TWI543804B - A method and apparatus for fingers guessing - Google Patents
A method and apparatus for fingers guessing Download PDFInfo
- Publication number
- TWI543804B TWI543804B TW102146783A TW102146783A TWI543804B TW I543804 B TWI543804 B TW I543804B TW 102146783 A TW102146783 A TW 102146783A TW 102146783 A TW102146783 A TW 102146783A TW I543804 B TWI543804 B TW I543804B
- Authority
- TW
- Taiwan
- Prior art keywords
- punching
- boxing
- sound
- punch
- fist
- Prior art date
Links
Landscapes
- Electrophonic Musical Instruments (AREA)
Description
一種可使數位處理器與人進行划拳之技術,特別是一種利用景深感測器及語音辨識器以進行划拳之技術。 A technique for making a digital processor and a person perform a punch, in particular, a technique of using a depth of field sensor and a voice recognizer to perform a punch.
划拳,通常指二人划拳,二人分別稱之為甲及乙,其進行方式為甲乙二人同時出拳(包含作出肢體動作)並將其預測值叫出,可分為二種,一為傳統之手勢或肢體動作再加上聲音,其聲音部份為一種叫價(bid)或是預測,預測甲乙雙方之手勢或肢體動作之互動結果,最常見的一種互動結果例如甲乙兩者手勢所代表數字之和,預測正確者為勝,兩方皆正確者為平手,兩方皆錯者為勝負未分。另一種為純手勢或肢體動作之互動結果,不包含聲音部份,如剪刀、石頭、布,剪刀勝布,石頭勝剪刀,布勝石頭,不須聲音預測,直接由手勢即可得出勝負,而由二人划拳之原理亦可應用在多人划拳。我國專利公開第201338839號「划拳機器人系統」提供一種划拳機器人系統,其係用來與人類進行互動式的划拳遊戲,但由於對手勢其使用一般之照像攝影後再以影像處理技術來識別玩家所出之拳勢,因此,會產生下列之問題:(1).需要在特殊設計之背景環境下使用,才能降低錯誤率,若在一般之背景下使用,由於背景景物較為隨機且複雜,其失誤率 偏高。(2).對於某些需要兩隻手掌同時使用之應用而言,會有手掌互相遮蔽的情形,利用影像處理技術無法正確分辨出兩手掌之正確手勢。(3).使用影像處理技術辨別手掌之手勢,其處理時間較長,對於出拳速度較快者,電腦明顯無法趕上其速度,因此,划拳便無法順利進行。當辨識之速度及正確性提昇後,另一個問題為當沒有任何出拳速度控制時,任由電腦在出拳工作前處理完成後即行出拳,會造成電腦出拳與玩家出拳時機不一致之情況,亦即會發生電腦早於玩家出拳或玩家早於電腦出拳,但不論何種情況都與一般之划拳中同時出拳之潛規則相互牴觸,且令划拳之活動無法順利進行。(4).對於需要以聲音叫價進行預測之拳種,其出拳僅以隨機方式挑選拳樣,會造成「傻瓜拳」,而所謂「傻瓜拳」即由於肢體動作之出拳限制了後續叫價之預測,而出拳時採用了一個完全不可能出現之叫價預測,令此次出拳,絕對不可能贏,亦即,由於肢體動作出拳之拳樣,造成某些叫價預測在此次出拳中根本不可能出現,若電腦之叫價預測以隨機方式產生,並未排除這些不可能出現的叫價預測,則電腦本次出拳是百分之一百不會贏的,舉例來說甲乙雙方進行划拳,其規則為以雙手握拳代表0,單手掌張開代表5,雙手掌張開代表10,雙方除了以手掌出拳外,並以聲音叫價預測雙方之數字和,猜中者為勝,若在出拳中甲方兩隻手掌張開,代表了數字10,而每次叫價皆可能出現0,5,10,15,20等5種預測,但在本例中0與5是絕對不可能在此次出拳中發生的和,若以隨機方式產生,甲之叫價預測可能出現0與5兩個數字,若未加以排除,不論採用0或是5此次出拳甲是絕對贏不了,若以隨機方式產生其發生機率有40%,不能謂不高,本發明揭露一種「虛擬出拳技術」以克服此問題,詳見後續之說明。本發明提供 一種不同於影像處理之技術來偵測物體所在位置之深度,主要利用紅外線、超音波或電磁波方式,以獲取物體所在位置之深度,並在複雜環境中快速獲取物體之外形,並進行骨架及各種動態之分析,如Microsoft的Kinect、Asus的Xtion系列及Creative的Senz3D都是屬紅外線之偵測器。較為簡便之方式亦可自製紅外線以偵測環境中各物體位置之深度。 Rowing, usually refers to two people punching, the two called A and B, respectively, in the form of a two-person punch (including physical movements) and their predicted values can be divided into two, one for The traditional gesture or limb movement plus the sound, the sound part is a bid (bid) or prediction, predicting the interaction result of the gestures or physical movements of both sides, the most common kind of interaction results such as the gesture of both sides The sum of the numbers, the one who predicts the correct is the winner, the one who is correct is the tie, and the two are wrong. The other is the interaction result of pure gestures or physical movements, excluding the sound parts, such as scissors, stones, cloth, scissors wins cloth, stone wins scissors, cloth wins stones, without sound prediction, directly by gestures can be won The principle of punching by two people can also be applied to multiplayer punching. China Patent Publication No. 201338839 "Balling Robot System" provides a system of punching robots, which is used for interactive kicking games with humans. However, due to the use of general photo photography for gestures, image recognition techniques are used to identify players. The resulting boxing, therefore, will have the following problems: (1). Need to use in the special design background environment, in order to reduce the error rate, if used in the general background, because the background scene is more random and complex, Error rate High. (2). For some applications that require two palms to be used at the same time, there will be situations where the palms are shielded from each other, and the correct gestures of the two palms cannot be correctly distinguished by image processing techniques. (3). Using image processing technology to distinguish the gesture of the palm, the processing time is longer. For those who have a faster punching speed, the computer obviously cannot catch up with the speed. Therefore, the punching can not proceed smoothly. When the speed and correctness of the identification is improved, another problem is that when there is no control of the punching speed, the computer will be allowed to punch out after the computer is finished before the punching work, which will cause the computer to punch out and the player’s timing is inconsistent. In the case, the computer will be out of the boxing of the player or the player will be punched earlier than the computer, but in any case, it will be in conflict with the unspoken rules of punching at the same time in the general punching, and the activity of the boxing will not proceed smoothly. (4). For the boxing that needs to be predicted by the sound price, the boxing will only select the boxing in a random manner, which will result in "fool boxing", and the so-called "fool boxing" will limit the follow-up price due to the punching of the body movement. The forecast, when using the boxing, uses a price prediction that is completely impossible to make, so that it is absolutely impossible to win the boxing, that is, due to the fists of the body movements, some bidding forecasts are made in this time. It is impossible to appear in boxing. If the computer price forecast is generated in a random manner and does not rule out these impossible bidding forecasts, the computer will not win if it is punched. For example, both parties The boxing is performed with the fists of both hands representing 0, the one palm opening 5, and the palms opening 10, the two sides except the fists of the palms, and the number of the two sides is predicted by the sound price, and the guess is the winner. If two palms open in the boxing, it represents the number 10, and each time the price is likely to appear 0, 5, 10, 15, 20 and other 5 predictions, but in this case 0 and 5 are absolute It’s impossible to happen in this punch. Randomly generated, A's bid price prediction may appear 0 and 5 two numbers. If it is not excluded, whether it is 0 or 5, the punch is absolutely impossible, if it occurs in a random way, the probability of occurrence is 40%. It can not be said that the problem is not high. The present invention discloses a "virtual punching technique" to overcome this problem, as described in the following. The invention provides A technique different from image processing to detect the depth of an object's position, mainly using infrared, ultrasonic or electromagnetic waves to obtain the depth of the object's position, and quickly acquire the shape of the object in a complex environment, and to carry out the skeleton and various Dynamic analysis, such as Microsoft's Kinect, Asus's Xtion series, and Creative's Senz3D are infrared detectors. In a simpler way, infrared rays can be made to detect the depth of each object in the environment.
有鑑於前述之缺點,本發明提出一種有別於影像處理之技術,以快速有效地,辨識出手勢或肢體動作,以便划拳活動能進行得更加順暢。本發明之主要目的為揭露一種划拳的方法與裝置,其可至少與1人(以下稱玩家)進行划拳之對抗。本發明主要包含一數位處理器,負責數位資訊之處理,一拳態辨識模組,用以辨識玩家所出之拳態,一語音辨識模組用以辨識玩家所喊出之叫價聲音,一出拳模組,用以決定出拳之拳樣,並輸出該拳樣所對應之拳態動畫與聲音,以進行雙方(電腦與玩家)划拳之對抗。 In view of the foregoing shortcomings, the present invention proposes a technique different from image processing to quickly and effectively recognize gestures or limb movements, so that the punching activity can be performed more smoothly. The main object of the present invention is to disclose a method and apparatus for punching a fist which can be combated by at least one person (hereinafter referred to as a player). The invention mainly comprises a digital processor, which is responsible for the processing of digital information, a box recognition module for recognizing the boxing state of the player, and a speech recognition module for recognizing the bidding sound of the player. The boxing module is used to determine the boxing fist and output the boxing animation and sound corresponding to the boxing to carry out the confrontation between the two sides (computer and player).
10‧‧‧玩家所出之拳態 10‧‧‧ Players’ fists
20‧‧‧玩家之叫價聲音 20‧‧‧The price of the player’s bid
110‧‧‧拳態辨識模組 110‧‧‧Box Identification Module
120‧‧‧數位處理器 120‧‧‧Digital Processor
130‧‧‧出拳模組 130‧‧‧Boxing module
111‧‧‧景深感測器 111‧‧‧Depth of Field Sensor
112‧‧‧拳態辨識單元 112‧‧‧Box recognition unit
131‧‧‧拳樣選取單元 131‧‧‧ Boxing selection unit
132‧‧‧出拳速度控制單元 132‧‧‧ punching speed control unit
133‧‧‧輸出單元 133‧‧‧Output unit
134‧‧‧拳樣統計單元 134‧‧‧Boxing Statistics Unit
210‧‧‧步驟210 210‧‧‧Step 210
220‧‧‧步驟220 220‧‧‧Step 220
230‧‧‧步驟230 230‧‧‧Step 230
1331‧‧‧動畫子單元 1331‧‧‧Animation subunit
1332‧‧‧語音子單元 1332‧‧‧Voice subunit
901‧‧‧畫面輸出設備 901‧‧‧Screen output device
902‧‧‧喇叭 902‧‧‧ Speaker
134‧‧‧拳樣統計單元 134‧‧‧Boxing Statistics Unit
圖1 本發明第一較佳實施例 Figure 1 shows a first preferred embodiment of the present invention
圖2 虛擬出拳技術流程圖 Figure 2 Virtual punching technology flow chart
圖3 輸出單元架構圖 Figure 3 output unit architecture diagram
圖4 本發明第二較佳實施例 Figure 4 is a second preferred embodiment of the present invention
圖5 划拳流程圖 Figure 5 strokes flow chart
圖1為本發明之第一較佳實施例,包含一數位處理器120,負責數位資訊之處理,一拳態辨識模組110,用以辨識玩家所出之拳態10,一語音辨識模組150用以辨識玩家所喊出之叫價聲音20,一出拳模組130,用以決定出拳之拳樣,並輸出該拳樣所對應之拳態動畫與聲音,以進行雙方(電腦與玩家)划拳之對抗。數位處理器120分別與拳態辨識模組110、語音辨識模組150及出拳模組130電性連接。數位處理器120調控各元件之動作並根據拳態辨識模組110與語音辨識模組150之資料以調控出拳模組130之動作。 1 is a first embodiment of the present invention, including a digital processor 120, which is responsible for processing digital information, and a fist recognition module 110 for recognizing a player's fist state 10, a voice recognition module 150 is used to identify the bidding sound 20 that the player shouts, and a punching module 130 is used to determine the boxing fist and output the fist-like animation and sound corresponding to the boxing to perform both sides (computer and player) ) The fight against punching. The digital processor 120 is electrically connected to the fist recognition module 110, the speech recognition module 150, and the punch module 130, respectively. The digital processor 120 regulates the actions of the components and adjusts the motion of the punch module 130 according to the information of the gesture recognition module 110 and the voice recognition module 150.
拳態辨識模組110包含了一景深感測器111,與一拳態辨識單元112,景深感測器111主要是利用紅外線、超音波或電磁波方式,以快速獲取物體之深度,再利用所取得之深度距離,得到物體之外形輪廓,並進行物體特徵之分析,再將感測之結果交給拳態辨識單元112,拳態辨識單元112接收來自景深感測器111所感測到之物體特徵資訊,其主要利用這些特徵資訊以辨識出各種不同之拳態,以提供為出拳速度之調控及划拳勝負之判斷。 The gesture recognition module 110 includes a depth of field sensor 111 and a box recognition unit 112. The depth of field sensor 111 mainly uses infrared, ultrasonic or electromagnetic waves to quickly acquire the depth of the object and reuse it. The depth distance obtained is obtained, the contour of the object is obtained, and the feature of the object is analyzed, and the result of the sensing is sent to the box recognition unit 112, and the box recognition unit 112 receives the sensor sensed by the depth sensor 111. Object feature information, which mainly uses these feature information to identify various different fist states, in order to provide a judgment for the control of the punching speed and the victory of the punching.
出拳模組130包含一拳樣選取單元131、一出拳速度控制單元132及一輸出單元133,拳樣選取單元131主要為判斷該次划拳是否需要以聲音叫價預測,若需要則以「虛擬出拳技術」以選取出拳之拳樣及叫價預測之聲音,若不需要則以隨機方式產生出拳之拳樣,輸出單元133則輸出拳樣選取單元131所選取之拳樣及聲音,而出拳速度控制單元132則控制輸出單元133輸出之時間點。拳樣選取單元131利用隨機方式產生出拳之拳樣,但若其拳種之划拳規則除了手勢肢體動作外,尚包含聲音之叫價預測,則其叫價預測不可以簡單的隨機方式產生,以避免造成「傻瓜拳」,本發明揭露一種「虛擬出拳技術」,以隨機方式模擬 對方出拳,利用簡單的3步驟以排除不可能出現之叫價預測,如圖2所示,首先,步驟210隨機產生可對應至拳樣的數字A,令其對應的拳樣為C,接著,步驟220隨機產生可對應至拳樣的數字B,令其對應的拳樣為D,亦即,數字A對應拳樣C,數字B對應拳樣D,最後,步驟230計算拳樣C與拳樣D的互動結果,並令其結果為E,則C為出拳之拳樣,E為叫價之預測,以前述之手掌開閉的數字和預測為例,假設數字0對應手掌全閉即0,數字1對應1開1閉,數字2對應2掌全開,在步驟210中產生一隨機數A為2,表示手掌全開,接著步驟220,隨機產生另一數B為1表示手掌一開一閉,步驟3計算手掌全開與手掌一開一閉之互動結果,此一拳種中之互動定義為兩方出拳之代表數字相加,手掌全開代表數字10,手掌一開一閉代表數字5,故其互動結果為15,亦即,出拳之拳樣為手掌全開,叫價預測為15,以本發明之「虛擬出拳技術」不論對方出拳為何,都不會出現「傻瓜拳」。待出拳之拳樣選取完成後,即可準備輸出,划拳過程中參與划拳之雙方須在適當之時機出拳才能順利進行划拳,某些拳種划拳之雙方必須同時出拳,不能有玩家早於電腦出拳或電腦早於玩家出拳之情況發生,但由於每位玩家之出拳速度不一,且即使同一玩家,其每次叫價之出拳速度亦會有些許差異,為避免造成先出拳者不利之情況,及營造出划拳特有的節奏感,電腦之出拳必須因應玩家之出拳速度而調整速度,另一方面,某些拳種須雙方輪流出拳,當輪到電腦出拳時,都需要電腦進行出拳速度之調控,這一工作即由出拳速度控制單元132所負責,在出拳速度控制單元132中,使用下列不同方法來控制出拳之速度,(1).前置動作:設置一前置動作,以作為玩家準備好了的信號,當玩家擺出該動作時即代表玩家已預備完成,隨時可進入划拳對抗,該一前置動作可使用景深感測器111感測並辨識,而在前置動作後亦可設置一延遲時間,可以令電腦在偵測到 前置動作後等待一延遲時間再開始進行划拳(2).以聲音決定:令電腦偵測玩家之發聲,當玩家發出叫價聲時,即為電腦出拳之時點(3).偵測動作:使用景深感測器111,感測玩家之動作,當感測到玩家即將出拳時,電腦亦必須同時在這時點出拳,而感測之動作,可有多重選擇,如感測手部即將出拳之動作、感測嘴巴之狀態是否即將叫價出拳,亦可為兩者之綜合判斷,若判斷結果為玩家即將出拳,此時選為電腦出拳之時點(4).出拳時間間隔:設定每次之出拳時間間隔,電腦即依照此一時間間隔出拳,但為了能使電腦跟上玩家之速度變化,此一時間間隔,亦可隨每次出拳之狀況進行調整,其調整方式有(a).微調法,即計算電腦與玩家出拳之時間差,若玩家早於電腦出拳,則將電腦出拳時間間隔減去該一時間差,反之若電腦早於玩家出拳,則將電腦出拳時間間隔加上該一時間差。(b).平均法,即計算最近這一局每次玩家之出拳時間間隔之平均數,並以此一平均數做為下次出拳之時間間隔。(c).最近出拳時間間隔法,即以前次之時間間隔為下次出拳之時間間隔。出拳速度控制單元132照前述之出拳速度調控規則,在該出拳之時點,即將按照拳樣選取單元所選取之拳樣送到輸出單元133輸出,如圖3所示,輸出單元133包含一動畫子單元1331,並電性連接一畫面輸出設備,用以輸出出拳拳樣之動畫及一語音子單元1332,並電性連接一喇叭,用以輸出出拳之叫價,若該拳種不須聲音則亦可只輸出動畫,而動畫與聲音可對各拳樣採預錄之方式儲存起來,待有需要輸出時,再從前述之各拳樣預錄之動畫或聲音,依拳樣之不同而播放。在一開始沒有任何歷史資料可用,可先使用以聲音決定或偵測動作方式來決定出拳時間點,亦可直接以經驗值設定一時間間隔,待進入雙方出拳後,其時間間隔可再依上述方法調整。前述4種出拳速度控制方式,可混合應用以求最佳之效果,並可依不同拳種之特性設置前置動作,以令 玩家與電腦得以同步,而其後續之出拳可考慮划拳之拳種若其每次出拳之時間間隔較為固定則可採用出拳時間間隔法,其次,若該拳種包含聲音與出拳動作,則可使用聲音與動作孰快法,亦即利用聲音決定與偵測動作中最早偵測到玩家行動之時間點,當成出拳之時間點,而若該拳種毋須聲音參與划拳,則可選擇以偵測動作來控制出拳之時間。若划拳之拳種為電腦與玩家輪流出拳者,若該拳種包含聲音與出拳動作,則可採用聲音與動作孰慢法,亦即偵測玩家之動作與聲音,以兩者中最後結束之時間為基準,可選擇性地再加上一間隔時間,加完後此一時間即為電腦出拳之時間。圖4為本發明之第二較佳實施例,其主要為利用圖1再在出拳模組130中加入一拳樣統計單元134,拳樣統計單元134搜集並統計來自拳態辨識模組110有關所辨識的玩家出拳資訊,用以選擇下一次勝率較大之拳樣,部份選擇的態樣如統計玩家出現最多之拳態、出現最少之拳態、最近最常出之拳態、最近最少出之拳態、最常輸之拳態等,並以此拳態為假想玩家之出拳,若划拳不包含聲音之叫價,則直接選取勝於假想玩家出拳之拳樣,若划拳包含聲音叫價則可利用類似前述之「虛擬出拳技術」以選擇適當輸出之拳樣及叫價,其主要不同之處在於將「虛擬出拳技術」之步驟220隨機產生之數字B及拳樣D,改成以拳樣統計單元134所統計出之勝率較大之拳樣並設定其為拳樣D即可。此外,所謂兩拳樣之互動,互動方式有:(1)相加:兩拳樣所代表數字相加,(2)與指定動作互斥:甲乙雙方划拳,雙方之任一方划拳時,包含一第一肢體及一第二肢體,其中第一肢體與第二肢體可做出複數個個數相同之不同動作,第一肢體動作稱為引導動作,第二肢體動作稱為跟隨動作,並定義各個引導動作與各個跟隨動作之互動結果,甲乙雙方之勝負,可以甲方之引導動作與乙方之跟隨動作互動之結果,或乙方之引導動作與甲方之跟隨動作互動之結果, 端視划拳進行之方式,一種普遍採用者為兩種方式輪流。茲舉例說明,設第一肢體為手,第二肢體為頭,則手與頭分別有上下左右指向或轉向,我們定義,若乙的頭之轉向與甲的手之指向相同則為甲勝乙敗,若不同則勝負未分,(3)與指定動作相同:和與指定動作互斥相同規則,而勝負判定相反,亦即,若乙的頭之轉向與甲的手之指向相同則為乙勝甲敗,若不同則勝負未分。前述與指定動作相斥及與指定動作相同中之第一肢體或第二肢體之動作,皆可改成其他之展現型式,如將其中之一改成以聲音來展現。出拳速度控制單元132可視實際需求來選擇性加入出拳模組130中。 The punching module 130 includes a boxing selecting unit 131, a punching speed control unit 132 and an output unit 133. The boxing selecting unit 131 mainly determines whether the punching needs to be predicted by the sound bidding, and if necessary, the virtual The punching technique selects the fist of the boxing and the sound of the bidding prediction, and if it is not necessary, the boxing fist is generated in a random manner, and the output unit 133 outputs the boxing and sound selected by the boxing selecting unit 131, and The punching speed control unit 132 controls the time point of the output of the output unit 133. The boxing selection unit 131 generates a boxing fist by using a random method, but if the boxing rule of the boxing type includes the sound price prediction in addition to the gesture body motion, the bid price prediction may not be generated in a simple random manner to avoid Causing "fool fist", the present invention discloses a "virtual punching technique" that simulates in a random manner The other party punches, using a simple 3 steps to eliminate the impermissible bid price prediction, as shown in Figure 2, first, step 210 randomly generates a number A that can correspond to the boxing, so that the corresponding boxing is C, then, Step 220 randomly generates a number B that can correspond to the boxing, so that the corresponding boxing is D, that is, the number A corresponds to the boxing C, the number B corresponds to the boxing D, and finally, the step 230 calculates the boxing C and the boxing. The interaction result of D, and the result is E, then C is the boxing fist, E is the prediction of the bid price, taking the above figures and predictions of the palm opening and closing as an example, suppose the number 0 corresponds to the palm full closure, ie 0, the number 1 corresponds to 1 open 1 closed, number 2 corresponds to 2 palm full open, in step 210 generates a random number A is 2, indicating that the palm is fully open, then step 220, randomly generating another number B is 1 indicating that the palm is open and closed, the steps 3 Calculate the interaction result between the full opening of the palm and the opening and closing of the palm. The interaction in this boxing is defined as the sum of the figures of the two punches. The full opening of the palm represents the number 10, and the palm opens and closes to represent the number 5. Therefore, The result of the interaction is 15, that is, the boxing fist is full of palms, asking price Measuring 15 to the invention of the "virtual punching technique" punching each other no matter what, will not appear "fool boxing." After the selection of the boxing fists is completed, the output can be prepared. The two sides involved in the boxing in the process of punching must punch at the appropriate time to smoothly perform the boxing. Some of the boxing types must be punched at the same time. It happens when the computer punches or the computer is earlier than the player punches, but because each player's punching speed is different, and even if the same player, the speed of each punching price will be slightly different, in order to avoid causing the first The unfavorable situation of the boxer and the unique rhythm of the boxing, the computer's punch must adjust the speed according to the player's punching speed. On the other hand, some boxings must be both rounds of punches, when it is the turn of the computer. When punching, the computer needs to control the punching speed. This work is performed by the punching speed control unit 132. In the punching speed control unit 132, the following different methods are used to control the speed of the punching, (1) Pre-action: Set a pre-action as a signal that the player is ready. When the player puts out the action, the player is ready to complete, and can enter the punching match at any time. The depth of field sensor 111 can be sensed and recognized, and a delay time can be set after the front action, so that the computer can detect After the pre-action, wait for a delay time and then start to punch. (2). Determine by sound: Let the computer detect the sound of the player. When the player makes a bid, it is the time when the computer punches. (3). The depth of field sensor 111 is used to sense the action of the player. When it is sensed that the player is about to punch, the computer must also punch at the same time, and the sensing action may have multiple choices, such as sensing the hand. The punching action, the state of the mouth is about to call the price, and the comprehensive judgment of the two. If the judgment result is that the player is about to punch, then the time is selected as the computer punch (4). Interval: Set the time interval between each punch, the computer will punch according to this time interval, but in order to make the computer keep up with the speed of the player, this time interval can also be adjusted with each punch. The adjustment method is (a). The fine adjustment method is to calculate the time difference between the computer and the player punching. If the player punches the box earlier than the computer, the computer will punch the time interval to subtract the time difference, and if the computer is earlier than the player. Punch, the computer will punch time interval Add this time difference. (b). The averaging method is to calculate the average number of time intervals between each player in the recent game, and use this average as the time interval for the next punch. (c). The recent time interval method of punching, that is, the time interval of the previous time is the time interval of the next punch. The punching speed control unit 132 sends the punching speed selected by the boxing picking unit to the output unit 133 at the time of the punching, as shown in FIG. 3. The output unit 133 includes An animation sub-unit 1331 is electrically connected to a picture output device for outputting a boxing-like animation and a voice sub-unit 1332, and is electrically connected to a speaker for outputting the price of the boxing. If the boxing is not If you want the sound, you can only output the animation, and the animation and sound can be stored in the pre-recorded manner of each boxing. When there is a need to output, the animation or sound pre-recorded from the above-mentioned boxings is based on the boxing. Play differently. In the beginning, no historical data is available. You can use the sound to determine or detect the action mode to determine the time of the punch. You can also set the time interval directly with the experience value. After the two sides punch, the time interval can be Adjust according to the above method. The above four kinds of punching speed control modes can be mixed and applied for the best effect, and the front action can be set according to the characteristics of different types of punches. The player and the computer can be synchronized, and the subsequent punch can consider the boxing fist. If the time interval between each punch is fixed, the time interval method can be used. Secondly, if the box contains sound and punch , you can use the sound and motion fast method, that is, use the sound to determine the time point of the earliest detected player action in the detection action, when the time is the punch, and if the boxing voice does not need to participate in the punching, Choose to detect the action to control the time of the punch. If the boxing fist is a computer and a player rounds out the boxer, if the boxing contains sound and punching action, the sound and action squatting method can be used, that is, the player's action and sound are detected, and the last of the two is The end time is the benchmark, and an interval can be selectively added. After the addition, the time is the time for the computer to punch. 4 is a second preferred embodiment of the present invention, which is mainly used to add a boxing statistics unit 134 to the boxing module 130 by using FIG. 1 , and the boxing statistics unit 134 collects and counts the boxing recognition module 110 . The information about the identified players’ punches is used to select the next boxing with a higher winning percentage. Some of the selected aspects are the statistical player’s most fists, the least punches, and the most recent punches. Recently, the least amount of boxing, the most often lost boxing, etc., and this boxing is the punch of the imaginary player. If the boxing does not include the price of the sound, the direct selection is better than the boxing of the imaginary player. Including the sound price, you can use the "virtual punching technique" similar to the above to select the appropriate output of the boxing and asking price. The main difference is the number B and the boxing D randomly generated by the step 220 of the "virtual punching technique". It is changed to a fist with a large winning ratio calculated by the boxing statistics unit 134 and set as a boxing D. In addition, the so-called two-handed interaction, interaction methods are: (1) add: the two figures represent the sum of the figures, (2) and the specified action mutually exclusive: both sides of the two sides of the boxing, both sides of the boxing, including a The first limb and the second limb, wherein the first limb and the second limb can perform a plurality of different actions, the first limb motion is called a guiding motion, the second limb motion is called a follow motion, and each is defined The result of the interaction between the guiding action and each following action, the outcome of the competition between Party A and Party B, the result of the interaction between the guiding action of Party A and the following action of Party B, or the result of interaction between the guiding action of Party B and the following action of Party A, In the way of looking at the boxing, a common adopter takes turns in two ways. For example, if the first limb is the hand and the second limb is the head, then the hand and the head are respectively pointed or turned up and down, and we define that if the head of B is the same as the direction of the hand of A, it is Jia Shengyi. If the difference is different, the outcome is the same as the specified action: and the same rule as the specified action, and the winning and losing is the opposite, that is, if the head of B is the same as the direction of the hand of A, then B Winning defeat, if different, the outcome is not divided. The actions of the first limb or the second limb that are the same as the specified motion and the same as the specified motion may be changed to other display patterns, such as changing one of them to be expressed by sound. The punching speed control unit 132 can be selectively added to the punching module 130 according to actual needs.
綜上所述,本發明之划拳方法,彙整如圖5,步驟310為開始划拳,接著步驟320拳樣選取單元131判斷此次划拳之拳種,是否需要叫價之聲音,若是進行步驟330,使用前述之虛擬出拳技術,來產生出拳之拳樣及叫價預測之聲音,反之,若此次之拳種不需聲音,則進行步驟340,直接以隨機方式產生出拳之拳樣,接著步驟350利用出拳速度控制單元132以調控出拳之時機,待出拳時機到來,則進行步驟360,將產生之拳樣,若含聲音則連同叫價預測之聲音,輸出至輸出單元133。而最後更可依據拳態辨識模組110及語音辨識模組150所辨識出之玩家出拳資訊與出拳模組130所輸出之拳樣及聲音判斷出各方的輸贏。 In summary, the punching method of the present invention is summarized as shown in FIG. 5, and step 310 is to start the punching. Then, the boxing picking unit 131 determines the boxing of the punching box, whether the sound of the bidding is required, and if the step 330 is performed, The aforementioned virtual punching technique is used to generate the fist boxing and the sound of the bidding prediction. Conversely, if the boxing type does not require sound, proceed to step 340 to directly generate the boxing fist in a random manner, and then follow the steps. The 350 uses the punching speed control unit 132 to adjust the timing of the punch. When the timing of the punch arrives, the step 360 is performed, and the generated fist is output. If the sound is included, the sound is output to the output unit 133 together with the sound of the bidding prediction. In the end, the player's punching information recognized by the boxing recognition module 110 and the voice recognition module 150 and the boxing and sound outputted by the boxing module 130 can be used to determine the winning or losing of the parties.
110‧‧‧拳態辨識模組 110‧‧‧Box Identification Module
120‧‧‧數位處理器 120‧‧‧Digital Processor
130‧‧‧出拳模組 130‧‧‧Boxing module
111‧‧‧景深感測器 111‧‧‧Depth of Field Sensor
112‧‧‧拳態辨識單元 112‧‧‧Box recognition unit
131‧‧‧拳樣選取單元 131‧‧‧ Boxing selection unit
132‧‧‧出拳速度控制單元 132‧‧‧ punching speed control unit
133‧‧‧輸出單元 133‧‧‧Output unit
Claims (7)
Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
TW102146783A TWI543804B (en) | 2013-12-17 | 2013-12-17 | A method and apparatus for fingers guessing |
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
TW102146783A TWI543804B (en) | 2013-12-17 | 2013-12-17 | A method and apparatus for fingers guessing |
Publications (2)
Publication Number | Publication Date |
---|---|
TW201524569A TW201524569A (en) | 2015-07-01 |
TWI543804B true TWI543804B (en) | 2016-08-01 |
Family
ID=54197270
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
TW102146783A TWI543804B (en) | 2013-12-17 | 2013-12-17 | A method and apparatus for fingers guessing |
Country Status (1)
Country | Link |
---|---|
TW (1) | TWI543804B (en) |
Families Citing this family (1)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
CN109917903A (en) * | 2018-10-31 | 2019-06-21 | 南京铁道职业技术学院 | A kind of simple contact gesture identifying device and its method |
-
2013
- 2013-12-17 TW TW102146783A patent/TWI543804B/en not_active IP Right Cessation
Also Published As
Publication number | Publication date |
---|---|
TW201524569A (en) | 2015-07-01 |
Similar Documents
Publication | Publication Date | Title |
---|---|---|
US20240058691A1 (en) | Method and system for using sensors of a control device for control of a game | |
JP5943913B2 (en) | User tracking feedback | |
CN102331840B (en) | User selection and navigation based on looped motions | |
KR101643020B1 (en) | Chaining animations | |
CN105073210B (en) | Extracted using the user's body angle of depth image, curvature and average terminal position | |
JP5087101B2 (en) | Program, information storage medium, and image generation system | |
CN104971495B (en) | Sensor-based game system of the incarnation of player is indicated in virtual environment | |
US20110298827A1 (en) | Limiting avatar gesture display | |
CN102207771A (en) | Intention deduction of users participating in motion capture system | |
CN105229666A (en) | Motion analysis in 3D rendering | |
WO2011087887A2 (en) | Tracking groups of users in motion capture system | |
CN103501869A (en) | Manual and camera-based game control | |
CN108096833B (en) | Motion sensing game control method and device based on cascade neural network and computing equipment | |
CN109045688A (en) | Game interaction method, apparatus, electronic equipment and storage medium | |
WO2023184804A1 (en) | Model control method and apparatus, and device, storage medium and computer program product | |
JP5017381B2 (en) | Game system and game terminal | |
JP2011206471A (en) | Game device, control method of game device, and program | |
TWI543804B (en) | A method and apparatus for fingers guessing | |
CN112973110A (en) | Cloud game control method and device, network television and computer readable storage medium | |
WO2023078272A1 (en) | Virtual object display method and apparatus, electronic device, and readable medium | |
JP5629364B2 (en) | GAME DEVICE, GAME DEVICE CONTROL METHOD, AND PROGRAM | |
KR101875550B1 (en) | System for providing virtual reality content | |
US20220138997A1 (en) | Apparatus and method for experiencing augmented reality-based screen sports match | |
JP5318016B2 (en) | GAME SYSTEM, GAME SYSTEM CONTROL METHOD, AND PROGRAM | |
Ciliberto et al. | Complex human gestures encoding from wearable inertial sensors for activity recognition. |
Legal Events
Date | Code | Title | Description |
---|---|---|---|
MM4A | Annulment or lapse of patent due to non-payment of fees |