ”batteries
included” language due to its comprehensive standard library.

Guido van Rossum began working on Python in the late 1980s as a succes-
sor to the ABC programming language and first released it in 1991 as Python
0.9.0. Python 2.0 was released in 2000 and introduced new features such as
list comprehensions, cycle-detecting garbage collection, reference counting,
and Unicode support. Python 3.0, released in 2008, was a major revision
that is not completely backward-compatible with earlier versions. Python 2
was discontinued with version 2.7.18 in 2020.

Python consistently ranks as one of the most popular programming lan-


guages.
8 3. SYSTEM ANALYSIS AND TECHNICAL OVERVIEW

Python is commonly used in artificial intelligence projects and machine


learning projects with the help of libraries like TensorFlow, Keras, Pytorch,
and Scikit-learn. As a scripting language with a modular architecture, sim-
ple syntax, and rich text processing tools, Python is often used for natural
language processing.

Python can also be used to create games, with libraries such as Pygame,
which can make 2D games. Python has been successfully embedded in many
software products as a scripting language, including in finite element method
software such as Abaqus, 3D parametric modelers like FreeCAD, 3D anima-
tion packages such as 3ds Max, Blender, Cinema 4D, Lightwave, Houdini,
Maya, modo, MotionBuilder, Softimage, the visual effects compositor Nuke,
2D imaging programs like GIMP, Inkscape, Scribus and Paint Shop Pro,[209]
and musical notation programs like scorewriter and capella. GNU Debugger
uses Python as a pretty printer to show complex structures such as C++
containers. Esri promotes Python as the best choice for writing scripts in
ArcGIS. It has also been used in several video games, and has been adopted
as first of the three available programming languages in Google App Engine,
the other two being Java and Go.

3.1.1 Installation
Install Python:
Step 1: First and foremost step is to open a browser and type https://www.python.org/dow

Step 2: Underneath the Python Releases for Windows find the Latest
Python 3 Release – Python 3.10.5 (the latest stable release as of now is
Python 3.10.5).

Figure 3.2: Python Installation

Step 3: On this page move to Files and click on Windows x86-64 exe-
cutable installer for 64-bit or Windows x86 executable installer for 32-bit.
3.1 Python 9

Figure 3.3: Windows 64x Python


Chapter 4
Conclusion and Future Scope

The project/thesis/paper writing works carried out to be followed the anti


plagiarism. In this way it may be helpful to get the original idea among
our shelves. After removing plagiarism it also increases the quality among
research works. Providing proper information to the users are important for
librarian, as a librarian one should know what is plagiarism and how it works
in producing a quality research.

10
Bibliography

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(2011). Overview and Comparison of Plagiarism Detection Tools, 161-
172.

?haw? [2] Haworth, G. M. (2006) Student projects: plagiarism and assess-


ment. In: JISC 2nd International Plagiarism Conference 2006, 19th
- 21st May, 2006, The sage, Gateshead, Newcastle. Available at
http://centaur.reading.ac.uk/4558/

?pat? [3] Patil, S. S., and Yeole, H. (2019). Overview of Plagia-


rism Checkers and Plagiarism Detection Tools: A Study,
https://www.researchgate.net/publication/331062965

?rad? [4] Radha, L., Alias Nagalakshmi (2014). Usage of Anti-Plagiarism for
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?sch? [5] Schein, M. (2001). Redundant publications: From self-plagiarism to


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