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公开(公告)号:US08814693B2
公开(公告)日:2014-08-26
申请号:US13117862
申请日:2011-05-27
申请人: Brian Scott Murphy , Stephen G. Latta , Darren Alexander Bennett , Kevin Geisner , Shawn C. Wright , Relja Markovic , Joel B. Deaguero , Christopher H. Willoughby , Ryan Lucas Hastings
发明人: Brian Scott Murphy , Stephen G. Latta , Darren Alexander Bennett , Kevin Geisner , Shawn C. Wright , Relja Markovic , Joel B. Deaguero , Christopher H. Willoughby , Ryan Lucas Hastings
CPC分类号: A63F13/12 , A63F13/335 , A63F13/48 , A63F13/795 , A63F13/822 , A63F2300/50 , A63F2300/5553 , A63F2300/556 , A63F2300/807
摘要: In accordance with one or more aspects, for a particular user one or more other users associated with that particular user are identified based on a social graph of that particular user. An avatar of at least one of the other users is obtained and included as a non-player-character in a game being played by that particular user. The particular user can provide requests to interact with the avatar of the second user (e.g., calling out the name of the second user, tapping the avatar of the second user on the shoulder, etc.), these requests being invitations for the second user to join in a game with the first user. An indication of such an invitation is presented to the second user, which can, for example, accept the invitation to join in a game with the first user.
摘要翻译: 根据一个或多个方面,对于特定用户,基于该特定用户的社交图来识别与该特定用户相关联的一个或多个其他用户。 在由该特定用户播放的游戏中获得并包括作为非玩家角色的至少一个其他用户的头像。 特定用户可以提供与第二用户的化身进行交互的请求(例如,呼出第二用户的名称,敲击肩上的第二用户的化身等),这些请求是第二用户的邀请 加入与第一个用户的游戏。 这样的邀请的指示被呈现给第二用户,其可以例如接受与第一用户加入游戏的邀请。
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公开(公告)号:US20120311032A1
公开(公告)日:2012-12-06
申请号:US13151903
申请日:2011-06-02
申请人: Brian Scott Murphy , Stephen G. Latta , Darren Alexander Bennett , Pedro Perez , Shawn C. Wright , Relja Markovic , Ryan Lucas Hastings , Kevin Geisner
发明人: Brian Scott Murphy , Stephen G. Latta , Darren Alexander Bennett , Pedro Perez , Shawn C. Wright , Relja Markovic , Ryan Lucas Hastings , Kevin Geisner
IPC分类号: G06F15/16
CPC分类号: G07F17/3225 , A63F13/21 , A63F13/335 , A63F13/795 , G06Q50/01
摘要: Emotional response data of a particular user, when the particular user is interacting with each of multiple other users, is collected. Using the emotional response data, an emotion of the particular user when interacting with each of multiple other users is determined. Based on the determined emotions, one or more of the multiple other users are identified to share an online experience with the particular user.
摘要翻译: 当特定用户与多个其他用户中的每一个进行交互时,特定用户的情绪响应数据被收集。 使用情绪响应数据,确定特定用户在与多个其他用户中的每一个交互时的情绪。 基于确定的情绪,多个其他用户中的一个或多个被识别为与特定用户共享在线体验。
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公开(公告)号:US20110175809A1
公开(公告)日:2011-07-21
申请号:US12688793
申请日:2010-01-15
申请人: Relja Markovic , Stephen G. Latta , Kevin A. Geisner , David Hill , Darren A. Bennett , David C. Haley, JR. , Brian S. Murphy , Shawn C. Wright
发明人: Relja Markovic , Stephen G. Latta , Kevin A. Geisner , David Hill , Darren A. Bennett , David C. Haley, JR. , Brian S. Murphy , Shawn C. Wright
IPC分类号: G06F3/033
CPC分类号: A63F13/424 , A63F13/06 , A63F13/10 , A63F13/213 , A63F13/803 , A63F2300/1093 , A63F2300/6045 , A63F2300/6072 , A63F2300/8017 , A63F2300/8023 , G06F3/017 , G06F3/038
摘要: In a motion capture system, a unitary input is provided to an application based on detected movement and/or location of a group of people. Audio information from the group can also be used as an input. The application can provide real-time feedback to the person or group via a display and audio output. The group can control the movement of an avatar in a virtual space based on the movement of each person in the group, such as in a steering or balancing game. To avoid a discontinuous or confusing output by the application, missing data can be generated for a person who is occluded or partially out of the field of view. A wait time can be set for activating a new person and deactivating a currently-active person. The wait time can be adaptive based on a first detected position or a last detected position of the person.
摘要翻译: 在运动捕捉系统中,基于检测到的一组人的移动和/或位置,向应用提供单一输入。 组中的音频信息也可以用作输入。 应用程序可以通过显示和音频输出向人员或组提供实时反馈。 该组可以基于每个人在组中的移动来控制虚拟空间中的化身的移动,诸如在转向或平衡游戏中。 为了避免应用程序的不连续或混乱的输出,可以为被遮挡或部分超出视野的人员生成丢失的数据。 可以设置等待时间来激活新人员并停用当前活跃的人员。 等待时间可以基于人的第一检测位置或最后检测到的位置来适应。
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公开(公告)号:US20120326976A1
公开(公告)日:2012-12-27
申请号:US13603912
申请日:2012-09-05
申请人: Relja Markovic , Stephen G. Latta , Kevin A. Geisner , Christopher Vuchetich , Darren A. Bennett , Brian S. Murphy , Shawn C. Wright
发明人: Relja Markovic , Stephen G. Latta , Kevin A. Geisner , Christopher Vuchetich , Darren A. Bennett , Brian S. Murphy , Shawn C. Wright
IPC分类号: G09G5/00
CPC分类号: G06F3/017 , A63F13/06 , A63F13/10 , A63F2300/1081 , A63F2300/1087 , A63F2300/305 , A63F2300/61
摘要: Techniques for enhancing the use of a motion capture system are provided. A motion capture system tracks movement and audio inputs from a person in a physical space, and provides the inputs to an application, which displays a virtual space on a display. Bodily movements can be used to define traits of an avatar in the virtual space. The person can be directed to perform the movements by a coaching avatar, or visual or audio cues in the virtual space. The application can respond to the detected movements and voice commands or voice volume of the person to define avatar traits and initiate pre-scripted audio-visual events in the virtual space to provide an entertaining experience. A performance in the virtual space can be captured and played back with automatic modifications, such as alterations to the avatar's voice or appearance, or modifications made by another person.
摘要翻译: 提供了用于增强运动捕捉系统的使用的技术。 运动捕捉系统跟踪来自物理空间中的人的移动和音频输入,并将输入提供给在显示器上显示虚拟空间的应用。 身体动作可用于定义虚拟空间中化身的特征。 可以通过辅导化身或虚拟空间中的视觉或音频提示来指导人员执行动作。 应用程序可以响应检测到的人的移动和语音命令或语音量来定义化身特征,并在虚拟空间中发起预先编写的视听事件以提供娱乐体验。 可以通过自动修改(例如对化身的声音或外观的更改)或其他人进行的修改来捕获和播放虚拟空间中的演奏。
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公开(公告)号:US08933884B2
公开(公告)日:2015-01-13
申请号:US12688793
申请日:2010-01-15
申请人: Relja Markovic , Stephen G. Latta , Kevin A. Geisner , David Hill , Darren A. Bennett , David C. Haley, Jr. , Brian S. Murphy , Shawn C. Wright
发明人: Relja Markovic , Stephen G. Latta , Kevin A. Geisner , David Hill , Darren A. Bennett , David C. Haley, Jr. , Brian S. Murphy , Shawn C. Wright
CPC分类号: A63F13/424 , A63F13/06 , A63F13/10 , A63F13/213 , A63F13/803 , A63F2300/1093 , A63F2300/6045 , A63F2300/6072 , A63F2300/8017 , A63F2300/8023 , G06F3/017 , G06F3/038
摘要: In a motion capture system, a unitary input is provided to an application based on detected movement and/or location of a group of people. Audio information from the group can also be used as an input. The application can provide real-time feedback to the person or group via a display and audio output. The group can control the movement of an avatar in a virtual space based on the movement of each person in the group, such as in a steering or balancing game. To avoid a discontinuous or confusing output by the application, missing data can be generated for a person who is occluded or partially out of the field of view. A wait time can be set for activating a new person and deactivating a currently-active person. The wait time can be adaptive based on a first detected position or a last detected position of the person.
摘要翻译: 在运动捕捉系统中,基于检测到的一组人的移动和/或位置,向应用提供单一输入。 组中的音频信息也可以用作输入。 应用程序可以通过显示和音频输出向人员或组提供实时反馈。 该组可以基于每个人在组中的移动来控制虚拟空间中的化身的移动,诸如在转向或平衡游戏中。 为了避免应用程序的不连续或混乱的输出,可以为被遮挡或部分超出视野的人员生成丢失的数据。 可以设置等待时间来激活新人员并停用当前活跃的人员。 等待时间可以基于人的第一检测位置或最后检测到的位置来适应。
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公开(公告)号:US20110175801A1
公开(公告)日:2011-07-21
申请号:US12688804
申请日:2010-01-15
申请人: Relja Markovic , Stephen G. Latta , Kevin A. Geisner , Christopher Vuchetich , Darren A. Bennett , Brian S. Murphy , Shawn C. Wright
发明人: Relja Markovic , Stephen G. Latta , Kevin A. Geisner , Christopher Vuchetich , Darren A. Bennett , Brian S. Murphy , Shawn C. Wright
CPC分类号: G06F3/017 , A63F13/06 , A63F13/10 , A63F2300/1081 , A63F2300/1087 , A63F2300/305 , A63F2300/61
摘要: Techniques for enhancing the use of a motion capture system are provided. A motion capture system tracks movement and audio inputs from a person in a physical space, and provides the inputs to an application, which displays a virtual space on a display. Bodily movements can be used to define traits of an avatar in the virtual space. The person can be directed to perform the movements by a coaching avatar, or visual or audio cues in the virtual space. The application can respond to the detected movements and voice commands or voice volume of the person to define avatar traits and initiate pre-scripted audio-visual events in the virtual space to provide an entertaining experience. A performance in the virtual space can be captured and played back with automatic modifications, such as alterations to the avatar's voice or appearance, or modifications made by another person.
摘要翻译: 提供了用于增强运动捕捉系统的使用的技术。 运动捕捉系统跟踪来自物理空间中的人的移动和音频输入,并将输入提供给在显示器上显示虚拟空间的应用。 身体动作可用于定义虚拟空间中化身的特征。 可以通过辅导化身或虚拟空间中的视觉或音频提示来指导人员执行动作。 应用程序可以响应检测到的人的移动和语音命令或语音量来定义化身特征,并在虚拟空间中发起预先编写的视听事件以提供娱乐体验。 可以通过自动修改(例如对化身的声音或外观的更改)或其他人进行的修改来捕获和播放虚拟空间中的演奏。
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公开(公告)号:US08957858B2
公开(公告)日:2015-02-17
申请号:US13117605
申请日:2011-05-27
申请人: Dan Osborn , Christopher Willoughby , Brian Mount , Vaibhav Goel , Tim Psiaki , Shawn C. Wright , Christopher Vuchetich
发明人: Dan Osborn , Christopher Willoughby , Brian Mount , Vaibhav Goel , Tim Psiaki , Shawn C. Wright , Christopher Vuchetich
IPC分类号: G09G5/08 , G06F3/0488 , G06F3/00
CPC分类号: G09G5/08 , G06F3/005 , G06F3/0488 , G09G2354/00
摘要: Systems and methods for multi-platform motion interactivity, is provided. The system includes a motion-sensing subsystem, a display subsystem including a display, a logic subsystem, and a data-holding subsystem containing instructions executable by the logic subsystem. The system configured to display a displayed scene on the display; receive a dynamically-changing motion input from the motion-sensing subsystem that is generated in response to movement of a tracked object; generate, in real time, a dynamically-changing 3D spatial model of the tracked object based on the motion input; control, based on the movement of the tracked object and using the 3D spatial model, motion within the displayed scene. The system further configured to receive, from a secondary computing system, a secondary input; and control the displayed scene in response to the secondary input to visually represent interaction between the motion input and the secondary input.
摘要翻译: 提供了多平台运动交互的系统和方法。 该系统包括运动感测子系统,包括显示器的显示子系统,逻辑子系统和包含可由逻辑子系统执行的指令的数据保持子系统。 该系统被配置为在显示器上显示所显示的场景; 从运动感测子系统接收响应于被跟踪对象的移动而产生的动态变化运动输入; 基于运动输入,实时地生成跟踪对象的动态变化的3D空间模型; 基于跟踪对象的运动并使用3D空间模型来控制在所显示的场景内的运动。 所述系统还被配置为从辅助计算系统接收次级输入; 并且响应于次级输入来控制所显示的场景以可视地表示运动输入和辅助输入之间的相互作用。
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公开(公告)号:US20120299827A1
公开(公告)日:2012-11-29
申请号:US13117605
申请日:2011-05-27
申请人: Dan Osborn , Christopher Willoughby , Brian Mount , Vaibhav Goel , Tim Psiaki , Shawn C. Wright , Christopher Vuchetich
发明人: Dan Osborn , Christopher Willoughby , Brian Mount , Vaibhav Goel , Tim Psiaki , Shawn C. Wright , Christopher Vuchetich
IPC分类号: G09G5/08
CPC分类号: G09G5/08 , G06F3/005 , G06F3/0488 , G09G2354/00
摘要: Systems and methods for multi-platform motion interactivity, is provided. The system includes a motion-sensing subsystem, a display subsystem including a display, a logic subsystem, and a data-holding subsystem containing instructions executable by the logic subsystem. The system configured to display a displayed scene on the display; receive a dynamically-changing motion input from the motion-sensing subsystem that is generated in response to movement of a tracked object; generate, in real time, a dynamically-changing 3D spatial model of the tracked object based on the motion input; control, based on the movement of the tracked object and using the 3D spatial model, motion within the displayed scene. The system further configured to receive, from a secondary computing system, a secondary input; and control the displayed scene in response to the secondary input to visually represent interaction between the motion input and the secondary input.
摘要翻译: 提供了多平台运动交互的系统和方法。 该系统包括运动感测子系统,包括显示器的显示子系统,逻辑子系统和包含可由逻辑子系统执行的指令的数据保持子系统。 该系统被配置为在显示器上显示所显示的场景; 从运动感测子系统接收响应于被跟踪对象的移动而产生的动态变化运动输入; 基于运动输入,实时地生成跟踪对象的动态变化的3D空间模型; 基于跟踪对象的运动并使用3D空间模型来控制在所显示的场景内的运动。 所述系统还被配置为从辅助计算系统接收次级输入; 并且响应于次级输入来控制所显示的场景以可视地表示运动输入和辅助输入之间的相互作用。
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