U.S. patent application number 13/220609 was filed with the patent office on 2012-11-01 for manual and camera-based game control.
This patent application is currently assigned to MICROSOFT CORPORATION. Invention is credited to Charles Robert Griffiths, Thomas William Lansdale.
Application Number | 20120277001 13/220609 |
Document ID | / |
Family ID | 47068300 |
Filed Date | 2012-11-01 |
United States Patent
Application |
20120277001 |
Kind Code |
A1 |
Lansdale; Thomas William ;
et al. |
November 1, 2012 |
Manual and Camera-based Game Control
Abstract
Manual and camera-based game control is described. In one
embodiment, a game system receives an image stream depicting a
player of a game and also receives manual input from a hand
operated controller used by the player. In an example, the manual
input may be used to control an avatar and the image stream is used
to recognize gestures of the player and control background objects
in the game using the recognized gestures. For example, by using
gestures such as head rotations the player's hands are free to
continue operating a hand-held controller and the player has
increased control and an immersive game play experience. In various
embodiments, methods for detecting head gestures from image streams
in real time are described such as tracking velocity of player's
heads and motion through quadrants of an image stream.
Inventors: |
Lansdale; Thomas William;
(Guildford, GB) ; Griffiths; Charles Robert;
(Guildford, GB) |
Assignee: |
MICROSOFT CORPORATION
Redmond
WA
|
Family ID: |
47068300 |
Appl. No.: |
13/220609 |
Filed: |
August 29, 2011 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
61480046 |
Apr 28, 2011 |
|
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Current U.S.
Class: |
463/39 |
Current CPC
Class: |
A63F 2300/1087 20130101;
A63F 13/44 20140902; A63F 2300/1018 20130101; A63F 13/65 20140902;
A63F 2300/5553 20130101; A63F 13/06 20130101; A63F 13/428 20140902;
A63F 13/24 20140902; A63F 13/10 20130101; A63F 2300/1006 20130101;
A63F 2300/6045 20130101; A63F 2300/638 20130101; A63F 13/213
20140902; A63F 13/42 20140902 |
Class at
Publication: |
463/39 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method of controlling a computer game system comprising:
receiving a stream of images from an image capture device depicting
at least one player of a game; recognizing a gesture of the player
by analyzing the stream of images; receiving player manual input
from a hand operated controller operated by the player; displaying
a computer game comprising at least two objects at a display being
viewed by the at least one player; controlling the display of one
of the objects of the computer game on the basis of the recognized
gesture and controlling the display of the other object of the
computer game on the basis of the manual input from the
controller.
2. A method as claimed in claim 1 wherein displaying the computer
game comprises displaying an avatar, as one of the at least two
objects, in an environment comprising at least one background
object, being the other object, and wherein controlling the display
of the computer game comprises using the recognized gesture to
control the background object.
3. A method as claimed in claim 1 wherein the controlling the
display of the background object is achieved without an associated
physics model.
4. A method as claimed in claim 1 comprising storing details of
specified gestures for use when recognizing the gesture and wherein
the specified gestures may be performed by a player at the same
time as making manual input at a hand operated controller.
5. A method as claimed in claim 2 wherein controlling the display
of the background object using the recognized gesture is only
possible at scripted moments of the game or on manual input from
the player.
6. A method as claimed in claim 1 wherein displaying the computer
game comprises displaying an avatar as one of the objects in an
environment and wherein controlling the display of the computer
game comprises controlling the avatar using the manual input from
the controller and controlling the other object in the environment
using the recognized gesture.
7. A method as claimed in claim 1 wherein recognizing the gesture
comprises detecting a head of the player and tracking motion of the
head in the image stream.
8. A method as claimed in claim 7 comprising dividing each image of
the image stream into four quadrants and recognizing a head
rotation when the head is detected in each of the four quadrants in
turn.
9. A method as claimed in claim 8 wherein recognizing the head
rotation comprises using a time limit.
10. A method as claimed in claim 7 which comprises recognizing a
head rotation when motion of the head exceeds a specified
velocity.
11. A method as claimed in claim 7 wherein recognizing a head
rotation comprises tracking only horizontal motion of the head.
12. A computer game system comprising: an image capture device
arranged to receive a stream of images depicting at least one
player of a game; a gesture recognition engine arranged to
recognizing a gesture of the player by analyzing the stream of
images; an input arranged to receive player manual input from a
hand operated controller; an output arranged to display a computer
game comprising at least two objects at a display being viewed by
the at least one player; a processor arranged to control the
display of one of the objects of the computer game on the basis of
the recognized gesture and controlling the display of the other
object of the computer game on the basis of the manual input from
the controller.
13. A system as claimed in claim 12 wherein the processor is
arranged to display an avatar, as one of the at least two objects,
in an environment comprising at least one background object being
the other object, and wherein controlling the display of the
computer game comprises using the recognized gesture to control the
background object.
14. A system as claimed in claim 12 wherein the gesture recognition
engine and the input arranged to receive player manual input are
arranged to operate substantially simultaneously.
15. A system as claimed in claim 12 comprises a memory storing
details of specified gestures for use when recognizing the gesture
and wherein the specified gestures may be performed by a player at
the same time as making manual input at a hand operated
controller.
16. A system as claimed in claim 13 wherein the processor is
arranged to control the display of the background object using the
recognized gesture only at scripted moments of the game or on
specified manual input from the player.
17. A system as claimed in claim 12 wherein the gesture recognition
engine is arranged to detecting a head of the player and track
motion of the head in the image stream.
18. A method of controlling a computer game system comprising:
receiving a stream of images from an image capture device depicting
at least one player of a game; recognizing a gesture of the player
by analyzing the stream of images, the gesture not requiring use of
at least one of the player's hands; receiving player manual input
from a hand operated controller operated by the player at the same
time as recognizing the gesture; displaying a computer game,
comprising an avatar in an environment having at least one
background object; controlling the display of the avatar using the
manual input from the controller and controlling the display of the
background object in the environment using the recognized
gesture.
19. A method as claimed in claim 18 wherein the gesture comprises a
head movement and wherein recognizing the gesture comprises
monitoring a velocity of the player's head in the stream of
images.
20. A method as claimed in claim 18 wherein the gesture comprises a
head movement and wherein recognizing the gesture comprises
monitoring motion of the player's head in a single direction.
Description
CROSS-REFERENCE TO RELATED APPLICATION
[0001] This non-provisional utility application claims priority to
U.S. provisional application Ser. No. 61/480,046, entitled "Manual
and Camera-based Game Control" and filed on Apr. 28, 2011, which is
incorporated herein in its entirety by reference.
BACKGROUND
[0002] Existing video and computer game control systems use hand
held controllers which incorporate buttons and joysticks to enable
a player to control an avatar or other objects depicted at a game
display. Design of these types of hand held controllers seeks to
enable fine grained control of game play in robust, easy to use and
intuitive manners.
[0003] More recently, some computer game control systems use voice
recognition technology and gesture recognition to enable a player
to control a game interface. In this situation gamers have no hand
held controller and are able to interact with the game in a
straightforward manner without being restricted by physical user
input devices such as hand held controllers.
[0004] The embodiments described below are not limited to
implementations which solve any or all of the disadvantages of
known game control systems
SUMMARY
[0005] The following presents a simplified summary of the
disclosure in order to provide a basic understanding to the reader.
This summary is not an extensive overview of the disclosure and it
does not identify key/critical elements or delineate the scope of
the specification. Its sole purpose is to present a selection of
concepts disclosed herein in a simplified form as a prelude to the
more detailed description that is presented later.
[0006] Manual and camera-based game control is described. In one
embodiment, a game system receives an image stream depicting a
player of a game and also receives manual input from a hand
operated controller used by the player. In an example, the manual
input may be used to control an avatar and the image stream is used
to recognize gestures of the player and control background objects
in the game using the recognized gestures. For example, by using
gestures such as head rotations the player's hands are free to
continue operating a hand-held controller and the player has
increased control and an immersive game play experience. In various
embodiments, methods for detecting head gestures from image streams
in real time are described such as tracking velocity of player's
heads and motion through quadrants of an image stream.
[0007] Many of the attendant features will be more readily
appreciated as the same becomes better understood by reference to
the following detailed description considered in connection with
the accompanying drawings.
DESCRIPTION OF THE DRAWINGS
[0008] The present description will be better understood from the
following detailed description read in light of the accompanying
drawings, wherein:
[0009] FIG. 1 is a schematic diagram of a player holding a game
controller and sitting before a game apparatus having a depth
camera;
[0010] FIG. 2 is a schematic diagram of a game system incorporating
an image capture device, a hand held controller, a computing device
and a display;
[0011] FIG. 3 is a plan view of a hand held controller;
[0012] FIG. 4 is a perspective view of the hand held controller of
FIG. 3;
[0013] FIG. 5 is a schematic diagram of a display during game
play;
[0014] FIG. 6 is a flow diagram of a method of operation of a game
system;
[0015] FIG. 7 is a flow diagram of another method of operation of a
game system;
[0016] FIG. 8 is a schematic diagram of a head tracking
process;
[0017] FIG. 9 illustrates an exemplary computing-based device in
which embodiments of a game system may be implemented.
[0018] Like reference numerals are used to designate like parts in
the accompanying drawings.
DETAILED DESCRIPTION
[0019] The detailed description provided below in connection with
the appended drawings is intended as a description of the present
examples and is not intended to represent the only forms in which
the present example may be constructed or utilized. The description
sets forth the functions of the example and the sequence of steps
for constructing and operating the example. However, the same or
equivalent functions and sequences may be accomplished by different
examples.
[0020] Although the present examples are described and illustrated
herein as being implemented in a game system for two dimensional
side-scrolling platformer games, the system described is provided
as an example and not a limitation. As those skilled in the art
will appreciate, the present examples are suitable for application
in a variety of different types of game systems.
[0021] Reference is first made to FIG. 1, which illustrates an
example control system 100 for controlling a computer game. In this
example, the control system comprises both a hand-held controller
and a camera-based control system. By integrating both types of
control a game player experiences the benefits of both types of
control system. Integration is achieved as described herein to
enable fine grained control of game systems in a robust, easy to
use manner which enhances the player experience. FIG. 1 shows a
user 102 playing, in this illustrative example, a two dimensional
side-scrolling platformer game. This type of game is may be clearly
depicted in two dimensional drawings; however, the methods
described herein are also applicable to three dimensional games,
augmented reality applications and games of other types. In some
examples, camera-based control system 100 can be used to, among
other things, determine body pose, bind, recognize, analyze, track,
associate to a human target, provide feedback, and/or adapt to
aspects of a human target such as user 102 (also referred to herein
as a player). In this example one player is depicted for clarity.
However, two or more players may also use the control system at the
same time.
[0022] The camera-based control system 100 comprises a computing
device 104. The computing device 104 can be a general purpose
computer, gaming system or console, or dedicated image processing
device. The computing device 104 can include hardware components
and/or software components such that the computing device 104 can
be used to execute applications such as gaming applications and/or
non-gaming applications. The structure of the computing device 104
is discussed hereinafter with reference to FIG. 9.
[0023] The camera-based control system 100 further comprises a
capture device 106. The capture device 106 can be, for example, an
image sensor or detector that can be used to visually monitor one
or more users (such as user 102) such that gestures performed by
the one or more users can be captured, analyzed, processed, and
tracked to perform one or more controls or actions within a game or
application, as described in more detail below.
[0024] The camera-based control system 100 can further comprise a
display device 108 connected to the computing device 104. The
computing device can be a television, a monitor, a high-definition
television (HDTV), or the like that can provide game or application
visuals (and optionally audio) to the user 102.
[0025] In operation, the user 102 can be tracked using the capture
device 106 such that the position, movements and size of user 102
can be interpreted by the computing device 104 (and/or the capture
device 106) as controls that can be used to affect the application
being executed by computing device 104. As a result, the user 102
can move his or her body (or parts of his or her body) to control
an executed game or application.
[0026] In the illustrative example of FIG. 1, the application
executing on the computing device 104 is a two dimensional
side-scrolling platformer game that the user 102 is playing. In
this example, the computing device 104 controls the display device
108 to provide a visual representation of a terrain comprising a
landscape, tree, and the sun to the user 102. The computing device
104 also controls the display device 108 to provide a visual
representation of a user avatar that the user 102 can control with
his or her movements and/or by using a hand held controller 110.
For example, the computing device 104 can comprise a body pose
estimator that is arranged to recognize and track different body
parts of the user, and map these onto the avatar. In this way, the
avatar copies the movements of the user 102 such that if the user
102, for example walks in physical space, this causes the user
avatar to walk in game space.
[0027] However, only copying user movements in game space limits
the type and complexity of the interaction between the user and the
game. For example, many in-game controls are momentary actions or
commands, which may be triggered using button presses in
traditional gaming systems. Examples of these include actions such
as punch, shoot, change weapon, throw, kick, jump, and/or crouch.
Such actions or commands may be controlled by recognizing that the
user is performing one of these actions and triggering a
corresponding in-game action, rather than merely copying the user's
movements. In addition, combinations of user inputs at the hand
held controller and user inputs via the camera-based control system
may be used to control the game apparatus.
[0028] Reference is now made to FIG. 2, which illustrates a
schematic diagram of the capture device 106 that can be used in the
camera-based control system 100 of FIG. 1. In the example of FIG. 2
the capture device 106 is configured to capture video images with
depth information. Such a capture device can be referred to as a
depth camera. The depth information can be in the form of a depth
image that includes depth values, i.e. a value associated with each
image element of the depth image that is related to the distance
between the depth camera and an item or object located at that
image element. Note that the term "image element" is used to refer
to a pixel, group of pixels, voxel, group of voxels or other higher
level component of an image.
[0029] The depth information can be obtained using any suitable
technique including, for example, time-of-flight, structured light,
stereo image, or the like. In some examples, the capture device 106
can organize the depth information into "Z layers," or layers that
may be perpendicular to a Z-axis extending from the depth camera
along its line of sight.
[0030] As shown in FIG. 2, the capture device 106 comprises at
least one imaging sensor 200. In the example shown in FIG. 2, the
imaging sensor 200 comprises a depth camera 202 arranged to capture
a depth image of a scene. The captured depth image can include a
two-dimensional (2-D) area of the captured scene where each image
element in the 2-D area represents a depth value such as a length
or distance of an object in the captured scene from the depth
camera 202.
[0031] The capture device can also include an emitter 204 arranged
to illuminate the scene in such a manner that depth information can
be ascertained by the depth camera 202. For example, in the case
that the depth camera 202 is an infra-red (IR) time-of-flight
camera, the emitter 204 emits IR light onto the scene, and the
depth camera 202 is arranged to detect backscattered light from the
surface of one or more targets and objects in the scene. In some
examples, pulsed infrared light can be emitted from the emitter 204
such that the time between an outgoing light pulse and a
corresponding incoming light pulse can be detected by the depth
camera and measured and used to determine a physical distance from
the capture device 106 to a location on the targets or objects in
the scene. Additionally, in some examples, the phase of the
outgoing light wave from the emitter 204 can be compared to the
phase of the incoming light wave at the depth camera 202 to
determine a phase shift. The phase shift can then be used to
determine a physical distance from the capture device 106 to a
location on the targets or objects. In a further example,
time-of-flight analysis can be used to indirectly determine a
physical distance from the capture device 106 to a location on the
targets or objects by analyzing the intensity of the reflected beam
of light over time via various techniques including, for example,
shuttered light pulse imaging.
[0032] In another example, the capture device 106 can use
structured light to capture depth information. In such a technique,
patterned light (e.g., light displayed as a known pattern such as
spot, grid, or stripe pattern, which may also be time-varying) can
be projected onto the scene using the emitter 204. Upon striking
the surface of one or more targets or objects in the scene, the
pattern becomes deformed. Such a deformation of the pattern can be
captured by the depth camera 202 and then be analyzed to determine
a physical distance from the capture device 106 to a location on
the targets or objects in the scene.
[0033] In another example, the depth camera 202 can be in the form
of two or more physically separated cameras that view a scene from
different angles, such that visual stereo data is obtained that can
be resolved to generate depth information. In this case the emitter
204 can be used to illuminate the scene or can be omitted.
[0034] In some examples, in addition or alternative to the depth
camera 202, the capture device 106 can comprise a video camera,
which is referred to as an RGB camera 206. The RGB camera 206 is
arranged to capture sequences of images of the scene at visible
light frequencies, and can hence provide images that can be used to
augment the depth images. In some examples, the RGB camera 206 can
be used instead of the depth camera 202. The capture device 106 can
also optionally comprise a microphone 207 or microphone array
(which can be directional and/or steerable), which is arranged to
capture sound information such as voice input from the user and can
be used for speech recognition.
[0035] The capture device 106 shown in FIG. 2 further comprises at
least one processor 208, which is in communication with the imaging
sensor 200 (i.e. depth camera 202 and RGB camera 206 in the example
of FIG. 2), the emitter 204, and the microphone 207. The processor
208 can be a general purpose microprocessor, or a specialized
signal/image processor. The processor 208 is arranged to execute
instructions to control the imaging sensor 200, emitter 204 and
microphone 207 to capture depth images, RGB images, and/or voice
signals. The processor 208 can also optionally be arranged to
perform processing on these images and signals, as outlined in more
detail hereinafter.
[0036] The capture device 106 shown in FIG. 2 further includes a
memory 210 arranged to store the instructions that for execution by
the processor 208, images or frames of images captured by the depth
camera 202 or RGB camera 206, or any other suitable information,
images, or the like. In some examples, the memory 210 can include
random access memory (RAM), read only memory (ROM), cache, Flash
memory, a hard disk, or any other suitable storage component. The
memory 210 can be a separate component in communication with the
processor 208 or integrated into the processor 208.
[0037] The capture device 106 also comprises an output interface
212 in communication with the processor 208 and is arranged to
provide data to the computing device 104 via a communication link.
The communication link can be, for example, a wired connection
(such as USB, Firewire, Ethernet or similar) and/or a wireless
connection (such as WiFi, Bluetooth or similar). In other examples,
the output interface 212 can interface with one or more
communication networks (such as the internet) and provide data to
the computing device 104 via these networks.
[0038] A controller 110 is also provided as part of the capture
device. The controller may be a hand held controller as depicted
schematically in FIG. 1 or may be integral with another larger
device that is not hand held. The controller comprises a plurality
of user input devices such as buttons, joysticks, touch pads,
switches and enables a player to make input to a game system. User
input data is sent from the controller to the computing device 104
by a wired connection and/or a wireless connection.
[0039] The computing device 104 executes a number of functions
relating to the camera-based gesture recognition, such as an
optional body pose estimator 214 and a gesture recognition engine
216. The body pose estimator 214 is arranged to use computer vision
techniques to detect and track different body parts of the user. An
example of a body pose estimator is given in US patent publication
US-2010-0278384-A1 "Human body pose estimation" filed 20 May 2009.
The body pose estimator 214 can provide an output to the gesture
recognition engine in the form of a time-series of data relating to
the user's body pose. This can be in the form of a fully tracked
skeletal model of the user, or a more coarse identification of the
visible body parts of the user. For example, these time-series
sequences can comprise data relating to a time-varying angle
between at least two body parts of the user, a rate of change of
angle between at least two body parts of the user, a motion
velocity for at least one body part of the user, or a combination
thereof. The different types of data (angles between certain body
parts, velocities, etc.) are known as "features". In other
examples, the body pose estimator 214 can derive other data
sequences (i.e. other features) from the changing pose of the user
over time. In further examples, the gesture recognition engine 216
can utilize input (i.e. features) derived from different sources
other than the body pose estimator. Application software 218 can
also be executed on the computing device 104 and controlled using
the gestures. The application software is arranged to control
display of the game at a display 220.
[0040] FIG. 3 is a plan view of an example hand held controller
110. It has a generally winged shape with each wing or shoulder 122
being 316 being sized and shaped to be clasped in one hand. The
controller comprises a housing supporting a plurality of buttons,
switches and joysticks as now described in more detail. However,
this is an example only and other types of controller 110 may be
used.
[0041] Four digital actions buttons 302 are provided on the right
face of the controller comprising a green A button, red B button,
blue X button and amber Y button. Two analog joysticks 310 and 312
are provided. These joysticks may also be depressed or clicked in
to active a digital button beneath each joystick. Digital start
306, back 308 and guide 304 buttons are centrally positioned on the
housing. For example, the guide button is used to turn on the
controller and access a menu.
[0042] FIG. 4 is a perspective view of the controller and shows a
left bumper 406 and a right bumper 404 each of which are buttons
that may be pressed by the user. A left trigger 400 and a right
trigger 402 which are both analog are given on the underside of the
controller (visible in FIG. 4). A connect 408 may be provided to
enable wired connection to the computing device 104.
[0043] FIG. 5 is a schematic diagram of a display during gameplay
for example, at display screen 108. In this example the game is a
two dimensional side-scrolling platformer game. A player controls
an avatar 500 using a manual controller 110 in order to proceed
through an environment which in this example comprises a landscape
in daylight due to presence of a sun 504. In this example a
plurality of enemies 502 are shown blocking the path of the avatar
500. Around some of these enemies weapons are represented as clouds
of danger. The player may advance in the game by avoiding the
enemies such as by jumping over them. In this example it is
difficult for the player to succeed because of the great number of
enemies in the avatar's path.
[0044] In addition to controlling the avatar 500 using a manual
controller, a player is able to control the game system using the
camera-based control system. In the example of FIG. 5 a player may
make a particular gesture in order to control the game system. For
example, a player may rotate his or her head in order to make the
sun 504 set and the enemies 502 sleep. Once the enemies sleep the
player may advance the avatar 500 without attack from the
enemies.
[0045] FIG. 6 is a flow diagram of a method of operation of a game
system. A game is displayed 600 such as at display screen 108. An
image stream is received 602 depicting at least one player of the
game. For example, the image stream is obtained from the image
capture system 106 and may comprise depth images and color images.
Gesture recognition 606 is carried out on the image stream, for
example, using body pose estimator 214 and gesture recognition
engine 216. The output of the gesture recognition process is used
to influence 608 the course of the game. In addition, manual input
from a controller 604 is used to influence the course of the game.
The game is displayed 610 and the display continues according to
rules of the game in combination with the player's manual input,
the image stream and other optional factors such as time, random
elements, and other factors. By enabling hybrid control of the game
system by both manual player input and gesture input the player has
increased control of the game system and is immersed in the game
experience.
[0046] In some examples the camera-based control of the game system
is used to control only background objects in the avatar's
environment. Background objects are any objects in the game without
an associated physics model. For example, the avatar 500 and
enemies 502 of FIG. 5 are not background objects but the sun 504 is
a background object. In some examples, the camera-based control of
the game system is available only at particular states of the game
and only using specified gestures. For example, the specified
gestures may be gestures which may be performed by a player at the
same time as holding a manual controller. A non-exhaustive list of
examples of such gestures is: full head rotation, partial head
rotation, leg movement, foot movement, knee movement.
[0047] FIG. 7 is a flow diagram of a method of operation of a game
system using both manual and gesture-based control. An avatar is
displayed in an environment with at least one background object.
For example, the background object may be a sun, a tree, a
building, a clock. Manual input is received 702 from a player of
the game. The manual input is used to control 704 the avatar. A
specified background object such as a sun is highlighted if a
particular game state is reached 706. The game state may be a
scripted movement in the game or may be a state which is activated
by the player using a manual input at the controller. To highlight
the background object, the sun may change color and/or pulsate.
However, this is not essential. Other ways of highlighting the
background object may be used. Motion of at least part of the
player's body is tracked 708 using the image stream and gesture
recognition. Motion of the specified object (such as the sun) is
displayed 710 according to the tracked motion of the player's body
or body part. For example, the display of the sun in the game moves
in a manner matching movement of the player's head. This provides
an indication to the player that he or she has control of the
background object by moving his or her body or body part. If a
specified gesture is detected 712 then the game state is changed
714 by changing the state of at least the specified object. For
example, the sun sets and the enemies sleep.
[0048] In the examples described above one player operates the game
system. However, it is also possible to have a plurality of players
playing the game at the same time. In this case the image stream
depicts a plurality of players and the players are segmented from
the image stream as part of the gesture recognition process. In
other examples a plurality of players play the game with each
player having his or her own game system with camera-based and
manual control. Combinations of these approaches are also
possible.
[0049] In an example, a head rotation is detected by the gesture
recognition system as now described with reference to FIG. 8. The
image stream 800 is divided into four quadrants 802 "cut" corner to
corner and meeting in the center. The player's head position is
typically in the top quadrant and this is illustrated at 804 in
FIG. 8. If the player's head moves through each of the quadrants in
a clockwise direction and in a specified time, then a particular
gesture is detected. This is illustrated in FIG. 8 by the head
positions 804, 806, 808 and 810. Other ways of detecting a head
movement gesture may be used. For example taking a point in
real-world space below the player's head and tracking the player's
head position relative to that; or detecting horizontal motion of
the player's head and assuming correct vertical motion. In other
examples gestures of the head are detected by monitoring velocity
of motion of the head in the image stream and comparing that to a
threshold.
[0050] FIG. 9 illustrates various components of an exemplary
computing device 104 which may be implemented as any form of a
computing and/or electronic device, and in which embodiments of the
above-described game control techniques may be implemented.
[0051] Computing device 104 comprises one or more processors 902
which may be microprocessors, controllers or any other suitable
type of processors for processing computing executable instructions
to control a game system. In some examples, for example where a
system on a chip architecture is used, the processors 902 may
include one or more fixed function blocks (also referred to as
accelerators) which implement a part of the game control methods in
hardware (rather than software or firmware).
[0052] The computing-based device 104 also comprises an input
interface 904 arranged to receive input from one or more devices,
such as the capture device 106 of FIG. 2 and/or the controller of
FIG. 3 and FIG. 4. An output interface 906 is also provided and
arranged to provide output to, for example, a display system
integral with or in communication with the computing-based device
(such as display device 108 or 220). The display system may provide
a graphical user interface, or other user interface of any suitable
type although this is not essential. A communication interface 908
may optionally be provided, which can be arranged to communicate
with one or more communication networks (e.g. the internet).
[0053] The computer executable instructions may be provided using
any computer-readable media that is accessible by computing based
device 104. Computer-readable media may include, for example,
computer storage media such as memory 910 and communications media.
Computer storage media, such as memory 910, includes volatile and
non-volatile, removable and non-removable media implemented in any
method or technology for storage of information such as computer
readable instructions, data structures, program modules or other
data. Computer storage media includes, but is not limited to, RAM,
ROM, EPROM, EEPROM, flash memory or other memory technology,
CD-ROM, digital versatile disks (DVD) or other optical storage,
magnetic cassettes, magnetic tape, magnetic disk storage or other
magnetic storage devices, or any other non-transmission medium that
can be used to store information for access by a computing device.
In contrast, communication media may embody computer readable
instructions, data structures, program modules, or other data in a
modulated data signal, such as a carrier wave, or other transport
mechanism. As defined herein, computer storage media does not
include communication media. Therefore, a computer storage medium
should not be interpreted to be a propagating signal per se.
Although the computer storage media (memory 910) is shown within
the computing-based device 104 it will be appreciated that the
storage may be distributed or located remotely and accessed via a
network or other communication link (e.g. using communication
interface 908).
[0054] Platform software comprising an operating system 912 or any
other suitable platform software may be provided at the
computing-based device to enable application software 218 to be
executed on the device. The memory 910 can store executable
instructions to implement the functionality of the body pose
estimator 214 and the gesture recognition engine 216. The memory
910 can also provide a data store 914, which can be used to provide
storage for data used by the processors 902 when performing the
game control techniques, such as for any stance templates,
thresholds, parameters, screen space mapping functions, or other
data.
[0055] The term `computer` is used herein to refer to any device
with processing capability such that it can execute instructions.
Those skilled in the art will realize that such processing
capabilities are incorporated into many different devices and
therefore the term `computer` includes PCs, servers, mobile
telephones, personal digital assistants and many other devices.
[0056] The methods described herein may be performed by software in
machine readable form on a tangible storage medium e.g. in the form
of a computer program comprising computer program code means
adapted to perform all the steps of any of the methods described
herein when the program is run on a computer and where the computer
program may be embodied on a computer readable medium. Examples of
tangible (or non-transitory) storage media include disks, thumb
drives, memory etc and do not include propagated signals. The
software can be suitable for execution on a parallel processor or a
serial processor such that the method steps may be carried out in
any suitable order, or simultaneously.
[0057] This acknowledges that software can be a valuable,
separately tradable commodity. It is intended to encompass
software, which runs on or controls "dumb" or standard hardware, to
carry out the desired functions. It is also intended to encompass
software which "describes" or defines the configuration of
hardware, such as HDL (hardware description language) software, as
is used for designing silicon chips, or for configuring universal
programmable chips, to carry out desired functions.
[0058] Those skilled in the art will realize that storage devices
utilized to store program instructions can be distributed across a
network. For example, a remote computer may store an example of the
process described as software. A local or terminal computer may
access the remote computer and download a part or all of the
software to run the program. Alternatively, the local computer may
download pieces of the software as needed, or execute some software
instructions at the local terminal and some at the remote computer
(or computer network). Those skilled in the art will also realize
that by utilizing conventional techniques known to those skilled in
the art that all, or a portion of the software instructions may be
carried out by a dedicated circuit, such as a DSP, programmable
logic array, or the like.
[0059] Any range or device value given herein may be extended or
altered without losing the effect sought, as will be apparent to
the skilled person.
[0060] Although the subject matter has been described in language
specific to structural features and/or methodological acts, it is
to be understood that the subject matter defined in the appended
claims is not necessarily limited to the specific features or acts
described above. Rather, the specific features and acts described
above are disclosed as example forms of implementing the
claims.
[0061] It will be understood that the benefits and advantages
described above may relate to one embodiment or may relate to
several embodiments. The embodiments are not limited to those that
solve any or all of the stated problems or those that have any or
all of the stated benefits and advantages. It will further be
understood that reference to `an` item refers to one or more of
those items.
[0062] The steps of the methods described herein may be carried out
in any suitable order, or simultaneously where appropriate.
Additionally, individual blocks may be deleted from any of the
methods without departing from the spirit and scope of the subject
matter described herein. Aspects of any of the examples described
above may be combined with aspects of any of the other examples
described to form further examples without losing the effect
sought.
[0063] The term `comprising` is used herein to mean including the
method blocks or elements identified, but that such blocks or
elements do not comprise an exclusive list and a method or
apparatus may contain additional blocks or elements.
[0064] It will be understood that the above description is given by
way of example only and that various modifications may be made by
those skilled in the art. The above specification, examples and
data provide a complete description of the structure and use of
exemplary embodiments. Although various embodiments have been
described above with a certain degree of particularity, or with
reference to one or more individual embodiments, those skilled in
the art could make numerous alterations to the disclosed
embodiments without departing from the spirit or scope of this
specification.
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