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公开(公告)号:US20130141419A1
公开(公告)日:2013-06-06
申请号:US13309372
申请日:2011-12-01
申请人: Brian Mount , Stephen Latta , Daniel McCulloch , Kevin Geisner , Jason Scott , Jonathan Steed , Arthur Tomlin , Mark Mihelich
发明人: Brian Mount , Stephen Latta , Daniel McCulloch , Kevin Geisner , Jason Scott , Jonathan Steed , Arthur Tomlin , Mark Mihelich
CPC分类号: G06T19/006 , A63F13/25 , A63F13/847 , A63F2300/6653 , G06F3/011 , G09G3/003 , G09G2340/12 , G09G2340/125 , G09G2340/14 , G09G2354/00
摘要: A head-mounted display device is configured to visually augment an observed physical space to a user. The head-mounted display device includes a see-through display and is configured to receive augmented display information, such as a virtual object with occlusion relative to a real world object from a perspective of the see-through display.
摘要翻译: 头戴式显示装置被配置为可视地增加观察到的用户物理空间。 头戴显示装置包括透视显示器,并且被配置为从透视显示器的角度接收诸如具有相对于真实世界对象的遮挡的虚拟对象的增强显示信息。
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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:US08385596B2
公开(公告)日:2013-02-26
申请号:US12975128
申请日:2010-12-21
申请人: Stephen Latta , Darren Bennett , Kevin Geisner , Relja Markovic , Kudo Tsunoda , Greg Snook , Christopher H. Willoughby , Peter Sarrett , Daniel Lee Osborn
发明人: Stephen Latta , Darren Bennett , Kevin Geisner , Relja Markovic , Kudo Tsunoda , Greg Snook , Christopher H. Willoughby , Peter Sarrett , Daniel Lee Osborn
IPC分类号: G06K9/00
CPC分类号: A63F13/837 , A63F13/213 , A63F13/428 , A63F13/5255 , A63F2300/1093 , A63F2300/6045 , A63F2300/6607 , A63F2300/8076 , G06F3/017
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 aiming vector control, and a virtual weapon is aimed in proportion to the gestured aiming vector 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姿态瞄准矢量控制,并且虚拟武器的目标与手势瞄准矢量控制成比例。
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公开(公告)号:US20130007013A1
公开(公告)日:2013-01-03
申请号:US13174244
申请日:2011-06-30
申请人: Kevin Geisner , Relja Markovic , Stephen Latta
发明人: Kevin Geisner , Relja Markovic , Stephen Latta
IPC分类号: G06F17/30
CPC分类号: A63F13/795 , A63F13/12 , A63F13/798 , A63F13/812 , A63F2300/556 , A63F2300/5566 , A63F2300/558 , A63F2300/8011
摘要: Various embodiments are disclosed that relate to negatively matching users over a network. For example, one disclosed embodiment provides a method including storing a plurality of user profiles corresponding to a plurality of users, each user profile in the plurality of user profiles including one or more user attributes, and receiving a request from a user for a list of one or more suggested negatively matched other users. In response to the request, the method further includes ranking each of a plurality of other users based on a magnitude of a difference between one or more user attributes of the user and corresponding one or more user attributes of the other user, and sending a list of one or more negatively matched users to the exclusion of more positively matched users based on the ranking.
摘要翻译: 公开了涉及通过网络负面匹配用户的各种实施例。 例如,一个公开的实施例提供了一种方法,包括存储与多个用户对应的多个用户简档,多个用户简档中的每个用户简档包括一个或多个用户属性,以及从用户接收用于列表的列表的请求 一个或多个建议负面匹配的其他用户。 响应于该请求,该方法还包括基于用户的一个或多个用户属性与对应的一个或多个用户属性之间的差异的大小来排列多个其他用户中的每一个,并且发送列表 的一个或多个负面匹配的用户,以排除基于排名的更积极匹配的用户。
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公开(公告)号:US20120302351A1
公开(公告)日:2012-11-29
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
IPC分类号: A63F9/24
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,点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:US20110304774A1
公开(公告)日:2011-12-15
申请号:US12814260
申请日:2010-06-11
申请人: Stephen Latta , Christopher Vuchetich , Matthew Eric Haigh, JR. , Andrew Robert Campbell , Darren Bennett , Relja Markovic , Oscar Omar Garza Santos , Kevin Geisner , Kudo Tsunoda
发明人: Stephen Latta , Christopher Vuchetich , Matthew Eric Haigh, JR. , Andrew Robert Campbell , Darren Bennett , Relja Markovic , Oscar Omar Garza Santos , Kevin Geisner , Kudo Tsunoda
CPC分类号: G06F16/783
摘要: Embodiments are disclosed that relate to the automatic tagging of recorded content. For example, one disclosed embodiment provides a computing device comprising a processor and memory having instructions executable by the processor to receive input data comprising one or more of a depth data, video data, and directional audio data, identify a content-based input signal in the input data, and apply one or more filters to the input signal to determine whether the input signal comprises a recognized input. Further, if the input signal comprises a recognized input, then the instructions are executable to tag the input data with the contextual tag associated with the recognized input and record the contextual tag with the input data.
摘要翻译: 公开了涉及记录内容的自动标记的实施例。 例如,一个公开的实施例提供了一种包括处理器和存储器的计算设备,该处理器和存储器具有可由处理器执行的指令,以接收包括深度数据,视频数据和定向音频数据中的一个或多个的输入数据,识别基于内容的输入信号 输入数据,并向输入信号施加一个或多个滤波器,以确定输入信号是否包括识别的输入。 此外,如果输入信号包括识别的输入,则可执行指令以用与所识别的输入相关联的上下文标签来标记输入数据,并使用输入数据记录上下文标签。
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公开(公告)号:US20110109617A1
公开(公告)日:2011-05-12
申请号:US12617012
申请日:2009-11-12
IPC分类号: G06T15/00
CPC分类号: G06T17/00 , G06T19/20 , G06T2219/2012
摘要: An image such as a depth image of a scene may be received, observed, or captured by a device. The image may then be analyzed to identify one or more targets within the scene. When a target is identified, vertices may be generated. A mesh model may then be created by drawing lines that may connect the vertices. Additionally, a depth value may also be calculated for each vertex. The depth values of the vertices may then be used to extrude the mesh model such that the mesh model may represent the target in the three-dimensional virtual world. A colorization scheme, a texture, lighting effects, or the like, may be also applied to the mesh model to convey the depth the virtual object may have in the virtual world.
摘要翻译: 可以由设备接收,观察或捕获诸如场景的深度图像的图像。 然后可以分析图像以识别场景内的一个或多个目标。 当目标被识别时,可能会产生顶点。 然后可以通过绘制可以连接顶点的线来创建网格模型。 另外,也可以针对每个顶点计算深度值。 然后可以使用顶点的深度值来拉伸网格模型,使得网格模型可以表示三维虚拟世界中的目标。 颜色化方案,纹理,照明效果等也可以应用于网格模型以传达虚拟对象可能在虚拟世界中具有的深度。
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公开(公告)号:US20110035666A1
公开(公告)日:2011-02-10
申请号:US12913345
申请日:2010-10-27
申请人: Kevin Geisner , Relja Markovic , Stephen Gilchrist Latta , Gregory Nelson Snook , Darren Bennett
发明人: Kevin Geisner , Relja Markovic , Stephen Gilchrist Latta , Gregory Nelson Snook , Darren Bennett
CPC分类号: G06F3/017 , G06F3/011 , G06K9/00342
摘要: A capture device may capture a user's motion and a display device may display a model that maps to the user's motion, including gestures that are applicable for control. A user may be unfamiliar with a system that maps the user's motions or not know what gestures are applicable for an executing application. A user may not understand or know how to perform gestures that are applicable for the executing application. Providing visual feedback representing instructional gesture data to the user can teach the user how to properly gesture. The visual feedback may be provided in any number of suitable ways. For example, visual feedback may be provided via ghosted images, player avatars, or skeletal representations. The system can process prerecorded or live content for displaying visual feedback representing instructional gesture data. The feedback can portray the deltas between the user's actual position and the ideal gesture position.
摘要翻译: 捕获设备可以捕获用户的运动,并且显示设备可以显示映射到用户的运动的模型,包括适用于控制的手势。 用户可能不熟悉映射用户的运动或不知道什么手势适用于执行应用的系统。 用户可能不了解或知道如何执行适用于执行应用程序的手势。 向用户提供表示教学手势数据的视觉反馈可以教导用户如何正确地手势。 可以以任何数量的适当方式提供视觉反馈。 例如,可以通过重影图像,玩家头像或骨骼表示来提供视觉反馈。 该系统可以处理预记录或实况内容,以显示表示教学手势数据的视觉反馈。 反馈可以描绘用户实际位置和理想手势位置之间的三角形。
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公开(公告)号:US20100281438A1
公开(公告)日:2010-11-04
申请号:US12474769
申请日:2009-05-29
申请人: Stephen G. Latta , Gregory N. Snook , Justin McBride , Arthur Charles Tomlin , Peter Sarrett , Kevin Geisner , Relja Markovic , Christopher Vuchetich
发明人: Stephen G. Latta , Gregory N. Snook , Justin McBride , Arthur Charles Tomlin , Peter Sarrett , Kevin Geisner , Relja Markovic , Christopher Vuchetich
IPC分类号: G06F3/033
CPC分类号: A63F13/5255 , A63F13/213 , A63F13/42 , A63F2300/1093 , A63F2300/6045 , A63F2300/6676 , G06F3/011 , G06F3/017
摘要: Disclosed herein are systems and methods for altering a view perspective within a display environment. For example, gesture data corresponding to a plurality of inputs may be stored. The input may be input into a game or application implemented by a computing device. Images of a user of the game or application may be captured. For example, a suitable capture device may capture several images of the user over a period of time. The images may be analyzed and processed for detecting a user's gesture. Aspects of the user's gesture may be compared to the stored gesture data for determining an intended gesture input for the user. The comparison may be part of an analysis for determining inputs corresponding to the gesture data, where one or more of the inputs are input into the game or application and cause a view perspective within the display environment to be altered.
摘要翻译: 这里公开了用于在显示器环境中改变视角透视的系统和方法。 例如,可以存储对应于多个输入的手势数据。 输入可以被输入到由计算设备实现的游戏或应用中。 可以捕获游戏或应用的用户的图像。 例如,合适的捕获设备可以在一段时间内捕获用户的多个图像。 可以分析和处理图像以检测用户的手势。 可以将用户手势的方面与存储的手势数据进行比较,以确定用户的预期手势输入。 比较可以是用于确定与手势数据相对应的输入的分析的一部分,其中一个或多个输入被输入到游戏或应用程序中,并且导致显示环境内的视角透视。
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公开(公告)号:US20100281432A1
公开(公告)日:2010-11-04
申请号:US12434545
申请日:2009-05-01
申请人: Kevin Geisner , Relja Markovic , Stephen Gilchrist Latta , Gregory Nelson Snook , Darren Bennett
发明人: Kevin Geisner , Relja Markovic , Stephen Gilchrist Latta , Gregory Nelson Snook , Darren Bennett
CPC分类号: G06F3/017 , G06F3/011 , G06K9/00342
摘要: A capture device may capture a user's motion and a display device may display a model that maps to the user's motion, including gestures that are applicable for control. A user may be unfamiliar with a system that maps the user's motions or not know what gestures are applicable for an executing application. A user may not understand or know how to perform gestures that are applicable for the executing application. Providing visual feedback representing instructional gesture data to the user can teach the user how to properly gesture. The visual feedback may be provided in any number of suitable ways. For example, visual feedback may be provided via ghosted images, player avatars, or skeletal representations. The system can process prerecorded or live content for displaying visual feedback representing instructional gesture data. The feedback can portray the deltas between the user's actual position and the ideal gesture position.
摘要翻译: 捕获设备可以捕获用户的运动,并且显示设备可以显示映射到用户的运动的模型,包括适用于控制的手势。 用户可能不熟悉映射用户的运动或不知道什么手势适用于执行应用的系统。 用户可能不了解或知道如何执行适用于执行应用程序的手势。 向用户提供表示教学手势数据的视觉反馈可以教导用户如何正确地手势。 可以以任何数量的适当方式提供视觉反馈。 例如,可以通过重影图像,玩家头像或骨骼表示来提供视觉反馈。 该系统可以处理预记录或实况内容,以显示表示教学手势数据的视觉反馈。 反馈可以描绘用户实际位置和理想手势位置之间的三角形。
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