Title: Air Canvas: A Gesture-Based Platform for Interactive Digital Drawing and Real-Time Creativity


Authors:

Priyanka Sharma

priyanka08291@gmail.com
Department of Computer Science & Engineering, Swami Keshvanand Institute of Technology, Management & Gramothan, Jaipur-302017 (India),

Radhika Soni

radhikasoni.jpr@gmail.com
Department of Computer Science & Engineering, Swami Keshvanand Institute of Technology, Management & Gramothan, Jaipur-302017 (India),

Payal Nagar

payalnagar317@gmail.com
Department of Computer Science & Engineering, Swami Keshvanand Institute of Technology, Management & Gramothan, Jaipur-302017 (India),

Ajay Bhardwaj

ajay.bhardwaj@skit.ac.in
Department of Electrical Engineering, Swami Keshvanand Institute of Technology, Management & Gramothan, Jaipur-302017 (India),

Nikhar Bhatnagar

nikhar.bhatnagar@skit.ac.in
Department of Information Technology, Swami Keshvanand Institute of Technology, Management & Gramothan, Jaipur-302017 (India)

Pages: 19-23

DOI:

Abstract:

In a world where technology evolves faster than ever, finding ways to interact with it naturally is more important than ever. If we talk about “drawing” it's very significant because it is the most basic and powerful form of communication. It's a personal and universal tool which connects thinking and feeling. The transition from drawing on walls of ancient caves to creating digital art on smartphones is an example of the remarkable journey of humans in innovation and technology. This technology gave us various options for drawing. “Air Canvas” helps to portray the idea of drawing in air. This study introduces a gesture-based system that lets people draw digitally in real time—using just their hands and a regular webcam. The primary objective of this study is to enable users to draw on a digital screen without any physical contact, simply by moving a colored object (such as a fingertip covered with a blue cap) in front of a webcam providing an easy, accessible and touchless way of engaging with digital spaces. The uniqueness of this study lies in using technologies like OpenCV and deep learning and building features like recognizing hand or object gestures accurately, enabling them to make refined shapes and designs. A lot of practical applications can be supported through this - in domains like education - digital boards, accessibility-focused tools like screen readers, screen magnifiers, art and games. It can increase collaboration in online education and meeting systems where people can convey their ideas and points on a shared canvas which everyone can see. There’s a lot which this application provides like allowing users to change tools, change ink colours, changing background colour, undo-redo and to save their work and all these can be accessed through simple hand movement, making it more effortless and engaging. Overall, it will help to span the distance between user and virtual technology. This study emphasizes the power of gesture recognition technology in transforming the way we engage with computers.

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