摘要:
Techniques for non-disruptive embedding of specialized elements are disclosed. In one aspect of the techniques, ontology is defined to specify an application domain. A program interface (API) is also provided for creating raw features by a developer. Thus a module is provided for at least one form of statistical analysis within the ontology. The module is configured automatically in a computing device with the API in response to a system consistent with the ontology, wherein the system has no substantial requirement for specialized knowledge of that form of statistical analysis, and the module has no substantial requirement for specialized knowledge of particular functions provided by the system.
摘要:
Techniques for non-disruptive embedding of specialized elements are disclosed. In one aspect of the techniques, ontology is defined to specify an application domain. A program interface (API) is also provided for creating raw features by a developer. Thus a module is provided for at least one form of statistical analysis within the ontology. The module is configured automatically in a computing device with the API in response to a system consistent with the ontology, wherein the system has no substantial requirement for specialized knowledge of that form of statistical analysis, and the module has no substantial requirement for specialized knowledge of particular functions provided by the system.
摘要:
Techniques for controlling movements of an object in a videogame are disclosed. At least one video camera is used at a location where at least a player plays the videogame, the video camera captures various movements of the player. A designated device (e.g., a game console or computer) is configured to the video data to derive the movements of the player from the video data, and cause the object to respond to the movements of the player. When the designated device receives video data from more than one locations, players at the respective locations can play a networked videogame that may be built upon a shared space representing some or all of the real-world spaces of the locations. The video game is embedded with objects, some of which respond to the movements of the players and interact with other objects in accordance with rules of the video games.
摘要:
Techniques for controlling movements of an object in a videogame are disclosed. At least one video camera is used at a location where at least a player plays the videogame, the video camera captures various movements of the player. A designated device (e.g., a game console or computer) is configured to the video data to derive the movements of the player from the video data, and cause the object to respond to the movements of the player. When the designated device receives video data from more than one locations, players at the respective locations can play a networked videogame that may be built upon a shared space representing some or all of the real-world spaces of the locations. The video game is embedded with objects, some of which respond to the movements of the players and interact with other objects in accordance with rules of the video games.
摘要:
Techniques for creating a shared virtual space based on one or more real-world spaces are disclosed. Representations of the real-world spaces are combined in different ways to create a shared virtual game space within which each person's real-world movements are interpreted to create a shared feeling of physical proximity and physical interaction with other people on the network. One or more video cameras in one real-world area are provided to generate video data capturing the users as well as the environment of the users. The shared virtual space is created in reference to the respective real-world spaces that may be combined in various ways. Depending on a particular application, the shared virtual space will be embedded with various virtual objects and representative objects. Together with various rules and scoring mechanisms, such a shared virtual space may be used in a videogame that can be played by multiple players in a game space within which player's movements are interpreted to create a shared feeling of physical proximity and physical interaction with other players on the network.
摘要:
A movable game controller for controlling aspects of a computer controlled game display with apparatus for determining the linear and angular motion of that movable controller. The apparatus includes a plurality of self-contained inertial sensors for sensing the tri-axial linear and tri-axial angular motion of the moving controller. Each sensor is mounted at a fixed linear position and orientation with respect to the others. The linear and angular motion of the controller is computed from the correlated motion sensor readings of each of the plurality of self-contained inertial sensors.
摘要:
Techniques for interpreting orientation invariant motion are disclosed. Unlike a prior art controller that has a specific physical design to induce or force a user to grip the controller in a consistent way, a disclosed controller does not have such a physical design and allows a user to grip the controller in any way that is comfortable to the user. One or more transformations or rotations are designed to transform or rotate readings from inertial sensors housed in the controller to readings independent from how the controller is being gripped by a user.
摘要:
Techniques for interpreting orientation invariant motion are disclosed. Unlike a prior art controller (e.g., a WII game controller) that has a specific physical design to induce or force a user to grip the controller in a consistent way, a disclosed controller does not have such a physical design and allow a user to grip the controller in any way that is comfortable to the user (e.g., around an axis z), one or more transformation or rotations are designed to transform or rotate readings from inertial sensors housed in the controller to readings independent from how the controller is being gripped by a user.
摘要:
A movable game controller for controlling aspects of a computer controlled game display with apparatus for determining the linear and angular motion of that movable controller. The apparatus includes a plurality of self-contained inertial sensors for sensing the tri-axial linear and tri-axial angular motion of the moving controller. Each sensor is mounted at a fixed linear position and orientation with respect to the others. The linear and angular motion of the controller is computed from the correlated motion sensor readings of each of the plurality of self-contained inertial sensors.
摘要:
Techniques for controlling motions using motion recognizers generated in advance by users are described. According to embodiment, the motion recognizers created by end users are utilized to control virtual objects displayed in a virtual environment. By manipulating one or more motion sensitive devices, end users could command what the objects to do in the virtual environment. Motion signals from each of the motion sensitive devices are recognized in accordance with the motion recognizers created in advance by the users. One or more of the motion signals are at the same time utilized to tune the motion recognizers or create additional motion recognizers. As a result, the motion recognizers are constantly updated to be more accommodating to the user(s).