WO2010124584A1 - 实景游戏装置及实现实景游戏的方法 - Google Patents

实景游戏装置及实现实景游戏的方法 Download PDF

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Publication number
WO2010124584A1
WO2010124584A1 PCT/CN2010/072040 CN2010072040W WO2010124584A1 WO 2010124584 A1 WO2010124584 A1 WO 2010124584A1 CN 2010072040 W CN2010072040 W CN 2010072040W WO 2010124584 A1 WO2010124584 A1 WO 2010124584A1
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Prior art keywords
game
behavior
image
instruction
player
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PCT/CN2010/072040
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English (en)
French (fr)
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黄立
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武汉市高德电气有限公司
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Publication of WO2010124584A1 publication Critical patent/WO2010124584A1/zh

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Classifications

    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N13/00Stereoscopic video systems; Multi-view video systems; Details thereof
    • H04N13/20Image signal generators
    • H04N13/204Image signal generators using stereoscopic image cameras
    • H04N13/239Image signal generators using stereoscopic image cameras using two 2D image sensors having a relative position equal to or related to the interocular distance
    • 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
    • A63F13/213Input 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
    • A63F13/40Processing 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
    • 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
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • A63F13/428Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
    • 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
    • G06F3/011Arrangements for interaction with the human body, e.g. for user immersion in virtual reality
    • 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
    • A63F13/45Controlling the progress of the video game
    • A63F13/48Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
    • 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
    • A63F13/45Controlling the progress of the video game
    • A63F13/49Saving the game status; Pausing or ending the game
    • 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
    • A63F2300/1093Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals comprising photodetecting means, e.g. a camera using visible light
    • 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
    • A63F2300/50Features 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 details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5526Game data structure
    • A63F2300/554Game data structure by saving game or status data
    • 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
    • A63F2300/50Features 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 details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/5553Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history user representation in the game field, e.g. avatar
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6045Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/63Methods for processing data by generating or executing the game program for controlling the execution of the game in time
    • A63F2300/636Methods for processing data by generating or executing the game program for controlling the execution of the game in time involving process of starting or resuming a game

Definitions

  • the present invention relates to a live game device and a method of implementing a real game.
  • the dance machine and the like transform the human behavior into instructions that can be understood by the computer, and the method of controlling the game character increases the authenticity of the game to a certain extent, but the playability and the convenience are still not high.
  • the present invention has a more interactive, more convenient, more realistic game device.
  • the real game device of the present invention comprises: a binocular camera mechanism, a game console, an image display mechanism, and a speaker.
  • the game console is composed of an operation mechanism, a storage mechanism, a behavior command generation mechanism, a game execution mechanism, and a speaker, and is characterized in that:
  • the camera mechanism and the image display mechanism are respectively connected to the game host through a cable, and the binocular camera mechanism collects the player's behavior image and transmits it to the operation mechanism of the game host through the bus to perform image pre-processing and saves to the storage mechanism, and the behavior instruction generation mechanism passes A binocular vision method for analyzing images in a storage mechanism to generate corresponding behavioral instructions, and the behavioral instructions are transmitted to the game executing agency,
  • the game executing mechanism generates game images and sounds for transmission to the image display mechanism and the clicker, respectively, and the controller controls the data transfer of the bus.
  • the game host may also be provided with an audio collection mechanism.
  • the audio collection mechanism collects the voice of the player and generates corresponding game control instructions, and the game control instruction is transmitted to the game execution unit together with the behavior instruction generated by the behavior instruction generation mechanism.
  • the facial expression analysis mechanism is composed of a behavioral posture analysis mechanism that analyzes the image in the storage mechanism by the binocular vision method to generate a corresponding behavior instruction and transmits the corresponding behavior instruction to the game execution mechanism, or the facial expression analysis mechanism analyzes the facial expression of the player in the image in the storage mechanism. And generating a corresponding image to generate a corresponding behavior instruction, which is then transmitted to the game executing mechanism by the controller, and the game executing mechanism generates a game image and sound to respectively transmit to the image display mechanism and the speaker.
  • the method for realizing the real game is as follows: (1) The binocular camera collects the player's behavior image and the arithmetic mechanism transmitted to the game host via the bus is preprocessed and saved to the storage mechanism, and the behavior command generation mechanism passes the double
  • the visual method is used to analyze the image in the storage mechanism to generate a corresponding behavior instruction; (2) the behavior instruction or the behavior instruction is transmitted to the game execution unit together with the audio collection mechanism to collect the player's voice and generate corresponding game control instruction, and is executed by the game.
  • the mechanism generates game images and sounds for transmission to the image display mechanism and the speaker, respectively, and the controller controls the data transfer of the bus.
  • the step of analyzing the behavior instruction generating mechanism is as follows: (1) using a feature matching algorithm to generate corresponding points matching of images corresponding to the binocular camera mechanism; (2) calculating distance information according to the matching result; (3) according to the matching result Compared with the template database, the gesture information is identified, and the template database is stored in the storage mechanism through mass data training; (4) The posture information and the distance information are converted into corresponding behavior instructions.
  • the behavioral instructions are walking, running, raising one hand, raising his hands, raising one hand to make an attacking posture or raising his hands to make an attacking posture.
  • the game control instruction is start, pause, stop or archive.
  • the binocular camera collects the player's behavior image and performs image denoising and enhanced preprocessing through the computing mechanism of the game host. Saved to the storage mechanism, the behavior command generation mechanism analyzes the image in the storage mechanism and generates a corresponding behavior instruction by the above manner; (2) the behavior instruction is transmitted to the game execution mechanism, and the game execution mechanism generates the game image and the sound to respectively transmit to The display mechanism and the speaker, the controller controls the data transmission of the bus.
  • the behavioral instructions are walking, running, raising one hand, raising his hands, raising one hand to make an attacking posture or raising his hands to make an attacking posture.
  • the information storage medium of the present invention stores a program for causing a computer to perform the following functions: a player information collecting mechanism (binocular camera mechanism) that collects images and voice information of a player for the behavior command generating unit to generate a game command.
  • a player information collecting mechanism binocular camera mechanism
  • a game execution mechanism that executes a game according to an understood game instruction
  • an image output mechanism that displays and outputs the result of the game and the behavior of the virtual character in the game.
  • the game device can execute a variety of games.
  • the game executing unit controls the behavior of the virtual character in the game based on the command transmitted by the behavior command generating means, and displays and outputs the result as a game screen.
  • the player's action behavior can be understood without contacting the player.
  • the binocular camera collects the image data of the player, and then the behavior instruction generating mechanism recognizes the player's gesture behavior, such as: walking, running, raising hands, one-handed attack posture, etc., thereby generating a game instruction control game.
  • the behavior of the virtual character can be understood without contacting the player.
  • the binocular camera collects the image data of the player, and then the behavior instruction generating mechanism recognizes the player's gesture behavior, such as: walking, running, raising hands, one-handed attack posture, etc., thereby generating a game instruction control game.
  • the behavior of the virtual character such as: walking, running, raising hands, one-handed attack posture, etc.
  • the player's facial expression will be reflected in real time to the virtual character in the game, making the game more playable.
  • the function is accomplished by a facial expression analysis mechanism of the behavior command generating mechanism.
  • the function is an optional function and can be selected as needed.
  • the game device can be configured with an audio collection mechanism, and can control the start, pause, stop, archive, and the like of the game without requiring any handles and game progress controllers.
  • the function is that the audio collection mechanism collects the player's voice and generates a corresponding game control instruction, and the game control instruction is transmitted to the game executing unit together with the behavior instruction generated by the behavior instruction generating unit.
  • the functions are optional and can be selected as needed.
  • the function is image data of two players collected by a binocular camera mechanism, and is derived from behavioral instructions.
  • the mechanism analyzes the image data and calculates the distance of the player from the binocular camera, and determines the motion vector of the player based on the result of the plurality of analyses, thereby generating a game instruction to control the behavior of the virtual character in the game.
  • Figure 1 is a schematic view of a game device of the present invention
  • FIG. 2 is a hardware diagram of the game device of the present invention.
  • FIG. 3 is a schematic diagram of the binocular vision system ranging of the binocular camera mechanism.
  • the present invention includes: a binocular camera unit 1, a game console 4, an image display unit 2, a speaker 3, and a game console 4, an operation mechanism, a storage mechanism, a behavior command generation mechanism, a game execution mechanism,
  • the audio collecting mechanism and the speaker are composed, the binocular camera mechanism and the image display mechanism are respectively connected to the game host through a cable, and the binocular camera mechanism collects the player's behavior image and transmits the image to the game host through the bus to perform image pre-processing and storage to the storage.
  • the behavior instruction generation mechanism generates a corresponding behavior instruction by analyzing the image in the storage mechanism, and the behavior instruction is transmitted to the game execution mechanism, the audio collection mechanism collects the voice of the player and generates corresponding game control instruction, and the game control instruction and the behavior instruction generation
  • the behavioral instructions generated by the mechanism are transmitted to the game executing agency, and the game executing mechanism generates game images and sounds for transmission to the image display mechanism and the speaker, respectively, and the controller controls the data transmission of the bus.
  • the game host 4 controls the behavior of the virtual character in the game through the behavior of the instruction generation mechanism and the game execution mechanism.
  • the behavioral analysis mechanism analyzes the images in the storage mechanism by the visual visual method to generate corresponding behavioral instructions, and transmits them to the game executing mechanism, which generates game images and sounds for transmission to the image display mechanism and the speakers, respectively.
  • One of the analysis steps of the behavior instruction generating mechanism is as follows: (1) using a feature matching algorithm to generate corresponding points matching of images corresponding to the binocular camera mechanism; (2) calculating distance information according to the matching result; (3) According to the matching result, the posture information is recognized by comparing with the template database, and the template database is stored in the storage mechanism through mass data training; (4) The posture information and the distance information are converted into corresponding behavior instructions.
  • the method for realizing the real game is as follows: (1) The binocular camera collects the player's behavior image and performs image preprocessing on the game host to save the image to the storage mechanism, and the behavior command generation mechanism analyzes the storage mechanism.
  • the image in the middle generates a corresponding behavior instruction; (2) the behavior instruction is transmitted to the game executing mechanism together with the audio collection mechanism to collect the player's voice and generate corresponding game control instruction, and the game execution mechanism generates the game image and the sound to respectively transmit to The image display mechanism and the speaker, the controller controls the data transmission of the bus.
  • the behavioral instructions are walking, running, raising one hand, raising his hands, raising one hand to make an attacking posture, or raising his hands to make an attacking posture.
  • the behavior command generating means analyzes the image in the storage mechanism and generates a corresponding command to control the game by the aforementioned method.
  • the binocular keying mechanism 1 collects the player's behavior image to control the saved image to the storage mechanism via the controller, and the behavior command generating mechanism analyzes the image in the storage mechanism to generate the corresponding behavior instruction, and the behavior instruction passes the cable. Passed to the game executing agency, the game executing mechanism generates the game image and sound respectively to display the image and the speaker through the monitor, and the controller controls the data transmission of the bus.
  • the binocular camera mechanism includes two cameras, and the camera can employ a visible light CCD, an infrared detector, and other types of cameras can be configured according to actual usage requirements.
  • the game console can be equipped with peripherals, and the peripherals can be equipped with gamepads and the like.
  • the arithmetic mechanism in the game device of the present invention may be a microprocessor of a desktop PC, or may be an embedded processor DSP or a DSP plus an FPGA.
  • the audio collection and recognition mechanism can be configured. If the player wants to interrupt or stop the game, only the corresponding sound is emitted, and the audio collection and recognition mechanism 3 will collect the player's voice and generate the corresponding game. Control commands to interrupt or stop the game.
  • FIG. 3 is a schematic diagram of binocular vision imaging of a binocular camera mechanism.
  • Two of the binocular camera The matching of the image points collected by the camera is the key.
  • the corresponding point matching method needs to overcome the problem of matching difficulty caused by the affine transformation of the image.
  • One of the methods that can be used is to match the corresponding points by the SURF method. .
  • the point matching method is not limited to this.
  • the key is that the algorithm may need to have the characteristics of perspective or affine invariance, that is, the pair of pairs with transmission or affine deformation can still be matched.
  • the commonly used related methods are classified as follows:
  • the extracted feature points have affine or transmission invariance.
  • These methods include: proportional invariant feature matching (SIFT), various feature invariant operators, and so on.
  • the method for comparing point pairs itself has affine or transmission invariance and the like.
  • Another key technology in the present invention is the reconstruction of scene points, and there are many reconstruction methods, such as: direct geometric method, pure algebra method, and the like.
  • the above is an over-constrained equation with four independent linear equations for the coordinates of P.
  • the least squares method can be used to solve the equation to obtain the coordinates of the world coordinate system of P, and then the velocity vector of the player can be calculated.

Description

实景游戏装置及实现实景游戏的方法 技术领域
本发明涉及实景游戏装置及实现实景游戏的方法。
背景技术
目前游戏市场发展迅速, 各种游戏主机层出不穷, 并搭配有丰富 多彩的游戏软件, 以满足消费者的需求。 游戏的交互方式, 从早期的 通过键盘与手柄来进行, 游戏者静态的坐在屏幕前; 渐渐的进化成需 要更多的肢体动作, 如: 跳舞机、 赛车等。 早期的通过键盘和手柄来 操作游戏的方式, 互动性不强, 而且容易使游戏者上瘾, 游戏者往往 是长时间不断的坐在屏幕前操作游戏, 对游戏者的身体健康状况有很 大的伤害。 伴随计算机游戏种类与内容的不断扩展丰富, 其操作复杂 性剧增, 仍然采用传统的交互方式, 越来越难于控制。
而跳舞机之类通过接触的方法将人的行为转化为计算机可以理 解的指令, 进而控制游戏角色的方法虽然在一定程度上增加了游戏的 真实性, 但仍然存在可玩性和方便性不高的缺点, 而且其成本较高。 因此需要一种互动性更好, 操作起来更方便, 给游戏者真实感更强的 工作模式来提高游戏的可 ί元性。
发明内容 种实景游戏装置及实现实景游戏的方法, 本发明具有交互性更强、 操 作更筒便、 真实感更强的游戏装置
本发明的实景游戏装置, 包括: 双目摄像机构、 游戏主机、 图像 显示机构、 扬声器, 游戏主机由运算机构、 存储机构、 行为指令生成 机构、 游戏执行机构、 扬声器組成, 其特征在于: 双目摄像机构和图 像显示机构分别通过电缆与游戏主机相连, 双目摄像机构采集游戏者 的行为图像经总线传输到经游戏主机的运算机构进行图像预处理后 保存到存储机构中, 行为指令生成机构通过双目视觉方法来分析存储 机构中的图像产生相应行为指令, 行为指令传送给游戏执行机构, 由 游戏执行机构生成游戏图像和声音来分别传送给图像显示机构和枥 声器, 控制器控制总线的数据传输。
所述的游戏主机还可选配音频采集机构, 音频采集机构采集游戏 者的语音并生成相应的游戏控制指令, 游戏控制指令与行为指令生成 机构产生的行为指令一并传送给游戏执行机构。 面部表情分析机构组成, 行为姿态分析机构通过双目视觉法分析存储 机构中的图像产生相应行为指令传给游戏执行机构, 或面部表情分析 机构通过分析存储机构中的图像里的游戏者的面部表情并产生相应 像产生相应行为指令, 一并由控制器控制传给游戏执行机构, 游戏执 行机构生成游戏图像和声音来分别传送给图像显示机构和扬声器。
实现实景游戏的方法, 按以下步骤进行: (1) 双目摄像机构采集 游戏者的行为图像经总线传输到游戏主机的运算机构经过图像预处 理后保存到存储机构中, 行为指令生成机构通过双目视觉方法来分析 存储机构中的图像产生相应行为指令; (2)、行为指令或行为指令与音 频采集机构采集游戏者的语音并生成相应的游戏控制指令一起传送 给游戏执行机构, 由游戏执行机构生成游戏图像和声音来分别传送给 图像显示机构和扬声器, 控制器控制总线的数据传输。
所述行为指令生成机构分析步骤如下: (1) 用特征匹配算法对双 目摄像机构采集的图像产生对应图像的对应点匹配; (2) 根据匹配结 果计算出距离信息; (3) 根据匹配结果与模板数据库比较识别出姿态 信息,模板数据库是通过海量数据训练得出贮存在存储机构内; (4) 将 姿态信息和距离信息转变成相应的行为指令。
所述的行为指令为走路、 跑步、 举起单手、 举起双手、 举起单手 做攻击姿势或举起双手做攻击姿势。
所述游戏控制指令为开始、 暂停、 停止或存档。
实现实景游戏的方法, 按以下步骤进行: (1) 双目摄像机构采集 游戏者的行为图像经游戏主机的运算机构进行图像去噪、 增强预处理 保存到存储机构中, 行为指令生成机构通过上述方式分析存储机构中 的图像并产生相应行为指令; (2 )、 行为指令传送给游戏执行机构, 由游戏执行机构生成游戏图像和声音来分别传送给显示机构和扬声 器, 控制器控制总线的数据传输。 所述的行为指令为走路、 跑步、 举 起单手、 举起双手、 举起单手做攻击姿势或举起双手做攻击姿势。
此外, 本发明的信息存储介质是存储用以使计算机发挥以下功能 的程序: 采集游戏者的图像和语音信息供所述行为指令生成机构生成 游戏指令的游戏者信息采集机构 (双目摄像机构); 根据理解的游戏 指令执行游戏的游戏执行机构; 将游戏的结果和游戏中的虚拟角色的 行为显示并输出的图像输出机构。
在本发明中, 游戏装置可以执行多种游戏。 游戏执行机构根据所 述的行为指令生成机构发送的指令控制游戏中的虛拟角色的行为, 并 将结果作为游戏画面而进行显示并输出。
在本发明中, 不需要与游戏者进行接触就可以理解游戏者的动作 行为。 双目摄像机构采集到游戏者的图像数据, 然后由行为指令生成 机构识别出游戏者的姿态行为, 如: 走路、 跑步、 举起双手、 单手做 攻击姿势等, 进而生成游戏指令控制游戏中的虛拟角色的行为。
在本发明中, 游戏者的面部表情将会实时的反映到游戏中的虛拟 角色上, 使游戏的可玩性更强。 所述功能是通过行为指令生成机构的 面部表情分析机构完成的。所述功能为可选功能,可以根据需要选配。
此外, 在本发明中, 所述游戏装置可配置音频采集机构, 具有不 需要任何的手柄和游戏进度控制器就可以控制游戏的开始、 暂停、 停 止、 存档等操作。 所述功能是由音频采集机构采集游戏者的语音并生 成相应的游戏控制指令, 游戏控制指令与行为指令生成机构产生的行 为指令一并传送给游戏执行机构。 所述功能为可选功能, 可以根据需 要选配。
此外, 在本发明中, 不需要与游戏者进行接触就可以判断游戏者 是在向前跑还是向后跑, 是慢跑还是快跑, 是走路还是跑步。 所述功 能是通过双目摄像机构采集的两幅游戏者的图像数据, 由行为指令生 成机构分析图像数据并计算出游戏者距离双目摄像机构的距离, 再根 据所述多次分析的结果判断出游戏者的运动矢量, 进而生成游戏指令 控制游戏中的虛拟角色的行为。
附图说明
图 1是本发明的游戏装置示意图;
图 2是本发明的游戏装置的硬件示意图;
图 3是双目摄像机构的双目视觉系统测距的原理图。
具体实施方式
下面结合附图对本发明进行详细的说明:
本发明如图 1、 图 2所示, 包括: 双目摄像机构 1、 游戏主机 4、 图像显示机构 2、 扬声器 3 , 游戏主机 4由运算机构、 存储机构、 行 为指令生成机构、 游戏执行机构、 音频采集机构、 扬声器组成, 双目 摄像机构和图像显示机构分别通过电缆与游戏主机相连, 双目摄像机 构采集游戏者的行为图像经经总线传输到游戏主机的运算机构进行 图像预处理保存到存储机构中, 行为指令生成机构通过分析存储机构 中的图像产生相应行为指令, 行为指令传送给游戏执行机构, 音频采 集机构采集游戏者的语音并生成相应的游戏控制指令, 游戏控制指令 与行为指令生成机构产生的行为指令一并传送给游戏执行机构, 由游 戏执行机构生成游戏图像和声音来分别传送给图像显示机构和扬声 器, 控制器控制总线的数据传输。 游戏主机 4通过这行为指令生成机 构、 游戏执行机构 2个机构来控制游戏中虛拟角色的行为。 行为姿悉 分析机构通过欢目视觉法分析存储机构中的图像产生相应行为指令, 并传给游戏执行机构, 游戏执行机构生成游戏图像和声音来分别传送 给图像显示机构和扬声器。
所述行为指令生成机构分析步骤之一为如下: (1) 用特征匹配算 法对双目摄像机构采集的图像产生对应图像的对应点匹配; (2) 根据 匹配结果计算出距离信息; (3) 根据匹配结果与模板数据库比较识别 出姿态信息, 模板数据库是通过海量数据训练得出贮存在存储机构 内; (4) 将姿态信息和距离信息转变成相应的行为指令。 实现实景游戏的方法, 按以下步骤进行: (1)、 双目摄像机构采集 游戏者的行为图像经游戏主机的运算机构进行图像预处理后保存到 存储机构中, 行为指令生成机构通过分析存储机构中的图像产生相应 行为指令; (2)、行为指令与音频采集机构采集游戏者的语音并生成相 应的游戏控制指令一起传送给游戏执行机构, 由游戏执行机构生成游 戏图像和声音来分别传送给图像显示机构和扬声器, 控制器控制总线 的数据传输。 所述的行为指令为走路、 跑步、 举起单手、 举起双手、 举起单手做攻击姿势或举起双手做攻击姿势等。
在实景游戏装置中, 一旦游戏者在双目摄像机构 1前移动身体一 部分、 变换表情, 则行为指令生成机构通过前述方法分析存储机构中 的图像并生成相应指令而控制游戏。
当游戏者玩游戏时, 双目撮像机构 1采集集游戏者的行为图像经 由控制器控制保存图像到存储机构中, 行为指令生成机构通过分析存 储机构中图像的产生相应行为指令, 行为指令通过电缆传给游戏执行 机构, 游戏执行机构生成游戏图像和声音分别通过监视器显示图像和 扬声器发出声音, 控制器控制总线的数据传输。
在本发明的优选实施方式中, 双目摄像机构包括两台摄像机, 摄 像机可采用可见光 CCD、红外探测器,根据实际使用的要求还可以配 置其它类型的摄像机。
在本发明的优选实施方式中, 游戏主机可以配接外设, 外设可以 选配游戏手柄等。
本发明的游戏装置中运算机构可以是台式 PC的微处理器, 也可 以是嵌入式 处理器 DSP或 DSP加 FPGA。
在实景游戏装置中, 可以配置音频采集与识别机构, 如果游戏者 想中断或者停止游戏, 只需发出相应的声音, 音频采集与识别机构 3 将会把游戏者的声音采集好并生成相应的游戏控制指令来中断或者 停止游戏。
关键技术简述:
图 3是双目摄像机构的双目视觉成像原理图。 双目摄像机构的两 台摄像机采集到的图像点的匹配是关键, 本发明中对应点匹配法需要 方法能够克服图像的仿射变换带来的匹配困难的问题, 可采用的方法 之一是用 SURF法来匹配对应点。 点匹配方法不局限与此, 关键是算 法可以需要具有透视或者仿射不变性的特点, 即对存在透射或者仿射 变形的点对仍然可以匹配上, 常用相关方法分类举例如下:
提取的特征点对本身具有仿射或者透射不变性, 此类方法有: 比 例不变特征匹配法 ( SIFT ), 各种特征不变算子法等。
用于比较点对的方法本身具有仿射或者透射不变性等。
本发明中另一关键技术为场景点的重建, 重建方法很多, 有: 直 接几何法、 純代数法等。 下面以纯代数法举例说明场景点重建过程: 已知标定过的两台摄像机和两个对应点 P和 P, ο'和 O是两台摄像 机的光学中心点。在原理上, 可以直接通过将两条射线 = 和 ' = 0 ' 相交来重建相应的场景点。 然而, 在实际中由于标定和特征定位的误 差, 射线 和 可能永远也不会真正相交。 可采用的方法之一是用纯 代数的方法重建场景点: 给定投影矩阵 M和 M'以及对应点 P和 Ρ' , 可 以把约束 = 和 Z =M 重写成如下形式
Figure imgf000008_0001
上述是一个过约束方程, 有 4个关于 P的坐标的独立线性等式, 可以采用最小二乘法解这个方程而得到 P的世界坐标系的坐标,进而 可以算出游戏者的速度矢量。
本发明虽以优选实施方式阐明如上, 然而其并非用以限定本发明 仅限于上述实施方式。 因此, 在不脱离本发明的范围内所作修改, 均 应包含在权利要求书保护范围内。

Claims

权 利 要 求 书
1、 实景游戏装置, 包括: 双目摄像机构、 游戏主机、 图像显示 机构、 扬声器, 游戏主机由运算机构、 存储机构、 行为指令生成机 构、 游戏执行机构、 扬声器组成, 其特征在于: 双目摄像机构和图 像显示机构分别通过电缆与游戏主机相连, 双目摄像机构采集游戏 者的行为图像经总线传输到经游戏主机的运算机构进行图像预处理 后保存到存储机构中, 行为指令生成机构通过双目视觉方法来分析 存储机构中的图像产生相应行为指令, 行为指令传送给游戏执行机 构, 由游戏执行机构生成游戏图像和声音来分别传送给图像显示机 构和扬声器, 控制器控制总线的数据传输。
2、 根据权利要求 1所述的实景游戏装置, 其特征在于: 所述的 游戏主机还包括音频采集机构, 音频采集机构采集游戏者的语音并 生成相应的游戏控制指令, 游戏控制指令与行为指令生成机构产生 的行为指令一并传送给游戏执行机构。
3、 根据权利要求 1所述的实景游戏装置, 其特征在于: 行为指
图像产生相应行为指令传给游戏执行机构, 或面部表情分析机构通 过分析存储机构中的图像里的游戏者的面部表情并产生相应游戏指 令与行为姿态分析机构通过双目视觉法分析存储机构中的图像产生 相应行为指令, 一并由控制器控制传给游戏执行机构, 游戏执行机 构生成游戏图像和声音来分别传送给图像显示机构和扬声器。
4、 实现实景游戏的方法, 按以下步骤进行: (1) 双目摄像机构 采集游戏者的行为图像经总线传输到游戏主机的运算机构经过图像 预处理后保存到存储机构中, 行为指令生成机构通过双目视觉方法 来分析存储机构中的图像产生相应行为指令; (2)、 行为指令或行为 指令与音频采集机构采集游戏者的语音并生成相应的游戏控制指令 一起传送给游戏执行机构, 由游戏执行机构生成游戏图像和声音来 分别传送给图像显示机构和扬声器, 控制器控制总线的数据传输。
5、 根据权利要求 4所述的实现实景游戏的方法, 其特征在于: 所述行为指令生成机构分析步骤如下: (1) 用特征匹配算法对双目摄 像机构采集的图像产生对应图像的对应点匹配; (2) 根据匹配结果计 算出距离信息; (3) 根据匹配结果与模板数据库比较识别出姿态信 息, 模板数据库是通过海量数据训练得出贮存在存储机构内; (4) 将 姿态信息和距离信息转变成相应的行为指令。
6、 根据权利要求 4所述的实现实景游戏的方法, 其特征在于: 所述的行为指令为走路、 跑步、 举起单手、 举起双手、 举起单手做 攻击姿势或举起默手做攻击姿势。
7根据权利要求 4所述的实现实景游戏的方法, 其特征在于: 所 述游戏控制指令为开始、 暂停、 停止或存档。
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