RU2013154102A - Система для распознавания и отслеживания пальцев - Google Patents

Система для распознавания и отслеживания пальцев Download PDF

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RU2013154102A
RU2013154102A RU2013154102/08A RU2013154102A RU2013154102A RU 2013154102 A RU2013154102 A RU 2013154102A RU 2013154102/08 A RU2013154102/08 A RU 2013154102/08A RU 2013154102 A RU2013154102 A RU 2013154102A RU 2013154102 A RU2013154102 A RU 2013154102A
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Энтони ЭМБРУС
Киунгсук Дэвид ЛИ
Эндрю КЭМПБЕЛЛ
Дэвид ХЕЙЛИ
Брайан МАУНТ
Альберт РОБЛЕС
Дэниел ОСБОРН
Шон РАЙТ
Нахил ШАРКАСИ
Дэйв ХИЛЛ
Дэниел МАККАЛЛОК
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МАЙКРОСОФТ ТЕКНОЛОДЖИ ЛАЙСЕНСИНГ, ЭлЭлСи
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
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    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing 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
    • A63F13/428Processing 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 involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
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    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
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    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/213Input 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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    • A63SPORTS; GAMES; AMUSEMENTS
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    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/44Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
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    • G06F3/0488Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures
    • G06F3/04883Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures for inputting data by handwriting, e.g. gesture or text
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    • G06V40/20Movements or behaviour, e.g. gesture recognition
    • G06V40/28Recognition of hand or arm movements, e.g. recognition of deaf sign language
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/812Ball games, e.g. soccer or baseball
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
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    • A63F2300/10Features 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
    • A63F2300/1087Features 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6045Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/66Methods for processing data by generating or executing the game program for rendering three dimensional images
    • A63F2300/6607Methods for processing data by generating or executing the game program for rendering three dimensional images for animating game characters, e.g. skeleton kinematics
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/66Methods for processing data by generating or executing the game program for rendering three dimensional images
    • A63F2300/6615Methods for processing data by generating or executing the game program for rendering three dimensional images using models with different levels of detail [LOD]
    • GPHYSICS
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    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
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Abstract

1. Способ формирования модели кисти руки пользователя, включающей в себя один или более пальцев, содержащий этапы, на которых:(a) принимают данные позиции, представляющие позицию пользователя, взаимодействующего с датчиком, причем данные позиции включают в себя по меньшей мере одно из данных глубины и данных изображения, представляющих кисть руки пользователя; и(b) анализируют данные позиции для идентификации кисти руки пользователя в данных позиции, причем этап (b) содержит этапы, на которых:(b)(1) анализируют данные глубины из данных позиции, полученных на этапе (a), чтобы сегментировать данные позиции в данные кисти руки, и(b)(2) извлекают набор дескрипторов признака посредством применения одного или более фильтров к данным изображения кисти руки, идентифицированной на этапе (b)(1), причем эти один или более фильтров анализируют данные изображения кисти руки по сравнению с данными изображения за пределами границы кисти руки, чтобы различить признаки кисти руки, включающие в себя форму и ориентацию кисти руки.2. Способ по п.1, дополнительно содержащий этапы, на которых исполняют прикладную программу, принимающую команды через механизм считывания, и воздействуют на управляющее действие в прикладной программе на основе позиции кисти руки, идентифицированной на этапе (b).3. Способ по п.1, в котором этап (b)(1) содержит этап, на котором анализируют средние точки, построенные из данных изображения, для определения местоположения наилучшего кандидата кисти руки.4. Способ по п.1, в котором этап (b)(2) содержит этапы применения классификатора пикселей, содержащий этапы, на которых:выбирают пиксели в пределах границы дескриптора формы

Claims (10)

1. Способ формирования модели кисти руки пользователя, включающей в себя один или более пальцев, содержащий этапы, на которых:
(a) принимают данные позиции, представляющие позицию пользователя, взаимодействующего с датчиком, причем данные позиции включают в себя по меньшей мере одно из данных глубины и данных изображения, представляющих кисть руки пользователя; и
(b) анализируют данные позиции для идентификации кисти руки пользователя в данных позиции, причем этап (b) содержит этапы, на которых:
(b)(1) анализируют данные глубины из данных позиции, полученных на этапе (a), чтобы сегментировать данные позиции в данные кисти руки, и
(b)(2) извлекают набор дескрипторов признака посредством применения одного или более фильтров к данным изображения кисти руки, идентифицированной на этапе (b)(1), причем эти один или более фильтров анализируют данные изображения кисти руки по сравнению с данными изображения за пределами границы кисти руки, чтобы различить признаки кисти руки, включающие в себя форму и ориентацию кисти руки.
2. Способ по п.1, дополнительно содержащий этапы, на которых исполняют прикладную программу, принимающую команды через механизм считывания, и воздействуют на управляющее действие в прикладной программе на основе позиции кисти руки, идентифицированной на этапе (b).
3. Способ по п.1, в котором этап (b)(1) содержит этап, на котором анализируют средние точки, построенные из данных изображения, для определения местоположения наилучшего кандидата кисти руки.
4. Способ по п.1, в котором этап (b)(2) содержит этапы применения классификатора пикселей, содержащий этапы, на которых:
выбирают пиксели в пределах границы дескриптора формы кисти руки,
строят прямоугольник заранее определенного размера вокруг каждого пикселя, причем каждый прямоугольник строится в плоскости дескриптора формы,
определяют точки пересечения с каждым прямоугольником, в которых данные изображения переходят между точкой переднего плана и фоновой точкой, и
идентифицируют кисть руки и пальцы из анализа точек пересечения каждого прямоугольника для каждого исследуемого пикселя.
5. Способ по п.1, в котором этап (b)(2) содержит этапы применения фильтра анализа кривизны, содержащие этапы, на которых:
выбирают пиксели вдоль границы дескриптора формы кисти руки,
исследуют множество пикселей, окружающих выбранный пиксель, и присваивают выбранному пикселю значение, указывающее, какой окружающий пиксель также находится вдоль границы дескриптора формы,
преобразовывают значения в углы и контуры вокруг кисти руки, включающие в себя пики и впадины, и
определяют, какие из пиков представляют пальцы кисти руки.
6. Система для формирования модели кисти руки пользователя, включающей в себя один или более пальцев, при этом система включает в себя механизм считывания, функционально соединенный с вычислительным устройством, причем система содержит:
средство распознавания скелета для распознавания по меньшей мере части скелета пользователя из принятых данных, включающих в себя по меньшей мере одно из данных глубины и данных изображения;
средство сегментации изображения для сегментации одной или более областей тела в область, представляющую кисть руки пользователя; и
средство извлечения дескриптора для извлечения данных, представляющих кисть руки, включающую в себя один или более пальцев, и ориентацию кисти руки, при этом средство извлечения дескриптора применяет множество фильтров для анализа пикселей в области, представляющей кисть руки, причем каждый фильтр в этом множестве фильтров определяет позицию и ориентацию кисти руки, при этом средство извлечения дескриптора комбинирует результаты каждого фильтра для достижения наилучшей оценки позиции и ориентации кисти руки.
7. Система по п.6, в которой упомянутое множество фильтров средства извлечения дескриптора включает в себя средство классификатора для анализа кисти руки как контура относительно механизма считывания, при этом средство классификатора выбирает пиксели в пределах области, представляющей кисть руки пользователя, строит прямоугольник заранее определенного размера вокруг каждого пикселя, где каждый прямоугольник строится в плоскости контура, определяет точки пересечения с каждым прямоугольником, в которых данные изображения переходят между точкой переднего плана и фоновой точкой, и идентифицирует кисть руки и пальцы из анализа точек пересечения каждого прямоугольника для каждого исследуемого пикселя.
8. Система по п.7, в которой средство классификатора идентифицирует среднюю точку, представляющую кончик пальца, когда на прямоугольнике идентифицированы две точки пересечения, и расстояние между точками пересечения является слишком малым, чтобы представлять ладонь.
9. Система по п.8, в которой местоположение двух точек пересечения на одной и той же или на разных сторонах прямоугольника указывает ориентацию идентифицированного кончика пальца.
10. Машиночитаемый носитель, не состоящий из модулированного сигнала данных, при этом машиночитаемый носитель имеет машиноисполняемые команды для программирования процессора на выполнение способа формирования модели кисти руки пользователя, включающей в себя один или более пальцев, для естественного пользовательского интерфейса, при этом способ содержит этапы, на которых:
(a) принимают данные изображения пользователя, взаимодействующего с естественным пользовательским интерфейсом;
(b) анализируют данные изображения для идентификации кисти руки в данных изображения; и
(c) сравнивают данные изображения идентифицированной кисти руки с заранее определенными положениями кисти руки для определения того, выполнил ли пользователь один из следующих заранее определенных жестов кисти руки или управляющих действий:
(c)(1) счет на пальцах пользователя,
(c)(2) выполнение жеста "все в порядке",
(c)(3) нажатие виртуальной кнопки,
(c)(4) зажимание вместе большого и другого пальцев кисти руки,
(c)(5) письмо или рисование,
(c)(6) лепка,
(c)(7) управление куклой,
(c)(8) вращение круглой рукоятки или открывание кодового замка,
(c)(9) стрельба из оружия,
(c)(10) выполнение жеста щелчка,
(c)(11) выполнение жеста, в котором палец может использоваться на открытой ладони для прокрутки и перемещения через виртуальное пространство, и
(c)(12) движение пальцами как ножницам для управления ногами виртуального персонажа.
RU2013154102/08A 2011-06-06 2012-06-04 Система для распознавания и отслеживания пальцев RU2605370C2 (ru)

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US201161493850P 2011-06-06 2011-06-06
US61/493,850 2011-06-06
US13/277,011 2011-10-19
US13/277,011 US8897491B2 (en) 2011-06-06 2011-10-19 System for finger recognition and tracking
PCT/US2012/040741 WO2012170349A2 (en) 2011-06-06 2012-06-04 System for finger recognition and tracking

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RU2605370C2 RU2605370C2 (ru) 2016-12-20

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