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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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公开(公告)号:US08145594B2
公开(公告)日:2012-03-27
申请号:US12474581
申请日:2009-05-29
申请人: Kevin Geisner , Stephen Latta , Gregory N. Snook , Relja Markovic
发明人: Kevin Geisner , Stephen Latta , Gregory N. Snook , Relja Markovic
IPC分类号: G06F17/30
摘要: Systems, methods and computer readable media are disclosed for a localized gesture aggregation. In a system where user movement is captured by a capture device to provide gesture input to the system, demographic information regarding users as well as data corresponding to how those users respectively make various gestures is gathered. When a new user begins to use the system, his demographic information is analyzed to determine a most likely way that he will attempt to make or find it easy to make a given gesture. That most likely way is then used to process the new user's gesture input.
摘要翻译: 公开了用于本地化手势聚合的系统,方法和计算机可读介质。 在捕获装置捕获用户移动以向系统提供手势输入的系统中,收集关于用户的人口统计信息以及对应于这些用户如何分别进行各种手势的数据。 当新用户开始使用系统时,他的人口统计信息被分析,以确定他将尝试做出或发现容易做出给定手势的最可能的方式。 那么最有可能的方式是用来处理新用户的手势输入。
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公开(公告)号:US20110304632A1
公开(公告)日:2011-12-15
申请号:US12814237
申请日:2010-06-11
申请人: Jeffrey Evertt , Joel Deaguero , Darren Bennett , Dylan Vance , David Galloway , Relja Markovic , Stephen Latta , Oscar Omar Garza Santos , Kevin Geisner
发明人: Jeffrey Evertt , Joel Deaguero , Darren Bennett , Dylan Vance , David Galloway , Relja Markovic , Stephen Latta , Oscar Omar Garza Santos , Kevin Geisner
摘要: Embodiments are disclosed that relate to interacting with a user interface via feedback provided by an avatar. One embodiment provides a method comprising receiving depth data, locating a person in the depth data, and mapping a physical space in front of the person to a screen space of a display device. The method further comprises forming an image of an avatar representing the person, outputting to a display an image of a user interface comprising an interactive user interface control, and outputting to the display device the image of the avatar such that the avatar faces the user interface control. The method further comprises detecting a motion of the person via the depth data, forming an animated representation of the avatar interacting with the user interface control based upon the motion of the person, and outputting the animated representation of the avatar interacting with the control.
摘要翻译: 公开了涉及通过由化身提供的反馈与用户界面交互的实施例。 一个实施例提供了一种方法,包括接收深度数据,将人定位在深度数据中,以及将人的前面的物理空间映射到显示设备的屏幕空间。 该方法还包括形成表示人物的化身的图像,向显示器输出包括交互式用户界面控制的用户界面的图像,并向显示设备输出化身的图像,使得化身面向用户界面 控制。 所述方法还包括:经由所述深度数据检测所述人的运动,基于所述人的运动形成与所述用户界面控制相互作用的所述化身的动画表示,以及输出与所述控件交互的所述化身的动画表示。
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公开(公告)号:US20100306713A1
公开(公告)日:2010-12-02
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
IPC分类号: G06F3/033
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:US20100281439A1
公开(公告)日:2010-11-04
申请号:US12475245
申请日:2009-05-29
申请人: Relja Markovic , Gregory N. Snook , Stephen Latta , Kevin Geisner , Johnny Lee , Adam Jethro Langridge
发明人: Relja Markovic , Gregory N. Snook , Stephen Latta , Kevin Geisner , Johnny Lee , Adam Jethro Langridge
IPC分类号: G06F3/033
CPC分类号: G06F3/017 , A63F13/213 , A63F13/428 , G06F3/011 , G06F3/016 , G06T3/20 , G06T3/40 , G06T11/60
摘要: Systems, methods and computer readable media are disclosed for controlling perspective of a camera-controlled computer. A capture device captures user gestures and sends corresponding data to a recognizer engine. The recognizer engine analyzes the data with a plurality of filters, each filter corresponding to a gesture. Based on the output of those filters, a perspective control is determined, and a display device displays a new perspective corresponding to the perspective control.
摘要翻译: 公开了用于控制照相机控制的计算机的透视的系统,方法和计算机可读介质。 捕获设备捕获用户手势并将相应的数据发送到识别引擎。 识别引擎使用多个滤波器分析数据,每个滤波器对应于手势。 基于这些滤波器的输出,确定透视控制,并且显示装置显示对应于透视控制的新透视图。
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公开(公告)号:US08696461B2
公开(公告)日:2014-04-15
申请号:US13151134
申请日:2011-06-01
申请人: Relja Markovic , Stephen Latta , Kevin Geisner , A. Dylan Vance , Brian Scott Murphy , Matt Coohill
发明人: Relja Markovic , Stephen Latta , Kevin Geisner , A. Dylan Vance , Brian Scott Murphy , Matt Coohill
CPC分类号: A63F13/20 , A63F13/06 , A63F13/10 , A63F13/12 , A63F13/213 , A63F13/215 , A63F13/216 , A63F13/795 , A63F2300/1087 , A63F2300/5566 , A63F2300/6045 , A63F2300/6607
摘要: A method of matching a player of a multi-player game with a remote participant includes recognizing the player, automatically identifying an observer within a threshold proximity to the player, using an identity of the observer to find one or more candidates to play as the remote participant of the multi-player game, and when selecting the remote participant, choosing a candidate from the one or more candidates above a non-candidate if the candidate satisfies a matching criteria.
摘要翻译: 一种将多玩家游戏的玩家与远程参与者相匹配的方法包括:使用观察者的身份识别玩家自动识别与玩家的阈值接近度内的观众,以找到一个或多个候选人作为远程玩家 并且当选择远程参与者时,如果候选者满足匹配标准,则从非候选者之上的一个或多个候选人中选择候选者。
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公开(公告)号:US20120311031A1
公开(公告)日:2012-12-06
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: G06F15/16
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:US20120155705A1
公开(公告)日:2012-06-21
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
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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