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    • 2. 发明授权
    • Show body position
    • 显示身体位置
    • US09377857B2
    • 2016-06-28
    • US12434545
    • 2009-05-01
    • Kevin GeisnerRelja MarkovicStephen Gilchrist LattaGregory Nelson SnookDarren Bennett
    • Kevin GeisnerRelja MarkovicStephen Gilchrist LattaGregory Nelson SnookDarren Bennett
    • G06F3/01G06K9/00
    • G06F3/017G06F3/011G06K9/00342
    • 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.
    • 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。
    • 3. 发明申请
    • SHOW BODY POSITION
    • 显示身体位置
    • US20110035666A1
    • 2011-02-10
    • US12913345
    • 2010-10-27
    • Kevin GeisnerRelja MarkovicStephen Gilchrist LattaGregory Nelson SnookDarren Bennett
    • Kevin GeisnerRelja MarkovicStephen Gilchrist LattaGregory Nelson SnookDarren Bennett
    • G06F3/048G06F3/01
    • G06F3/017G06F3/011G06K9/00342
    • 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.
    • 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。
    • 4. 发明申请
    • SHOW BODY POSITION
    • 显示身体位置
    • US20100281432A1
    • 2010-11-04
    • US12434545
    • 2009-05-01
    • Kevin GeisnerRelja MarkovicStephen Gilchrist LattaGregory Nelson SnookDarren Bennett
    • Kevin GeisnerRelja MarkovicStephen Gilchrist LattaGregory Nelson SnookDarren Bennett
    • G06F3/033G06F3/048
    • G06F3/017G06F3/011G06K9/00342
    • 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.
    • 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。
    • 8. 发明授权
    • Isolate extraneous motions
    • 隔离外来运动
    • US08942428B2
    • 2015-01-27
    • US12475302
    • 2009-05-29
    • Gregory Nelson SnookRelja MarkovicStephen Gilchrist LattaKevin Geisner
    • Gregory Nelson SnookRelja MarkovicStephen Gilchrist LattaKevin Geisner
    • G06K9/00G06F3/01
    • G06K9/00342A63F13/213G06F3/011G06F3/017G06F2203/012G06K9/00335G06K9/00355
    • 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.
    • 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。
    • 10. 发明授权
    • Chaining animations
    • 链接动画
    • US08988437B2
    • 2015-03-24
    • US12408141
    • 2009-03-20
    • Kevin GeisnerRelja MarkovicStephen Gilchrist LattaGregory Nelson Snook
    • Kevin GeisnerRelja MarkovicStephen Gilchrist LattaGregory Nelson Snook
    • G06T13/00
    • G06T13/80G06K9/00342G06T13/00
    • In applications that display a representation of a user, it may be reasonable to insert a pre-canned animation rather than animating a user's captured motion. For example, in a tennis swing, the ball toss and take back in a serve could be a pre-canned animation, whereas the actual forward swing may be mapped from the user's gestures. An animation of a user's gestures can be chained together into sequences with pre-canned animations, where animation blending techniques can provide for a smoother transition between the animation types. Techniques for blending animations, that may comprise determining boundaries and transition points between pre-canned animations and animations based on captured motion, may improve animation efficiency. Gesture history, including joint position, velocity, and acceleration, can be used to determine user intent, seed parameters for subsequent animations and game control, and determine the subsequent gestures to initiate.
    • 在显示用户表示的应用程序中,插入预先准备的动画可能是合理的,而不是动画化用户的捕获动作。 例如,在网球摆动中,球投掷并收回服务可以是预先制作的动画,而实际的向前摆动可以从用户的手势映射。 用户的手势的动画可以一起链接到具有预先固定动画的序列中,其中动画混合技术可以提供动画类型之间更平滑的转换。 用于混合动画的技术,其可以包括基于捕获的运动来确定预先确定的动画和动画之间的边界和转换点,可以提高动画效率。 手势历史,包括联合位置,速度和加速度,可用于确定用户意图,后续动画和游戏控制的种子参数,并确定随后的手势启动。