DeepHandsVR: Hand Interface Using Deep Learning in Immersive Virtual Reality

Article Properties
Abstract
Cite
Kang, Taeseok, et al. “DeepHandsVR: Hand Interface Using Deep Learning in Immersive Virtual Reality”. Electronics, vol. 9, no. 11, 2020, p. 1863, https://doi.org/10.3390/electronics9111863.
Kang, T., Chae, M., Seo, E., Kim, M., & Kim, J. (2020). DeepHandsVR: Hand Interface Using Deep Learning in Immersive Virtual Reality. Electronics, 9(11), 1863. https://doi.org/10.3390/electronics9111863
Kang, Taeseok, Minsu Chae, Eunbin Seo, Mingyu Kim, and Jinmo Kim. “DeepHandsVR: Hand Interface Using Deep Learning in Immersive Virtual Reality”. Electronics 9, no. 11 (2020): 1863. https://doi.org/10.3390/electronics9111863.
Kang T, Chae M, Seo E, Kim M, Kim J. DeepHandsVR: Hand Interface Using Deep Learning in Immersive Virtual Reality. Electronics. 2020;9(11):1863.
Journal Categories
Science
Physics
Science
Science (General)
Cybernetics
Information theory
Technology
Electrical engineering
Electronics
Nuclear engineering
Electric apparatus and materials
Electric circuits
Electric networks
Technology
Electrical engineering
Electronics
Nuclear engineering
Electronics
Technology
Engineering (General)
Civil engineering (General)
Refrences
Title Journal Journal Categories Citations Publication Date
Transcending the Self in Immersive Virtual Reality Computer
  • Technology: Electrical engineering. Electronics. Nuclear engineering: Electronics: Computer engineering. Computer hardware
  • Science: Mathematics: Instruments and machines: Electronic computers. Computer science: Computer software
  • Science: Mathematics: Instruments and machines: Electronic computers. Computer science: Computer software
  • Technology: Electrical engineering. Electronics. Nuclear engineering: Electronics: Computer engineering. Computer hardware
  • Science: Mathematics: Instruments and machines: Electronic computers. Computer science
2014
Measuring Usability with the USE Questionnaire 2001
MAVE: Maze‐based immersive virtual environment for new presence and experience

Computer Animation and Virtual Worlds
  • Science: Mathematics: Instruments and machines: Electronic computers. Computer science: Computer software
  • Science: Mathematics: Instruments and machines: Electronic computers. Computer science: Computer software
  • Technology: Electrical engineering. Electronics. Nuclear engineering: Electronics: Computer engineering. Computer hardware
  • Science: Mathematics: Instruments and machines: Electronic computers. Computer science
25 2017
10.1109/TBME.2007.908087
The Factor Structure of the Presence Questionnaire

Presence: Teleoperators and Virtual Environments
  • Science: Mathematics: Instruments and machines: Electronic computers. Computer science
  • Science: Mathematics: Instruments and machines: Electronic computers. Computer science: Computer software
  • Technology: Mechanical engineering and machinery
  • Technology: Electrical engineering. Electronics. Nuclear engineering: Electronics
  • Science: Mathematics: Instruments and machines: Electronic computers. Computer science
333 2005
Citations
Title Journal Journal Categories Citations Publication Date
ASL champ!: a virtual reality game with deep-learning driven sign recognition Computers & Education: X Reality 2024
Real-time hand interaction and self-directed machine learning agents in immersive learning environments Computers & Education: X Reality 1 2023
Application of Virtual Avatar using Motion Capture in Immersive Virtual Environment International Journal of Human–Computer Interaction
  • Science: Mathematics: Instruments and machines: Electronic computers. Computer science
  • Philosophy. Psychology. Religion: Psychology
  • Philosophy. Psychology. Religion: Psychology
  • Science: Mathematics: Instruments and machines: Electronic computers. Computer science: Computer software
  • Technology: Electrical engineering. Electronics. Nuclear engineering: Electronics: Computer engineering. Computer hardware
  • Medicine: Internal medicine: Neurosciences. Biological psychiatry. Neuropsychiatry: Neurology. Diseases of the nervous system: Psychiatry
2 2023
XAVE: Cross-Platform Based Asymmetric Virtual Environment for Immersive Content IEEE Access
  • Technology: Electrical engineering. Electronics. Nuclear engineering
  • Science: Science (General): Cybernetics: Information theory
  • Technology: Electrical engineering. Electronics. Nuclear engineering: Electric apparatus and materials. Electric circuits. Electric networks
  • Technology: Electrical engineering. Electronics. Nuclear engineering: Telecommunication
  • Technology: Electrical engineering. Electronics. Nuclear engineering: Electronics
  • Technology: Electrical engineering. Electronics. Nuclear engineering: Electronics
2023
Machine learning-based cognitive load prediction model for AR-HUD to improve OSH of professional drivers

Frontiers in Public Health
  • Medicine: Public aspects of medicine
  • Medicine: Internal medicine: Special situations and conditions: Industrial medicine. Industrial hygiene
  • Medicine: Public aspects of medicine
  • Medicine: Public aspects of medicine
  • Social Sciences
2023
Citations Analysis
The category Technology: Electrical engineering. Electronics. Nuclear engineering: Electric apparatus and materials. Electric circuits. Electric networks 6 is the most commonly referenced area in studies that cite this article. The first research to cite this article was titled Improving Classification Accuracy of Hand Gesture Recognition Based on 60 GHz FMCW Radar with Deep Learning Domain Adaptation and was published in 2020. The most recent citation comes from a 2024 study titled ASL champ!: a virtual reality game with deep-learning driven sign recognition. This article reached its peak citation in 2021, with 6 citations. It has been cited in 10 different journals, 40% of which are open access. Among related journals, the Electronics cited this research the most, with 4 citations. The chart below illustrates the annual citation trends for this article.
Citations used this article by year