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公开(公告)号:US08856691B2
公开(公告)日:2014-10-07
申请号:US12474655
申请日:2009-05-29
申请人: Kevin Geisner , Stephen Latta , Gregory N. Snook , Relja Markovic , Arthur Charles Tomlin , Mark Mihelich , Kyungsuk David Lee , David Jason Christopher Horbach , Matthew Jon Puls
发明人: Kevin Geisner , Stephen Latta , Gregory N. Snook , Relja Markovic , Arthur Charles Tomlin , Mark Mihelich , Kyungsuk David Lee , David Jason Christopher Horbach , Matthew Jon Puls
CPC分类号: G06F3/017 , G06F3/0481 , G06F3/04847
摘要: Systems, methods and computer readable media are disclosed for a gesture tool. A capture device captures user movement and provides corresponding data to a gesture recognizer engine and an application. From that, the data is parsed to determine whether it satisfies one or more gesture filters, each filter corresponding to user-performed gesture. The data and the information about the filters is also sent to a gesture tool, which displays aspects of the data and filters. In response to user input corresponding to a change in a filter, the gesture tool sends an indication of such to the gesture recognizer engine and application, where that change occurs.
摘要翻译: 公开了用于手势工具的系统,方法和计算机可读介质。 捕获设备捕获用户移动并将相应的数据提供给手势识别器引擎和应用。 从那里,数据被解析以确定它是否满足一个或多个手势滤波器,每个滤波器对应于用户执行的手势。 数据和有关过滤器的信息也被发送到手势工具,该工具显示数据和过滤器的各个方面。 响应于与过滤器的变化相对应的用户输入,手势工具将发生这种变化的指示发送到手势识别器引擎和应用。
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公开(公告)号:US08253746B2
公开(公告)日:2012-08-28
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: 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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公开(公告)号:US08451278B2
公开(公告)日:2013-05-28
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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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:US20110221755A1
公开(公告)日:2011-09-15
申请号:US12722587
申请日:2010-03-12
申请人: Kevin Geisner , Relja Markovic , Stephen G. Latta , Brian James Mount , Zachary T. Middleton , Joel Deaguero , Christopher Willoughby , Dan Osborn , Darren Bennett , Gregory N. Snook
发明人: Kevin Geisner , Relja Markovic , Stephen G. Latta , Brian James Mount , Zachary T. Middleton , Joel Deaguero , Christopher Willoughby , Dan Osborn , Darren Bennett , Gregory N. Snook
CPC分类号: A63F13/42 , A63F13/213 , A63F2300/1006 , A63F2300/1093 , A63F2300/6045 , A63F2300/8029 , G06F3/011 , G06K9/00335 , G06T7/251 , G06T13/20 , G06T2207/10016 , G06T2207/10028 , G06T2207/30196
摘要: A camera that can sense motion of a user is connected to a computing system (e.g., video game apparatus or other type of computer). The computing system determines an action corresponding to the sensed motion of the user and determines a magnitude of the sensed motion of the user. The computing system creates and displays an animation of an object (e.g., an avatar in a video game) performing the action in a manner that is amplified in comparison to the sensed motion by a factor that is proportional to the determined magnitude. The computing system also creates and outputs audio/visual feedback in proportion to a magnitude of the sensed motion of the user.
摘要翻译: 可以感测用户的运动的相机连接到计算系统(例如,视频游戏装置或其他类型的计算机)。 计算系统确定与用户所感测到的运动相对应的动作,并且确定所感测到的用户运动的大小。 计算系统以与所检测到的运动相比放大的方式创建并显示对象(例如,视频游戏中的化身)的动画,以与所确定的大小成比例的因子进行放大的方式。 计算系统还根据感测到的用户的运动的大小成比例地产生和输出音频/视觉反馈。
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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:US09400559B2
公开(公告)日:2016-07-26
申请号:US12474781
申请日:2009-05-29
申请人: Stephen Latta , Kevin Geisner , John Clavin , Kudo Tsunoda , Kathryn Stone Perez , Alex Kipman , Relja Markovic , Gregory N. Snook
发明人: Stephen Latta , Kevin Geisner , John Clavin , Kudo Tsunoda , Kathryn Stone Perez , Alex Kipman , Relja Markovic , Gregory N. Snook
IPC分类号: G06F3/048 , G06F3/01 , G06F3/0488
CPC分类号: G06F3/017 , G06F3/038 , G06F3/0488 , G06F3/04883
摘要: Systems, methods and computer readable media are disclosed for gesture shortcuts. A user's movement or body position is captured by a capture device of a system, and is used as input to control the system. For a system-recognized gesture, there may be a full version of the gesture and a shortcut of the gesture. Where the system recognizes that either the full version of the gesture or the shortcut of the gesture has been performed, it sends an indication that the system-recognized gesture was observed to a corresponding application. Where the shortcut comprises a subset of the full version of the gesture, and both the shortcut and the full version of the gesture are recognized as the user performs the full version of the gesture, the system recognizes that only a single performance of the gesture has occurred, and indicates to the application as such.
摘要翻译: 公开了用于手势快捷方式的系统,方法和计算机可读介质。 用户的移动或身体位置由系统的捕获设备捕获,并被用作控制系统的输入。 对于系统识别的手势,可能存在手势的完整版本和手势的快捷方式。 在系统识别手势的完整版本或手势的快捷方式已被执行的情况下,它发送指示系统识别的手势被观察到相应的应用程序。 其中快捷方式包括手势的完整版本的子集,并且当用户执行手势的完整版本时,识别手势的快捷方式和完整版本,系统识别出仅手势的单一表现具有 发生并向应用程序指示。
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公开(公告)号:US20120157203A1
公开(公告)日:2012-06-21
申请号:US12975086
申请日:2010-12-21
申请人: Stephen Latta , Darren Bennett , Kevin Geisner , Relja Markovic
发明人: Stephen Latta , Darren Bennett , Kevin Geisner , Relja Markovic
IPC分类号: A63F13/00
CPC分类号: G06F3/017 , G06F3/005 , G06F3/011 , G06F3/0304 , G06F3/0346 , G06F3/0485 , G06F3/0486 , G06F2203/04806 , G06T13/40
摘要: A virtual skeleton includes a plurality of joints and provides a machine readable representation of a human target observed with a three-dimensional depth camera. A relative position of a hand joint of the virtual skeleton is translated as a gestured control, and a three-dimensional virtual world is controlled responsive to the gestured control.
摘要翻译: 虚拟骨架包括多个关节,并提供用三维深度相机观察到的人类目标的机器可读表示。 虚拟骨架的手关节的相对位置被转换为手势控制,并且响应于手势控制来控制三维虚拟世界。
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公开(公告)号:US20120157200A1
公开(公告)日:2012-06-21
申请号:US12975166
申请日:2010-12-21
申请人: Mike Scavezze , Arthur Tomlin , Relja Markovic , Stephen Latta , Kevin Geisner
发明人: Mike Scavezze , Arthur Tomlin , Relja Markovic , Stephen Latta , Kevin Geisner
IPC分类号: G06F17/00
CPC分类号: H04N5/225 , A63F13/00 , A63F13/20 , A63F13/213 , A63F13/219 , A63F13/428 , A63F13/655 , A63F2300/63 , A63F2300/695
摘要: Implementations for identifying, capturing, and presenting high-quality photo-representations of acts occurring during play of a game that employs motion tracking input technology are disclosed. As one example, a method is disclosed that includes capturing via an optical interface, a plurality of photographs of a player in a capture volume during play of the electronic game. The method further includes for each captured photograph of the plurality of captured photographs, comparing an event-based scoring parameter to an event depicted by or corresponding to the captured photograph. The method further includes assigning respective scores to the plurality of captured photographs based, at least in part, on the comparison to the even-based scoring parameter. The method further includes associating the captured photographs at an electronic storage media with the respective scores assigned to the captured photographs.
摘要翻译: 公开了用于识别,捕获和呈现使用运动跟踪输入技术的游戏中发生的动作的高质量照片表现的实现。 作为一个示例,公开了一种方法,其包括通过光学接口捕获玩游戏期间捕获量中的玩家的多张照片。 所述方法还包括对于所拍摄的多张照片的每张拍摄的照片,将基于事件的评分参数与由所拍摄的照片描绘或对应的事件进行比较。 该方法还包括至少部分地基于与基于偶数的评分参数的比较来向多个拍摄的照片分配相应的分数。 该方法还包括将电子存储介质上捕获的照片与分配给所拍摄的照片的各个分数相关联。
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