TWI395600B - Digital contents based on integration of virtual objects and real image - Google Patents

Digital contents based on integration of virtual objects and real image Download PDF

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TWI395600B
TWI395600B TW98143303A TW98143303A TWI395600B TW I395600 B TWI395600 B TW I395600B TW 98143303 A TW98143303 A TW 98143303A TW 98143303 A TW98143303 A TW 98143303A TW I395600 B TWI395600 B TW I395600B
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virtual object
virtual
real
digital content
image
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TW201121614A (en
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Jung Tang Huang
Jia Hong You
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虛擬物件與實境影像結合的數位內容 Digital content combined with virtual objects and real-world images

本發明為一種互動式數位內容,特別是指以實景影像作為背景,配合運動器材的動態輸出或活動者的動作感測,將對應於運動器材或活動者的虛擬人或物置入實景影像進行互動的改變。 The invention relates to an interactive digital content, in particular to the real-life image as a background, the dynamic output of the sports equipment or the motion sensing of the active person, and the virtual person or object corresponding to the sports equipment or the activator is placed in the real scene image for interaction. Change.

習知的虛擬實境都是由電腦模擬軟體來進行建模繪製與設計,可以對實際的風景進行三維建模,並將多種虛擬的人與 動物或物品融入其間進行互動,然而其所花費的時間、人力與費用不但多,而且其逼真度究竟不如實際拍攝的景物。因此有一種技術是採用實際拍攝的環景照片來取代風景的建模,然則這樣的風景照片究竟無法產生連續感,例如GOOGLE MAP所提供的街景,而且也不能在瀏覽器上將虛擬的人或物置入實境影像進行互動的改變。因此利用實際拍攝風景或建物或室內的影片成為實景,並且使其具有類似虛擬實境可以與觀看者或使用者互動的特性,或進一步將對應於運動器材或活動者的虛擬的人或物置入實境影像進行互動的改變,虛擬人或物可多人參與並且根據分布於各處的實體運動器材的動態輸出或活動者的動作感測輸出整合運算,進行互動與競賽等都是一種值得開發的技術與產品。 The traditional virtual reality is modeled and designed by computer simulation software, which can be used to model the actual landscape in three dimensions and to create a variety of virtual people. Animals or objects are integrated into it to interact, but the time, manpower and cost are not only more, but also the fidelity is not as good as the actual scene. Therefore, there is a technology that replaces the landscape modeling with the actual shooting photos, but such landscape photos can not produce a sense of continuity, such as the street scene provided by GOOGLE MAP, and can not be virtual people in the browser or Objects are placed into real-world images for interactive changes. Therefore, the actual scenery of the scenery or the building or the indoor film is used as the real scene, and it has the characteristics that the virtual reality can interact with the viewer or the user, or further the virtual person or object corresponding to the sports equipment or the activator is placed. Real-world imagery changes interactively, virtual people or objects can be multi-person participation and based on the dynamic output of physical sports equipment distributed throughout or the motion-sensing output integration of the activist, interaction and competition are all worth developing. Technology and products.

此外線上遊戲是一種玩家可以透過網際網路連線,操控自行創造的虛擬角色,與其它玩家互動並發展關係、分享共同的興趣,並藉由操控虛擬角色而達到娛樂效果的電玩。目前的線上遊戲主要還是以繪圖軟體來繪製背景與虛擬角色,也是有製作費用高,但逼真度不高的問題,而且也很少有直接與運動健身器材直接互動的線上遊戲出現於市面上。 In addition, online games are a kind of video game where players can connect through the Internet, control their own created virtual characters, interact with other players and develop relationships, share common interests, and achieve entertainment effects by manipulating virtual characters. The current online games mainly use drawing software to draw backgrounds and virtual characters. It is also a problem of high production cost but low fidelity, and few online games that directly interact with sports equipment directly appear on the market.

本發明的目的之一,是利用實際拍攝風景的影片成為實景,並且使其具有類似虛擬實境可以與觀看者或使用者互動的特性。 One of the objects of the present invention is to make a real scene using a film that actually captures a landscape, and to have a feature similar to that of a virtual reality that can interact with a viewer or a user.

本發明的另一目的,是提供一種互動式數位內容,特別是指以實景影像作為背景,配合運動器材的動態輸出或活動者的動作感測,將對應於運動器材或活動者的虛擬人或物置入實景影像進行互動的改變。 Another object of the present invention is to provide an interactive digital content, in particular to use a real-life image as a background, with the dynamic output of the sports equipment or the motion sensing of the active person, and the virtual person corresponding to the sports equipment or the active person or Objects are placed into real-life images for interactive changes.

本發明的另一目的,是提供一種互動式數位內容,特別是指以實景影像作為背景,配合健身器材的動態輸出或活動者的動作感測的線上運動遊戲,玩家可以透過網際網路連線,藉由健身器材操控自行創造的虛擬物件,與其它玩家互動並發展關係、分享共同的興趣,並藉由操控虛擬物件而達到娛樂效果。 Another object of the present invention is to provide an interactive digital content, in particular, an online sports game with a live view as a background, a dynamic output of a fitness equipment, or an action of an active person, and the player can connect through the Internet. By using fitness equipment to control the virtual objects created by themselves, interacting with other players and developing relationships, sharing common interests, and achieving entertainment effects by manipulating virtual objects.

『虛擬物件的製作』"Creation of virtual objects"

虛擬物件包含人、動物、物品如車輛、腳踏車、船等,其製作的方法,一般有下列幾種:繪製虛擬物件動作圖例如跑步,分解成若干個例如14個連續動作圖像,並轉成GIF撥放檔,分解動作愈多,動作越細膩,然則其儲存與運算較耗資源。 The virtual object includes a person, an animal, an article such as a vehicle, a bicycle, a boat, etc., and the manufacturing method generally includes the following: drawing a virtual object action diagram such as running, decomposing into a plurality of, for example, 14 continuous motion images, and converting into GIF plays the file, the more the decomposition action, the more delicate the action, but the storage and operation are more resource-intensive.

實際拍攝虛擬物件動作圖例如跑步,分解成若干個例如14個連續動作照片,並轉成GIF撥放檔。拍攝時,可以在藍色布幕前進行,方便之後加以去背。此外要模擬虛擬物件的各種面向的動作,可以由不同角度去拍攝,例如至少有正面、背面、左側、右側等四個面向的虛擬物件動作GIF。 Actually, a virtual object action map such as running is taken, and is divided into a plurality of, for example, 14 consecutive action photos, and converted into a GIF dial. When shooting, you can do it in front of the blue curtain for easy back. In addition, it is necessary to simulate various face-oriented actions of the virtual object, which can be photographed from different angles, for example, at least four face-to-face virtual object action GIFs of the front side, the back side, the left side, and the right side.

為達到逼真動態感,製作的GIF物件又可細分為基本物件 與特效物件。基本物件可展現數種效果: In order to achieve a realistic sense of dynamics, the GIF objects produced can be subdivided into basic objects. With special effects items. Basic objects can show several effects:

1.虛擬物件的動作快慢,可藉由改變GIF檔的每張圖片或照片播放速度,依照真實物件的動作,進行同步化。例如橢圓機的跨步距離為s,若每完成一跨步會產生一個脈衝訊號,其週期為t,則影片撥放的速度為s/t,同時GIF圖片要完成一個循環的撥放,藉由推估脈衝訊號產生的週期,GIF檔的每張圖片或照片播放速度即可調整之。 1. The speed of the virtual object can be synchronized by changing the speed of each picture or photo in the GIF file according to the action of the real object. For example, the elliptical machine has a stride distance of s. If a pulse signal is generated every time a step is completed, and the period is t, the speed of the film is s/t, and the GIF picture is to be retracted by a loop. By counting the period generated by the pulse signal, the speed of each picture or photo in the GIF file can be adjusted.

2.虛擬物件的放大縮小,可藉由改變GIF檔的圖片尺寸來達成,用於展現不同虛擬物件的遠近透視感,特別是用於多人參與競賽時。 2. The enlargement and reduction of the virtual object can be achieved by changing the picture size of the GIF file, which is used to show the perspective of different virtual objects, especially when used for multiple people to participate in the competition.

3.虛擬物件的旋轉,可藉由旋轉GIF檔的圖片來達成,用於展現虛擬物件隨地面或水面傾斜時的傾斜姿態,特別是用於自行車經過彎道的左右傾斜,或兩虛擬物件互相碰撞時。 3. The rotation of the virtual object can be achieved by rotating the picture of the GIF file to show the tilting posture of the virtual object when tilted with the ground or the water surface, especially for the left and right tilt of the bicycle through the curve, or the two virtual objects are mutually When colliding.

特效物件係指提供額外的圖片或照片展示虛擬物件的其他的面向或姿態,例如轉頭、前傾、後仰、側身等,應用的場合例如騎自行車轉彎時,或是在多歧路口左右轉時。另外為達成有陰影效果,可以在繪製時或後製時加上陰影。 Special effects objects are other orientations or poses that provide additional pictures or photos to show virtual objects, such as turning heads, leaning forwards, leaning back, sideways, etc., such as when riding a bicycle, or turning around at multiple intersections. Time. In addition, in order to achieve a shadow effect, you can add a shadow when drawing or post-production.

由於健身器材使用時使用者位置固定,因此本發明可選擇搭配至少一台攝影機放置於健身器材的電子儀表上或電視螢幕上拍攝使用者頭部位置,尤其眼睛或嘴巴或鼻子位置,同時也拍攝使用者手或腳的姿勢。使用前可以先拍攝沒有使用者的背景,之後使用者開始使用健身器材時再行拍攝,並利用去背 景的方式,將使用者的影像分離出來,直接作成GIF檔,讓使用者每次使用本發明時都能選擇是否更新其虛擬的代理人物。若是網路頻寬足夠,也選擇即時傳送目前拍攝的影片來取代虛擬的代理人物。 Since the position of the user is fixed when the fitness equipment is used, the present invention can select at least one camera to be placed on the electronic instrument of the fitness equipment or the position of the user's head on the television screen, especially the position of the eyes or the mouth or the nose, and also shoot The posture of the user's hand or foot. You can shoot the background without the user before using it, then the user will start shooting when using the fitness equipment, and use the back The way of the scene separates the user's image and directly creates a GIF file, so that the user can choose whether to update his virtual agent character every time the user uses the invention. If the network bandwidth is sufficient, you also choose to instantly transfer the currently shot movie to replace the virtual agent.

『實境影像製作』『realistic image production』

如圖一所示,汽車1裝載兩用的三輪腳踏車與手推車6,汽車頂上裝設至少一台高速攝影機2作沿途長程與高速拍攝,當到達風景名勝或地標點,由三輪腳踏車6裝設至少一台攝影機拍攝小路或巷道,而手推車6裝設至少一台攝影機拍攝行人徒步區或室內展覽場。如此一來,可將三者加以銜接組合成完整的風景影片。此處要注意所使用的三輪腳踏車或推車6需要具有良好懸吊系統的平台來架設拍攝設備,才能使攝取的影像平穩清晰。拍攝時,為了確保每一拍攝影格的位置可以準確無誤,因此需要利用全球定位系統(GPS)裝置3並加上里程計8、加速度4與陀螺儀5進行位置與方向校正,座標定位的精度至少要在數公分之內,使拍攝的影片之每一影格至少配對里程與經緯度以及地面傾斜度。上述所有感測器可以透過車上的筆記型電腦7進行紀錄與儲存。此外上述之攝影機也可更換成立體攝影機,提供立體影像的拍攝與後製。 As shown in Figure 1, the car 1 is loaded with a dual-purpose three-wheeled bicycle and a trolley 6, and at least one high-speed camera 2 is installed on the top of the car for long-distance and high-speed shooting along the way. When reaching a scenic spot or a landmark point, the tricycle 6 is installed at least. A camera shoots a path or laneway, and the cart 6 is equipped with at least one camera to shoot a pedestrian walk or an indoor exhibition hall. In this way, the three can be combined to form a complete landscape film. It should be noted here that the three-wheeled bicycle or cart 6 used requires a platform with a good suspension system to set up the shooting equipment in order to make the captured images smooth and clear. When shooting, in order to ensure that the position of each shot is accurate, it is necessary to use the Global Positioning System (GPS) device 3 and add the odometer 8, acceleration 4 and gyroscope 5 for position and direction correction, the coordinate positioning accuracy is at least Within a few centimeters, match each frame of the film being shot with at least mileage and latitude and longitude and ground tilt. All of the above sensors can be recorded and stored by the notebook 7 on the car. In addition, the above-mentioned camera can also be replaced with a stereo camera to provide stereo image capture and post production.

如圖二所示,拍攝道路上的影片,常有許多機會碰到對向與同向的車輛、機車、自行車、行人等,最不好處理的是在同向車道15的前面車輛(以下稱他車14),若是拍攝的車輛(以 下稱之為我車)與他車維持等距離,不超越或是減速,使他車與我車拉開,或維持我車前方淨空,則基本上這樣的影片,會造成實境影像使用者的困擾。因為如果他要超車,基本上不易達成虛擬的效果。原因是影片播放是以我車的拍攝位置為基準,也就是使用者駕駛的虛擬車輛(以下稱擬我車)在實境虛擬中是完全代替我車的角色,若是實際拍攝實景時沒有產生碰撞他車的狀況,則實境虛擬世界中也不會碰撞。 As shown in Figure 2, filming on the road often has many opportunities to encounter the opposite direction of the same vehicle, locomotive, bicycle, pedestrian, etc. The worst thing to deal with is the vehicle in front of the same lane 15 (hereinafter referred to as He car 14), if it is a shooting vehicle (to I call it a car. I am at the same distance from his car. I don’t overtake or slow down, so that his car and my car are pulled apart, or keep the front of my car, then basically this kind of film will cause the real image user. Troubled. Because if he wants to overtake, it is basically not easy to achieve a virtual effect. The reason is that the video playback is based on the shooting position of my car, that is, the virtual vehicle driven by the user (hereinafter referred to as my car) is completely a substitute for the role of my car in the virtual reality. If there is no collision when actually shooting the real scene. The condition of his car will not collide in the virtual world.

當然若是可能,實境影像拍攝時,最好是盡量維持視野的開闊,也就是維持我車前方淨空,以方便影片後製時加入擬他車,擬他車是指利用上述製作虛擬物件的方法,製作各種虛擬車輛的GIF檔,並將其放置於實境虛擬的影片中的同向或對向車道上,對於擬他車與擬我車的互動包括撞擊,可以容易加以計算求出,這一部份需要在實境影片拍攝完運用後製的影像處理技術來達成。 Of course, if it is possible, when shooting in a real-life image, it is best to maintain the widening of the field of vision, that is, to maintain the clearance in front of my car, so as to facilitate the addition of the car when the film is post-production. The car is the method of making the virtual object. , making GIF files of various virtual vehicles and placing them in the same direction or opposite lanes in the virtual movie of the real world. The interaction between the proposed car and the car is easy to calculate and calculate. Part of it needs to be achieved after the actual filming of the post-production image processing technology.

實境影像影片中的對向車道13的移動物,以下稱之為「對向他車」11,基本上視同擬我車12的障礙物,必須閃避或視為加分之用。會造成碰撞的狀況有二:其一為影片中的對向車道13有移動物11,各競賽車之間為了避免之間碰撞,不小心跑到對向車道去,並撞擊對向的移動物11;其二為各競賽車之間互相碰撞。要達成模擬碰撞的效果需要使用影像處理技術,或是需要將影片上的移動物加以編碼,標出其矩形邊界框。當使用者駕駛的虛擬車輛(擬我車)12與前方「對向他車」 11互動,擬我車12的矩形邊界框若與「對向他車」11的矩形邊界框重疊面積超過某一比例,例如10-20%,即視同碰撞,如果重疊面積更高比例,或是重疊兩車的車速高於某一比值,則視同嚴重撞擊等,而撞擊「對向他車」11,則應該產生扣分的功能,同時可以讓碰撞的車子依照碰撞程度讓其GIF圖產生旋轉,模擬碰撞的車子翻滾。 The moving object of the opposite lane 13 in the real-life video film, hereinafter referred to as "opposite car" 11, basically obeys the obstacle of the car 12, and must be evaded or regarded as an extra point. There are two situations that can cause a collision: one is that there is a moving object 11 in the opposite lane 13 in the movie, and in order to avoid collision between the race cars, accidentally run to the opposite lane and hit the opposite moving object. 11; The second is the collision between the race cars. To achieve the effect of simulating a collision, you need to use image processing technology, or you need to encode the moving object on the film and mark its rectangular bounding box. When the user drives the virtual vehicle (the car) 12 and the front "opposite to the car" 11 interaction, if the rectangular bounding box of the car 12 is more than a certain proportion of the rectangular bounding box of the "opposite car" 11, for example 10-20%, that is, the collision is the same, if the overlapping area is higher, or If the speed of the overlapping two cars is higher than a certain ratio, it will be regarded as a serious impact, etc., and when hitting the "opposite to the car" 11, the deduction function should be generated, and the colliding car can be made to have its GIF map according to the degree of collision. The rotation is generated, and the car that simulates the collision rolls over.

必要時,可以製作擬他車作為覆蓋影片中會造成困擾的他車,或是製作背景貼圖將他車覆蓋成背景。 If necessary, you can make a car to cover the car that will cause trouble in the film, or make a background map to cover his car into the background.

因為有來往車輛,所以拍攝時,需要對同一條路作雙向拍攝,不可只拍攝單向。若是使用者被動的依照指示騎乘交通工具於播放路線移動,則所提供的路線都是單向的。若是操作模式允許本發明的使用者可以隨意主動的在路口進行迴轉,則所有路線都要雙向拍攝。 Because there are vehicles coming and going, it is necessary to take two-way shooting of the same road when shooting. If the user passively moves in accordance with the instructions of the riding vehicle on the playing route, the provided route is one-way. If the mode of operation allows the user of the present invention to voluntarily take turns at the intersection, all routes must be taken in both directions.

十字路口或多歧路口的處理,可以使用環場攝影的技術,架設至少六台攝影機環繞360度,只要在路口中心定點拍攝,或是架設至少一台攝影機在路口進行迴轉360度,即可藉由環場的結合軟體達成環場的影片,作為十字路口或多歧路口的選擇之用。 Crossroads or multi-junctions can be processed using the technique of ring photography. At least six cameras can be set up around 360 degrees. As long as you shoot at the center of the intersection or set up at least one camera to rotate 360 degrees at the intersection, you can borrow The film of the ring field is formed by the combination of the ring field and is used as a choice for intersections or multiple intersections.

上述的說明雖然以道路與車輛為例說明,但是仍然適用於非同向的水道或水域之間各船隻的互動,甚至空中之飛行物之間的互動。另外車輛也泛指可在道路上移動的人、動物、腳踏車、機車等。 Although the above description is exemplified by roads and vehicles, it is still applicable to the interaction of vessels between non-co-directional waterways or waters, and even between flying objects in the air. In addition, vehicles also refer to people, animals, bicycles, locomotives, etc. that can move on the road.

利用後製技術處理實景影片,如同虛擬實境的繪圖製作,需要很多的人力,因為需要對於每張影格或是每隔數張影格去標出其路面的範圍,如圖三所示,通常實際拍攝的路面實景16具有三條透視的曲線,路中央分隔線、左線、右線,為求說明簡單起見,暫時不考慮彎曲的道路。此三條線段的底端起點與上端終點分別為:路中央分隔線[(XCB,YCB)、(XCT,YCT)]、左線[(XLB,YLB)、(XLT,YLT)]、右線[(XRB,YRB)、(XRT,YRT)]。須注意上端終點,在某些情況可能匯集成同一點,也可能其位置並非出現於影格的上方邊緣,然則藉由影格後製時,可由後製人員觀看判斷加以點選。對於接近直線的道路,可以採用直線方程式來表示上述三條分隔線,對於彎道,則需要曲線方程式來近似,如圖四所示,此種狀況後製人員對於每一曲線需要選取至少四個點座標來近似該曲線,共需要十二個座標。假設這些方程式,可以利用X=f(Y)來表示。 Using post-production technology to process real-life movies, like virtual reality drawing, requires a lot of manpower, because it is necessary to mark the surface of each frame or every few frames, as shown in Figure 3, usually the actual The photographed road surface 16 has three perspective curves, the road center divider line, the left line, and the right line. For the sake of simplicity of description, the curved road is temporarily not considered. The bottom and upper end points of the three line segments are: road center divider [(X CB , Y CB ), (X CT , Y CT )], left line [(X LB , Y LB ), (X LT , Y LT )], right line [(X RB , Y RB ), (X RT , Y RT )]. It is necessary to pay attention to the upper end point. In some cases, it may be collected into the same point, or the position may not appear on the upper edge of the frame. However, when the frame is made, it can be clicked and judged by the post-production personnel. For roads close to a straight line, the straight line equation can be used to represent the above three dividing lines. For curved corners, the curve equation is needed to approximate, as shown in Figure 4, in this situation, the post-production personnel need to select at least four points for each curve. The coordinates approximate the curve and require a total of twelve coordinates. Assuming these equations, it can be represented by X=f(Y).

在影格編碼時,可以至少將這六個座標或十二個座標放進資料項內,主角虛擬物件或稱第一虛擬代理人17置入影格底端路中央分隔線偏右。若是有後方的追趕者或稱第二虛擬代理人18,一律由右後方超前,超前後,超前者虛擬物件或稱第三虛擬代理人19立刻向中央分隔線偏右靠齊,並逐漸縮小到消失,縮小的比例可依照超前者的GPS位置與主角的GPS位置推算。 In the frame coding, at least the six coordinates or twelve coordinates can be placed in the data item, and the main character virtual object or the first virtual agent 17 is placed in the center of the bottom line of the frame to the right. If there is a rear chaser or a second virtual agent 18, it will always be advanced from the right rear, and the virtual object or the third virtual agent 19 will immediately align with the center divider and gradually narrow down to The disappearance, the scale of the reduction can be estimated according to the GPS position of the lead and the GPS position of the main character.

虛擬物件的位置,可以藉由後製程序直接在實景的每張 影格之中標出虛擬物件可以活動的範圍,類似圖三與圖四所示,如圖五所示,乃是由多邊形56所構成,如此使用者57即可用來跟遠方的使用者58,59互動,例如遠方使用者藉由橢圓踏步機,甚至WII的壓力踩踏板,就可以左右移動旋轉,因為底下的壓力感測器可偵測足印改變的方向;或原地踏步,表示前進。 The position of the virtual object can be directly used in the real scene by the post-production program. The range of the virtual object can be marked in the frame, similar to that shown in Figure 3 and Figure 4. As shown in Figure 5, it is composed of polygons 56, so that the user 57 can be used to communicate with the remote user 58, 59 Interaction, for example, a remote user can move left and right by an elliptical stepper or even a pressure pedal of the WII, because the underlying pressure sensor can detect the direction of the footprint change; or step in place, indicating forward.

運算時,可以藉由右線的方程式XR=fR(Y)與路中央分隔線的方程式XC=fC(Y)構成的虛擬物件活動的範圍,推算超越者的位置,其中Y=Y1+w△Y,Y1表示第一虛擬代理人在當下景畫面中的位置,△Y表示超越者實質超越量,w表示攝影機的透視效果之加權值,可進行一實驗推算之:固定攝影機焦距、攝影機的拍攝位置、變動超越者與攝影機距離△Y,取得超越者在畫面中成像的位置(X,Y)與大小,w=(Y-Y1)/△Y;X在實作中,要挑選使其介於XR,XC之間。因為同一路段,可能同時有多人一起來進行運動遊戲,每個人的位置都是已知,因為是經由運動器材運動累積運算而來;每一影格的位置也都是已知,因為是與里程計同步,所以實質超越量△Y是將每個參與者之間的距離計算出來。如果相對於在地使用者而言,遠方使用者實質超越量△Y為負,表示落後,其代理虛擬物件當然不會出現於在地使用者的實景虛擬畫面中。當實質超越量△Y為正,表示超前,其代理虛擬物件當然可能出現於在地使用者的實景虛擬畫面中,是否出現,端視Y=Y1+w△Y 是否超出該影格的可活動範圍。 In the calculation, the position of the surrogate can be estimated by the range of the virtual object motion formed by the equation X R =f R (Y) on the right line and the equation X C =f C (Y) of the central divider of the road, where Y= Y1+w△Y, Y1 represents the position of the first virtual agent in the current scene, △Y represents the transcendental transcendental amount, and w represents the weighting value of the camera's perspective effect, which can be experimentally calculated: fixed camera focal length The shooting position of the camera, the distance between the changer and the camera △Y, and the position (X, Y) and size of the image that the surpasser imaged on the screen, w=(Y-Y1)/△Y; X is in practice, Pick it so that it is between X R and X C. Because of the same road segment, there may be many people working together on the sports game. Everyone's position is known because it is accumulated through the exercise equipment movement; the position of each frame is also known because it is the mileage. The synchronization is synchronized, so the substantial excess ΔY is calculated from the distance between each participant. If the remote user's substantial excess ΔY is negative relative to the local user, indicating that it is behind, the proxy virtual object will of course not appear in the real virtual picture of the local user. When the substantial excess ΔY is positive, indicating that it is ahead, its proxy virtual object may of course appear in the real virtual picture of the local user, whether it appears, whether the end view Y=Y1+w△Y exceeds the movable range of the frame. .

『虛擬物件消失於彎道』"Virtual objects disappear in the corner"

虛擬物件如何消失於彎道中,由於每一個拍攝的影格都有對應的三軸加速度、傾斜度、三軸陀螺儀、GPS的量測值,因此可以透過下列的說明由計算結果來判斷。 How the virtual object disappears in the curve, because each shot has a corresponding triaxial acceleration, tilt, three-axis gyroscope, GPS measurement value, so it can be judged by the calculation result through the following description.

如圖六所示,假設Pa(t)為A影格真實人物的位置,Pb(t)為B影格真實人物的位置,Ca(t)為A影格的拍攝中心,Cb(t)為B影格的拍攝中心。Ca(t)與Cb(t)是里程與GPS的函數,因此可以出現在空照地圖上。令△ab(t)=Cb(t)-Ca(t),基本上拍攝時,車頭的方向可以近似於路線在每點的切線方向,假設A點的切線為Ta,而B點的切線為Tb。因此根據拍攝視野的推測,Pb的虛擬人物大小,可以依照△ab(t)的距離來放大縮小,其在A畫面的位置則根據空照圖來計算,Pb(t)應在畫面的右邊,當切線Ta與切線Tb的夾角大於一設定值,則Pb(t)將會消失於A畫面,同時在B畫面中,也不會出現Pa,原因是Pa落後。 As shown in Figure 6, suppose Pa(t) is the position of the real character of the A-frame, Pb(t) is the position of the real character of the B-frame, Ca(t) is the shooting center of the A-frame, and Cb(t) is the B-frame. Shooting center. Ca(t) and Cb(t) are functions of mileage and GPS and can therefore appear on an aerial map. Let △ab(t)=Cb(t)-Ca(t), basically the direction of the front head can be approximated to the tangential direction of each point when shooting, assuming that the tangent to point A is Ta, and the tangent to point B is Tb. Therefore, according to the speculation of the shooting field, the virtual character size of Pb can be enlarged and reduced according to the distance of Δab(t), and the position of the A picture is calculated according to the aerial picture, and Pb(t) should be on the right side of the picture. When the angle between the tangent Ta and the tangent Tb is greater than a set value, Pb(t) will disappear in the A picture, and in the B picture, Pa will not appear because the Pa is behind.

虛擬人或物的移位與放大縮小,由於多人互相競賽或互動於實境影像中,其相關位置必須要有透視感,例如人物其超前距離為a公尺,則根據透視的運算,其虛擬人物之大小要根據影片中實際人物的比例加以調整縮小。若是該人物由後方趕上來,其大小也應依照進入影像的比例調整之。如果是真實的人物投射,則虛擬人物之間的大小具有對應的比例關係,特別 是當兩者並排進行運動時,真實人物較大者,其虛擬人物也會跟著變大。 The displacement and enlargement of a virtual person or thing, because many people compete or interact with each other in a real-life image, the relevant position must have a sense of perspective. For example, if the character's lead distance is a meter, then according to the perspective operation, The size of the virtual character should be adjusted according to the proportion of the actual characters in the film. If the character is caught up by the rear, its size should also be adjusted according to the proportion of the image entered. If it is a real character projection, the size of the avatar has a corresponding proportional relationship, especially When the two move side by side, the real characters will be larger and their virtual characters will become larger.

『軌跡變換』『Track transformation』

具有轉向功能的健身器材,當出現於道路上進行運動時,若是運動者操作健身器材左右移動,除了播放的影片視野要隨著左移右移外,運動者對應的虛擬物件也需要在影片中的道路左右移動,此時若有其他參與者出現於影片中,所有參與者對應的虛擬物件之間的互動,要注意是否會有碰撞發生,基本上所有運動者都會依照畫面中的虛擬物件的相互移動位置,進行運動軌跡的轉換避免碰撞的發生。如果應用的場合例如騎自行車轉彎時,或是在多歧路口左右轉時,運動者對應的虛擬物件可以利用特效物件提供額外的圖片或照片展示虛擬物件的其他的面向或姿態,例如轉頭、前傾、後仰、側身等。 The exercise equipment with steering function, when appearing on the road for exercise, if the athlete moves the fitness equipment to move left and right, in addition to the visual field of the played movie to move left and right, the virtual object corresponding to the athlete needs to be in the movie. The road moves left and right. If other participants appear in the movie at this time, the interaction between the virtual objects corresponding to all the participants should pay attention to whether there will be a collision. Basically, all the athletes will follow the virtual objects in the picture. Move positions to each other and perform conversion of motion trajectories to avoid collisions. If the application is used, for example, when riding a bicycle to turn, or when turning around at a multi-section intersection, the virtual object corresponding to the athlete can use the special effect object to provide an additional picture or photo to show other orientations or postures of the virtual object, such as a rotor, Forward, backward, sideways, etc.

本發明之實境虛擬的世界具有多元的自由度,一方面有實境的真實面,一方面有虛擬物件或故事或虛擬任務,可以讓人們執行,因為實境的拍攝相對於虛擬實境的製作容易又真實,又因為角色可以直接藉由影片轉成GIF檔置入實景當中,增加更多真實感與參與感。 The virtual world of the present invention has multiple degrees of freedom. On the one hand, there is a real face of reality, on the one hand, there are virtual objects or stories or virtual tasks, which can be performed by people because the shooting of the reality is relative to the virtual reality. The production is easy and real, and because the characters can be directly converted into GIF files into the real scene, adding more realism and participation.

[實施例一] [Example 1]

全家人都可以分開時間來使用,並且分開進行各種紀錄:使用者個人檔案:姓名、體重、身高、三維體型等基本資料、健康資料如心跳、血壓、呼吸方式與頻率等 The whole family can use it separately and record separately: user profile: basic information such as name, weight, height, three-dimensional size, health information such as heartbeat, blood pressure, breathing pattern and frequency, etc.

1.個人累計里程 1. Personal accumulated mileage

2.個人速度進展 2. Personal speed progress

3.個人每次使用紀錄包含時間起訖、里程數、遊覽路線 3. Personal use record includes time, mileage, and tour route

4.使用者等級:練等級,依累積的速度與里程數分等級,使用者可升級或升等例如實質速度可乘上升級加權值成為虛擬速度。 4. User level: level, according to the accumulated speed and mileage, the user can upgrade or upgrade, for example, the actual speed can be multiplied by the upgrade weight to become the virtual speed.

5.得獎紀錄:參加限時競賽與獎勵,闖關與累積獎金紀錄,可更換點數,換取實際參加旅遊的機票或可獲得腳踏車或新的運動機種。 5. Winning record: Participate in time-limited competitions and rewards, record points and accumulated bonuses, exchange points, exchange tickets for actual travel or get a bicycle or a new sports model.

如同目前市場上的遊戲可以提供角色選擇,在此實施例中,也能提供虛擬腳踏車或其他種交通工具:可依升級或升等更換更高級的車種;與虛擬騎士:挑選喜愛的明星或自己。若是選擇自己,則需要拍攝自己的GIF檔上傳。 Just as games on the market today can provide character selection, in this embodiment, a virtual bicycle or other kind of transportation can also be provided: a higher-grade vehicle can be replaced by upgrading or upgrading; and a virtual knight: picking a favorite star or himself . If you choose yourself, you will need to take your own GIF file upload.

如圖七所示,為兩人在不同的地方A與B利用網路進行競走,所使用的運動器材是橢圓機40,螢幕上所顯示的是台灣北宜公路上某一段風光,紅衣的虛擬人物41(GIF圖片檔)代表A地的使用者,藍衣的虛擬人物42(GIF圖片檔)代表B地的使用者,兩人可以透過網路在同一條路進行聯合競走。由圖上可知,當兩個虛擬人物同時出現在該條路的某處時,表示他 們速度相當,然而之後B地的使用者加把勁快速衝前,在B地的畫面就只剩下藍衣的虛擬人物在跑,而A地的使用者因為落後,紅衣的虛擬人物消失於畫面中。相反的,A地的畫面出現藍衣的虛擬人物(B地使用者)逐漸超前,身影漸小,消失於彎道盡頭。 As shown in Figure 7, for the two people in different places A and B use the network to walk, the sports equipment used is the elliptical machine 40, the screen shows a certain scenery on the North Beiyi Highway in Taiwan, red The virtual character 41 (GIF image file) represents the user of the A place, and the blue character avatar 42 (GIF image file) represents the user of the B place, and the two can perform the joint walking on the same road through the network. As can be seen from the figure, when two avatars appear somewhere on the road at the same time, they are indicated. The speed is quite the same. However, after the users of the B place, they quickly rushed forward. In the picture of the B, only the avatars in the blue are running, and the users in the A are behind, the virtual characters in the red disappear. In the picture. On the contrary, the avatar of the blue screen (the user of the B) gradually advanced, and the figure became smaller and disappeared at the end of the curve.

如圖八所示,將圖五的虛擬人物(GIF圖片檔),更換為使用者真實拍攝的GIF影片檔43、44,產生更為逼真與融入影片的情形。 As shown in FIG. 8, the virtual character (GIF image file) of FIG. 5 is replaced with the GIF video file 43 and 44 actually captured by the user, resulting in a more realistic and integrated movie.

[實施例二] [Embodiment 2]

二十一世紀以來,全球老人人口的不斷增加,他們常因為缺乏運動與可以交談的對象,造成身心健康狀況欠佳,例如容易有老人癡呆的可能性,或是孤獨、憂鬱等。若是能透過線上運動遊戲,特別是透過本發明的技術來進行遊戲與交聯,會大大提昇其身心健康的狀況。進行遊戲與交聯的方式可以是多元化的,例如透過手機上網或是在家利用健身器材網路連機來達成。必要時,使用者可以自行拍攝自己的動作影片檔,後製成為GIF,基本上至少四個面向的拍攝,上傳給中控伺服器,來取代虛擬人物,讓其他參予者更有面對面一起遊戲的真實感。如此可以使用者在運動中玩遊戲,也可以在遊戲中運動,同時也可以交友,聯絡感情。舉例來說開心農牧場的真實運動版: 如圖九所示為本發明之運動遊戲的控制流程圖,使用者開啟20運動遊戲--開心農牧場,該農牧場可以是台灣或中國的某一農牧場的實景拍攝,或是虛擬的農牧場。首頁表單21呈現銀行、商店、市場、農牧場等,農牧場可以提供多站:例如菜園、養雞場、養豬場、養牛場、養羊場等,使用者要到運動遊戲設定22-23進行各種設定,例如所需要使用健身器材,讓代理虛擬人物在開心農牧場中走動,是否與他人共玩此運動遊戲;準備多少資金管理多少面積與種類等。設定完畢後,可以進行運動遊戲24-25,使用者介面:有一整個農牧場的地圖,使用者的農舍,倉庫,工具室等,每天要藉由使用健身器材定時走動到農場各處完成例行工作,例如菜園要定時去除草、施肥、播種、澆水、抓蟲、採收、翻土等,才能有好收成。養雞場要定時去餵飼料、收雞蛋、清洗、注射疫苗等,雞隻才能繁衍。養牛場要定時去收割牧草、擠牛奶等。另外此運動遊戲會顯示各種困難與狀況26,例如飼料吃完、雞蛋待收、豬隻生病、有人來拜訪、有人闖進農牧場等,使用者必須快速前往處理27,可以自行解決或請求他人協助28。農牧場規模的大小,以及種植作物種類、飼養動物數目與種類,都要依據投資的金額來決定。獎賞或積分則依照收成所販售的代幣來決定。當然高積分必然表示運動的效果良好,有效提升人們運動的樂趣與意願。 Since the 21st century, the global elderly population has been increasing. They often lack physical exercise and conversational objects, resulting in poor physical and mental health, such as the possibility of dementia in the elderly, or loneliness and depression. If you can play games and cross-links through online sports games, especially through the technology of the present invention, the physical and mental health of the players will be greatly improved. The way to play and cross-link can be diversified, such as surfing the Internet via a mobile phone or using a fitness equipment network at home. If necessary, the user can shoot their own action video files, and then make them as GIF. Basically, at least four face-oriented shootings are uploaded to the central control server to replace the virtual characters, so that other participants can play together face to face. Realism. In this way, the user can play games in sports, or can play in the game, and can also make friends and contact feelings. For example, the real sports version of Happy Farm: Figure 9 shows the control flow chart of the sports game of the present invention. The user opens 20 sports games--Happy Farm, which can be a real shot of a farm in Taiwan or China, or a virtual farm. pasture. The home form 21 presents banks, shops, markets, farms, etc., and farms can provide multiple stations: for example, vegetable gardens, chicken farms, pig farms, cattle farms, sheep farms, etc., users must go to the sports game setting 22- 23 to carry out various settings, such as the need to use fitness equipment, let the agent virtual characters walk in the happy farm, whether to play this sports game with others; how much money to prepare to manage the area and type. After the setting is completed, you can play sports games 24-25. The user interface: there is a map of the whole farm, the farmhouse of the user, the warehouse, the tool room, etc., and the routine is carried out every day by using the fitness equipment to complete the routine. Work, for example, the vegetable garden should regularly remove grass, fertilize, sow, water, catch insects, harvest, turn soil, etc., in order to have a good harvest. Chicken farms must feed the feed regularly, collect eggs, clean, inject vaccines, etc., and the chickens can only breed. Cattle farms must regularly harvest grass, milk, etc. In addition, this sports game will display various difficulties and conditions. 26 For example, after the feed is finished, the eggs are waiting for the pig, the pig is sick, some people come to visit, some people break into the farm, etc., the user must go to the treatment 27 quickly, and can solve or request others by themselves. Assistance 28. The size of the farm and the size of the farm, the type of crop planted, the number and type of animals to be farmed must be determined based on the amount of investment. Awards or points are determined in accordance with the tokens sold in the harvest. Of course, high scores must mean that the effect of exercise is good, effectively improving the fun and willingness of people's sports.

除了上述使用者介面外,還提供一全區牧場空照GPS 圖,將巡邏人員或是其他人或是巡邏犬的位置顯示於GPS空照圖上,可以讓使用者有所閃避。另外還可以將動物例如雞、牛、豬、羊、狗、貓等都加以做成GIF照片檔,尤其可以讓自己心愛的寵物做成GIF照片檔放上開心農牧場的實景畫面裡與使用者互動。開心農牧場的經營可以多人合作一起達成,因此可以讓老人的朋友一起相約來運動,讓開心農牧場有好的收入。可以多個團隊一起比賽,增加更多樂趣。 In addition to the above user interface, a full range of pastoral aerial GPS is also provided. Figure, the location of the patrol or other people or patrol dogs on the GPS aerial map, allowing users to dodge. In addition, animals such as chickens, cows, pigs, sheep, dogs, cats, etc. can be made into GIF photo files. In particular, you can make your favorite pets into GIF photo files and put them on the real scene of Happy Farm. interactive. The operation of Happy Farms can be achieved through cooperation with many people. Therefore, friends of the elderly can come together to exercise and let the happy farms have a good income. You can play together with multiple teams to add more fun.

1‧‧‧汽車 1‧‧‧ car

2‧‧‧攝影機 2‧‧‧ camera

3‧‧‧全球定位系統GPS 3‧‧‧Global Positioning System GPS

4‧‧‧加速度計 4‧‧‧Accelerometer

5‧‧‧陀螺儀 5‧‧‧Gyro

6‧‧‧腳踏車/手推車 6‧‧‧Bicycle/cart

7‧‧‧筆記型電腦 7‧‧‧Note Computer

8‧‧‧里程計 8‧‧‧ odometer

11‧‧‧對向他車 11‧‧‧The opposite car

12‧‧‧擬我車 12‧‧‧My car

13‧‧‧對向車道 13‧‧‧ opposite lane

14‧‧‧他車 14‧‧‧He car

15‧‧‧同向車道 15‧‧‧The same lane

16‧‧‧實際拍攝的路面實景 16‧‧‧ Actually photographed road surface

17‧‧‧第一虛擬人物 17‧‧‧The first avatar

18‧‧‧第二虛擬人物 18‧‧‧The second avatar

19‧‧‧第三虛擬人物 19‧‧‧ Third avatar

20‧‧‧開始 20‧‧‧ begins

21‧‧‧首頁表單 21‧‧‧Home Form

22‧‧‧運動遊戲設定 22‧‧‧ sports game settings

23‧‧‧運動遊戲各項設定 23‧‧‧ sports game settings

24‧‧‧運動遊戲開始 24‧‧‧ sports games start

25‧‧‧運動遊戲進行 25‧‧‧ sports games

26‧‧‧遇到困難 26‧‧‧Difficulty

27‧‧‧自行排除困難 27‧‧‧ Self-exclusion difficulties

28‧‧‧無法請求他人協助 28‧‧‧Cannot ask for assistance from others

29‧‧‧回到運動遊戲主畫面 29‧‧‧Back to the main screen of sports games

30‧‧‧運動遊戲結束 30‧‧‧ End of sports game

31‧‧‧END 31‧‧‧END

40‧‧‧橢圓機 40‧‧‧Elliptical machine

41‧‧‧紅衣虛擬人物 41‧‧‧Red avatars

42‧‧‧藍衣虛擬人物 42‧‧‧Blue avatar

43‧‧‧A地虛擬人物照片GIF檔 43‧‧‧A avatar photo GIF file

44‧‧‧B地虛擬人物照片GIF檔 44‧‧‧B avatar photo GIF file

56‧‧‧多邊形活動範圍 56‧‧‧Polysphere range

57‧‧‧在地使用者 57‧‧‧Local users

58‧‧‧遠方使用者 58‧‧‧ distant users

59‧‧‧遠方使用者 59‧‧‧ distant users

圖一 互動式實景拍攝的設備 Figure 1 Interactive live action equipment

圖二 道路實景拍攝時同向與對向各種車輛之間的關係示意圖 Figure 2 Schematic diagram of the relationship between the same direction and the opposite vehicles during road shooting

圖三 每張影格的直線道路的上端與下端的左中右線位置圖 Figure 3 Location of the left and right center lines of the upper and lower ends of the straight road of each frame

圖四 每張影格的曲線道路的左中右線位置與各曲線選取至少四個座標位置 Figure 4. The left center line and the right line position of each curve's curved road and at least four coordinate positions for each curve.

圖五 每張影格的可以容許虛擬代理物件移動所在的範圍,藉由多邊形來加以規範 Figure 5 The range of each frame that can allow the virtual proxy object to move, and is specified by polygons.

圖六 不同使用者在同一道路上之GPS路線與位置圖 Figure 6 GPS route and location map of different users on the same road

圖七 實施例一之兩人在不同的地方A與B利用網路進行競走圖,虛擬人物為GIF圖片檔 Figure 7 The two people in the first embodiment use the network to perform the walking map in different places A and B. The virtual character is the GIF image file.

圖八 實施例一之兩人在不同的地方A與B利用網路進行競走圖,虛擬人物為GIF照片檔 Figure 8 The first two people in different places A and B use the network for the walking map, the virtual character is the GIF photo file.

圖九 運動遊戲的流程控制 Figure IX Flow control of sports games

16‧‧‧實際拍攝的路面實景 16‧‧‧ Actually photographed road surface

17‧‧‧第一虛擬人物 17‧‧‧The first avatar

18‧‧‧第二虛擬人物 18‧‧‧The second avatar

19‧‧‧第三虛擬人物 19‧‧‧ Third avatar

Claims (9)

一種虛擬物件與實境影像互動的數位內容,該實景影像為預先拍攝的連續影片,該影片之每一影格至少配對里程與經緯度;以實景影像播放作為背景,配合運動器材的動態輸出里程與經緯度或活動者的動作感測,將對應於運動器材或活動者的虛擬物件置入播放的實景影像之每一影格中進行互動的改變,虛擬物件可多個參與並且根據分布於各處的實體運動器材的動態輸出里程與經緯度或活動者的動作感測輸出整合運算,透過網路於播放的實景影像中進行互動與競賽。 A digital content that interacts with a virtual object and a real-life image. The real-life image is a pre-recorded continuous movie. Each frame of the film is matched with at least a mileage and a longitude and latitude; the live image is played as a background, and the dynamic output mileage and latitude and longitude of the sports equipment are matched. Or the motion sensing of the activist, the virtual object corresponding to the sports equipment or the activist is placed into each frame of the played live image to perform an interactive change, and the virtual object can participate in multiple activities according to the physical movement distributed throughout. The dynamic output mileage of the equipment is integrated with the latitude and longitude or the motion sensing output of the activist to interact and compete in the live image of the broadcast through the network. 如申請專利範圍1所述的數位內容,其中虛擬物件置入實景影像所需的技術,係指利用後製技術處理實景影片,如同虛擬實境的繪圖製作,對於每張影格或是每隔數張影格去標出可供至少一個虛擬物件活動的範圍。 For example, the digital content described in Patent Application No. 1 in which the virtual object is placed in the real-life image refers to the use of the post-production technology to process the real-life movie, like a virtual reality drawing, for each frame or every number. Zhang Yingge to mark the scope of at least one virtual object activity. 如申請專利範圍2所述的數位內容,其中可供至少一個虛擬物件活動的範圍,在實際拍攝的路面係指三條透視的線段或曲線,包含路中央分隔線、左線、右線。 The digital content as claimed in claim 2, wherein the range in which at least one virtual object is active, in the actual road surface, refers to three perspective lines or curves, including a road center dividing line, a left line, and a right line. 如申請專利範圍2所述的數位內容,其中虛擬物件置入實景影像時,位於影格底端路中央分隔線偏右;當有後方的追趕者時,其虛擬物件一律由右後方超前,超前後,超前者之虛擬物件立刻向中央分隔線偏右靠齊,並逐漸縮小到消失,縮小的比例可依照超前者的GPS位置與受超前者的GPS位置推算。 For example, in the digital content described in Patent Application No. 2, when the virtual object is placed in the real scene image, the central dividing line at the bottom end of the frame is located to the right; when there is a chaser in the rear, the virtual object is always advanced from the right rear. The virtual object of the former is immediately aligned to the right of the central dividing line, and gradually shrinks to disappear. The scale of the reduction can be calculated according to the GPS position of the advanced person and the GPS position of the advanced person. 如申請專利範圍2所述的數位內容,其中可供至少一個虛擬物 件活動的範圍,乃是由多邊形所構成,如此在地使用者即可用來跟遠方的使用者互動,並呈現於實景影像中。 The digital content as claimed in claim 2, wherein at least one virtual object is available The scope of the activity is made up of polygons, so that the local user can use it to interact with the remote user and present it in the real-life image. 如申請專利範圍1所述的數位內容,其中的運動器材若具有轉向功能,當出現於道路上進行運動時,當運動者操作運動器材左右移動時,除了播放的影片視野要隨著左移右移外,運動者對應的虛擬物件也需要在影片中的道路左右移動,此時若有其他參與者出現於影片中,所有參與者對應的虛擬物件之間的互動,要注意是否會有碰撞發生,基本上所有運動者都會依照畫面中的虛擬物件的相互移動位置,進行運動軌跡的轉換避免碰撞的發生。 For example, in the digital content described in Patent Application No. 1, wherein the sports equipment has a steering function, when appearing on the road for exercise, when the exerciser moves the left and right movement of the sports equipment, the field of view of the played movie is shifted to the left. Outside the move, the virtual object corresponding to the athlete also needs to move around the road in the movie. If other participants appear in the movie, the interaction between the virtual objects corresponding to all the participants should pay attention to whether there will be a collision. Basically, all athletes will perform the conversion of the motion trajectory to avoid the collision according to the mutual movement position of the virtual objects in the picture. 如申請專利範圍1所述的數位內容,其中虛擬物件的動作,係利用繪製完成,分解成若干個連續動作圖像,並轉成GIF播放檔,分解動作圖愈多,動作越細膩。 For example, in the digital content described in Patent Application No. 1, the action of the virtual object is completed by drawing, and is decomposed into a plurality of continuous motion images, and converted into a GIF playback file, and the more the action diagram is decomposed, the more delicate the motion. 如申請專利範圍1所述的數位內容,其中虛擬物件的動作,係利用實際拍攝完成,分解成若干個連續動作圖像,並轉成GIF播放檔,分解動作照片愈多,動作越細膩。 For example, in the digital content described in Patent Application No. 1, the action of the virtual object is completed by actual shooting, and is decomposed into a plurality of continuous motion images, and converted into a GIF playback file, and the more the decomposition action photos, the more delicate the motion. 如申請專利範圍1所述的數位內容,其中虛擬物件的動作與實體運動器材或活動者進行互動的改變包含a)虛擬物件的動作快慢,可藉由改變GIF檔的每張圖片或照片播放速度,依照實體運動器材的動態輸出里程與經緯度或活動者的動作,進行同步化;b)虛擬物件的放大縮小,可藉由改變GIF檔的圖片尺寸來達 成,用於展現不同虛擬物件的遠近透視感,特別是用於多人參與競賽時,係根據分布於各處的實體運動器材的動態輸出里程與經緯度研判超前距離進行整合運算;c)虛擬物件的旋轉,可藉由旋轉GIF檔的圖片來達成,用於展現虛擬物件隨地面或水面傾斜時的傾斜姿態,特別是用於自行車經過彎道的左右傾斜,或兩虛擬物件互相碰撞時。 The digital content as claimed in claim 1, wherein the change of the action of the virtual object interacting with the physical sports equipment or the active person comprises a) the speed of the virtual object moving, by changing the speed of each picture or photo of the GIF file. Synchronize according to the dynamic output mileage of the physical sports equipment and the latitude and longitude or the movement of the activist; b) the enlargement and reduction of the virtual object can be achieved by changing the image size of the GIF file Cheng, used to show the perspective of different virtual objects, especially for multi-person participation in the competition, based on the dynamic output mileage and latitude and longitude of the physical sports equipment distributed in various places to calculate the advanced distance; c) virtual objects The rotation can be achieved by rotating the picture of the GIF file to show the tilting posture of the virtual object when tilted with the ground or the water surface, especially for the left and right tilt of the bicycle through the curve, or when the two virtual objects collide with each other.
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