TWI388362B - 決定控制器之三維位置的方法與系統及其電腦程式 - Google Patents

決定控制器之三維位置的方法與系統及其電腦程式 Download PDF

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TWI388362B
TWI388362B TW098114986A TW98114986A TWI388362B TW I388362 B TWI388362 B TW I388362B TW 098114986 A TW098114986 A TW 098114986A TW 98114986 A TW98114986 A TW 98114986A TW I388362 B TWI388362 B TW I388362B
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input 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
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/03Arrangements for converting the position or the displacement of a member into a coded form
    • G06F3/0304Detection arrangements using opto-electronic means
    • 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
    • A63F13/40Processing 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
    • A63F13/424Processing 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 acoustic input signals, e.g. by using the results of pitch or rhythm extraction or voice recognition
    • 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
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    • A63F13/213Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
    • 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
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/215Input arrangements for video game devices characterised by their sensors, purposes or types comprising means for detecting acoustic signals, e.g. using a microphone
    • 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
    • A63F13/25Output arrangements for video game devices
    • A63F13/28Output arrangements for video game devices responding to control signals received from the game device for affecting ambient conditions, e.g. for vibrating players' seats, activating scent dispensers or affecting temperature or light
    • 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
    • A63F13/833Hand-to-hand fighting, e.g. martial arts competition
    • 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
    • A63F13/843Special 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
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input 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
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/03Arrangements for converting the position or the displacement of a member into a coded form
    • G06F3/033Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input 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
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/03Arrangements for converting the position or the displacement of a member into a coded form
    • G06F3/033Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor
    • G06F3/0346Pointing 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
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T7/00Image analysis
    • G06T7/70Determining position or orientation of objects or cameras
    • 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
    • A63F2300/10Features 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
    • A63F2300/1081Input via voice recognition
    • 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
    • A63F2300/10Features 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
    • A63F2300/80Features 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
    • A63F2300/8029Fighting without shooting
    • 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
    • A63F2300/80Features 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
    • A63F2300/8088Features 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

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  • Computer Vision & Pattern Recognition (AREA)
  • Acoustics & Sound (AREA)
  • User Interface Of Digital Computer (AREA)
  • Position Input By Displaying (AREA)
  • Processing Or Creating Images (AREA)
  • Measurement Of Velocity Or Position Using Acoustic Or Ultrasonic Waves (AREA)

Description

決定控制器之三維位置的方法與系統及其電腦程式
本發明一般而言相關於在一計算裝置與一使用者手持的控制器之間的通訊,特別是使用在該計算裝置與該控制器之間的通訊,而決定該控制器在三維空間之位置。
近幾年來的視頻遊戲工業已經見到許多改變。隨著計算能力的擴張,視頻遊戲開發商同樣地創造出利用增加的計算能力的遊戲軟體。為此,視頻遊戲開發商已經編程出結合有複雜的運算及數學的遊戲,以創造非常真實的遊戲經驗。
遊戲平台之例子,為Sony Playstation®、Sony Playstation 2®(PS2)及Sony Playstation 3®(PS3),其每一遊戲平台均以遊戲機的形式銷售。如眾所周知的,該遊戲機是設計成連接螢幕(通常是電視)且使用者經由手持控制器而產生互動。該遊戲機設計成具有專用處理硬體,包括一中央處理器(CPU)、一用以處理密集圖像操作的圖像合成器、一用以執行幾何轉換的向量單元,以及其他硬體、韌體及軟體。該遊戲機進一步設計成具有承接遊戲壓縮碟片的光碟片托盤,經由該遊戲控制機台而進行單機遊戲。亦可能進行線上遊戲,其中使用者可以透過網際網路而互動地對抗其他使用者或與其他使用者進行遊戲。
隨著遊戲的複雜度持續激起玩家的興趣,遊戲及硬體製造商已經持續的創新,使得額外的互動及電腦程式成為可能。
電腦遊戲工業之成長趨勢為發展增加使用者與遊戲系統之間的互動的遊戲。達成更豐富互動經驗的一類方法為使用無線遊戲控制器,為了要追蹤該玩家的移動,遊戲系統追蹤該無線遊戲控制器之移動,且使用這些移動作為遊戲的輸入訊號。一般而言,姿勢輸入涉及具有一電子裝置,例如計算系統、視頻遊戲機、智慧型家電等,可以對於經追蹤一物體的視頻攝影機所擷取的姿勢做出反應。
然而,目前的物體追蹤技術遭遇擷取準確性的問題。此問題的出現係因為習知影像分析只能產生稍微可靠的在二維中的使用者位置之量測結果。由於向攝影機移動或遠離攝影機之些微改變的形狀,無法提供足夠資訊用以可靠地計算在該攝影機與該控制器之間的距離,因此決定在該攝影機與該被追蹤的物體之間的距離是不容易的。在實驗室之設定中,某些已經利用深度感知裝置。然而這些深度感知裝置依賴雙向彈回,其試圖藉來自放置於此裝置前的物體之反射的光,而描繪特定影像之輪廓。雖然此裝置具有確切之用途,由於價錢、複雜度以及需要將深度資料與二維影像資料做結合的額外處理過程,該裝置在遊戲上的應用是有所受限的。因此,深度資料與互動式遊戲控制器之整合已經持續的落後,其產出低於所要的結果,且在實驗室之外並不被廣為接受。
因此本文中出現本發明之實施例。
廣泛而言,本發明藉由提供建立計算系統中之電腦程式與使用者手持的控制器之間的通訊之方法及系統,以決定該控制器之三維位置,而滿足這些需求。本發明可以許多方式而加以執行,例如在電腦可讀取媒體上的處理、設備、系統、裝置或方法。某些本發明之實施例係描述如下。
在一實施例中,提供一方法,用以建立在計算系統中之電腦程式與使用者手持的控制器之間的通訊。該方法於顯示器上顯示圖像使用者界面(graphical user interface),且擷取在該顯示器前方的區域的影像資料。在該顯示器前方的區域亦稱為擷取區域,且圍繞住使用者與該計算系統進行互動所預測出的空間。亦可調整該擷取區域,從而縮小或放大該區域。所擷取的影像資料,例如藉由數位視頻攝影機所提供的資料,是用於確認該控制器關於該擷取區域的二維位置。此方法亦可擷取在鄰近於該顯示器的位置(例如麥克風)與該控制器的位置之間的單向聲音通訊。該資訊,是經由用於計算該擷取區域中的控制器的第三維位置的聲音通訊而得到。
本發明之另一實施例描述一系統,用以建立在一電腦程式與一控制器之間的通訊。該系統包括用以呈現圖像使用者界面的顯示器、聲音擷取裝置以及用以執行電腦程式的計算系統。該影像擷取裝置擷取該顯示器前方的區域的影像資料,該區域此處稱為擷取區域。該聲音擷取裝置相似地擷取該擷取區域中的聲音資料。該計算系統連結於顯示器、該影像擷取裝置以及該聲音擷取裝置。控制器係配置為由使用者單手握持,包括具有第一端點及第二端點的本體;在該第一端點附近的握把區域;位於二端點之間用以輸入資料的輸入襯墊;位於該第二端點的球型部份;以及靠近該第二端點的聲音發射裝置。該球型部份使得該影像擷取裝置易於識別影像;當使用者手持該聲音發射裝置時,該聲音發射裝置導離使用者,以提供與該聲音擷取裝置的單向聲音通訊。電腦程式根據所擷取的影像資料而確認該控制器之二維位置,且根據所擷取的聲音資料而確認該控制器的第三維位置。
進一步地,在另一實施例中,提供一系統,用以建立電腦程式與控制器之間的通訊。該系統包括一顯示器、二組光線發射器(位於該顯示器附近且面向該顯示器前方的擷取區域)、一聲音擷取裝置(例如麥克風)、以及執行電腦程式的計算系統。該計算系統連接至該顯示器及該聲音擷取裝置。在該系統之中,控制器係由使用者單手握持,且該控制器包括具有第一端點及第二端點的本體、在該第一端點附近的握把區域、位於該第一端點與該第二端點之間的輸入襯墊、靠近該第二端點的影像擷取裝置及聲音發射裝置。當使用者手持該控制器時,該聲音發射裝置導離該使用者,且配置成與靠近該計算系統的聲音擷取裝置進行單向聲音通訊。在該系統中,該電腦程式根據所擷取的影像資料而確認該控制器之二維位置,且根據所擷取的聲音資料而確認該控制器的第三維位置。
本發明之其他態樣自以下結合附圖的詳細描述後,會更加清楚,以例子的方式說明本發明之原理。
本發明為了決定一使用者手持之控制器之第三維位置,而提供方法及系統,用以建立一計算系統中之電腦程式與一使用者手持之控制器之間的通訊。該方法係於一顯示器上顯示圖像使用者介面,隨後擷取該顯示器前方擷取區域的影像資料,該擷取區域為使用者與該計算系統互動所預測停留的位置。所擷取的影像資料係用以確認位於該擷取區域中的該控制器之二維位置。該二維位置描述該控制器的水平及垂直方位。此外,該方法使用鄰近於該顯示器的位置與擷取聲音資料的控制器的位置之間的單向聲音通訊。該聲音資料係用以計算自該控制器至該顯示區域的距離。該二維位置與該距離之組合定義出位於該擷取區域中的一點,為控制器之位置。
此處所使用的單向聲音通訊,係有關於使用聲波將資訊自發送器傳送至接收器。在某些實施例中,該聲波為超音波,因此人類無法聽見。在某些實施例中,該發送器相當於該聲音通訊之第一端點,且該接收器相當於該聲音通訊之第二端點。在其他實施例中,二者的作用互換,其中該第一端點相當於該接收器,且該第二端點相當於該發送器。某些實施例仍然包括該第一端點與該第二端點之間的二方向(two-way)或雙向(bi-directional)通訊,其中每一次該第一端點或該第二端點可充當一發送器或一接收器。
該聲音通訊,藉由檢查與該聲音通訊有關的資訊,而用於評估自一端點至另一端點的距離。例如,為了根據音速而核對該距離,該發送器發送一聲音脈波至該接收器,量測聲音訊號行進自一端點至另一端點的時間。在一實施例中,應當注意該發送器及該接收器相當於不同的諸元,且不是相同的元件,或者換句話說,此處所描述的方法及設備,並不考慮訊號返回至該發送器所花費的時間。只要取得自該發送器至該接收器之距離量測結果後,除了使用聲音脈波以外的其他操作,可以與聲音通訊作結合。其他操作的例子為:分析相位同調性、改變波訊號的相位、改變波訊號的頻率、改變波訊號的振幅等等。
然而,對於熟習該項技藝者而言,顯然不需本發明的某些或全部的特定細節,就能夠實施本發明。在其他實例中,為了不混淆本發明,不詳細描述習知的操作過程。
圖1顯示多位玩家的互動遊戲環境。娛樂系統100包括運行電腦程式的計算系統102,該電腦程式包括與玩家A、B及C手持的控制器C1 -C5 互動的指令。計算系統100與影像擷取裝置106、聲音擷取系統108、顯示器104以及控制器C1 -C5 進行通訊。計算系統100與其他娛樂系統100中的諸元進行通訊,是經由直接有線連結或經由無線連結,包括藍芽(Bluetooth®)、Wi-FiTM 通訊協定、802.11通訊協定等等。典型的配置包括計算系統102與靠近該計算系統的固定元件之間直接有線的連結,該固定元件例如影像擷取裝置106、顯示器104及聲音擷取裝置108,同時使用Wi-FiTM 通訊協定與該些控制器進行無線通訊,雖然特別提及Wi-FiTM 通訊協定,當可理解其他通訊標準亦可使用,包括非標準的無線通訊協定及演算法。
擷取區域118為三維空間,為系統之使用者與該娛樂系統100互動時所在的預期空間。影像擷取裝置106取得該擷取區域的影像,且將它們傳送至計算系統102。在一實施例中,影像擷取裝置106為一數位視頻攝影機。其他實施例使用其他類型的影像擷取裝置,例如彩色數位攝影機、黑白數位攝影機及紅外線攝影機,或著重於偵測物體特定特徵的特殊裝置,例如預定的色彩。
該經擷取的影像資料可以壓縮的格式或原始的格式而加以操縱及分析。該原始影像格式包含來自該影像擷取裝置經最低限度處理的資料。藉由具有廣域內部色空間的原始資料轉換器產生經處理或經壓縮的影像資料,為了在轉換成紅綠藍三原色(red-green-blue,RGB)檔案格式之前做精確的調整,該RGB檔案格式例如帶標影像檔案格式(Tagged Image File Format,TIFF)、靜態影像壓縮標準(Joint Photographic Exchange Experts,JPEG)、可攜式網路圖像格式(Portable Network Graphics,PNG)、圖形 交換格式(Graphics Interchange Format,GIF)、位元映像格式(Windows bitmap file format,BMP)等等。經處理過的影像的色彩深度可以從黑白至灰階,至網頁色盤,至每個像素24位元等。在一實施例中,分析該原始影像資料,以定位該影像資料中的控制器之形狀,指定控制器之位置相當於該影像資料中所定位的形狀。在另一實施例中,使用經處理的影像資料加以代替,而定位出擷取影像中的控制器。
所擷取的影像資料用於決定該控制器的二維位置。藉由二個座標x及y(x,y)而確定該位置,定義出平面中的一點,或三維空間(例如該擷取空間)中的一條線。有時使用水平及垂直方位稱呼x及y之值。此外,使用其他類型的座標,例如自原點起始的角度及一向量值。於三維空間中相似地可使用不同的座標系統,而確認空間中之一點,例如x,y,z直角座標、x,y座標加上自原點起始的一向量,或二個夾角及一向量等等。
聲音擷取裝置108自該擷取區域取得聲音資料。在一實施例中,使用單向通訊,其中該控制器所發出的聲音由聲音擷取裝置108所接收。超音波通訊係避免干擾玩家的體驗。在一實施例中,該控制器包括發出聲音的揚聲器,且該聲音擷取裝置包括對焦於該擷取區域的接收麥克風。在一實施例中,該擷取區域的聚焦點可以使用過濾技術而加以改善,以避免擷取該擷取區域以外的外來噪音。此外,該聲音擷取裝置可以過濾超音波通訊中不使用的頻率,以進一步減少噪音來源的干擾。由於自遊戲區域附近所反射的聲音,聲音通訊仍然可能誤讀。在一實施例中,計算系統102包括避免聲音反射所造成誤讀的機制,例如定向過濾器、聲波分析等等。
在另一實施例中,控制器與影像擷取裝置106之間的通訊為雙向,其中該控制器或是該聲音裝置傳送或接收超音波訊息。在另一實施例中,每一控制器所具有的超音波麥克風,以及位於該顯示器附近的聲音發射裝置之間的單向通訊仍然對向流動著。
該超音波通訊係用於量測控制器與聲音擷取裝置之間的距離,稱為dz ,藉由分析該聲音訊號至其終點所需之時間。此外,亦可分析所接收訊號的相位同調性,以更精確地決定距離。當使用單向超音波通訊時,聲音自音源行進至終點,為了要執行準確的時間量測,需要精確的時脈同步化。熟習該項技藝者當可容易地理解取得時脈同步化的已知方法。例如,該控制器與該計算裝置之間的Wi-FiTM 頻道可用以同步化時脈器。本發明利用美國專利5,991,693 Zalewski(引用該參考文獻作為本說明書的揭示內容)而提供追蹤模式。
根據所擷取的影像資料而取得的點(x,y),連同距離dz ,可定義出在第三維空間之擷取區域的單一點。有時dz 稱為第三維度,因為dz 可轉換為與先前描述的x軸及y軸正交的z軸上的一個值。該z軸量測值稱為該擷取區域中的深度。例如,dz5 相當於z5 的深度值。更多有關於圖2D中更詳細的幾何上的轉換係描述如下。
在一實施例中,藉由自影像擷取裝置106所定義出擷取區域邊界114a、114b及場域預定深度的背面線,而定義出擷取區域118。典型的最大深度範圍是3英呎與10英呎之間,但是可能有其他值。在其他實施例中,該擷取區域不必需為方錐形,只要能維持本發明之原則,可以是方塊形、球形、圓錐形或其他形狀。
圖2A-2D根據一實施例,顯示多玩家環境的示意圖,且使用影像及聲音資料以定義出玩家手持之不同的控制器之位置。圖2A描繪有二個玩家的遊戲環境的三維視圖。使用影像擷取裝置,以取得控制器C1 、C2 、C4 及C5 的x軸及y軸座標。使用藉由聲音擷取裝置108所接收的超音波通訊而計算距離dz1 、dz2 、dz4 及dz5 。計算系統102,如圖1所示,使用該取得的座標及距離,而產生出玩家在螢幕中的描像,分別是頭像112a及112b。
圖2B提供相當於圖2A之玩家A的遊戲環境的水平上視圖。擷取區域118定義出控制器偵測的邊界。在一實施例中,控制器C1 及C2 係配置為雙向超音波通訊,藉此使得該控制器得以量測彼此間的距離(dRS1 )。該控制器配置有位於該控制器側邊上的聲音界面,以啟動控制器間的通訊。在一實施例中,距離dRS1 相當於實體X值,其轉換為顯示器上所擷取的螢幕X之距離。在一實施例中,在螢幕中的頭像112a的描像不考慮垂直分量。在另一實施例中,均計算dRS1 的x軸及y軸分量,其中該螢幕描像包括三維遊戲場域的代表性視圖(圖未顯示)。
圖2C顯示圖2B中即時的在不同點的相同玩家,其中控制器C1 及C2 分隔有dRS2 的距離,dRS2 大於圖2B中的dRS1 。距離dRS2 相當於新的水平間隔(x+△x)。該新的(x+△x)轉換為已經改變的比例量(x+△x,螢幕),為顯示器上控制器新的相對方位。
圖2D顯示自距離量測結果至絕對深度(z)量測結果的轉換。dZ 係為自控制器124至座標為(x0 ,y0 ,z0 )的聲音擷取裝置108的距離。使用影像擷取資料,以計算該控制器124的水平座標(x1 )及垂直座標(y1 )(圖未顯示)。計算該控制器124的z1 值涉及藉由以該聲音擷取裝置為中心且具有半徑dZ1 的球體,而貫穿由三維空間中任何一點的座標(x1 ,y1 )所定義出的一條線。該條線以此方程式表示:{x=x1 ,y=y1 }。
該方程式假設沒有透視失真的空間。其他實施例則補正由於自影像擷取裝置透視圖的失真。該圓球由此方程式所定義:(x-x0 )2 +(y-y0 )2 +(z-z0 )2 =dz1 2
在該圓球方程式中,以x1 取代x,且以y1 取代y,產生相當於該深度值z1 的z值。當注意該方程式會產生二個z值,但只有一個位於該擷取區域中。
圖3A-3B描述一具有球型部份132及超音波性能的單手控制器130。該球型部份132的球形藉由分析一影像擷取裝置所擷取的影像,而考慮該控制器位置之偵測。
當可理解此處所使用之名稱「球形」並不受限於一完美的球體。相反地,該名稱「球形」亦應包括具有相似外觀的任何形狀,例如卵形、部份的球形側邊、橢圓形、環球形、球狀形、氣球形、隆起形、凸緣形、放大的形狀、延長的形狀等等,或連接至或接合至一手持控制器的易於偵測及製造的任何形狀,或只是一基本實體物。
在其他實施例中,如以下所述,於該球型部份增加額外的特徵,以便該控制器在使用影像資料得到較佳的偵測結果。控制器130係為雙向超音波通訊而配置。聲音介面136提供朝向該控制器前方的超音波通訊,聲音介面134提供朝向該控制器側邊的超音波通訊。如前所述,前方的通訊係用以決定自控制器至另一端的聲音接收器的距離dz
聲音介面134係用以與同一位玩家另一手握持的第二控制器130做通訊。側面的聲音通訊亦用以與不同玩家手持的其他控制器做通訊,藉此增加決定不同玩家及控制器的位置的準確性。在一實施例中,位於該控制器中的聲響隔室(acoustic chamber)提供聲音的導管,如以下關於圖3B所述。在另一實施例中,當不需要側面的通訊時,聲音介面134包括封閉聲音介面136的滑動門,藉此改善該控制器前方的聲音通訊之能力。於遊戲期間,輸入襯墊區域138包括用以取得使用者輸入資料的按鈕。控制器130包括適應使用者的手的握把區域140。
圖3B描繪如圖3A所示的控制器130,具有一內部聲響隔室150。一內部聲響隔室對於往返朝向該控制器的外面的聲音發射器154及聲音接收器152的超音波規劃出路線。在一實施例中,聲響隔室150在其前面及側邊具有聲音介面。使用該聲響隔室允許只有使用一發射器及一接收器的多方向聲音通訊。在另一實施例中,不使用該聲響隔室,且一對發射器及接收器位於該控制器產生聲音通訊的每一個側邊。在另一實施例中,該聲音通訊可穿過該球型部份,藉以將聲音通訊散佈至多個方向,甚至當該控制器並不恰好地面對另一端的聲音擷取裝置時。複數個聲音介面遍佈於該球型部份,每一聲音介面連接至該聲響隔室。該聲音介面亦可包括有助於確認穿過聲音介面的聲音或方向的聲音感測器,導致改善準確性。
圖4顯示,根據一實施例,為具有一或多個光線發射器172所照亮的球型部份的控制器170的代表示意圖。該光線來自光線發射器172,照亮球型部份174,當執行影像資料分析時,使得該控制器易於偵測,因為該計算裝置利用該球型部份的額外亮度,更容易辨別對著背景影像的該球型部份的細節及輪廓。在一實施例中,光線發射器172為發光二極體(light-emitting diodes,LED)。在另一實施例中光線發射器172為紅外線光譜,使得該球型部份發出紅外光,而可以使用紅外線攝影機加以偵測。
以紅外線頻率(IR frequencies)運作的攝影機(或者具有切換至紅外線模式之能力)追蹤控制器,該控制器的球型部份亦可以塗上明亮的霓虹橘(neon orange)或霓虹綠(neon green),以便攝影機能夠在可見光譜中運作,以追蹤x,y之方位。
圖5根據一實施例,包括位於球型部份182中具有紅外光線發射器184的控制器,其中,可以從該控制器的外面見到該光線發射器。球型部份使得該紅外光以最小失真的狀態穿過,使得紅外線攝影機能夠藉由偵測該紅外光而偵測控制器180的位置。在另一實施例中,該光源為在可見光譜下運作的LED,其光源係藉由分析數位攝影機所拍攝的可見光譜中的影像資料而加以偵測。而在另一實施例中,係為混合的光源頻率,可達成可見光及紅外光的輸出。
圖6描繪具有超音波性能的控制器190,且逆反光材料(retro-reflective material)194部份覆蓋住球型部份192。復歸反射器為沿著與入射角平行但方向相反的向量,而往回反射波面之裝置或表面。這不像一面鏡子,只有當鏡子恰好地垂直於該波面時,才會如此。藉由製造球型部份192的復歸反射,或至少部份的復歸反射,來自一遠距光線擷取裝置光源的光,會往回反射至該光線擷取裝置,如圖14B所示。與非復歸反射器相比,會增加往回反射的光量,使得所擷取影像具有較高的影像對比及較佳的控制器識別性。在另一實施例中,球型部份192為求最大光反射度,而充分地覆蓋有逆反光材料。
當可理解本發明之每一實施例之每一特徵均可混合另一實施例之特徵,而產生混合的實施例。例如,該塗佈有逆反光材料的球型部份亦可將紅外光源包含於其中,使得紅外光能夠自該球型部份穿過該球體沒有逆反光材料的傳送區域。
圖7描繪具有可更換面板的單手控制器210之實施例。不同的面板,例如220a及220b,以賦予分開的按鈕襯墊配置,當遊玩不同遊戲時,給予使用者更多選擇輸入方式的彈性。圖7所示之實施例中,使用者具有使用包括方向襯墊的面板A 220a或者包括四個按鍵的面板B 220b的選擇。
圖8顯示根據一實施例的二個單手控制器(300a及300b)的代表示意圖,該二個單手控制器藉由插入板302而接合成為指定給雙手使用之控制器。該插入板為使用者增加輸入選擇。藉由使用在控制器之間的面板,它們之間的距離係為固定且已知。一遠距計算系統追蹤二個控制器的移動以改善準確性。此外,藉由考量在控制器之間的固定距離,該計算系統可使用三角量測法技術而進一步改良位置偵測及控制器定位。
圖9A-9B描繪在基座接合的二個單手控制器,而形成一單手控制器的實施例。鎖定機構322,使得單手控制器320a及320b在基座接合。在一實施例中,該控制器320a及320b的形狀係配置為能夠將該二個控制器互鎖。在另一實施例中,使用一轉接器以連接控制器。該轉接器可以 是剛體所形成的剛性結構,且與該控制器相組合,或者該轉接器可以是撓性的,使得組合有不同的且有改變的形狀。例如,該轉接器包括類似繩索的轉接器,其中與二個控制器的組合可以使用於雙結棍的遊戲。仍然,在另一實施例中,該轉接器可利用一伸縮式機構而沿著縱向方向延伸,導致相似於長劍或標槍的組合。在另一實施例中,控制器之間具有電性連結,則該計算系統可偵測該已連接的控制器,或者直接地啟動在該控制器之間的通訊。此組合可稱為「劍」或「細棒」配置。相似於圖8的控制器之組合,該「劍」的配置能夠使遠距計算裝置以經過改善的準確性而追蹤二個控制器。
圖9B顯示包括「劍」控制器的三維空間遊戲環境。攝影機322及聲音擷取裝置324追蹤二個控制器。例如,超音波通訊係用以決定自該控制器致聲音擷取裝置324的距離dz1 及dz2 。該計算系統偵測空間位置並計算二個控制器端點之位置。在一實施例中,兩控制器結合成的線轉換為螢幕上工具或武器的相似定位。
圖10,根據一實施例,顯示控制器360及使用者特徵的視覺追蹤。分析由攝影機362所擷取的影像資料,不但可以計算該控制器之(x,y)方位,為了要考慮將玩家及控制器之位置作為遊戲之輸入訊號,亦可偵測人類的特徵。在一實施例中,係追蹤頭部區域350及軀幹區域352。在其他實施例中,係追蹤玩家的眼睛(圖未顯示)。線354顯示朝向該使用者臉部的方向,線356顯示朝向軀幹的方向,且線358顯示朝向該控制器的方向及距離。不同線之間的角度Θ1 及Θ2 的改變指出有關於該控制器的該玩家位置的相對改變。
圖11顯示一實施例中控制器之移動追蹤。除了球型部份及超音波通訊以外,控制器380包括追蹤控制器380之慣性活動的慣性分析器388。來自該慣性分析器388的資料係傳送至計算系統。可使用不同類型的慣性感測裝置以提供六個自由度的資訊(x軸、y軸、z軸方向平移,以及繞著x軸、y軸、z軸旋轉)。提供六個自由度的資訊的合適慣性感測器的例子,包括加速計(accelerometers)、一個或多個單軸加速計(single axis accelerometer)、機械式陀螺儀(mechanical gyroscopes)、環型雷射陀螺儀(ring laser gyroscopes)或這些儀器的二個或更多個的組合物。來自慣性分析器388的資料經分析後,在玩電動遊戲期間決定該控制器的移動及轉動。在一實施例中,該慣性分析資料係經由Wi-FiTM 382無線通訊而傳達至該計算系統。或者,亦可以使用有線通訊或有線及無線通訊的組合。又,雖然特別提出Wi-FiTM 通訊協定,可使用其他無線模式或標準以達成通訊。
圖12A-12B顯示由玩家單手握持的控制器的不同視圖。圖12A說明自攝影機面對玩家的典型透視圖。在此實施例中,控制器400包括逆反光材料402,以反射來自鄰近於該攝影機或該攝影機周圍的光源所發出的光,導致反射光往反方向彈回,將往回行進並朝向該攝影機的光量增加至最大限度。從該攝影機的視點而言,亦可看見聲音介面404。
圖12B顯示控制器的側視圖,該控制器包括具有逆反光材料402的球型部份400以及聲音介面404及406。
圖13,根據一實施例,顯示一玩家使用單手控制器420a及420b的代表示意圖,說明使用決定相對距離的超音波。二個控制器均支援與該聲音接收器422的雙向超音波通訊,以及在二個控制器之間的雙向超音波通訊。在一實施例中,控制器420a及420b傳送及接收聲音資訊。為了要計算在控制器之間的距離dRS ,經擷取的聲音資訊係傳送至一電腦程式處理。在另一實施例中,位於其中一個控制器中的處理器量測在該二個控制器之間的聲音行進時間,以計算距離dRS ,隨後將該距離傳送至遠距電腦程式,該電腦程式使用此資訊計算該控制器位於三維擷取區域中的位置。如先前關於圖1所描述,使用超音波量測而計算距離,同步化是必要的。
圖14A-14B,根據一實施例,說明使用影像及超音波而決定二個控制器的三維位置。圖14A描繪圖13經過一些時間以後的相同使用者,其中該使用者的手已經移動,且將該控制器放置於大過圖13中的距離dRS 。在此例子中,更寬的手的間隔反應至螢幕中頭像的更寬的手的間隔。圖14B中描繪的實施例,控制器420b包括用以反射紅外光發射器433所產生的紅外光的逆反光材料。該反射的光係由紅外線攝影機326所擷取,以產生影像資料,隨後分析該影像資料以決定該控制器之位置。在另一實施例中,攝影機436既為紅外線攝影機亦為可見光譜攝影機。攝影機436自紅外線及可見光譜交替取得影像資料。二類的量測結果均使用該計算系統以計算x、y的位置。藉由使用定位該控制器的二類方法,可達到較高的準確性。
圖15,根據本發明之一實施例,描述使用超音波而決定二個控制器(450a、450b)之位置,以量測在該二個控制器之間的距離。
圖16,根據一實施例,如圖9A所示接合的二個控制器,說明使用相關於每一控制器的資訊而決定出圖9A的控制器之位置。如先前關於圖9A及圖9B所描述,控制器500a及500b已經接合在一起。每一控制器的位置可分開計算,且該二個控制器之間的距離dRS 包括在位置計算結果中,以增加準確性。因為dRS 已知,該控制器之間測得的距離與該已知距離相比較,可調整該二個控制器之間的位置。
在一實施例中,為了要消除量測結果中的偏移或干擾,追蹤一組多個連續的量測結果。不同量測結果的取樣頻率係根據所需的精確度及計算資源的利用度而有所變化。例如,一打鬥互動遊戲比一西洋棋互動遊戲需要更高頻率的量測。
圖17顯示包括具有嵌入式攝影機602及超音波通訊的控制器600的實施例之上視圖。在此實施例中,該攝影機是位於該控制器上,而不是位於該顯示區域附近。光線發射器606a及606b係大約位於該顯示器的不同端點。攝影機602所擷取的影像資料,以及來自光線發射器606a及606b的光,有助於確認該控制器的位置。光線發射器之位置610a及610b代表光線發射器在x軸及y軸中的位置。在麥克風604及控制器600之間的超音波通訊係用以計算自該控制器至該麥克風的距離dz
在一實施例中,攝影機602所擷取的影像係傳送至計算裝置PS3,且該計算裝置隨後處理所擷取的影像,以計算該控制器的x軸及y軸的位置。在另一實施例中,控制器600中的處理器處理該影像資料,且計算該控制器之位置,其隨後將之傳送至計算裝置PS3。在其他實施例中,控制器600做部份的影像資料處理,且隨後將資料的子集合傳送至計算裝置PS3做最後處理。
攝影機位在控制器的另一實施例係顯示於圖18,其說明使用具有影像及聲音性能的單手控制器600a及600b的二位玩家。
既然該攝影機位在該控制器上,則該控制器的前緣不需要具有球型部份(或任何其他容易辨認的形狀),造成相似的設計。圖19A-19D顯示不同的具有影像及超音波性能的單手控制器之實施例。控制器650於其前緣具有攝影機652及超音波介面的基本設置。控制器660進一步包括一側向聲音介面662,其可用於與其他控制器通訊,或甚至當該控制器於互動遊戲期間被引導遠離該螢幕時,可用於充當靠近該螢幕系統的聲音擷取裝置。
圖19C的控制器670包括配置為符合於玩家的手的握把676,當使用該控制器、搖桿674以及按鈕襯墊672作為輸入單元時。在圖19D中之控制器680加入側向介面622,相似於圖19B中的控制器660的側向介面。
圖20係為娛樂系統中不同元件的方塊圖。計算系統及其構件係位於圖20的左邊,且玩家之環境則位於圖20的右邊。計算系統700包括一處理器、一記憶區、一時脈器以及通訊介面。該通訊介面包括無線電頻率(radio-frequency,RF)介面,其與該控制器進行無線通訊,例如使用Wi-FiTM 通訊協定的通訊。其他通訊方法包括影像擷取,聲音發送及接收(此實施例中為超音波)以及光線發射器。
連接至計算系統700的不同的通訊裝置,係連接至該計算系統中個別的控制器。該記憶區包括運行程式、一影像處理區、一聲音處理區、以及一時脈同步化區等等。這些程式使用記憶的對應區,例如該影像處理區包含影像資料,該聲音處理區包含超音波通訊資料,以及該時脈同步化區用於將遠距裝置進行同步化。
控制器配置的若干實施例顯示於該玩家環境區。控制器A代表具有先前描述的許多特徵的「滿載」(fully loaded)控制器。控制器A包括一時脈同步化(Clock Synchronization,CS)模組,其用以與計算系統700進行時脈同步化;一聲音接收器(Sound Receiver,SRx),其用以接收超音波資料;一聲音傳送器Sound Transmitter, STx),其用以發送超音波資料;一WiFi(WF)模組,其用以與計算系統700進行WiFi通訊;一聲響隔室(Acoustic Chamber,AC),其用以來回傳導該控制器前面且/或側邊的聲音;一影像擷取(Image Capture,IC)裝置(例如一數位視頻攝影機),其用以擷取影像;及紅外光或可見光譜的光線發射器(Light Emitter,LE),其使得位於計算系統700的影像處理模組易於識別影像。
此外,控制器A包括一球狀部份(圖未顯示),藉由遠距擷取裝置而改善影像識別性。該球形部份包括增加光線量的反射材料,該光線是藉由鄰近於該影像擷取裝置的光線發射器所傳送,往回反射並朝向該影像擷取裝置。該光線是藉由光線發射器所產生,其可為紅外線或可見光譜,因此該影像擷取裝置會以同樣的光譜運作。該控制器A中不同的構件,可做為控制器A內部的分離裝置或模組而加以實施。在另一實施例中,該控制器A中不同的構件可以分組成少數幾個整合的構件,以便進行更加壓縮的建置。該不同的控制器亦可包括一個或多個USB插頭,當連接至該遊戲台或一電腦時,以便更換控制器。
根據指定用途的已知控制器,可使用比之前描述的控制器A具有更少特徵的更簡單的配置。某些更簡單的裝置的實施例顯示於控制器B-E,其係利用控制器A的特徵的子集合。熟習該項技藝者可容易地理解,只要能夠保持本發明之原則,可以藉由增加或減少構件而達成具有本發明之精神的相似配置。
具有三維位置性能之二個控制器之概念,可以延伸至位在玩家身體上或玩家附近的複數個控制器,或用於三角量測法的多個感測器,及隨時具有更好視野的控制器。在一實施例中,為了要得到該控制器不同的幾何讀數,於該擷取區域周圍放置複數的麥克風,以便進行三角量測計算而改善準確性。圖21描繪進行互動遊戲的玩家使用位於其手及腳附近的四個控制器之實施例。在此實施例中,二個控制器係被綁在該玩家的手臂或手上,且二個控制器係被綁在該玩家的腳或小腿上。此例子顯示一玩家正在倒掛金鉤(bicycle kick),轉換為該電腦遊戲中對應的頭像的倒掛金鉤。在一實施例中,來自面對玩家的攝影機的影像,與附加至該遊戲的其他虛擬物體混合顯示在螢幕中,因此使玩家成為遊戲場景中的一部份。在此實施例中,該球、球門、球場、其他玩家、公共設施等等,均被附加至玩家的影像,且該玩家踢一想像的球的動作被轉換為遊戲世界的螢幕中踢一想像的球的動作。在多玩家的環境中,其他玩家是根據其所擷取的影像與其他虛擬物體混合,而被引進該虛擬世界。該其他玩家可以在相同的擷取區域中做為踢球的球員,或可以遠距離地連線至允許分配多玩家遊玩的遊戲。其他相似的應用例包括打鬥、賽車、跳舞以及健身遊戲,連同許多其他運動遊戲,例如美式足球、網球、拳擊、棒球、籃球、曲棍球等等。
根據本發明的一實施例,圖22說明可用於決定控制器之位置的硬體及使用者介面。圖22示意地說明SonyPlaystation 3娛樂裝置的整體系統架構,根據本發明的一實施例,該娛樂裝置為一遊戲機,其可與執行三維控制器之定位系統相容。提供一系統單元1400、具有可與系統單元連接的各類周邊裝置。該系統單元1400包含:一單元處理器(Cell processor)1428;一Rambus動態隨機存取記憶體(XDRAM)單元1426;一實境合成器(Reality Synthesizer)圖像單元1430,其具有專屬影像隨機存取記憶體(VRAM)單元1432;以及一I/O橋接器(I/O bridge)1434。該系統單元1400亦包含一藍光唯讀光碟(Blu RayDisk BD-ROM)讀取器1440,其用以讀取光碟1440a,及可移除插槽式硬碟裝置(removable slot-in hard disk device,HDD)1436,其可經由該I/O橋接器存取。該系統單元1400亦可選擇性地包含一記憶卡讀取器1438,用以讀取壓縮快閃記憶卡(compact flash memory card)、記憶條(Memory Stick)記憶卡及其他,其可以相似地經由該I/O橋接器存取。
該I/O橋接器1434亦連接至六個通用串列匯流排(Universal Serial Bus,USB)2.0埠1424;十億位元乙太網路埠(gigabit Ethenet port)1422;及IEEE 802.11b/g無線網路(Wi-Fi)埠1420;及一藍芽(Bluetooth)無線連接埠1418,其可向上支援至7個藍芽連結。
於操作中,該I/O橋接器1434處理所有無線、USB及乙太網路之資料,包括有來自一個或多個遊戲控制器1402-1403的資料。例如,當一使用者正在玩遊戲,該I/O橋接器1434經由一藍芽連接而接收來自該遊戲控制器1402-1403的資料,導引該資料至該單元處理器1428,其遵照該資料而更新該遊戲的目前狀態。
該無線、USB、乙太網路亦提供其他除了遊戲控制器1402-1403的周邊裝置的連接性,例如:一遠距控制器1404;一鍵盤1406;一滑鼠1408;一可攜式娛樂裝置1410(例如Sony Playstation Portable娛樂裝置);一視頻攝影機(例如EyeToy視頻攝影機1412);一麥克風耳機1414;以及一麥克風1415。因此這些週邊裝置原則上可與該系統單元1400無線連接;例如該可攜式娛樂裝置1410可以經由WiFi特定連結(WiFi ad-hoc connection)而與該系統單元通訊,同時該麥克風耳機1414可經由藍芽連接而與該系統單元通訊。
這些介面的提供係指該Playstation 3裝置亦有可能地與其他週邊裝置相容,例如數位視頻記錄器(digital video recorders,DVRs)、數位攝影機、視頻控制盒(set-top boxes)、可攜式媒體播放器(portable media players)、語音網路電話(voice over IP telephones)、行動電話(mobile telephones)、印表機及掃描機。
此外,一習知記憶卡讀取器(a legacy memory card reader)1416,可經由USB埠1424連結至該系統單元,以便能讀取Playstation或Playstation裝置所用的記憶卡1448。
在本實施例中,該遊戲控制器1402-1403的操作可經由藍芽連接,而與該系統單元1400進行無線通訊。然而,該遊戲控制器1402-1403可替代地連結至USB埠,藉此提供電力,為該遊戲控制器1402-1403中的電池充電。遊戲控制器1402-1403亦可包括記憶體、一處理器、一記憶卡讀取器、永久記憶體(permanent memory)(例如快閃記憶體)、光線發射器(例如LEDs或紅外光)、使用於超音波通訊的麥克風及揚聲器、一聲響隔室、一數位攝影機、一內部時脈器、一面對該遊戲控制機台的可識別形狀(例如一球型部份),以及使用通訊協定(例如藍芽、WiFiTM )的無線通訊等等。
遊戲控制器1402係為雙手使用而設計的控制器,且遊戲控制器1403係為先前圖1-21中所描述的單手控制器。除了一個或多個類比搖桿及習知控制按鈕以外,該遊戲控制器能夠決定三維位置。因此,該控制器可藉由使用者的姿勢及移動而轉換為遊戲的輸入訊號,此外或者可代替習知按鈕或搖桿指令。其他無線裝置使得週邊裝置可選擇性地成為控制器,該週邊裝置例如PlaystationTM 可攜式裝置。在PlaystationTM 可攜式裝置的案例中,可以提供附加的遊戲或控制資訊(例如控制的說明或遊戲中生命的數目)至該裝置上。其他替代的或附加的控制裝置亦可加以使用,例如跳舞墊(dance mat)(圖未顯示)、光線槍(light gun)(圖未顯示)、方向盤及腳踏板(a steering wheel and pedals)(圖未顯示)或是訂製的控制器(bespoke controllers),例如使用於快速反應的益智遊戲的單一或若干個的大按鈕。(圖亦未顯示)。
該遠距控制器1404的操作亦可經由藍芽連結,與該系統單元1400進行無線通訊。該遠距控制器1404包含適合用於控制該藍光唯讀光碟讀取器1440的操作,以及光碟內容的導航。
該藍光唯讀光碟讀取器1440的操作除了可讀取習知的預錄光碟及可燒錄光碟以及所謂的超聲頻光碟(Super Audio CDs)以外,還可讀取與Playstation及Playstation 2二裝置相容的唯讀光碟。該讀取器1440除了習知的預錄DVD及可燒錄DVD以外,亦可操作讀取與Playstation 2及Playstation 3裝置相容的唯讀DVD光碟。該讀取器1440可進一步操作以讀取與Playstation 3裝置相容的藍光唯讀光碟,連同習知的預錄藍光光碟及可燒錄藍光光碟。
該系統單元1400為可操作供應音訊及視頻(係經由實境合成器圖像單元1430而由該Playstation 3裝置所產生或解碼)穿過音訊及視頻連接器至一顯示器及聲音輸出裝置1442,例如一螢幕或一電視,其具有一顯示器1444及一個或多個的喇叭1446。該音訊連結器1450可包括習知類比及數位輸出,同時該視頻連結器1452可不同地包括組件視頻(component video)、S視頻(S-video)、合成視頻(composite video)以及一個或多個高解析度多媒體介面(High Definition Multimedia Interface,HDMI)輸出。因此,視頻輸出可以是PAL或NTSC的格式,或是720p、1080i或1080p的高解析度。
音訊處理(產生、解碼等等)是藉由該單元處理器1428所執行。該Playstation 3裝置的操作系統支援杜比5.1環繞音效(Dolby5.1 surround sound)、杜比戲院環繞音效(DolbyTheatre Surround,DTS),以及來自藍光光碟的7.1環繞音效的解碼。
在本實施例中,該視頻攝影機1412包含單一充電耦合裝置(Charge Coupled Device,CCD)、一LED指示燈以及硬體為基礎的及時資料壓縮及編碼裝置,如此該經壓縮的視頻資料可用合適的格式傳送,例如內部影像為基礎的動態影像壓縮(MPEG)標準,由系統單元1400加以解碼。該攝影機LED指示燈,係安排用以照明,以對來自該系統單元1400的適當控制資料做出回應,例如表示逆向照明條件。該視頻攝影機1412之實施例可以經由一USB、藍芽或Wi-Fi通訊埠而不同地連結至該系統單元1400。該視頻攝影機之實施例可包括一個或多個相連的麥克風,且能夠發送音訊資料。在該視頻攝影機的實施例中,該CCD可具有適合高解析度影像擷取的解像力。在使用中,該視頻攝影機所擷取的影像可做為把該攝影機合併入遊戲中的例子,或者轉換做為遊戲控制輸入。在另一實施例中,該攝影機係為適合偵測紅外光的紅外線攝影機。
一般而言,為了產生成功的資料傳輸,經由該系統單元1400的其中之一個通訊埠而使用的周邊裝置,例如視頻攝影機或遠距控制器,可提供一套合適的軟體,例如裝置驅動程式。裝置驅動程式技術係為眾所周知,在此不描述其細節,除了熟習技藝者察覺本描述的實施例需要一裝置驅動程式或相似的軟體界面。
圖23,根據本發明的一個實施例,說明用於處理指令的附加硬體。單元處理器1428具有包含四個基本構件的架構:外部輸入及輸出結構,包含一記憶控制器1560及一雙匯流排介面控制器1570A,B;一主處理器,稱為功率處理元件(Power Processing Element,PPE)1550;八個副處理器,稱為增效處理元件(Synergistic Processing Element,SPEs)1510A-H;及循環資料匯流排(circular data bus),連接上述稱為元件互連匯流排(Element Interconnect Bus)1580的構件。該單元處理器的總浮點數效能為每秒218億次浮點運算(GFLOPs),相較於Playstation 2裝置的Emotion Engine的每秒6.2億次浮點運算。
該功率處理元件(PPE)1550係根據雙向同時多線功率(two-way simultaneous multithreading Power)1470相符合的威力晶片核心(PowerPC core)(PPU)1555,以內部時脈3.2GHz的速度運行。它包含512 kB等級2(L2)的快取記憶體,以及32kB等級1(L1)的快取記憶體。該PPE 1550每一時脈週期能夠進行8個單一方位運算,於3.2GHz的速度轉換為25.6 GFLOPs。該PPE 1550的主要角色是做為增效處理元件1510A-H的控制器,其處理大部份的計算工作負載。在運算中該PPE 1550維持著工作佇列(a job queue),排定該增效處理元件1510A-H的工作行程,且監視它們的進度。因此每一增效處理元件1510A-H以一核心運行著,其角色為承接工作,執行它,且與該PPE 1550同步化。
每一增效處理元件(SPE)1510A-H包含一個別的增效處理單元(Synergistic Processing Unit,SPU)1520A-H,以及個別的記憶流動控制器(Memory Flow Controller,MFC)1540A-H,依序包含個別的動態記憶存取控制器(Dynamic Memory Access Controller,DMAC)1542A-H,個別的記憶管理單元(Memory Management Unit,MMU)1544A-H以及一匯流排介面(圖未顯示)。每一SPU 1520A-H係為RISC處理器(其速度為3.2GHz),且包含256 kB的區域隨機存取記憶體(local RAM)1530A-H,原則上可擴充至4 GB。每一SPE執行單晶度運算具有25.6 GFLOPs。一SPU可以在單一時脈週期下4個單精度浮點數目下、4個32位元數目下、8個16位元的字串下或16個8位元的字串下運算。在相同的時脈週期下SPU亦可以進行記憶體運算。該SPU1520A-H並不直接存取該系統記憶體XDRAM 1426;由該SPU 1520A-H所形成的64位元位址越過該MFC1540A-H,該MFC1540A-H指示其DMA控制器1542A-H經由該元件互連匯流排1580及該記憶體控制器1560而存取記憶體。
該元件互連匯流排(EIB)1580係為該單元處理器1428內部的邏輯循環通訊匯流排(logically circular communication bus),其與上文中的處理器元件相連結,即該PPE1550、該記憶體控制器1560、該雙匯流排介面1570A,B以及該8個SPEs 1510A-H,總共12個參與物。參與物可同時地以每一時脈週期8個位元組(bytes)的速率讀取及寫入該匯流排。如先前所註明的,每一SPE 1510A-H係包含一DMAC 1542A-H,用以排定較長的讀取或寫入順序的行程。該EIB包含4個通道,各二個為順時針方向及逆時針方向。因此對於12個參與物而言,任二個參與物之間最長的逐步數據流程為適當方向上的6個步驟。12個插槽的理論峰值瞬時EIB頻寬因此為每一時脈96B(在充分使用的情況下,經由參與物之間的判斷)。這等同於在時脈速率3.2 GHz時307.2 GB/s(每秒十億位元)的理論峰值頻寬。
該記憶體控制器1560包含一XDRAM介面1562,由Rambus公司所研發。該具有XDRAM 1426的記憶體控制器介面具有25.6 GB/s的理論峰值頻寬。
該雙匯流排介面1570A,B包含Rambus FlexIO系統介面1572A,B。該介面係由12個各具有8位元寬的通道所組織而成,有5條路徑為入站(inbound),7條路徑出站(outbound)。此在經由控制器170A的該單元處理器與該I/O橋接器700之間,以及經由控制器170B的該實境模擬器圖像單元200,提供了62.4 GB/s的理論峰值頻寬(出站36.4 GB/s,入站26 GB/s)。
資料藉由該單元處理器1428傳送至該實境模擬器圖像單元1430,典型地包含顯示列表,其為一指令序列,用以繪製頂點、將紋理鋪於多面體上、指定照明條件等等。
圖24,根據一實施例,顯示一單手控制器與一計算系統通訊之流程圖,以決定該控制器之三維位置。在操作步驟902,一圖像使用者介面顯示於一顯示器上,例如LCD。在操作步驟904,影像資料係擷取自該顯示器前方的擷取區域。例如,圖1的影像擷取裝置106,係自擷取區域118擷取影像資料。在一實施例中,影像擷取裝置106係為一數位視頻攝影機。
在操作步驟906,該控制器之二維位置係根據所擷取的影像而加以確認。例如,該影像資料係被保存於圖20的該計算系統700的影像處理模組,且正在運行的程式的其中之一決定圖1中所述的該控制器的水平及垂直方位。
執行時脈同步化之操作步驟908,以進行在該計算系統及該控制器之間的每一次超音波通訊結束時的時脈器的同步化。在操作步驟910,單向聲音通訊,是在鄰近於該顯示器的位置與該控制器的位置之間所擷取而得。在一實施例中,發源於該控制器的聲音係藉由該計算系統的聲音接收器所接收。在另一實施例中,發源於該計算系統位置的聲音係藉由該控制器所接收。
在操作步驟912,係使用擷取的聲音通訊,連同時脈同步化資訊,以計算該控制器在該擷取區域中的第三維位置。該第三維位置可以是自該聲音擷取裝置至該控制器的距離,或是該控制器位於該擷取區域中的深度,如同先前圖2D所述。
實施例可包括擷取的深度資料,以更清楚地確認真實世界的使用者及引導頭相或場景的活動。該物體可以是某人握住的某物,或是某人的手。再者,本發明之實施例提供使用者即時的互動遊戲經驗。例如,使用者可與電腦產生的物體進行即時互動。進一步地,視頻場景可即時地被改變,以增強使用者的遊戲經驗。例如,電腦產生的服飾可以取代使用者的衣服,且可利用電腦產生的光源而投射出視頻場景中的虛擬陰影。因此,使用本發明之實施例,使用者能夠體驗位於他們客廳中的互動遊戲環境。
本發明之實施例亦顧及分散的影像處理配置。例如,本發明不受限於在一個或甚至是二個位置發生所擷取的影像及顯示影像的處理,例如在該CPU中或在該CPU及其他元件中。例如,該輸入影像的處理可容易地在相關聯且能夠執行處理程序的CPU、處理器或裝置中發生;基本上所有的影像處理均能夠分散在整個互連的系統中。因此,本發明不受限於任何特定的影像處理硬體電路系統且/或軟體。此處所描述的實施例既不受限於任何特定的一般硬體電路系統且/或軟體的組合,亦不受限於任何由處理構件所執行的特別的指令源。
考慮上述的實施例,當可理解本發明可利用不同的電腦實施的操作,其涉及儲存於電腦系統中的資料。這些操作包括需要物理量的實體控制的操作。通常,雖然不必要,這些物理量成為電氣的或磁性的訊號的形式,而能夠被儲存、被轉換、被組合、被比較,在其他情況下被操縱。進一步地,該操縱的執行通常有關於根據的條件,例如產生、確認、決定或比較。
上文所描述之發明可用其他電腦系統配置而加以實行,包括手持裝置、微處理器系統、微處理器為基礎的或可程式化的消費性電子產品、小型電腦、大型主機電腦及其他。本發明亦可在分散的計算環境中實行,其中任務係藉由通訊網路相連結的遠距處理裝置而加以執行。
本發明亦可做為電腦可讀取媒體的電腦可讀取碼而加以實施。該電腦可讀取媒體係為可儲存資料的任何資料儲存裝置,而後能夠由一電腦系統所讀取,包括一電磁波載體。該電腦可讀取媒體的例子包括硬碟、網路附接儲存器(network attached storage,NAS)、唯讀記憶體、隨機存取記憶體、唯讀光碟、可錄式光碟、可抹寫光碟、磁帶、以及其他光學或非光學儲存裝置。該電腦可讀取媒體亦可分散至與電腦系統耦合的網路,如此電腦可讀取碼可以分散式的方式儲存及執行。
雖然前述之發明係為了清楚明白之目的而描述某些特定的細節,顯然在本發明所附權力要求的範圍內,可以實行某些改變項及修正項。於是,將本發明之實施例視為說明而不是約束的方式,且本發明不受限於此處已知的細節,但是可以在本發明之範圍內及所附權力要求的均等物內做出修正。
雖然該方法之操作係以特定的順序而加以描述,當可理解可以在運算之間執行其他繁雜運算,或可以調整操作,如此它們才能在略微不同的時候下發生,或可以分散至一系統,使得能夠出現不同間隔下與處理有關的處理運算結果,只要重疊運算處理能夠以所要的方式執行。
100...娛樂系統
102...計算系統
104...顯示器
106...影像擷取裝置
108...聲音擷取裝置
112a...頭像
112b...頭像
114a...擷取區域邊界
114b...擷取區域邊界
118...擷取區域
124...控制器
130...單手控制器
132...球型部份
134...聲音介面
136...聲音介面
138...輸入襯墊區域
140...握把區域
150...聲響隔室
152...聲音接收器
154...聲音發射器
170...控制器
172...光線發射器
180...控制器
182...球型部份
184...紅外光發射器
190...控制器
192...球型部份
194...逆反光材料
210...單手控制器
220a...面板A
220b...面板B
300a...單手控制器
300b...單手控制器
302...插入板
320a...單手控制器
320b...單手控制器
321...聲音擷取裝置
322...機構
322...攝影機
324...聲音擷取裝置
326...紅外線攝影機
350...頭部區域
352...軀幹區域
354...線
356...線
358...線
360...控制器
362...攝影機
380...控制器
382...WiFi
388...慣性分析器
400...控制器
402...逆反光材料
404...聲音介面
406...聲音介面
420a...單手控制器
420b...單手控制器
422...聲音接收器
433...光線發射器
436...攝影機
450a...控制器
450b...控制器
500a...控制器
500b...控制器
600a...控制器
600b...控制器
602...嵌入式攝影機
604...麥克風
606a...光線發射器
606b...光線發射器
610a...光線發射器位置
610b...光線發射器位置
622...側向介面
650...控制器
652...攝影機
660...攝影機
662...聲音介面
670...控制器
672...按鈕襯墊
674...搖桿
676...握把
680...控制器
700...計算系統
1400...系統單元
1402...控制器
1403...控制器
1404...遠據控制器
1406...鍵盤
1408...滑鼠
1410...可攜式娛樂裝置
1412...視頻攝影機
1414...麥克風耳機
1415...麥克風
1416...習知記憶卡讀取器
1420...無線網路埠
1422...十億位元乙太網路埠
1424...USB2.0埠
1426...動態隨機存取記憶體
1428...單元處理器
1430...實境合成器圖像單元
1432...影像隨機存取記憶體單元
1434...I/O橋接器
1436...可移除插槽式硬碟裝置
1438...記憶卡讀取器
1440...藍光唯讀光碟讀取器
1440a...光碟
1442...聲音輸出裝置
1444...顯示器
1446...喇叭
1448...記憶卡
1450...音訊連接器
1452...視頻連接器
1470...雙向同時多線功率
1510A-H...增效處理元件
1520A-H...增效處理單元
1530A-H...區域隨機存取記憶體
1540A-H...記憶流動控制器
1542A-H...動態記憶存取控制器
1544A-H...記憶管理單元
1550...功率處理元件
1555...威力晶片核心
1560...記憶體控制器
1562...動態隨機存取記憶體
1570A...雙向匯流排介面控制器
1570B...雙向匯流排介面控制器
1572A...系統介面
1572B...系統介面
1580...元件互連匯流排
900...流程圖
902...操作步驟
904...操作步驟
906...操作步驟
908...操作步驟
910...操作步驟
912...操作步驟
藉由參閱附圖及以下的說明而能夠對於本發明有較佳的理解:
圖1顯示具有多位玩家的互動遊戲環境。
圖2A-2D根據一實施例,顯示多位玩家之環境之示意圖,及使用視頻及聲音資料以決定玩家手持的不同控制器之位置。
圖3A-3B描述具有一球型部份及超音波性能的單手控制器之實施例。
圖4根據一實施例,顯示具有一球型部份之控制器代表示意圖,該球型部份係由一個或多個內部光線發射器所照亮。
圖5根據一實施例,包括一球型部份中具有光線發射器的一控制器,其中,可於該控制器外部看見該光線發射器。
圖6描繪一具有超音波性能,及部份覆蓋有逆反光材料的球面部份的控制器。
圖7描述一具有可交換面板的單手控制器之實施例。
圖8根據一實施例,顯示藉由插入板而接合的二個控制器之代表示意圖,以形成指定之雙手使用的控制器。
圖9A-9B根據一實施例,描繪在一基底相接合的二個單手控制器,以形成一單手控制器。
圖10根據一實施例,說明控制器及使用者之特徵的視覺追蹤。
圖11顯示一實施例中控制器移動之追蹤。
圖12A-12B顯示一使用者手持之單手控制器之不同視圖。
圖13根據一實施例,顯示一玩家使用單手控制器之代表示意圖,以說明用於決定相對距離的超音波。
圖14A-14B根據一實施例,說明使用視頻及超音波,而決定出二個控制器之三維位置。
圖15根據本發明之一實施例,描述使用超音波量測在二個控制器之間的距離,而決定出該二個控制器之位置。
圖16根據一實施例,說明使用有關於每一個控制器之資訊,而決定出由二個控制器所接合成的一個控制器的位置,該控制器如圖9a所示。
圖17顯示一實施例之上視圖,該實施例包括具有內嵌攝影機602及超音波通訊的控制器600。
圖18根據一實施例,說明二個玩家使用具有視頻及聲音性能的單手控制器。
圖19A-19D顯示不同的具有視頻及超音波性能的單手控制器之實施例。
圖20為該娛樂系統內不同元件之方塊圖。
圖21描繪一玩家使用位於其手腳附近的四個控制器而進行互動遊戲之實施例。
圖22根據本發明之一實施例,說明可以用於決定控制器位置之硬體及使用者介面。
圖23根據本發明之一實施例,說明可以用於執行指令的的額外硬體。
圖24根據一實施例,顯示一流程圖,描述一單手控制器與一計算系統通訊之方法,以決定該控制器之三維位置。
104...顯示器
108...聲音擷取裝置
112a...頭像
112b...頭像
114a...擷取區域邊界
114b...擷取區域邊界
118...擷取區域

Claims (27)

  1. 一種決定控制器之三維位置的方法,包含:以影像擷取裝置擷取位於一顯示器前方的一擷取區域中的影像資料;以計算系統藉由分析該影像資料,計算該控制器在該擷取區域中之二維位置,以偵測相關於在該影像資料內的該控制器的形狀以聲音擷取裝置,擷取在該控制器在該擷取區域中的同時為該控制器所發出之聲音;及藉由該計算系統,藉由分析該聲音到達該聲音擷取裝置的時間,計算該控制器於該擷取區域中之第三維位置。
  2. 根據申請專利範圍第1項之方法,其中藉由該計算系統計算該控制器之二維位置進一步包括偵測該影像資料內的一球形,該控制器具有一球形部份。
  3. 根據申請專利範圍第1項之方法,其中該擷取的影像資料相當於紅綠藍(RGB)像素影像資料、黑白像素影像資料或紅外線資料的其中之一。
  4. 根據申請專利範圍第1項之方法,進一步包括,在擷取該聲音之前,將該計算系統與該控制器間的時脈同步化。
  5. 根據申請專利範圍第1項之方法,進一步包括,以該聲音擷取裝置,擷取為第二控制器所發出的聲 音,及在該控制器與該第二控制器之間建立雙向聲音通訊。
  6. 根據申請專利範圍第1項之方法,其中計算第三維位置進一步包括,根據該聲音之行進時間,計算該控制器至該聲音擷取裝置之距離,及根據該距離計算該擷取區域內之深度,其中該深度係為對該二維位置的二個維度的正交量測值。
  7. 根據申請專利範圍第1項之方法,進一步包括,根據該二維位置及該第三維位置,於該顯示器中以圖像使用者介面呈現一物體。
  8. 一種決定控制器之三維位置的系統,包含:一影像擷取裝置,用以擷取位於一顯示器前方的一擷取區域中之影像資料;一聲音擷取裝置,用以擷取該擷取區域中的聲音資料;及一計算系統,用以執行電腦程式,該計算系統係連接至該顯示器、該影像擷取裝置以及該聲音擷取裝置;該控制器,係由一使用者以單手握持,該控制器包括,一本體,具有第一端點及第二端點;一握把區域,係位於該第一端點附近;一輸入襯墊,係界定於該第一端點與該第二端點 之間,用以鍵入予以傳送至該計算系統的輸入資料;一球型部份,係界定於該第二端點,用以使得該影像擷取裝置易於進行影像識別;及一聲音發射裝置,係位於該第二端點附近,當該使用者握持該聲音發射器,並配置為與該聲音擷取裝置作單向聲音通訊時,該聲音發射裝置被指向離開該使用者;其中該電腦程式係根據該擷取的影像資料而確認該控制器之二維位置,且根據該擷取的聲音資料而確認該控制器之第三維位置。
  9. 根據申請專利範圍第8項之系統,其中該球型部份進一步包括一逆反光區域。
  10. 根據申請專利範圍第8項之系統,其中該球型部份具有一預定顏色,以輔助確認該擷取影像區域中球型部份之位置。
  11. 根據申請專利範圍第8項之系統,其中該控制器進一步包括,一光源,係位於該球型部份內部,其中該球型部份係為半透明,其中該光源照明該球型部份,以輔助確認該擷取的影像資料中球型部份之位置。
  12. 根據申請專利範圍第11項之系統,其中該光源包括一紅外光源,其中該影像擷取裝置進一步包括一紅外線攝影機。
  13. 根據申請專利範圍第12項之系統,其中該影像 擷取裝置進一步包括一可見光譜攝影機,其中來自該紅外線攝影機及該可見光譜攝影機的影像資料係被合併於該二維位置的確認。
  14. 根據申請專利範圍第8項之系統,進一步包含,一麥克風,位於該控制器中,一第二控制器,其配置相似於該控制器,其中該第二控制器之三維位置係由該電腦程式所確認,其中該控制器及該第二控制器係被配置用於雙向聲音通訊,用以決定在該控制器與該第二控制器之間的距離,該距離被傳送至該計算系統,其中該電腦程式使用被決定的該等控制器間之距離而確認該等控制器之三維位置。
  15. 根據申請專利範圍第14項之系統,其中該控制器及該第二控制器係為沿著一縱向維度而實體地串聯連接,其中該二個控制器均藉由該電腦程式而加以追蹤,且合併經確認的該等控制器的位置,以改善準確性。
  16. 根據申請專利範圍第14項之系統,其中該控制器及該第二控制器係為沿著一縱向維度而實體地並聯連接,其中一平板係用於連接該等控制器,以形成為予以以雙手握持的整合控制器設計。
  17. 根據申請專利範圍第8項之系統,進一步包含,一揚聲器,與該電腦系統連接, 其中該控制器進一步包括一控制器聲音擷取裝置,其中該控制器及該電腦系統經由該揚聲器及該控制器聲音擷取裝置而建立一反向單向聲音通訊。
  18. 根據申請專利範圍第8項之系統,其中該第三維位置之確認進一步包括,計算該第三維位置的深度值,其係藉由量測該單向聲音通訊的行進時間及相位同調性。
  19. 根據申請專利範圍第8項之系統,其中該輸入襯墊係為可移除,以調節該輸入襯墊之不同的按鈕配置。
  20. 根據申請專利範圍第8項之系統,其中該電腦程式藉由偵測該擷取的影像資料內使用者頭部的方位,或該擷取的影像資料內使用者軀幹的方位,而追蹤使用者之移動。
  21. 根據申請專利範圍第8項之系統,其中該控制器進一步包括一慣性分析器,用以追蹤該控制器之慣性活動,該慣性活動被傳送至該電腦程式,而影響一動作。
  22. 根據申請專利範圍第8項之系統,其中該聲音發射裝置進一步包括位於該控制器內部的一聲響隔室,該聲響隔室係界定為引導及接收一個或多個方向的聲音。
  23. 根據申請專利範圍第8項之系統,其中該電腦程式取樣部份的該擷取的影像及聲音資料,該電腦程式於確認該控制器之位置期間,合併該取樣資料。
  24. 一種決定控制器之三維位置的系統,包含:第一組及第二組的光線發射器,面向於一顯示器前方 之擷取區域,該第一組及該第二組的光線發射器係位於該顯示器附近;一聲音擷取裝置,用以擷取該擷取區域中的聲音資料;及一計算系統,用以執行該電腦程式,該電腦程式係連接至該顯示器以及該聲音擷取裝置;該控制器係由一使用者以單手握持,該控制器包括,一本體,具有一第一端點及一第二端點;一握把區域,係位於該第一端點附近;一輸入襯墊,界定於該第一端點與該第二端點之間,用以鍵入予以傳送至該計算系統的輸入資料;一影像擷取裝置,位於該第二端點附近,用以擷取一區域之影像資料,該區域係為該第一組及該第二組的光線發射器的所在位置;及一聲音發射裝置,位於該第二端點附近,當使用者手持該聲音發射裝置,並配置為與該聲音擷取裝置作單向聲音通訊時,該聲音發射裝置被指向離開該使用者;其中該電腦程式根據該擷取的影像資料而確認該控制器之二維位置,根據該擷取的聲音資料而確認該控制器之第三維位置。
  25. 根據申請專利範圍第24項之系統,其中該控制器傳送該擷取的影像資料至該計算系統。
  26. 根據申請專利範圍第24項之系統,其中位於該控制器中的處理器,根據該擷取的影像資料而計算該控制 器之位置,其中該控制器傳送該計算之位置至該計算系統。
  27. 一種電腦程式,內嵌於一電腦可讀取儲存媒體,當該電腦程式由一個或多個處理器執行時,用以決定控制器的三維位置,該電腦程式包含:程式指令,用以以影像擷取裝置,擷取一顯示器前方的擷取區域中之影像資料;程式指令,用以藉由分析該影像資料,以計算系統計算該控制器在該擷取區域中的二維位置,以偵測有關於該控制器在該影像資料內的形狀;程式指令,用以以聲音擷取裝置擷取當該控制器係在該擷取區域內的同時,為該控制器所發出的聲音;及程式指令,用以藉由分析該聲音到達該聲音擷取裝置的時間,藉由該計算系統計算位於該擷取區域中的該控制器之第三維位置。
TW098114986A 2008-05-30 2009-05-06 決定控制器之三維位置的方法與系統及其電腦程式 TWI388362B (zh)

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