摘要:
Techniques for facilitating interaction with an application in a motion capture system allow a person to easily begin interacting without manual setup. A depth camera system tracks a person in physical space and evaluates the person's intent to engage with the application. Factors such as location, stance, movement and voice data can be evaluated. Absolute location in a field of view of the depth camera, and location relative to another person, can be evaluated. Stance can include facing a depth camera, indicating a willingness to interact. Movements can include moving toward or away from a central area in the physical space, walking through the field of view, and movements which occur while standing generally in one location, such as moving one's arms around, gesturing, or shifting weight from one foot to another. Voice data can include volume as well as words which are detected by speech recognition.
摘要:
A computing system runs an application (e.g., video game) that interacts with one or more actively engaged users. One or more physical properties of a group are sensed. The group may include the one or more actively engaged users and/or one or more entities not actively engaged with the application. The computing system will determine that the group (or the one or more entities not actively engaged with the application) have performed a predetermined action. A runtime condition of the application is changed in response to determining that the group (or the one or more entities not actively engaged with the computer based application) have performed the predetermined action. Examples of changing a runtime condition include moving an object, changing a score or changing an environmental condition of a video game.
摘要:
A computing system runs an application (e.g., video game) that interacts with one or more actively engaged users. One or more physical properties of a group are sensed. The group may include the one or more actively engaged users and/or one or more entities not actively engaged with the application. The computing system will determine that the group (or the one or more entities not actively engaged with the application) have performed a predetermined action. A runtime condition of the application is changed in response to determining that the group (or the one or more entities not actively engaged with the computer based application) have performed the predetermined action. Examples of changing a runtime condition include moving an object, changing a score or changing an environmental condition of a video game.
摘要:
A computing system runs an application (e.g., video game) that interacts with one or more actively engaged users. One or more physical properties of a group are sensed. The group may include the one or more actively engaged users and/or one or more entities not actively engaged with the application. The computing system will determine that the group (or the one or more entities not actively engaged with the application) have performed a predetermined action. A runtime condition of the application is changed in response to determining that the group (or the one or more entities not actively engaged with the computer based application) have performed the predetermined action. Examples of changing a runtime condition include moving an object, changing a score or changing an environmental condition of a video game.
摘要:
A system for generating a virtual gaming environment based on features identified within a real-world environment, and adapting the virtual gaming environment over time as the features identified within the real-world environment change is described. Utilizing the technology described, a person wearing a head-mounted display device (HMD) may walk around a real-world environment and play a virtual game that is adapted to that real-world environment. For example, the HMD may identify environmental features within a real-world environment such as five grassy areas and two cars, and then spawn virtual monsters based on the location and type of the environmental features identified. The location and type of the environmental features identified may vary depending on the particular real-world environment in which the HMD exists and therefore each virtual game may look different depending on the particular real-world environment.
摘要:
Technology is described for representing a physical location at a previous time period with three dimensional (3D) virtual data displayed by a near-eye, augmented reality display of a personal audiovisual (A/V) apparatus. The personal A/V apparatus is identified as being within the physical location, and one or more objects in a display field of view of the near-eye, augmented reality display are automatically identified based on a three dimensional mapping of objects in the physical location. User input, which may be natural user interface (NUI) input, indicates a previous time period, and one or more 3D virtual objects associated with the previous time period are displayed from a user perspective associated with the display field of view. An object may be erased from the display field of view, and a camera effect may be applied when changing between display fields of view.
摘要:
Technology is described for displaying a collision between objects by an augmented reality display device system. A collision between a real object and a virtual object is identified based on three dimensional space position data of the objects. At least one effect on at least one physical property of the real object is determined based on physical properties of the real object, like a change in surface shape, and physical interaction characteristics of the collision. Simulation image data is generated and displayed simulating the effect on the real object by the augmented reality display. Virtual objects under control of different executing applications can also interact with one another in collisions.
摘要:
Technology is described for representing a physical location at a previous time period with three dimensional (3D) virtual data displayed by a near-eye, augmented reality display of a personal audiovisual (A/V) apparatus. The personal A/V apparatus is identified as being within the physical location, and one or more objects in a display field of view of the near-eye, augmented reality display are automatically identified based on a three dimensional mapping of objects in the physical location. User input, which may be natural user interface (NUI) input, indicates a previous time period, and one or more 3D virtual objects associated with the previous time period are displayed from a user perspective associated with the display field of view. An object may be erased from the display field of view, and a camera effect may be applied when changing between display fields of view.
摘要:
Technology is described for displaying a collision between objects by an augmented reality display device system. A collision between a real object and a virtual object is identified based on three dimensional space position data of the objects. At least one effect on at least one physical property of the real object is determined based on physical properties of the real object, like a change in surface shape, and physical interaction characteristics of the collision. Simulation image data is generated and displayed simulating the effect on the real object by the augmented reality display. Virtual objects under control of different executing applications can also interact with one another in collisions.
摘要:
Technology is described for automatically determining placement of one or more interaction zones in an augmented reality environment in which one or more virtual features are added to a real environment. An interaction zone includes at least one virtual feature and is associated with a space within the augmented reality environment with boundaries of the space determined based on the one or more real environment features. A plurality of activation criteria may be available for an interaction zone and at least one may be selected based on at least one real environment feature. The technology also describes controlling activation of an interaction zone within the augmented reality environment. In some examples, at least some behavior of a virtual object is controlled by emergent behavior criteria which defines an action independently from a type of object in the real world environment.