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公开(公告)号:US09179021B2
公开(公告)日:2015-11-03
申请号:US13455797
申请日:2012-04-25
申请人: Stephen G. Latta , Kenneth P. Hinckley , Kevin Geisner , Steven Nabil Bathiche , Hrvoje Benko , Vivek Pradeep
发明人: Stephen G. Latta , Kenneth P. Hinckley , Kevin Geisner , Steven Nabil Bathiche , Hrvoje Benko , Vivek Pradeep
CPC分类号: H04N1/00347 , H04N1/00137 , H04N1/00151 , H04N1/444 , H04N2201/0036 , H04N2201/0041
摘要: Photos are shared among devices that are in close proximity to one another and for which there is a connection among the devices. The photos can be shared automatically, or alternatively based on various user inputs. Various different controls can also be placed on sharing photos to restrict the other devices with which photos can be shared, the manner in which photos can be shared, and/or how the photos are shared.
摘要翻译: 照片在彼此靠近的设备之间共享,并且设备之间存在连接。 这些照片可以自动共享,或者基于各种用户输入。 各种不同的控件也可以分享照片以限制可以共享哪些照片的其他设备,可以共享照片的方式和/或如何共享照片。
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公开(公告)号:US09025832B2
公开(公告)日:2015-05-05
申请号:US13151112
申请日:2011-06-01
申请人: Stephen Latta , Relja Markovic , Kevin Geisner , A. Dylan Vance , Brian Scott Murphy , Matt Coohill
发明人: Stephen Latta , Relja Markovic , Kevin Geisner , A. Dylan Vance , Brian Scott Murphy , Matt Coohill
IPC分类号: G06K9/00 , G06Q10/10 , A63F13/30 , A63F13/795 , G06Q50/00
CPC分类号: G06Q10/10 , A63F13/12 , A63F13/795 , G06Q50/01
摘要: A method of finding a new social network service friend for a player belonging to a social network service and having a friend group including one or more player-accepted friends includes recognizing the player, automatically identifying an observer within a threshold proximity to the player, and adding the observer to the friend group of the player in the social network service if the observer satisfies a friending criteria of the player.
摘要翻译: 一种为属于社交网络服务的玩家找到新的社交网络服务朋友并具有包括一个或多个玩家接受的朋友的朋友组的方法包括:识别玩家,自动识别与玩家接近的门槛内的观众;以及 如果观察者满足玩家的满足标准,则将观察者添加到社交网络服务中的玩家的朋友组。
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公开(公告)号:US08994718B2
公开(公告)日:2015-03-31
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
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:US08942428B2
公开(公告)日:2015-01-27
申请号:US12475302
申请日:2009-05-29
CPC分类号: G06K9/00342 , A63F13/213 , G06F3/011 , G06F3/017 , G06F2203/012 , G06K9/00335 , G06K9/00355
摘要: A system may receive image data and capture motion with respect to a target in a physical space and recognize a gesture from the captured motion. It may be desirable to isolate aspects of captured motion to differentiate random and extraneous motions. For example, a gesture may comprise motion of a user's right arm, and it may be desirable to isolate the motion of the user's right arm and exclude an interpretation of any other motion. Thus, the isolated aspect may be the focus of the received data for gesture recognition. Alternately, the isolated aspects may be an aspect of the captured motion that is removed from consideration when identifying a gesture from the captured motion. For example, gesture filters may be modified to correspond to the user's natural lean to eliminate the effect the lean has on the registry of a motion with a gesture filter.
摘要翻译: 系统可以接收图像数据并捕获相对于物理空间中的目标物的运动,并从所捕获的运动中识别手势。 可能需要分离捕获的运动的方面以区分随机和外来运动。 例如,手势可以包括用户的右臂的运动,并且可能需要隔离用户的右臂的运动并排除任何其他运动的解释。 因此,隔离的方面可以是用于手势识别的接收数据的焦点。 替代地,孤立的方面可以是从捕获的运动识别手势时被捕获的运动的一个方面。 例如,可以修改手势滤波器以对应于用户的自然倾斜,以消除精益对具有手势滤波器的运动的注册表的影响。
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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:US20140128161A1
公开(公告)日:2014-05-08
申请号:US13670258
申请日:2012-11-06
申请人: Stephen Latta , Daniel McCulloch , Jason Scott , Kevin Geisner
发明人: Stephen Latta , Daniel McCulloch , Jason Scott , Kevin Geisner
IPC分类号: A63F9/24
CPC分类号: A63F9/24 , A63F13/06 , A63F13/12 , A63F2300/8082
摘要: A plurality of game sessions are hosted at a server system. A first computing device of a first user is joined to a first multiplayer gaming session, the first computing device including a see-through display. Augmentation information is sent to the first computing device for the first multiplayer gaming session to provide an augmented reality experience to the first user. A second computing device of a second user is joined to the first multiplayer gaming session. Experience information is sent to the second computing device for the first multiplayer gaming session to provide a cross-platform representation of the augmented reality experience to the second user.
摘要翻译: 在服务器系统上托管多个游戏会话。 第一用户的第一计算设备被连接到第一多玩家游戏会话,第一计算设备包括透视显示器。 增强信息被发送到用于第一多人游戏会话的第一计算设备,以向第一用户提供增强的现实体验。 第二用户的第二计算设备被连接到第一多玩家游戏会话。 经验信息被发送到用于第一多人游戏会话的第二计算设备,以向第二用户提供增强现实体验的跨平台表示。
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公开(公告)号:US20130196772A1
公开(公告)日:2013-08-01
申请号:US13362783
申请日:2012-01-31
申请人: Stephen Latta , Kevin Geisner , Brian Mount , Daniel McCulloch , Cameron Brown , Jeffrey Alan Kohler , Wei Zhang , Ryan Hastings , Darren Bennett , Ian McIntyre
发明人: Stephen Latta , Kevin Geisner , Brian Mount , Daniel McCulloch , Cameron Brown , Jeffrey Alan Kohler , Wei Zhang , Ryan Hastings , Darren Bennett , Ian McIntyre
IPC分类号: G06F19/00
CPC分类号: A63F13/48 , A63F2300/8082 , G06F17/30047 , G06K9/00671 , G06Q10/00 , G06Q50/01 , G06T19/006
摘要: Embodiments for matching participants in a virtual multiplayer entertainment experience are provided. For example, one embodiment provides a method including receiving from each user of a plurality of users a request to join the virtual multiplayer entertainment experience, receiving from each user of the plurality of users information regarding characteristics of a physical space in which each user is located, and matching two or more users of the plurality of users for participation in the virtual multiplayer entertainment experience based on the characteristics of the physical space of each of the two or more users.
摘要翻译: 提供了用于匹配虚拟多人娱乐体验中的参与者的实施例。 例如,一个实施例提供了一种方法,包括从多个用户的每个用户接收参与虚拟多人娱乐体验的请求,从多个用户的每个用户接收关于每个用户所在的物理空间的特征的信息 并且基于两个或更多个用户中的每一个的物理空间的特性,匹配多个用户中的两个或更多个用户参与虚拟多人娱乐体验。
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公开(公告)号:US20130196757A1
公开(公告)日:2013-08-01
申请号:US13361798
申请日:2012-01-30
申请人: Stephen Latta , Kevin Geisner , Brian Mount , Jonathan Steed , Tony Ambrus , Arnulfo Zepeda , Aaron Krauss
发明人: Stephen Latta , Kevin Geisner , Brian Mount , Jonathan Steed , Tony Ambrus , Arnulfo Zepeda , Aaron Krauss
IPC分类号: A63F13/00
CPC分类号: A63F13/795 , A63F13/211 , A63F13/212 , A63F13/213 , A63F13/215 , A63F13/24 , A63F13/424 , A63F13/48 , A63F13/65
摘要: A system and related methods for inviting a potential player to participate in a multiplayer game via a user head-mounted display device are provided. In one example, a potential player invitation program receives user voice data and determines that the user voice data is an invitation to participate in a multiplayer game. The program receives eye-tracking information, depth information, facial recognition information, potential player head-mounted display device information, and/or potential player voice data. The program associates the invitation with the potential player using the eye-tracking information, the depth information, the facial recognition information, the potential player head-mounted display device information, and/or the potential player voice data. The program matches a potential player account with the potential player. The program receives an acceptance response from the potential player, and joins the potential player account with a user account in participating in the multiplayer game.
摘要翻译: 提供了一种用于通过用户头戴式显示装置邀请潜在玩家参与多人游戏的系统和相关方法。 在一个示例中,潜在的玩家邀请程序接收用户语音数据并且确定用户语音数据是参与多人游戏的邀请。 程序接收眼睛跟踪信息,深度信息,面部识别信息,潜在播放器头戴式显示设备信息和/或潜在播放器语音数据。 该程序使用眼睛跟踪信息,深度信息,面部识别信息,潜在播放器头戴式显示设备信息和/或潜在播放器语音数据将邀请与潜在播放器相关联。 该程序与潜在玩家的潜在玩家帐户相匹配。 该程序从潜在的玩家接收到接受响应,并且在潜在玩家帐户中加入参与多人游戏的用户帐户。
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公开(公告)号:US20130135180A1
公开(公告)日:2013-05-30
申请号:US13308350
申请日:2011-11-30
申请人: Daniel McCulloch , Stephen Latta , Darren Bennett , Ryan Hastings , Jason Scott , Relja Markovic , Kevin Geisner , Jonathan Steed
发明人: Daniel McCulloch , Stephen Latta , Darren Bennett , Ryan Hastings , Jason Scott , Relja Markovic , Kevin Geisner , Jonathan Steed
IPC分类号: G09G5/00
CPC分类号: G06F3/011 , G02B27/017 , G02B2027/014 , G06F3/012 , G06Q10/10 , G06T19/006
摘要: Various embodiments are provided for a shared collaboration system and related methods for enabling an active user to interact with one or more additional users and with collaboration items. In one embodiment a head-mounted display device is operatively connected to a computing device that includes a collaboration engine program. The program receives observation information of a physical space from the head-mounted display device along with a collaboration item. The program visually augments an appearance of the physical space as seen through the head-mounted display device to include an active user collaboration item representation of the collaboration item. The program populates the active user collaboration item representation with additional user collaboration item input from an additional user.
摘要翻译: 提供了用于共享协作系统和用于使活动用户能够与一个或多个附加用户和协作项目交互的相关方法的各种实施例。 在一个实施例中,头戴式显示设备可操作地连接到包括协作引擎程序的计算设备。 该程序与协作项目一起从头戴式显示装置接收物理空间的观察信息。 该程序目视地增强了通过头戴式显示装置所看到的物理空间的外观,以包括协作项目的活动用户协作项目表示。 该程序使用从附加用户输入的附加用户协作项来填充活动的用户协作项表示。
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公开(公告)号:US20130127994A1
公开(公告)日:2013-05-23
申请号:US13299109
申请日:2011-11-17
申请人: Mark Mihelich , Kevin Geisner , Mike Scavezze , Stephen Latta , Daniel McCulloch , Brian Mount
发明人: Mark Mihelich , Kevin Geisner , Mike Scavezze , Stephen Latta , Daniel McCulloch , Brian Mount
CPC分类号: H04N13/194 , G06T9/001 , H04N7/147 , H04N13/271 , H04N19/20 , H04N2213/003
摘要: Optical sensor information captured via one or more optical sensors imaging a scene that includes a human subject is received by a computing device. The optical sensor information is processed by the computing device to model the human subject with a virtual skeleton, and to obtain surface information representing the human subject. The virtual skeleton is transmitted by the computing device to a remote computing device at a higher frame rate than the surface information. Virtual skeleton frames are used by the remote computing device to estimate surface information for frames that have not been transmitted by the computing device.
摘要翻译: 通过对包含人类对象的场景成像的一个或多个光学传感器捕获的光学传感器信息由计算设备接收。 光学传感器信息由计算设备处理,以虚拟骨架对人物进行建模,并获得表示人物的表面信息。 虚拟骨架由计算设备以比表面信息更高的帧速率传输到远程计算设备。 远程计算设备使用虚拟框架帧来估计尚未由计算设备发送的帧的表面信息。
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