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公开(公告)号:US08487938B2
公开(公告)日:2013-07-16
申请号:US12391150
申请日:2009-02-23
CPC分类号: G06F3/017
摘要: Systems, methods and computer readable media are disclosed for grouping complementary sets of standard gestures into gesture libraries. The gestures may be complementary in that they are frequently used together in a context or in that their parameters are interrelated. Where a parameter of a gesture is set with a first value, all other parameters of the gesture and of other gestures in the gesture package that depend on the first value may be set with their own value which is determined using the first value.
摘要翻译: 公开了系统,方法和计算机可读介质,用于将补充的标准手势集合分组成手势库。 手势可能是互补的,因为它们在上下文中经常一起使用,或者它们的参数是相互关联的。 在手势的参数被设置为具有第一值的情况下,姿势包中取决于第一值的手势和其他手势的所有其他参数可以用其自己的值来设置,该值使用第一值来确定。
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公开(公告)号:US20100241998A1
公开(公告)日:2010-09-23
申请号:US12408589
申请日:2009-03-20
申请人: Stephen G Latta , Kevin Geisner , Relja Markovic , Darren Alexander Bennett , Arthur Charles Tomlin
发明人: Stephen G Latta , Kevin Geisner , Relja Markovic , Darren Alexander Bennett , Arthur Charles Tomlin
IPC分类号: G06F3/048
摘要: Systems, methods and computer readable media are disclosed for manipulating virtual objects. A user may utilize a controller, such as his hand, in physical space to associate with a cursor in a virtual environment. As the user manipulates the controller in physical space, this is captured by a depth camera. The image data from the depth camera is parsed to determine how the controller is manipulated, and a corresponding manipulation of the cursor is performed in virtual space. Where the cursor interacts with a virtual object in the virtual space, that virtual object is manipulated by the cursor.
摘要翻译: 公开了用于操纵虚拟对象的系统,方法和计算机可读介质。 用户可以在物理空间中利用诸如他的手的控制器来与虚拟环境中的光标相关联。 当用户在物理空间中操纵控制器时,由深度摄像机捕获。 解析来自深度摄像机的图像数据,以确定控制器的操作方式,并在虚拟空间中执行光标的对应操作。 在光标与虚拟空间中的虚拟对象交互的地方,该虚拟对象被游标操纵。
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公开(公告)号:US09256282B2
公开(公告)日:2016-02-09
申请号:US12408589
申请日:2009-03-20
申请人: Stephen G. Latta , Kevin Geisner , Relja Markovic , Darren Alexander Bennett , Arthur Charles Tomlin
发明人: Stephen G. Latta , Kevin Geisner , Relja Markovic , Darren Alexander Bennett , Arthur Charles Tomlin
IPC分类号: G06F3/01
摘要: Systems, methods and computer readable media are disclosed for manipulating virtual objects. A user may utilize a controller, such as his hand, in physical space to associate with a cursor in a virtual environment. As the user manipulates the controller in physical space, this is captured by a depth camera. The image data from the depth camera is parsed to determine how the controller is manipulated, and a corresponding manipulation of the cursor is performed in virtual space. Where the cursor interacts with a virtual object in the virtual space, that virtual object is manipulated by the cursor.
摘要翻译: 公开了用于操纵虚拟对象的系统,方法和计算机可读介质。 用户可以在物理空间中利用诸如他的手的控制器来与虚拟环境中的光标相关联。 当用户在物理空间中操纵控制器时,由深度摄像机捕获。 解析来自深度摄像机的图像数据,以确定控制器的操作方式,并在虚拟空间中执行光标的对应操作。 在光标与虚拟空间中的虚拟对象交互的地方,该虚拟对象被游标操纵。
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公开(公告)号:US20100199228A1
公开(公告)日:2010-08-05
申请号:US12391145
申请日:2009-02-23
申请人: Stephen G. Latta , Kudo Tsunoda , Kevin Geisner , Relja Markovic , Darren Alexander Bennett , Kathryn Stone Perez
发明人: Stephen G. Latta , Kudo Tsunoda , Kevin Geisner , Relja Markovic , Darren Alexander Bennett , Kathryn Stone Perez
CPC分类号: G06F3/017 , G06F3/011 , G06F3/0482 , G06F2203/04803 , G06K9/00389
摘要: Systems, methods and computer readable media are disclosed for gesture keyboarding. A user makes a gesture by either making a pose or moving in a pre-defined way that is captured by a depth camera. The depth information provided by the depth camera is parsed to determine at least that part of the user that is making the gesture. When parsed, the character or action signified by this gesture is identified.
摘要翻译: 公开了用于手势键盘的系统,方法和计算机可读介质。 用户通过以深度相机捕获的预定义方式进行姿势或移动来进行手势。 由深度摄像机提供的深度信息被解析以确定至少正在进行姿态的用户的那部分。 当被解析时,识别出由该姿态表示的角色或动作。
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公开(公告)号:US20100194762A1
公开(公告)日:2010-08-05
申请号:US12391150
申请日:2009-02-23
IPC分类号: G06T15/70
CPC分类号: G06F3/017
摘要: Systems, methods and computer readable media are disclosed for grouping complementary sets of standard gestures into gesture libraries. The gestures may be complementary in that they are frequently used together in a context or in that their parameters are interrelated. Where a parameter of a gesture is set with a first value, all other parameters of the gesture and of other gestures in the gesture package that depend on the first value may be set with their own value which is determined using the first value.
摘要翻译: 公开了系统,方法和计算机可读介质,用于将补充的标准手势集合分组成手势库。 手势可能是互补的,因为它们在上下文中经常一起使用,或者它们的参数是相互关联的。 在手势的参数被设置为具有第一值的情况下,姿势包中取决于第一值的手势和其他手势的所有其他参数可以用其自己的值来设置,该值使用第一值来确定。
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公开(公告)号:US20110223995A1
公开(公告)日:2011-09-15
申请号:US12722594
申请日:2010-03-12
申请人: Kevin Geisner , Relja Markovic , Stephen G. Latta , Mark T. Mihelich , Christopher Willoughby , Jonathan T. Steed , Darren Bennett , Shawn C. Wright , Matt Coohill
发明人: Kevin Geisner , Relja Markovic , Stephen G. Latta , Mark T. Mihelich , Christopher Willoughby , Jonathan T. Steed , Darren Bennett , Shawn C. Wright , Matt Coohill
IPC分类号: A63F9/24
CPC分类号: G06F3/011 , A63F2300/10 , A63F2300/1087 , A63F2300/1093 , A63F2300/6045 , A63F2300/8023 , A63F2300/8088 , G06F3/017
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.
摘要翻译: 计算系统运行与一个或多个积极参与的用户交互的应用(例如,视频游戏)。 检测组的一个或多个物理属性。 该组可以包括一个或多个积极参与的用户和/或不积极地与应用程序接合的一个或多个实体。 计算系统将确定组(或一个或多个未主动与应用接合的实体)已经执行了预定的动作。 响应于确定组(或一个或多个未与基于计算机的应用程序主动接合的实体)已经执行了预定动作而改变应用的运行时间条件。 改变运行时间条件的例子包括移动对象,改变分数或改变视频游戏的环境状况。
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公开(公告)号:US09069381B2
公开(公告)日:2015-06-30
申请号:US13410561
申请日:2012-03-02
申请人: Kevin Geisner , Relja Markovic , Stephen G. Latta , Mark T. Mihelich , Christopher Willoughby , Jonathan T. Steed , Darren Bennett , Shawn C. Wright , Matt Coohill
发明人: Kevin Geisner , Relja Markovic , Stephen G. Latta , Mark T. Mihelich , Christopher Willoughby , Jonathan T. Steed , Darren Bennett , Shawn C. Wright , Matt Coohill
CPC分类号: G06F3/011 , A63F2300/10 , A63F2300/1087 , A63F2300/1093 , A63F2300/6045 , A63F2300/8023 , A63F2300/8088 , G06F3/017
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.
摘要翻译: 计算系统运行与一个或多个积极参与的用户交互的应用(例如,视频游戏)。 检测组的一个或多个物理属性。 该组可以包括一个或多个积极参与的用户和/或不积极地与应用程序接合的一个或多个实体。 计算系统将确定组(或一个或多个未主动与应用接合的实体)已经执行了预定的动作。 响应于确定组(或一个或多个未主动与基于计算机的应用接合的实体)已经执行了预定动作而改变应用的运行时间条件。 改变运行时间条件的例子包括移动对象,改变分数或改变视频游戏的环境状况。
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公开(公告)号:US20120165096A1
公开(公告)日:2012-06-28
申请号:US13410561
申请日:2012-03-02
申请人: Kevin Geisner , Relja Markovic , Stephen G. Latta , Mark T. Mihelich , Christopher Willoughby , Jonathan T. Steed , Darren Bennett , Shawn C. Wright , Matt Coohill
发明人: Kevin Geisner , Relja Markovic , Stephen G. Latta , Mark T. Mihelich , Christopher Willoughby , Jonathan T. Steed , Darren Bennett , Shawn C. Wright , Matt Coohill
CPC分类号: G06F3/011 , A63F2300/10 , A63F2300/1087 , A63F2300/1093 , A63F2300/6045 , A63F2300/8023 , A63F2300/8088 , G06F3/017
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.
摘要翻译: 计算系统运行与一个或多个积极参与的用户交互的应用(例如,视频游戏)。 检测组的一个或多个物理属性。 该组可以包括一个或多个积极参与的用户和/或不积极地与应用程序接合的一个或多个实体。 计算系统将确定组(或一个或多个未主动与应用接合的实体)已经执行了预定的动作。 响应于确定组(或一个或多个未与基于计算机的应用程序主动接合的实体)已经执行了预定动作而改变应用的运行时间条件。 改变运行时间条件的例子包括移动对象,改变分数或改变视频游戏的环境状况。
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公开(公告)号:US20100277489A1
公开(公告)日:2010-11-04
申请号:US12434532
申请日:2009-05-01
申请人: Kevin Geisner , Relja Markovic , Stephen Gilchrist Latta , Gregory Nelson Snook , Kudo Tsunoda , Darren Alexander Bennett
发明人: Kevin Geisner , Relja Markovic , Stephen Gilchrist Latta , Gregory Nelson Snook , Kudo Tsunoda , Darren Alexander Bennett
IPC分类号: G09G5/00
CPC分类号: A63F13/213 , A63F13/42 , A63F2300/1093 , A63F2300/6045 , A63F2300/64 , A63F2300/69 , G06F3/011 , G06F3/017 , G06T13/40
摘要: It may be desirable to apply corrective data to aspects of captured image or the user-performed gesture for display of a visual representation that corresponds to the corrective data. The captured motion may be any motion in the physical space that is captured by the capture device, such as a camera. Aspects of a skeletal or mesh model of a person, that is generated based on the image data captured by the capture device, may be modified prior to animation. The modification may be made to the model generated from image data that represents a target or a target's motion, including user gestures, in the physical space. For example, certain joints of a skeletal model may be readjusted or realigned. A model of a target may be modified by applying differential correction, magnetism principles, binary snapping, confining virtual movement to defined spaces, or the like.
摘要翻译: 可能期望将校正数据应用于捕获图像的方面或用户执行的手势以显示对应于校正数据的视觉表示。 捕获的运动可以是由捕获装置捕获的物理空间中的任何运动,例如相机。 可以在动画之前修改基于捕获设备捕获的图像数据生成的人的骨骼或网格模型的方面。 可以对在物理空间中表示目标或目标的运动(包括用户手势)的图像数据生成的模型进行修改。 例如,可以重新调整或重新对准骨骼模型的某些关节。 可以通过应用差分校正,磁性原理,二进制捕捉,将虚拟运动限定到定义的空间等来修改目标的模型。
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公开(公告)号:US20120293518A1
公开(公告)日:2012-11-22
申请号:US13566939
申请日:2012-08-03
申请人: Kevin Geisner , Relja Markovic , Stephen Gilchrist Latta , Gregory Nelson Snook , Kudo Tsunoda , Darren Alexander Bennett
发明人: Kevin Geisner , Relja Markovic , Stephen Gilchrist Latta , Gregory Nelson Snook , Kudo Tsunoda , Darren Alexander Bennett
IPC分类号: G06T13/00
CPC分类号: A63F13/213 , A63F13/42 , A63F2300/1093 , A63F2300/6045 , A63F2300/64 , A63F2300/69 , G06F3/011 , G06F3/017 , G06T13/40
摘要: It may be desirable to apply corrective data to aspects of captured image or the user-performed gesture for display of a visual representation that corresponds to the corrective data. The captured motion may be any motion in the physical space that is captured by the capture device, such as a camera. Aspects of a skeletal or mesh model of a person, that is generated based on the image data captured by the capture device, may be modified prior to animation. The modification may be made to the model generated from image data that represents a target or a target's motion, including user gestures, in the physical space. For example, certain joints of a skeletal model may be readjusted or realigned. A model of a target may be modified by applying differential correction, magnetism principles, binary snapping, confining virtual movement to defined spaces, or the like.
摘要翻译: 可能期望将校正数据应用于捕获图像的方面或用户执行的手势以显示对应于校正数据的视觉表示。 捕获的运动可以是由捕获装置捕获的物理空间中的任何运动,例如相机。 可以在动画之前修改基于捕获设备捕获的图像数据生成的人的骨骼或网格模型的方面。 可以对在物理空间中表示目标或目标的运动(包括用户手势)的图像数据生成的模型进行修改。 例如,可以重新调整或重新对准骨骼模型的某些关节。 可以通过应用差分校正,磁性原理,二进制捕捉,将虚拟运动限定到定义的空间等来修改目标的模型。
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