JP2011522318A - 仮想現実の制御 - Google Patents
仮想現実の制御 Download PDFInfo
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/03—Arrangements for converting the position or the displacement of a member into a coded form
- G06F3/033—Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor
- G06F3/0346—Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor with detection of the device orientation or free movement in a 3D space, e.g. 3D mice, 6-DOF [six degrees of freedom] pointers using gyroscopes, accelerometers or tilt-sensors
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/213—Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/24—Constructional details thereof, e.g. game controllers with detachable joystick handles
- A63F13/245—Constructional details thereof, e.g. game controllers with detachable joystick handles specially adapted to a particular type of game, e.g. steering wheels
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
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- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
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- A—HUMAN NECESSITIES
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- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/56—Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/57—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/833—Hand-to-hand fighting, e.g. martial arts competition
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/843—Special adaptations for executing a specific game genre or game mode involving concurrently two or more players on the same game device, e.g. requiring the use of a plurality of controllers or of a specific view of game data for each player
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/03—Arrangements for converting the position or the displacement of a member into a coded form
- G06F3/0304—Detection arrangements using opto-electronic means
- G06F3/0325—Detection arrangements using opto-electronic means using a plurality of light emitters or reflectors or a plurality of detectors forming a reference frame from which to derive the orientation of the object, e.g. by triangulation or on the basis of reference deformation in the picked up image
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1043—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being characterized by constructional details
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1062—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being specially adapted to a type of game, e.g. steering wheel
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
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- A63F2300/1087—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals comprising photodetecting means, e.g. a camera
- A63F2300/1093—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals comprising photodetecting means, e.g. a camera using visible light
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- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
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- A63F2300/55—Details of game data or player data management
- A63F2300/5546—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
- A63F2300/5553—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history user representation in the game field, e.g. avatar
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- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
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- A63—SPORTS; GAMES; AMUSEMENTS
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- A63—SPORTS; GAMES; AMUSEMENTS
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- A63—SPORTS; GAMES; AMUSEMENTS
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- A63—SPORTS; GAMES; AMUSEMENTS
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- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8082—Virtual reality
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8088—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game involving concurrently several players in a non-networked game, e.g. on the same game console
Abstract
Description
を含む。
Claims (48)
- 人とコンピューターとのインターフェイスをとる方法であって、
軸(axis)を有するシャフト、
前記シャフトに接続された(connected)鍔(tsuba)であって、前記軸から離れる方向に延び(extends away)、前記シャフトに面する(faces)第1の側(side)を有する鍔、および、
前記鍔の前記第1の側と反対側にある第2の側にある柄(handgrip)、
を有する装置を前記人に提供するステップと、
前記装置の画像を取得(acquiring)するステップと、
前記画像に応答して(responsive to)前記装置の向き(orientation)を判定(determining)するステップと、
前記向きに応答して(responsive to)前記コンピューターによって動作(action)を生成するステップと
を含む方法。 - 向きを判定するステップが、前記鍔への前記シャフトの投影(projection)を判定するステップを含む、請求項1に記載の方法。
- 向きを判定するステップが、前記鍔の既知の形状(shape)と比較した(relative to)、前記画像中の前記鍔の形状を判定するステップを含む、請求項1または2に記載の方法。
- 前記鍔が円形の外面(periphery)を有する、請求項3に記載の方法。
- 前記画像中の前記鍔の形状を判定するステップが、前記画像中の前記形状の長軸(major axis)および短軸(minor axis)を求めるステップを含む、請求項4に記載の方法。
- 前記判定された形状に応じて前記装置の3D空間座標を求めるステップを含む、請求項3から5のいずれかに記載の方法。
- 向きを判定するステップが、座標系を基準とした前記軸の極角(polar angle)を求めるステップを含む、請求項1から6のいずれかに記載の方法。
- 極角を求めるステップが、前記極角を求める際の縮退(degeneracy)を除去するステップを含む、請求項7に記載の方法。
- 向きを判定するステップが、前記軸の方位角(azimuth angle)を求めるステップを含む、請求項1から8のいずれかに記載の方法。
- 向きを判定するステップが、
前記画像中の前記装置の3つの領域(regions)各々の3D空間座標を求めるステップと、
前記座標が実質的に同一の直線に沿って存在するかどうかを判定するステップと、
前記座標を使用して前記向きを判定するステップと
を含む、請求項1から9のいずれかに記載の方法。 - 前記シャフトの前記表面(surface)および前記鍔の第1の表面に相対的に強化された(enhanced)コントラストを与えるステップを含む、前記請求項いずれかに記載の方法。
- 相対的に強化されたコントラストを与えるステップが、前記鍔の表面に相対的に強化された反射性(reflectivity)を与えるステップを含む、請求項11に記載の方法。
- 相対的に強化されたコントラストを与えるステップが、前記シャフトの表面に相対的に低い反射性を与えるステップを含む、請求項11または12に記載の方法。
- 前記装置の特徴(feature)の位置特定(locating)を支援する(aid)少なくとも1つの基準マーク(fiducial marking)を前記装置に備えるステップを含む、前記請求項いずれかに記載の方法。
- 前記少なくとも1つの基準マークが、前記シャフトの先端(end)にある相対的に高輝度の反射性の基準(fiducial)を含む、請求項14に記載の方法。
- 前記装置の向き(orientation)に関係なく(irrespective of)実質的に同じ輝度を有するように前記シャフトの前記先端に前記基準を構成するステップを含む、請求項15に記載の方法。
- 前記シャフトの前記先端にある前記基準が、高反射性の球状表面(spherical surface)を備える、請求項15または16に記載の方法。
- 前記少なくとも1つの基準マークが、前記鍔の前記外面に沿った高反射性の領域(region)を備える、請求項14から17のいずれかに記載の方法。
- 画像を取得するステップが、前記装置の3D奥行き(depth)マップ画像を取得するステップを含む、請求項1から18のいずれかに記載の方法。
- 画像を取得するステップが、前記装置のコントラスト画像を取得するステップを含む、請求項1から19のいずれかに記載の方法。
- 前記コンピューターにより動作(action)を生成するステップが、アバター(avatar)に動きを与えるステップを含む、前記請求項いずれかに記載の方法。
- 前記アバターが仮想現実(virtual reality)の中に置かれる、請求項21に記載の方法。
- 前記アバターに動きを与える(animating)ステップが、前記仮想現実の要素(element)と対話する(interact with)ように前記アバターに動きを与えるステップを含む、請求項22に記載の方法。
- 人の3D空間座標を求めるステップを含む、前記請求項いずれかに記載の方法。
- 空間座標を求めるステップが、前記人の3D奥行き画像を取得し、前記奥行き画像を使用して前記座標を求めるステップを含む、請求項24に記載の方法。
- 前記求められた座標に応じて、前記仮想現実中の前記アバターの位置を求めるステップを含む、請求項24または25に記載の方法。
- 前記人の姿勢(posture)を判定するステップを含む、前記請求項いずれかに記載の方法。
- 姿勢を判定するステップが、前記人の3D奥行き画像を取得し、前記奥行き画像を使用して姿勢を判定するステップを含む、請求項27に記載の方法。
- 前記判定された前記人の姿勢に応じて、前記アバターの姿勢を求めるステップを含む、請求項27または28に記載の方法。
- 前記アバターが前記仮想現実中の第1のアバターであり、前記要素が、前記仮想現実中で動作する第2のアバターである、請求項23から29のいずれかに記載の方法。
- 人の動作に応答して前記第2のアバターに動きが与えられる、請求項30に記載の方法。
- 請求項21から31のいずれかに従って前記第2のアバターに動きが与えられる、請求項31に記載の方法。
- 前記仮想現実がコンピューターゲームの現実感(reality)である、請求項30から32のいずれかに記載の方法。
- 前記第1および第2のアバターが、前記コンピューターゲーム中で互いと戦闘(combat)を行なう、請求項33に記載の方法。
- 前記戦闘が模擬的な(simulated)スターウォーズ風の戦闘である、請求項34に記載の方法。
- 前記請求項いずれかに記載の方法に従って人とのインターフェイスをとるようにコンピューターを構成する命令セットを備えたコンピューター可読媒体。
- 人とのインターフェイスをとるシステムであって、
軸を有するシャフト、
前記シャフトに接続された鍔であって、前記軸から離れる方向に延び、前記シャフトに面する第1の側を有する鍔、および
前記鍔の前記第1の側の反対側にある第2の側にある柄
を有する、人によって操作される装置と、
前記装置の撮像データを取得する撮像装置と、
前記撮像データを受け取り、前記受け取ったデータを処理して前記装置の向きを判定し、その向きに応答して動作を生成するように構成されたコンピューターと
を備えるシステム。 - 前記受け取ったデータを処理するように前記コンピューターを構成する命令セットを備えたコンピューター可読媒体を備える、請求項37に記載のシステム。
- 前記動作を生成するように前記コンピューターを構成する命令セットを備えたコンピューター可読媒体を備える、請求項37または38に記載のシステム。
- 前記コンピューターにより動作を生成するステップは、アバターに動きを与えるステップを含む、請求項39に記載のシステム。
- 前記アバターが仮想現実の中に置かれる、請求項40に記載のシステム。
- 前記アバターに動きを与えるステップが、前記仮想現実の要素と対話するように前記アバターに動きを与えるステップを含む、請求項41に記載のシステム。
- 前記アバターが、前記仮想現実中の第1のアバターであり、前記要素が、前記仮想現実中で動作する第2のアバターである、請求項42に記載のシステム。
- 人の動作に応答して前記第2のアバターに動きが与えられる、請求項43に記載のシステム。
- 人とコンピューターとのインターフェイスをとる方法であって、
前記人が立つ台(platform)、
前記人が前記台にかかる(on the platform)自身の体重を移動する(shifting)ことによって前記台の向きを変えることを可能にする、前記台が取り付けられる(mounted)1組のジンバル(gimbals)、および
少なくとも1つの基準マーク(fiducial marking)、
を有する装置を前記人に提供するステップと、
前記少なくとも1つの基準マークの画像を取得するステップと、
前記画像に応答して前記装置の向きを判定するステップと、
前記向きに応答して前記コンピューターによって動作を生成するステップと
を含む方法。 - 前記少なくとも1つの基準が、前記台の縁部に沿った基準を含む、請求項45に記載の方法。
- 前記少なくとも1つの基準が、2つの基準マークを含む、請求項46に記載の方法。
- 前記2つの基準マークが、基準(fiducial)が付加されていない(not marked with)、前記縁部(edge)に沿った比較的狭い領域(small region)によって隔てられた(separated by)、少なくとも2つの比較的近接した(close)基準マークを含む、請求項47に記載の方法。
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