CN103765410B - 基于干涉的增强现实托管平台 - Google Patents
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Abstract
本发明提出了基于干涉的增强现实托管平台。托管平台可以包括能够分析场景的数字表示以导出该场景的各元素之间的干涉的联网节点。托管平台利用干涉来调整增强现实体验内增强现实对象的存在。场景的元素可以发生相长干涉,从而加强增强现实对象的存在;或者发生相消干涉,从而抑制增强现实对象的存在。
Description
本申请要求保护2011年6月30日提交的序列号为13/173,244的美国专利申请的优先权的权益,该美国专利申请要求2011年4月8日提交的序列号为61/473,324的美国临时专利申请的优先权。该申请以及这里所讨论的所有其他外在材料以其整体通过引用并入本文。在所合并的参考文献中术语的定义或使用与这里所提供的该术语的定义不一致或相反的情况下,这里所提供的该术语的定义适用且参考文献中该术语的定义不适用。
技术领域
本发明的领域是增强现实(augmented reality)技术。
背景技术
增强现实表示虚拟对象与现实世界元素并存的呈现。个体会根据由现实设计者定义的规则来体验增强现实或者与增强现实进行交互。个体经由蜂窝电话、移动计算平台或其他有AR能力的设备来开发增强现实内容。增强现实继续迅速侵入到每天的生活,同时增强现实内容的量继续以惊人的速度增长。个体容易被可用增强现实内容的增长的过量所压倒。
考虑一个增强现实服务BUMP.com。如2011年3月10日公布的名称为“License toPry”的Wall Street JournalTM网络文章(参见URL blogs.wsj.com/digits/2011/03/10/a-license-to-pry)中所描述,BUMP.com提供了对绑定到个体牌照的评注的访问。BUMP.com允许个体将牌照的图像发送到BUMP.com服务。该服务进而尝试识别该牌照并返回其他人针对该相同牌照而留下的评注。系统的用户需要专用的应用来与内容交互。BUMP.com仅支持经由它们的应用来提供对它们的可用内容的访问。
荷兰阿姆斯特丹的LayarTM(参见URL www.layer.com)通过提供对多个增强现实层的访问来在呈现增强现实的方面取得更多进步,其中每个层与其他层不同或分离。用户可以选择在其中由一个或多个第三方开发者公布层的那一层。即使Layar提供了允许用户选择由多个第三方提供的内容的应用,也需要用户经由Layar应用来选取层。此外,向用户呈现单用途内容而不是像一个人可能体验现实世界那么自然地体验增强现实。在永远存在增强现实的即将到来的世界中,用户应当能够像他们可能与现实世界元素交互那么自然地无缝访问增强现实内容或与增强现实内容进行交互。
在刚刚过去的几年中已经做出了关于创建用户和增强现实环境之间的无缝整合的一些进展。例如,Gopalakrishnan在2005年8月30日提交的名称为“Method and Systemfor Providing Information Service Relevant to Visual Imagery”的美国专利申请公开2006/0047704讨论基于上下文针对增强现实体验呈现嵌入式信息服务。又一示例包括Bathiche等人在2007年12月28日提交的名称为“Augment Reality and Filtering”的美国专利申请公开2009/0167787,其在基于上下文提供加强用户体验方面提出了更深入的见解。Bethiche讨论了虚拟能力可以点缀有可基于上下文对虚拟数据进行过滤、分级、修改或忽视的现实世界情况。以类似的风格,Dougherty在2009年4月1日提交的名称为“AugmentedReality Cloud Computing”的美国专利申请公开2010/0257252也描述了提供被看作与用户的周围环境有关的覆盖信息。尽管对基于上下文针对用户提供丰富体验来说有用,但是用户仍必须与专用增强现实系统交互。Räsänen等人在2008年3月4日提交的名称为“Location-Based Novelty Index Value and Recommendation System and Method”的美国专利7,529,639描述了使用位置和所推断的上下文来为用户生成推荐。上面的参考文献还未能认识到环境或场景内的对象会彼此干涉从而产生增强现实体验。
从呈现增强现实上下文的角度来看,在某种程度上,Reisman在2003年5月8日提交的名称为“Method and Apparatus for Browsing Using Multiple Coordinated DeviceSets”的美国专利7,899,915认识到多个设备可以被用户利用。Reisman的方法允许用户在与超媒体交互时在显示或呈现设备之间切换。不幸的是,Reisman仅仅处理富媒体交互的用户侧并且未能认识到用户的体验也受潜在专用增强现实基础设施或场景的各元素之间的干涉影响。
Taylor在2008年3月31日提交的名称为“Data Transmission Protocol andVisual Display for a Networked Computer System”的美国专利7,904,577通过支持多个播放器的协议来为虚拟现实游戏提供一些支持。甚至进一步,Sung在2010年6月9日提交的名称为“Virtual World Simulation Systems and Methods Utilizing ParallelCoprocessors, and Computer Program Products Thereof”的美国专利7,908,462预期托管对图形处理器的并行处理阵列或现场可编程门阵列的虚拟工作。尽管集中于提供基础设施,但是所预期的基础设施仍需要用户与专用增强现实系统进行交互。
这里讨论的这些和所有其他外在材料以其整体通过引用并入本文。在所合并的参考文献中术语的定义或使用与这里所提供的该术语的定义不一致或相反的情况下,这里所提供的该术语的定义适用且参考文献中该术语的定义不适用。
除非上下文指示相反含义,这里所阐述的所有范围应当被解释为包括它们的端点,并且开放式范围应当被解释为包括商业上实际值。类似地,值的所有列表应当被看作包括中间值,除非上下文指示相反含义。
奇怪地是,用于提供增强现实内容的已知方法将增强现实平台视为每个公司开发其自身的托管基础设施以给用户提供增强现实服务的虚拟世界或对象的筒仓(silo)。这样的方法未能允许个体像从建筑物中的一个房间移动到另一个那么自然地从一个增强现实无缝地移动到另一个。此外,现有的基础设施未能以基础设施竞争方式将增强现实对象视为不同的可管理对象,其中,增强现实基础设施还可以是普遍的公用事业。例如,在已开发的世界中,电是普遍存在的,或者更适当地,互联网连通性是普遍存在的。增强现实将受益于类似处理。
在个体以无缝的方式与增强现实交互的普遍存在的增强现实或关联的增强现实对象的世界中,个体仍需要相关增强现实内容的呈现,尤其在增强现实的特征(现实或虚拟)可能彼此干涉时。如前面关于基于上下文呈现信息的参考文献所讨论,相同的参考文献未能解决增强现实或参与增强现实体验的元素(现实或虚拟)之间的干涉。令人感兴趣的是,已知技术试图通过简单地迫使个体选择要经历哪些特征来避免增强现实的元素之间的干涉。该已知技术未能认识到基于元素的性质或属性可能发生各元素之间的干涉。干涉不仅仅是过滤机制。干涉表示场景中目前元素或相关元素之间的周围相互作用,该周围相互作用通过相长或相消干涉而产生增强现实体验。
还没有认识到的是,一个或多个增强现实可以由公共托管基础设施(例如联网基础设施自身)来托管,或者增强现实对象可以与托管平台不同。例如,如下文所讨论,申请人已经认识到,联网构造内的联网节点可以将增强现实对象或其他虚拟构造提供给边缘的有AR能力的设备(例如蜂窝电话、信息亭(kiosk)、平板计算机、车辆等等)边缘化。由于边缘设备或者就此而言其他设备通过交换数据来与联网构造交互,因此该构造可以基于从所观察到的现实世界元素导出的上下文来确定对于该设备而言哪些增强现实对象最相关或者甚至哪个增强现实自身最相关。增强现实上下文现在可以用于确定场景(与个体有关的位置)中的元素可以如何彼此干涉从而产生相关的增强现实体验。
因此,仍存在对基于干涉的增强现实平台的需要。
发明内容
本发明主题提供了下述装置、系统和方法:在其中,可以利用增强现实(AR)托管平台以基于场景的数字表示的元素之间的干涉产生增强现实体验。本发明主题的一个方面包括AR托管平台。预期的托管平台包括移动设备接口,通过该移动设备接口,平台可以获得可能处于移动设备(例如蜂窝电话、车辆、平板计算机、PDA、有AR能力的设备等等)本地的场景的数字表示。数字表示可以包括表示该场景的一个或多个元素的数据。在一些实施例中,该数据包括由移动设备、接近该场景的其他感测设备或能够捕获与该场景有关的数据的设备捕获的传感器数据。该平台还可以包括对象识别引擎,其与移动设备接口进行通信并能够分析数字表示以将场景的一个或多个元素识别为一个或多个目标对象。对象识别引擎还可以基于数字表示且关于目标对象确定与该场景有关的上下文。此外,该引擎可以基于各元素(例如现实世界元素、虚拟元素等等)之间的所导出的干涉来从关于上下文的可用AR对象标识相关AR对象的集合。在更优选实施例中,所导出的干涉形成准则,通过该准则,经由移动设备将AR体验呈现给个体。对象识别引擎还可以配置一个或多个远程设备以便根据所导出的干涉允许与相关AR对象的集合的成员对象的交互。在尤其优选的实施例中,该交互包括参与与商务引擎的商业交易。例如,个体可以购买该成员对象或者甚至在增强现实内参与的现实世界对象。
从优选实施例的以下详细描述连同附图,本发明主题的各种目的、特征、方面和优点将变得更加显而易见,在附图中,相似的数字表示相似的部件。
附图说明
图1是增强现实生态系统的示意图。
图2是增强现实托管平台的示意图。
图3图示了导出场景中各元素之间的干涉的更详细视图。
图4提供了基于相长或相消干涉呈现增强现实对象的示例。
图5是基于包括多个参与者的上下文内的干涉来与相关增强现实对象进行交互的使用情况的总览。
图6是基于留言板的上下文内的干涉来与相关增强现实对象进行交互的使用情况的总览。
具体实施方式
应当指出,尽管下面的描述被绘制为基于计算机/服务器的增强现实平台,但是各种可替换配置也被视为适合的并可以采用各种计算设备(包括服务器、接口、系统、数据库、代理、对等端、引擎、控制器或者单独或共同地进行操作的其他类型的计算设备)。应当认识到,该计算设备包括被配置成执行存储在有形非瞬变计算机可读存储介质(例如硬盘驱动器、固态驱动器、RAM、闪存、ROM等等)上的软件指令的处理器。该软件指令优选地将计算设备配置成提供角色、责任或其他功能,如下面关于所公开的装置所讨论的那样。在尤其优选的实施例中,各种服务器、系统、数据库或接口使用标准化协议或算法、可能基于HTTP、HTTPS、AES、公共-私有密钥交换、网络服务API、已知的财务交易协议或其他电子信息交换方法来交换数据。优选地通过分组交换网、互联网、LAN、WAN、VPN或其他类型的分组交换网来进行数据交换。
应当认识到,所公开的技术提供了许多有利技术效果,包括提供能够将远程设备配置成与一个或多个AR对象进行交互的AR托管基础设施。例如,所预期的基础设施根据表示处于有AR能力的设备本地的现实世界环境的环境数据确定相关增强现实上下文,并指示该设备与其他有AR能力的设备、AR对象、参与增强现实的现实世界对象或被看作与密切相关的增强现实有关的其他对象进行交互。
以下讨论提供了本发明主题的许多示例实施例。尽管每个实施例表示发明元素的单个组合,但是本发明主题被看作包括所公开的发明元素的所有可能组合。因此,如果一个实施例包括发明元素A、B和C,且第二实施例包括发明元素B和D,则本发明主题还被看作包括A、B、C或D的其他剩余组合,即使没有被明确公开。
如这里所使用的那样,并且除非上下文以其他方式指示,术语“耦合到”意图包括直接耦合(在其中彼此耦合的两个元素彼此接触)和间接耦合(在其中至少一个附加元素位于这两个元素之间)二者。因此,同义地使用术语“耦合到”和“与……耦合”。
总览。
AR对象干涉可以被看作反映或以其他方式仿真电磁波(例如光)之间的干涉。当两个或更多波在某一位置或时间处以它们加强它们在该位置处的存在(即相长干涉)或抑制它们在该位置处的存在(即相消干涉)的方式交互时,发生各波之间的干涉。由于波(例如幅度或相位)的交互性质而发生各波之间的干涉。干涉的隐喻可以被扩展到增强现实,其中,参与增强现实的元素可以具有彼此干涉以加强或抑制相关AR对象的存在的性质。
以下讨论在作为整体操作为AR托管平台的联网构造或联网节点的上下文内呈现了本发明主题。仍然应当认识到,针对干涉的本发明主题还可以适用于更多传统服务器实现。服务器可以是专用硬件或者可以在网络云内操作,可能在一个或多个虚拟机内操作。
在图1中,AR生态系统100提供在其中有AR能力的设备110可以具有与一个或多个AR对象142的交互的AR环境的总览。AR生态系统100包括联网构造115,其由多个互连联网节点120组成,该多个互连联网节点120形成通信构造,从而允许边缘设备180跨越构造115交换数据。在一些实施例中,构造115还可以包括一个或多个数据库,其包括存储AR对象142(优选地,网络可寻址AR对象)的AR对象储藏库140。有AR能力的设备110通过交换设备数据来与构造115交互,该设备数据可以包括表示处于设备本地的场景或环境的数据。例如,该设备数据可以包括现实世界场景的数字表示,在该现实世界场景中,数字表示可以包括由处于有AR能力的设备110本地的传感器130获取或者其他支持传感器的设备获取的原始或预处理的传感器数据。例如,数字表示可以包括由移动设备(例如蜂窝电话、平板计算机等等)获取的传感器数据或者甚至从多个移动设备获取的传感器数据。基础设施可以包括AR设备接口(例如端口、API、联网节点、HTTP服务器等等),通过该AR设备接口,构造115可以与有AR能力的设备110交换设备数据。根据需要,联网节点120可以基于所交换的设备数据或其他环境数据来导出AR对象142的地址,并将一个或多个AR对象142呈现给有AR能力的设备110。在更优选的实施例中,有AR能力的设备110可以与AR对象142进行交互,包括与商务引擎190(例如银行系统、信用卡处理、账户余额变化、飞行常客里程交换、奖励计划等等)进行与AR对象142相关联的商业交易。
有AR能力的设备110通常表示与联网构造115有关的一种或多种类型的边缘设备180。示例的有AR能力的设备110包括移动设备、蜂窝电话、游戏控制台、信息亭、车辆(例如汽车、飞机、公共汽车等等)、电器、机顶盒、便携式计算机、或被适当地配置成向用户呈现增强内容的其他计算设备。增强内容优选地包括能够根据用户的可用感测模态(例如视觉、听觉、触觉、味觉、嗅觉等等)而呈现的数据。应当认识到,可以根据需要将增强内容转换成用户可用的感测模态以便补偿用户的无力。例如,可以经由触觉呈现接口将视觉AR对象142呈现给视觉受损的人。
有AR能力的设备110可以包括能够获取接近用户或对应的有AR能力的设备110的环境数据的一个或多个传感器130。预期的传感器130可以包括光学传感器、麦克风、加速计、磁力计、GPS、温度计、生物传感器、天气传感器或其他类型的传感器。传感器130可以与有AR能力的设备110集成(如所示)、可以处于有AR能力的设备110本地、或者甚至远离有AR能力的设备100的位置。例如,卫星可以包括传感器130,其中,卫星捕获与处于有AR能力的设备110本地的场景有关的数据。
在一些实施例中,传感器130收集个域网(PAN)内用户本地的数据,在个域网(PAN)中,有AR能力的设备110操作为传感器集线器。该传感器集线器聚集传感器数据并与联网构造115交换传感器数据。例如,用户可以作为他们衣服的一部分、在他们的鞋子内或者在他们的帽子中佩戴传感器130以收集脑信号。在这样的实施例中,传感器130可以经由有线或无线连接(例如蓝牙、WiGIG、Wi-Fi、Zigbee等等)与PAN内的其他元件交换数据。示例传感器数据包括医疗数据、位置数据、定向数据、生物计量数据、图像数据、音频数据、触觉数据、加速数据、接近数据、温度数据、或能够由传感器捕获的其他类型的数据。此外,该场景的数字表示可以包括来自多个单独传感器的生物传感器数据或其他与健康有关的数据。不论所收集的数据的类型如何,该数据都可以表示场景的数字表示,在该场景中,数字表示可以包括原始数据、经处理的数据、元数据或表示现实世界环境的其他类型的数据。
联网节点120优选地获得与有AR能力的设备110的现实世界场景有关的环境数据。该环境数据可以包括反映现实世界环境的一系列广泛的数据。如前面所讨论,环境数据可以包括传感器数据,其包括由有AR能力的设备110获取传感器数据的场景或环境的数字表示。此外,环境数据可以包括从不同于有AR能力的设备110的源获得的外部数据。例如,环境数据可以包括从气象站、监控摄像机、另一蜂窝电话、网络服务器、无线电站、卫星或被配置成提供环境数据的其他源获得的数据。
场景的数字表示可以包括扩展到仅传感器数据之外的环境数据。环境数据还可以包括反映当前呈现的增强现实或相关AR对象142的AR数据。例如,环境数据可以包括与有AR能力的设备110到虚拟对象的接近度有关的信息。此外,环境数据可以包括与有AR能力的设备110自身的操作有关的信息。示例包括联网度量、用户身份或人口统计、所安装的软件或固件、或者其他类型的环境数据。因此,可以认为场景的数字表示包含场景的许多方面,包括:包含在该场景内参与的个体、该场景的物理环境、该场景的增强方面、或者甚至超出正常人类认知的方面(例如联网度量等等)。
联网构造115被描绘为互连联网节点120(例如互联网)的云或者云计算基础设施(例如Amazon EC2TM、GoogleTM、RackspaceTM等等)。应当认识到,构造115是允许边缘设备180以通用方式彼此交换数据的通信基础设施。此外,构造115可以提供平台,可以从该平台将一个或多个AR对象142呈现给有AR能力的设备110。组成网络构造115的联网节点120优选地包括能够将来自节点上的一个端口的数据业务引导到另一端口的计算设备。示例联网节点120包括路由器、集线器、交换机、网关、防火墙、接入点或能够转发或者路由业务的其他设备。该构造可以包括节点类型的同质混合或异质混合。在一些实施例中,该构造可以扩展到有AR能力的设备110中,可能在有AR能力的设备110操作为PAN内的传感器集线器的环境中。构造115还可以包括一种或多种类型的网络,其包括互联网、LAN、WAN、VPN、WLAN、对等网络、基于云的网络、自组织网络、网状网络或其他类型的网络。
更优选的实施例包括存储可用AR对象142的一个或多个AR对象储藏库140。AR对象142可以被存储为能够从其他节点120、边缘设备180、商务引擎190、有AR能力的设备110或者甚至从其他AR对象142寻址的不同可管理对象。优选地,AR对象142具有一个或多个对象属性,它们被看作表示与对应AR对象142有关的信息的元数据。例如,对象属性可以包括关于对象性质的信息,在给定AR体验上下文内该对象性质可能与其他性质发生干涉。
根据需要,对象属性可以被绑定到AR对象142。在一些实施例中,对象属性符合一个或多个标准化命名空间,从而允许各种网络节点120、服务器、代理、有AR能力的设备110或系统的其他部件将一个AR对象142与该系统中的其他类型的对象(例如上下文、AR对象、元素、目标对象等等)进行比较。规范化命名空间可以被定义为与包括现实世界对象或AR对象142的所有元素有关的全局命名空间。还预期,可以针对特定上下文定义对象属性。例如,游戏上下文可以具有其自身的命名空间,它可以与购物或旅行上下文不同。此外,每种类型的上下文可以具有不同的命名空间或可能与AR内容发布者相对应的子命名空间。第一游戏发布者可能根据他们自身的专有命名空间将属性分配给他们自身的AR对象142,而第二游戏发布者可能利用共同的规范化游戏上下文命名空间。
上下文可以采取许多不同的形式并可以根据需要而定义。在AR生态系统100内,上下文可以被视为可管理的对象。例如,上下文对象可以被复制或者从节点120中的一个移动到另一个。假定上下文对象允许每个节点120在被需要时访问大多数相关上下文。可以向上下文分配名称、标识符或表示描述该上下文或其使用的元数据的其他上下文属性。示例上下文属性可以包括上下文名称、标识符(例如上下文的地址、GUID、UUID、URL等等)、上下文的分类、上下文的拥有者、上下文的发布者、上下文的修订或其他信息。在更优选的实施例中,上下文对象还包括属性签名,其量化上下文关于场景或场景元素的相关性。该签名可以由对规范化属性命名空间内的属性进行操作的准则或规则来表示。上下文还可以属于一种或多种分类或类型的上下文。上下文的示例类型可以包括游戏上下文、购物上下文、旅行上下文、工作上下文(例如作业、职业、活动等等)、娱乐上下文或其他种类。
应当认识到,AR对象142可以保持驻留在他们各自的储藏库140处而不需提交对AR对象的查询。储藏库140可以被配置成在联网节点120当中散布AR对象142的对象属性。在这样的实施例中,联网节点120仅需要比较从该场景的数字表示导出的对象属性或已知AR对象属性以便确定AR对象142是否与上下文相关。一旦被标识,就可以导出或者以其他方式获取AR对象142的地址以便找到AR对象142。下面进一步讨论对AR对象142进行寻址的方法。
AR储藏库140被示为位于联网构造115内的分离数据库。在一些实施例中,认为以隔离的方式安置AR对象142是有利的。例如,AR对象142的一个供应商或发布者可能希望保留对他们的对象的控制。发布者可以提供对他们的储藏库的付费访问。然而,还认为允许以通用方式混合AR对象是有利的。这样的方法允许根据需要(可能基于从多个场景或多个设备110聚集的上下文)将AR对象142从一个储藏库140或节点120迁移到另一个。此外,AR储藏库140中的一个或多个可以包括分布式储藏库,其中,AR对象142遍布在系统内的多个托管部件上。例如,单个AR储藏库140可以遍及多个联网节点120的存储器而分布。可以在同一寻址空间内对AR储藏库的每个部分进行寻址而不论它们的位置如何。
当AR对象142已经被标识时,联网节点可以从对象在AR储藏库140内的位置获得该对象。联网节点120可以将AR对象142转发给有AR能力的设备110或以其他方式使AR对象142对有AR能力的设备110来说可用。有AR能力的设备110可以被配置成根据AR对象、上下文或干涉的设计而具有与AR对象142的一个或多个交互。在所示的示例中,同一AR对象“+”被呈现在两个有AR能力的设备110上,以说明AR对象可以被共享或可以被共同地呈现,因为设备具有足够相似的上下文;或许设备被共享游戏或AR体验的玩家所拥有。然而,另一AR对象“*”被呈现在不同的有AR能力的设备110上,以说明一个本地设备仍可以具有与其他本地设备不同的上下文,可能基于设备使用、用户身份或偏好、授权、认证、AR生态系统100中其他元素之间的干涉、或者其他属性。
联网节点120将有AR能力的设备110配置成允许与AR对象142进行交互。在一些实施例中,该交互包括根据AR对象142的性质经由显示器、扬声器、触觉界面或其他界面来呈现AR对象142。AR对象142还可以包括可执行指令,该可执行指令可以由有AR能力的设备110来执行或者甚至在联网节点120上执行。该指令可以表示与AR对象142相关联的功能。例如,某人可能处于自动售货机的附近地区之内。将对应的AR对象142作为可购买的产品呈现给用户,其中,联网节点安置进行与自动售货机相关联的交易的功能。该交易功能还可以被定位为AR对象142的一部分、与上下文相关联、与有AR能力的设备110、远程服务器或服务、或者其他适当配置的设备集成。一旦这个人离开该附近地区或者满足其他适当的准则,则联网节点可以基于新导出的上下文或者甚至基于从一个上下文到另一个的改变来移除代码或AR对象142。
尽管以视觉格式来呈现AR对象142,但是应当认识到,AR对象142可以包括其他模态,包括听觉格式、触觉格式或符合人类感官的其他格式。还应当认识到,AR对象142可以表示超出人类感官的对象,其中,对象的特征已经被转换成与人类感官对准。例如,AR对象142可以指示有AR能力的设备110将不可见的温度梯度呈现为叠加在景观的现实世界图像上的可见等温线,其中,等温线是从可能在其他有AR能力的设备110内或接近该景观的传感器130的阵列导出的。
托管平台。
在图2中,呈现了示例托管平台200。尽管为了讨论将托管平台200呈现为联网交换机,但是托管平台200还可以包括其他类型的联网基础设施。能够被适当地适配成与本发明主题一起使用的联网节点的几个示例包括服务器、路由器、集线器、防火墙、网关、名称服务器、代理、接入点、热点或能够操作为联网环境内的计算设备的其他设备。在更优选的实施例中,托管平台200被看作包括下述联网设备:该联网设备能够接收分组并将该分组继续转发到其所预期的目的地,而不论该分组是否与增强现实相关联。尽管如此,本发明主题还可以适用于更多传统计算设备,包括服务器、客户端、对等端、游戏控制台、手持游戏设备或其他类型的计算设备。
在所示的示例中,托管平台200包括设备接口215,通过该设备接口215,托管平台200能够或一般地构造能够与有AR能力的设备对接。在托管平台200包括联网交换机的实施例中,设备接口215可以包括物理地位于联网交换机上的一个或多个端口。该端口可以包括有线端口(例如以太网、光纤、串行端口、USB、火线、HiGig、SerDes、XAUI、PCI等等)或需要物理连接的其他类型的端口。尽管端口可以是有线端口,但是应当记住,有AR能力的设备不一定与联网节点直接连接。该端口还可以包括一个或多个无线端口(例如WUSB、802.11、WiGIG、WiMAX、GSM、CDMA、LTE、UWB、近场、无线电装置、激光器、Zigbee等等)。设备接口215可以包括一个或多个逻辑端口,可能操作为在联网节点或云内作为网络服务而托管的与AR有关的API或URL。有AR能力的设备然后可以获得对由托管平台200托管的AR特征的访问。
托管平台200优选地操作为对一个或多个边缘设备的一般数据传输。此外,托管平台200可以被配置成操作为通用计算平台。在所示的示例中,托管平台200包括存储器230以及一个或多个处理器250,优选地具有多个核255。存储器230可以包括易失性或非易失性存储器。示例存储器包括RAM、闪存、硬盘驱动器、固态驱动器、或其他形式的有形非瞬变存储器。随着托管平台200分析场景的数字表示或AR对象属性,数据和各种属性可以被存储在存储器230中。此外,存储器230可以存储一个或多个AR储藏库240的部分。AR储藏库240或其他AR对象242可以被存储在存储器的受保护区域(例如加密容器、FIPS 140-2等等)中以尊重AR对象发布者或拥有者的数字版权。处理器250内的核255可以单独地专用于路由功能或者可以专用于AR功能,可能执行与AR对象242中的一个或多个相关联的指令。具有10个核的Intel® E系列的Xeon处理器将如许多其他多核处理器那样是合适的处理器。例如,一个核可以监视或检查来自有AR能力的设备的业务。当该业务满足触发准则时,该核可以例示第二核上的增强现实处理。第二核可以评估作为场景的数字表示的一部分的业务以便导出感兴趣的附加属性。该附加属性然后可以被用于关于联网或通信上下文232或者关于场景的其他元素之间的干涉来标识一个或多个相关AR对象。因此,人类正常认知之外的场景元素(例如网络业务等等)可能与落入人类正常认知之内的场景(现实或虚拟)的其他元素发生干涉。
存储器230还可以存储表示与AR对象242相关的已知场景的一个或多个上下文232。上下文232还被看作具有上下文属性签名的可管理对象,该上下文属性签名描述了对于要相关的特定上下文232应当满足的准则。托管平台200可以分析场景的数字表示以生成与该场景中经识别的元素相关联的属性。一种概括可被适当地适配成与本发明主题一起使用的上下文的使用的方法除了包括其他先前所引用的基于上下文的参考文献之外,还包括由Dougherty在2009年4月1日提交的名称为“Augmented Reality Cloud Computing”的美国专利申请公开2010/0257252描述的技术。
托管平台还可以包括对象识别引擎260,其可以充当能够基于场景的数字表示将该场景的现实世界元素识别为目标对象的通过上下文服务的对象识别(ORCS)。例如,有AR能力的设备或就此而言其他感测设备可以贡献形成场景的数字表示的数字数据,其中,该场景包括一个或多个现实世界元素。该场景的数字表示可以包括图像数据、医疗数据、位置数据、定向数据、触觉数据、生物计量数据或表示环境或该环境内的对象的其他类型的数据。
对象识别引擎260可以利用一种或多种算法来识别场景的元素。优选地,通过对ORCS的使用,引擎260将元素识别为目标对象。应当认识到,场景的元素可以包括现实世界元素或虚拟元素。与元素相关联的属性可以包括在数字表示的分析期间所获得的导出属性或从目标对象获得的属性。在一些实施例中,对象属性244可以包括与先验已知目标对象(例如建筑物、工厂、人等等)相关联的目标对象属性。示例属性可以包括场景中的对象的特征(例如颜色、形状、脸、尺寸、虹膜、话音调制、词语等等)、数据自身的特征(例如频率、图像分辨率等等)、或其他类型的特征。可接受的算法包括SIFT、SURF、ViPR、VSLAM或用于标识场景中的元素的特征的其他图像处理技术。可被适配成处理数据以标识目标对象的可接受技术包括在美国专利7,016,532、7,477,780、7,680,324、7,565,008和7,564,469中描述的那些技术。
对象识别引擎260可以使用环境属性(例如已知目标对象属性、导出属性等等)来识别现实世界场景中的一个或多个对象。当目标已知对象被识别时,然后可以使用与该目标对象相关联的对象信息来确定是否上下文232中的任一个与关于数字表示而识别的目标有关。可以将经识别的目标对象的属性或环境的其他属性与上下文属性签名进行比较以做出确定。在系统中各种类型的对象(例如AR对象、上下文、元素、目标对象、干涉等等)具有对准的属性命名空间的实施例中,该比较可以被执行为查找。该比较还可以包括确保满足上下文属性签名,其中签名的满足可以基于关于需求的属性的值或签名的可选条件。例如,游戏上下文可能需要在该游戏上下文被看作与场景有关之前至少特定数目的经识别的玩家存在于该场景内。
可以将目标对象的属性与上下文232的对应属性相匹配。例如,现实世界元素(例如人、自动售货机、信息亭、记号等等)可能包括游戏目标。当游戏目标被成像或感测到时,对象识别引擎260将现实世界对象识别为目标,从而使得平台200指示有AR能力的设备呈现AR对象242作为奖励。因此,可以基于所导出的环境属性、AR对象属性、上下文属性签名或其他因素将现实世界元素与对应上下文232进行相关。在确定了一个或多个上下文232与经识别的元素有关时,对象识别引擎260可以筛选出AR对象242来标识全部AR对象(被称为AR现状(actuality))中的哪些确实被看作与上下文232有关的可用AR对象242。应当认识到,可用AR对象242可能被看作与上下文232有关。意图使AR现状传达可能被呈现的所有现有增强现实或AR对象的含义。
应当认识到若干个值得注意的点。AR储藏库240可以包括可基于各种上下文232而访问的巨大量实际AR对象242。然而,可用AR对象242的数目表示AR现状中AR对象242的总数的子集。可用AR对象242可以被看作表示基于对上下文的授权访问(假定适当的认证)可访问的总AR对象242的一小部分。更进一步,相关AR对象242集合表示可用AR对象242的一部分。相关AR对象242集合是与上下文232有关的那些对象。还应当认识到,相关AR对象242集合的成员对象可能被呈现给个体或者可能不被呈现给个体。根据场景的元素之间的所导出的的干涉来呈现该集合的成员对象。
应当记住,存储器230不一定存储AR对象242。更确切地,平台200的存储器230可以仅存储AR对象属性244。平台200可以确定AR对象242中的哪个(如果有的话)与关于与有AR能力的设备相关联的当前环境或场景的上下文232相关。作为响应,平台200可以访问AR对象寻址代理(AOAA)220,其可以导出可能位于远程节点上的对应AR对象的地址。
AOAA 220可以通过多种方法来导出AR对象地址。在更简单的实施例中,AR对象属性244可以包括可检索到AR对象242的地址,假定适当的认证或授权。当平台200中的存储需求更严格时,这样的方法是有利的。尽管AOAA 220被图示为平台200的一部分,但是AOAA220或对象识别引擎260的功能可以位于其他设备、联网节点、有AR能力的设备(例如移动电话、车辆等等)或联网构造内的其他部件内。
AOAA 220可借以导出AR对象地址的另一方法包括将至少一些属性(例如环境属性、导出属性、目标对象属性、上下文属性等等)直接转换成地址空间内的地址。例如,环境数据的导出属性可以被量化并转换成属性矢量,可能基于如先前所讨论的标准化命名空间。通过确定性函数(例如散列函数)来运行该矢量以便生成散列值,其中散列空间表示地址空间。联网节点、AR对象242、上下文232或生态系统中的其他项可以被分配有散列空间内的地址。AR对象242可以被存储在其地址靠近AR对象的地址的节点上。一旦生成地址,联网节点就向其地址更靠近AR对象的地址的相邻节点简单地转发针对AR对象的请求。敏锐的读者将认识到这样的寻址技术类似于在对等文件共享协议中使用的方案。本发明主题的一个方面被看作包括将分布式寻址技术应用于联网基础设施环境中的AR对象。
平台200可以被配置成通过应用不同函数生成地址来在增强现实之间进行辨别。第一函数(散列或其他类型的函数)可以被用来导出表示增强现状内的特定增强现实的地址的第一部分。第二函数可以被应用于属性以生成特定AR对象地址。在一些实施例中,第一部分可以是前缀(例如域名、DOI前缀等等),而第二部分表示后缀(例如URL地址、DOI后缀等等)。另外,前缀、后缀或地址的其他扩展可以表示与上下文相关联的地址方案。在使用域名的实施例中,AR对象的地址可能具有形式“www.<augmented-reality address>.com/<context address>/<object address”,其中尖括号(“< >”)的每个集合指示多部分AR对象地址的一部分。
用于寻址的又一方法可以包括将环境属性或其他属性转换成AR对象242所位于的网络地址。属性可以是到在联网节点之间所共享的查找表内的索引,其中该表具有可用AR对象242以及它们的对应地址。网络地址可以是如前面所讨论的散列空间中的域名或URL。
不论寻址方案如何,由AOAA 220生成的AR对象地址指向AR储藏库240中的一个或多个中的对应AR对象242的位置,即使当对象或储藏库位于托管平台200外部时。如前面所讨论,可以直接导出AR对象地址或者可以从被识别为目标对象的现实世界对象、从上下文232、或承载属性信息的其他元素间接导出AR对象地址。示例AR对象地址可以包括域名、URL、IP地址、MAC地址、GUID、散列值、或其他类型的地址。在一些实施例中,每个AR对象242可以被分配有其自身的IP地址(例如IPv4、IPv6等等),并可以经由一个或多个协议(例如DNS、HTTP、FTP、SSL、SSH等等)而被直接寻址。例如,每个AR对象242可以在IPv6环境中具有其自身的IP地址,或者可以具有其自身的域名以及对应的URL。在这样的实施例中,可以通过已知技术(包括名称服务器、DNS或其他地址解析技术)来定位AR对象242。
尽管托管平台200被图示为联网节点或服务器,但是应当认识到,如由其部件表示的托管平台200的功能可以被集成到有AR能力的设备(例如移动设备、平板电脑、蜂窝电话等等)中。例如,个体的蜂窝电话可以被配置有提供AOAA 220的能力、对象识别引擎260的能力、设备接口215的能力或其他能力的一个或多个模块(例如软件指令、硬件等等)。在这样的实施例中,设备接口215可以采取API的集合的形式,通过该API,蜂窝电话与托管平台200或其部件交换数据。在另外其他实施例中,有AR能力的设备可以与外部设备共享托管平台200的角色或责任。例如,蜂窝电话可能利用本地对象识别引擎260来容易地进行识别以识别出对象(例如脸、钱、条形码等等),而该场景的数字表示还被传送到更有能力的远程对象识别引擎260,其可以识别特定对象(例如特定人的脸、场景的上下文等等)。
元素干涉。
图3概括了图示场景内的元素之间的干涉以及干涉如何产生增强现实体验的数据流程图。AR托管平台优选地经由设备接口获得数字表示334。数字表示334包括表示现实世界场景的至少部分的数据。现实世界场景包括元素,元素可以包括现实世界元素或对象或者甚至被看作存在的AR对象。可以从能够捕获如先前所讨论的与场景有关的数据的一个或多个远程设备或传感器获得数字表示334。根据发端设备的分析处理能力,数字表示334可以包括原始传感器数据、经预处理的数据、经后处理的数据或其他形式的数据。
托管平台分析数字表示334以尝试将场景内的一个或多个元素390识别为目标对象。经识别的元素可以包括如由元素390A至元素390B所指示的一个或多个个体元素。识别元素390可以包括在已知目标对象之间进行辨别、将对象标识为特定对象(例如汽车相对于特定汽车)、解释对象(例如光学字符识别、标志、条形码、符号等等)、或者以其他方式做出元素390至少在某置信水平内与目标对象相对应的确定。
应当认识到,目标对象可能不一定与场景的特定元素相对应。例如,元素390A可能表示特定人的脸,而目标对象简单地表示一般脸对象。在一些实施例中,元素390A可以被识别为多于一个目标对象。为了继续前一示例,元素390A可以被识别为链接在一起的对象的层级:例如,人类对象、男性对象、脸对象、眼睛对象、虹膜对象以及虹膜标识对象。关于图3,元素390A被看作经识别的目标对象。
优选地,托管平台将场景中的至少一个元素(例如元素390A)识别为目标对象。还预期,该场景中除现实世界元素外的其他元素390也可以被识别为目标对象。例如,元素390B可以是其图像已经被捕获作为数字表示334的一部分的虚拟对象。元素390B也可以是超出人类认知的对象:无线电波、网络业务、网络拥塞或其他对象。
托管平台分析一个或多个经识别的元素390以确定与经识别的目标对象有关的上下文332。当确定上下文332(如上下文332A和上下文332B所表示)中的哪个最适用于该场景时,多个因素开始起作用。在所示的示例中,上下文332A包括指示上下文332A何时将可能被看作适用于场景的属性签名。可以将经识别的元素390A的属性与签名进行比较。如果经识别的元素390A单独或总计具有与签名充分匹配的属性,则上下文332A可以被看作与至少经识别的目标对象以及如数字表示334所表示的场景有关。尽管图3中示出的示例将上下文332A图示为与经识别的元素390A有关的唯一上下文,但是应当认识到,多个上下文332也可以基于经由数字表示334而使得可用的所有信息来与经识别的目标对象或场景有关。
可以根据需要先验地定义或者自动生成上下文32。可以经由上下文定义接口(未示出)来定义先验上下文332,该上下文定义接口允许实体(可能为AR对象发布者)定义适当的上下文。该实体可以根据需要来输入上下文属性、签名或其他信息以创建上下文对象。托管平台还可以被用来生成上下文。例如,当数字表示334被分析且元素390被识别时,个体可以指示托管平台将经识别的元素390A的属性转换成上下文签名。
上下文332A还可以包括属性矢量(被标记为PV),其表示被看作关于确定元素390(经识别的或未经识别的)之间的干涉而与上下文相关的场景元素390的属性或性质。对一些读者来说,属性矢量可能是微妙的点且不应当与上下文属性签名混淆。更确切地,属性矢量包括元素390应当具有以创建元素之间的干涉的相关属性的数据结构。因此,属性矢量可以被看作用于导出干涉的元素选择准则。应当记住,经识别的元素390A可能对上下文签名的满足做出贡献,但可能未与上下文的属性矢量对准。例如,某人可能被识别为表示AR游戏中的玩家的目标对象。该人可能对确定哪个游戏上下文与该人或场景有关做出贡献。然而,可能不需要玩家确定该场景内其他游戏对象之间的干涉。
上下文属性矢量还可以在一个或多个规范化或标准化命名空间内对准。矢量的每个成员可以包括属性名称并且可能包括值。因此,属性可以被看作多值对象。利用共同命名空间以允许元素和上下文以及预期系统内的其他一般对象之间的容易映射被认为是有利的。
上下文332A还可以包括干涉函数(被标记为FI),其表示场景的元素390如何关于一个或多个元素属性而彼此干涉以加强或抑制该场景中AR对象的存在的量化描述。优选地,该干涉函数是属性矢量的函数以及可用AR对象342的函数。可用AR对象324表示被看作该场景的有效参与者以及被看作与上下文332相关联的有效参与者的AR对象。如先前所讨论,可用AR对象342可以被标识,可能通过AR对象324的对象属性与上下文332的上下文属性的比较。
元素属性、AR对象属性或对干涉有贡献的其他属性可以包括多种类型的属性。为了进一步扩展电磁波的干涉的隐喻,波的干涉取决于空间中的点处的各种因素(例如幅度、相位、频率等等)。在更优选实施例中,元素390还可以基于位置产生干涉。例如,数字表示334可以包括位置信息(例如与场景的元素390的相对位置、三角测量、GPS坐标等等),其中干涉函数可以取决于位置。更具体地,位置信息可以与现实世界元素的物理位置有关或者反映现实世界元素的物理位置。此外,元素390之间的干涉还可以取决于时间,其中数字表示334一般包括与元素390或场景相关联的时间信息。
干涉函数可以被用来生成所导出的干涉350。所导出的干涉350可以被看作下述自动生成的干涉准则:其用于基于元素390之间的干涉来确定可用AR对象342中的哪些是上下文相关AR对象346以及上下文相关AR对象346应当在增强现实体验中的存在到什么程度。所导出的干涉350可以被看作表示从元素390的元素性质(即属性值)导出的干涉准则。上下文相关AR对象346是满足干涉准则的AR对象的集合的成员。在所示的示例中,以与可以通过考虑各种性质(例如相位、时间、位置、频率等等)对幅度进行求和来计算电磁波干涉类似的方式将干涉函数表征为元素性质之和。在所给出的简单示例中,通过对关于场景元素390的对应属性的值求和来逐个属性地导出干涉准则。例如,可以从来自所有元素的对应属性值之和导出对于第一属性的第一准则。如果可用AR对象342中的一个具有满足干涉准则的属性值,则它被看作上下文相关AR对象346的集合的成员。
尽管所导出的干涉350的示例基于简单求和,但是所预期的是,干涉函数可以是任意复杂的。优选地,所得到的干涉函数产生关于干涉准则的对象满意度。该满意度指示每一个相关AR对象346在增强现实中的存在到什么程度。可以根据用于适当反映上下文332A的功用的期望算法来计算满意度。例如,满意度可以基于若干个因素,可能包括所满足的多个干涉准则(例如需求、可选条件等等)、对象属性超过或低于准则阈值多远的规范化度量或者其他算法。满意度可以被用于关于如何与相关AR对象346进行交互来指示远程有AR能力的设备。
上面的描述是从场景内的元素彼此干涉以影响与相关AR对象346的可能交互的观点来写出的。应当认识到,可以基于场景的所有经识别的元素390A、场景中经识别的元素的部分或甚至场景内经识别的单个元素来导出干涉。此外,该元素可以包括个体与其交互的相关AR对象346。因此,相关AR对象346可以对干涉做出贡献并以几乎与两个干涉的电磁波产生它们的组合效果(例如干涉模式、幅度等等)相同的方式来影响它们自身的存在。
敏锐的读者将认识到,场景中的当前境况可以随时间相当迅速地改变,这可以被反映在数字表示334中。因为数字表示334随时间改变(包括实时),所以上下文332也可以随时间改变。上下文332中的改变使所导出的干涉350随时间改变,这进而可以随时间改变相关AR对象346的集合。这样的改变可以被传播回到远程有AR能力的设备。在一些实施例中,相关AR设备346可以具有某种级别的时间持久性,以确保从一个上下文状态到另一个的平滑过渡。例如,相关AR对象346可能被呈现并且甚至在其对应的上下文332不再相关之后保持存在。另外,上下文332可能必须在呈现相关AR对象346之前特定时间段内保持相关。这样的方法对可用性来说是有利的。
尽管前面的讨论描述了基于上下文332来生成所导出的干涉350,但是还应当注意,所导出的干涉350可以取决于各上下文332之间或当中的改变。在场景随时间改变时,上下文332可以衰落或流动,或者甚至从第一上下文到第二上下文转移焦点(例如主上下文、次上下文、第三位上下文等等)。本发明主题的一个方面被认为包括将有AR能力的设备配置为允许基于上下文332之间的改变而与上下文相关AR对象346交互,优选地如由从这样的上下文改变引起的所导出的干涉350来确定。例如,个体可以在与游戏上下文相关联的增强现实体验内参与。如果他们选择购买产品,则增强现实体验可以合并购物上下文。可以基于焦点从特定游戏上下文到购物上下文的转移来调整所导出的干涉350以便向个体提供附加的AR内容。可替换地,焦点从游戏上下文到旅行上下文的转移可能不影响个体的增强现实体验。应当注意,焦点的转移可以包括在喜欢新上下文332的情况下保留先前标识的上下文332而不丢弃它们。可以根据上下文332与场景有关(可能与其他上下文332相关)到什么程度来测量上下文焦点。
基于干涉的呈现。
图4图示满意度可以如何影响由移动设备410A和410B表示的有AR能力的设备上的呈现或交互。移动设备410A和410B二者捕获具有现实世界元素490的场景的数字表示。在该示例中,AR托管平台识别元素490并从被认为同与元素490相关联的上下文密切相关的可用AR对象标识相关AR对象的集合。相关AR对象446A和446B被看作相关AR对象的集合的成员对象。
AR托管平台基于元素490生成所导出的干涉以确定它们如何关于上下文相长或相消干涉。在移动设备410A的情况下,相关AR对象446A因各元素490之间的相长干涉而具有被加强的存在。因此,相关AR对象446A受各元素490之间的相长干涉的强烈影响,并可能具有关于干涉准则的强满意度。在捕获具有元素490的场景的类似数字表示的移动设备410B的示例中,上下文指示:相关AR对象446B因各元素490之间的相消干涉而具有被抑制的存在。因此,相关AR对象446B受元素490的弱或负面影响,并可能具有关于干涉准则的弱或负面满意度。
应当注意,相关AR对象446B甚至可能是相关AR对象446A。然而,移动设备基于相对满意度的差异来提供不同的增强现实体验。对于这种差异的许多原因当中的一个原因可以基于移动设备的用户标识,其中用户的标识信息被合并到更改上下文的场景的数字表示中。
被加强的存在和被抑制的存在可以根据相关AR对象446A和446B的性质、上下文或与场景有关的其他因素而采取许多不同形式。在最基本级别,存在可以简单地意味着相关AR对象存在(被加强)或不存在(被抑制)。尽管如此,存在可以覆盖体验的完全范围。考虑相关AR对象446A的视觉图像。该视觉图像可以被叠加在场景的图像上,其中该视觉图像是不透明的且覆盖元素490的图像。然而,相关AR对象446B的视觉图像可能具有多个透明度以指示被抑制的存在。类似地,当相关AR对象446A和446B具有音频内容时,可以根据从每个对象干涉准则满意度导出的音量级别来播放该音频。所预期的是,可以自然地根据有AR能力的设备的呈现能力、针对所有人类感官模态来加强或抑制存在。
存在还可以扩展超出人类感官模态。被增强或抑制的存在还可以影响与相关AR对象446A或446B相关联的功能。当指示移动设备410A和410B以允许与相关AR对象446A或446B的交互时,可以基于满意度来约束或允许该交互。例如,可能开启相关AR对象446A的特定特征或者使相关AR对象446A的特定特征可用,而可能关闭相关AR对象446B的特征或者以其他方式使相关AR对象446B的特征不可用。
使用情况:游戏和促销上下文。
图5图示对于所公开的关于组合游戏和广告的本发明主题的可能使用情况。在该示例中,多个个体使用他们的操作为移动设备510的蜂窝电话来竞争与商店中的产品相关联的促销。移动设备510中的每一个都捕获与场景595相关联的数据,其包括商店中的产品。每个设备向托管平台500提交场景595的可能由它们自身的传感器530捕获的它们自身的相应数字表示534。应当注意,(一个或多个)数字表示534可以包括产品的图像、移动设备信息(例如设备标识、位置、定向、定位等等)、用户标识符或其他信息。对象识别引擎560分析数字表示534以将商店中的产品识别为如元素590所表示的目标对象。在该示例中,元素590是与商店的产品相对应的已知目标对象。对象识别引擎560从与场景595有关的上下文532导出干涉550。上下文532可以包括购物上下文、商店专用上下文、游戏上下文、或与场景595的境况有关的其他上下文。对象识别引擎560利用干涉550来从AR对象储藏库540中的可用AR对象标识相关AR对象546的集合。平台500将移动设备510A配置成允许设备510A具有与来自该集合的一个或多个成员AR的交互。
图5的示例预期下述增强现实:其中,个体一起参与(可能作为队伍)以便形成用于商业目的的处于他们周围的增强现实。随着多个相关个体、朋友或熟人集中到商店,他们的存在发生相长干涉以产生一个或多个促销(例如大减价、赠券、奖品、刺激物、折扣等等)。作为对立队伍的成员的个体可以在加强对他们自身队伍的相同促销的存在的同时抑制对第一队伍来说可用的促销的存在。如所示,移动设备510A是已赢得关于产品的赠券的队伍的成员。然而,该队伍仍缺少处于场景595本地的足够成员来赢得对第二产品的另一促销,使得他们被请求以邀请附加的朋友。在第二产品的情况下,AR对象消息泡泡因由于对立队伍成员而生成的干涉而具有被抑制的存在(即缺少对促销的访问)。
对于图5的简化情况,干涉550可以由队伍成员的相对和(队伍A成员的数目减去队伍B成员的数目)来表征。当值明显为正时,队伍A获胜。当值明显为负时,队伍B获胜。平台500比较与队伍成员的数目有关的AR对象属性,并根据如从每个对象的干涉准则满意度确定的干涉550来指示移动设备510A以允许与AR对象546A的交互。随着队伍成员到达或离开场景,AR对象546A的存在可以相应地改变。
游戏和促销使用情况仅是上下文导出和干涉的一个示例。另一类似示例可以包括医疗上下文,其中医疗设备(例如X射线、MRI、牙医用椅等等)、患者和医生的存在指示应当使哪些AR医疗对象可用。例如,患者可以输入其中存在医生的医生办公室,在那里医生利用基于写字板或平板的计算设备(例如iPadTM、XoomTM、PlayBookTM等等)。当医生和患者是单独的时,他们的存在发生相长干涉以允许与患者在平板电脑上的基于AR的医疗记录的完全交互。当医生和患者在其他人面前时,个体发生相消干涉,从而导致与基于AR的医疗记录的受约束的交互。
使用情况:基于对象的留言板。
图6图示托管平台600提供场景695中的特定对象的评注的另一可能使用情况。一个或多个个体可以使用移动设备610来经由传感器630捕获场景695的数字表示。该场景包括如几何形状所指示的多个对象。平台600尝试识别对象以及与对象或场景695相关联的上下文。平台600然后标识被绑定到对象的相关AR对象646。AR对象646A表示具有消息的留言板,其中留言板和消息被绑定到被标识为AR对象的特定对象。应当注意,消息还可以被绑定到留言板对象而不是仅特定对象。
应当认识到,基于场景695的上下文以及该场景的各元素之间的干涉来使在留言板中呈现的消息可用。例如,个人消息已经被绑定到对于移动设备610A的拥有者的现实世界对象。该个人消息是由于设备拥有者和对象一起存在而呈现的,因此,相长干涉导致个人消息的呈现。另外,留言板列出以公众为目标的其他消息。应当认识到,个体可以使用他们的移动设备或其他有AR能力的设备以经由消息交换来与AR对象646A交互,即使在AR对象646A表示被绑定到现实世界元素的消息的情况下亦如此。尽管AR对象646A被呈现为绑定到被识别为特定目标对象的特定元素的留言板或消息,但是如先前所讨论,AR对象646可以包括可购买的产品、促销(例如赠券、奖品、刺激物、大减价、折扣等等)、内容(例如图像、视频、音频等等)、基于成绩的奖励、代金券、智力玩具或游戏的线索、解锁的增强现实体验、应用数据、评论或者其他类型的对象或内容。
交互。
一旦AR托管平台标识出针对上下文的相关AR对象的集合,该托管平台就指示移动设备或其他有AR能力的设备以允许设备具有与AR对象的一个或多个交互。在一些实施例中,AR对象可以包括允许用户选择或点击所呈现的对象的超链接AR对象,这使设备通过网络访问附加信息。在更详尽的实施例中,AR对象可以包括被拷贝到移动设备的有形存储器的软件指令。该指令将移动设备配置成根据该指令来与AR对象或远程计算设备交互。交互可以包括有AR能力的设备和AR对象之间或当中的许多种的可能相互作用。
一个尤其有趣的交互包括允许有AR能力的设备参与到与商务引擎的商业交易中。该商业交易可以包括购买、选择或以其他方式货币化与相关AR对象的集合的成员对象的交互。进行商业交易可以包括通过网络与一个或多个在线账户的交互。在这样的实施例中,感兴趣的AR对象可以承载指令或其他类型的信息以允许设备与远程服务器交互以便完成交易。这样的方法消除了对设备具有金融协议的先验知识以完成交易的要求。商业交易的附加示例可以包括:与飞行常客里程计划进行交互;以在线话语交互虚拟货币;将资金(现实或虚拟)从一个账号转移到另一个;支付通行费;与销售点设备进行交互;进行信用卡、礼金卡或积分卡交易;经由在线零售商(例如AmazonTM、AudibleTM等等)进行在线购买;支付公用事业;支付税款;或被认为具有货币值的其他类型的交易。
又一预期类型的交互包括管理AR对象。在更典型的实施例中,具有蜂窝电话的个体将可能表示AR内容的消费者。AR内容消费者具有对管理AR对象的一组广泛需要。在一些实施例中,个体的蜂窝电话可以操作为AR对象集线器,通过该AR对象集线器,个体可以与在重叠的增强现实体验内参与的其他附近蜂窝电话交互。蜂窝电话或其他有AR能力的设备还可以操作为针对被绑定到个体或蜂窝电话的更多永久AR对象的存储设施或虚拟公文包。管理还被看作包括:监视AR对象的使用,假定关于AR对象的适当认证或授权;建立警报或通知;给AR对象或能力列清单;记录AR对象的使用;将AR对象从一个物理位置传输到另一个;与其他人交换或买卖AR对象;查看或观察上下文;或其他类型的与管理相关的交互。
管理交互还可以适用于增强现实内容创建者或发布者。交互还可以包括允许有AR能力的设备操作为内容创建公用事业。发布者可以利用有AR能力的设备(甚至他们自身的蜂窝电话)来与AR对象交互,其包括:根据场景内的元素实时创建AR对象;利用AR对象填充场景;甚至基于场景的元素来定义或创建AR上下文;管理AR对象的修订或版本;在创建期间或者甚至在现场调试AR对象;发布或发行一个或多个AR对象以用于消费;将AR对象绑定到其他AR对象或现实世界元素;为上下文或场景建立干涉函数;或者以其他方式参与创建或管理AR内容。
对本领域技术人员来说应当显而易见,在不偏离这里的本发明构思的情况下,除已经描述的那些修改外的许多更多修改是可能的。因此,本发明主题不应受到约束,除了在所附权利要求的范围内。此外,在解释说明书和权利要求二者的过程中,应当以与上下文一致的最宽可能方式来解释所有术语。特别地,术语“包括”和“包含”应当被解释为以非排他的方式指代元素、部件或步骤,指示所引用的元素、部件或步骤可能存在、被利用或与没有明确引用的其他元素、部件或步骤组合。在说明书权利要求书指代从由A、B、C……和N构成的组中选择的事物中的至少一个的情况下,该文本应当被解释为仅需要来自该组的一个元素,不是A加上N或者B加上N等等。
Claims (18)
1.一种增强现实AR托管平台计算设备,包括:
AR设备接口,其被配置成从至少一个AR设备获得场景的数字表示,所述场景包括具有现实世界元素和AR元素的多个元素;以及
对象识别引擎,其与AR设备接口耦合并被配置成:
将所述多个元素中的现实世界元素识别为经识别的目标对象;
基于与经识别的目标对象相关联的属性和同与经识别的目标对象有关的上下文相关联的上下文签名,关于所述数字表示来确定所述上下文,其中所述上下文签名指示何时所述上下文可能会被看作适用于场景,以及其中所确定的上下文具有包括多个准则属性的属性矢量;
从所述上下文导出干涉,所述干涉包括干扰准则以及关于所述干扰准则的满意度级别;
基于干涉准则来从所述AR元素标识相关增强现实对象的集合;以及
将至少一个AR设备配置成:
基于所述相关增强现实对象中的至少一个的属性和所述满意度级别来确定所述相关增强现实对象中的至少一个在所述场景内的存在;以及
根据所确定的存在允许与所述相关增强现实对象中的至少一个的交互。
2.根据权利要求1的托管平台计算设备,其中所述数字表示包括由所述至少一个AR设备获取的传感器数据。
3.根据权利要求2的托管平台计算设备,其中所述数字表示包括由多个AR设备获取的传感器数据。
4.根据权利要求1的托管平台计算设备,其中所述对象识别引擎被配置成通过下述操作来标识相关增强现实对象的集合:将所述干涉准则应用于所述AR元素中的至少一个的属性,以确定AR元素集合中的至少一个AR元素对所述干涉准则的满意度。
5.根据权利要求1的托管平台计算设备,其中所述干涉包括相长干涉,其中所确定的存在包括加强所述相关增强现实对象中的至少一个的视觉属性。
6.根据权利要求1的托管平台计算设备,其中所述干涉包括相消干涉,其中所确定的存在包括抑制所述相关增强现实对象中的至少一个的视觉属性。
7.根据权利要求5的托管平台计算设备,其中所述相关增强现实对象中的至少一个的视觉属性包括透明度。
8.根据权利要求1的托管平台计算设备,其中所述相关增强现实对象中的至少一个包括促销、折扣、赠券、奖品、内容、奖励、代金券、线索、产品、服务以及体验中的至少一个。
9.根据权利要求1的托管平台计算设备,其中所述交互包括与商务引擎的商业交易。
10.根据权利要求9的托管平台计算设备,其中所述商业交易包括所述相关增强现实对象中的至少一个的购买。
11.根据权利要求9的托管平台计算设备,其中所述商业交易包括所述现实世界元素的购买。
12.根据权利要求1的托管平台计算设备,其中所确定的上下文包括干涉函数,并且其中所述对象识别引擎进一步被配置成将所述干涉函数应用于增强现实对象的集合。
13.根据权利要求12的托管平台计算设备,其中所述相关增强现实对象中的至少一个包括被绑定到所述现实世界元素的留言板。
14.根据权利要求1的托管平台计算设备,其中所述数字表示包括位置信息,并且其中所述干涉取决于所述位置信息。
15.根据权利要求14的托管平台计算设备,其中所述位置信息与所述现实世界元素有关。
16.根据权利要求1的托管平台计算设备,其中所述数字表示包括时间信息,并且其中所述干涉取决于所述时间信息。
17.根据权利要求1的托管平台计算设备,其中所述上下文包括以下类型的上下文中的至少一个:游戏上下文、购物上下文、旅行上下文、工作上下文以及娱乐上下文。
18.根据权利要求5或6的托管平台计算设备,其中所述视觉属性包括所述相关增强现实对象中的至少一个的尺寸和透明度中的至少一个。
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