WO2012106978A1 - 一种人机互动的控制方法及其运用 - Google Patents
一种人机互动的控制方法及其运用 Download PDFInfo
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- WO2012106978A1 WO2012106978A1 PCT/CN2012/000108 CN2012000108W WO2012106978A1 WO 2012106978 A1 WO2012106978 A1 WO 2012106978A1 CN 2012000108 W CN2012000108 W CN 2012000108W WO 2012106978 A1 WO2012106978 A1 WO 2012106978A1
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
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- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/212—Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
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- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
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Definitions
- the user needs to have a large amount of motion space, and the movement has limitations, such as: When the user has moved to the wall, but the next action of the avatar also requires the user to move backwards toward the wall.
- some prior art techniques reduce the activity space of the avatar (note that the avatar is not the user), so that the user does not have to move or minimize the activity during the control process, but such a method makes the game available. Playability is greatly reduced, and its use value is very limited.
- Some prior art techniques allow the user to move to the same location through a treadmill or the like, but there are also: The user needs to continue to consume physical energy, so it is difficult to continue man-machine interaction for a long time, and the user is also difficult to exercise at will.
- the prior art of reducing the avatar's activity space also includes manipulating moving tools, such as chariots, but the various controls on the chariot do not need to be reconnected, but this traditional way, in addition to the above drawbacks
- Self-character refers to a virtual character that can be manipulated by the user in the virtual world and considered by the user to be his own, but human or any moving object.
- micro-action scheme When the user implements a certain one or a group of qualified micro-actions, a control command can be issued to the computer; the micro-action here refers especially to the user's small-scale action, such as: the corresponding arbitrary joint movement displacement is less than 20cm, the specific performance is as follows: arm fretting, foot micro-curve; The above conditions of the present invention include, in particular, the case where the command is not issued.
- the virtual world gives action or action to the instrument in the self-character or virtual world.
- the action plan includes a continuous action combination, an action force, a speed, and the like.
- Active joints Users not all joint activities can control the activities of my self-characteristic parts. Especially when the self-character is non-human, there are no joints on the user's body. Therefore, the "active joint” referred to in the present invention refers to virtual The world gives the self-actor a movable part and corresponds to the joint of the user's actual body. On the other hand, when the active part of the self-character is more than the actual number of active joints of the user, the other methods introduced by the present invention are adopted; in addition, the active joint referred to herein is not limited to the skeleton joint, and it generally refers to the movable body. Any part of the body, such as any point on the entire upper arm.
- Reverse action The virtual world scene in which the self-player is located performs a vector action with the same vector value but opposite direction to the command issued by the user; the vector action particularly refers to the displacement change and the volume change at any time point, as shown in the figure. 1 shows: With the vector action as the ordinate and the time as the abscissa, the coordinate system corresponding to the virtual world scene where the self-character is located is axis-symmetric with the abscissa, such as: From time point tl At time t2, when the user wants to advance 5 meters in the southeast direction, it is only necessary to move the scene of the self-character to the northwest direction by 5 meters during the time period; for example: From time point t1 to time point t2, the user wants The proportion of the whole body becomes 2 times larger.
- the scene of the self-character is reduced by twice in the same time period.
- the user's transformation or deformation instruction it is possible to preferentially determine whether the eye and the distance between the eyes are included, if the eyes And the distance between the eyes does not change, then the scene does not change in volume, that is, the volume vector of the scene Volume vector operation between the eye and the eye having the self-character distance: Vector the same value and opposite relationship.
- the user instruction may preferably be associated with a motion vector and a visual vector of a self-character head, such as: speed, displacement; the visual vector such as: a volume change of the self-character.
- Palm As shown in Figure 2, the palm 1 includes the joints on all the palms 1 including the wrists 11, such as the fingers 12.
- the foot 2 includes the joints on all the feet 2, including the ankles 21, such as the toes 22.
- the index for evaluating the range of motion It may be the displacement and direction of the tracked part, the angle between the tracked part at two points in time, and the like.
- Motion amplification In order to strive for the user's true feelings and the synchronization requirements in the interactive process, the following two rules are set: 1. Within the scope of human perception, the motion amplification preferably only amplifies the user's motion amplitude and intensity; 2. When the range of human perception is exceeded, the motion amplification can also amplify the user's motion speed.
- the user performs various controls in the same "manipulation position" without displacement, and is not limited by the virtual world space and time:
- the invention achieves the above technical effects by using an action amplification method, and the action amplification method includes:
- the maximum allowable range of the virtual allowable actions of the self-character in the virtual world is N
- the actual exercise limit is greater than the maximum allowable action, and in order to more effectively achieve the effect of the present technology, when the virtual world process adopts the action amplification system, it is preferable to limit the user's limb. It is only allowed to perform small micro-motions.
- the user allows the micro-motion scheme to satisfy: When the user completes any micro-motion with the maximum amplitude M, the angle change value of any adjacent two parts except the palm and the sole of the torso is less than 30 degrees.
- an allowable micro-motion scheme involves the angles of the upper arm and the lower arm. When the front and rear angles of the action are 120 degrees and 140 degrees, the angle between the adjacent two parts is +20 degrees.
- the form (pose) of the user and the self-character does not require the same or similar.
- the present invention can provide a continuous action command, and the user can keep turning and the like when the user continues to act on the elastic device. Therefore, the user can control any action scheme of the self character in any posture.
- the maximum amplitude M of the present invention is preferably within plus or minus 5 degrees.
- restriction scheme can also be optimized for one or more of the following:
- the corresponding part of the user can be subjected to a corresponding proportion and a load acceptable to the user.
- the virtual world receives user instructions:
- the motion positioning point control system is: one or more positioning sensing elements are provided on the user body or on the props, and the position (three-dimensional coordinates) of each positioning sensing component changes with time, thereby determining that the user is arbitrary A gesture in time or an action change in a certain period of time.
- the method for determining the change of the position of the positioning sensor includes the following steps:
- the method of controlling the self-role action by locating the position change of the sensing part is to give the virtual world a self-character Al, A2 ⁇ An, a total of n individually movable parts, controlled according to the following two situations:
- the N active parts can find the corresponding active joints on the user, the N, N2 ⁇ Nn N positioning sensing elements are respectively set on the corresponding active joints, and tracked at any time point t When the three-dimensional position of Nl, N2 ⁇ Nn changes, the three-dimensional position of each positioning sensor is changed, and the corresponding part of the self-character is controlled to perform related actions; 2) when the N active parts cannot completely find the corresponding active joint on the user Assume that there are several active parts Mx that cannot find the corresponding relationship. First, the active joint Nx of the user can select a total of s active parts of Mxl, Mxl ⁇ Mxs of the self-character, and adopt one or all of the selection method and the combination method.
- the selection method means that after the active joint Nx determines the corresponding control active part, it can be directly and directly controlled; the group ⁇ " method means that when the active part needs to be replaced, the third command can be adopted.
- use other active joints to jointly select different active parts such as:
- the user's arm can choose to control the self-angle The arm and the wing, the movable joint is set as the toe, when the toe is picked up, the user controls the wing, and when it is released, the arm is controlled; when the third command refers to a command menu, the selection interface is jumped out, by selecting Make sure you want to control the active part.
- Method for controlling self-role action by locating the position change of the sensing member further includes dividing the movable portion and the non-movable portion on the body and the prop of the user, and respectively setting the position sensing member for the movable portion; wherein the prop and the virtual world are Corresponding to the item or appliance, so that when the prop is manipulated, the corresponding item or appliance in the virtual world can be manipulated accordingly, in other words It is to use the positioning sensor to control the things (people or objects) in the corresponding virtual world.
- the corresponding method of locating the sensing element or its change and the self-role action or active part is to make the positioning sensing parts on the different joints of the user have different distinguishing features, and corresponding to the active part of the self-character or different through different distinguishing features action.
- the distinguishing feature is a different spot density or spotting rule on the positioning sensing member.
- the present invention also introduces a sleeve-type fixed point control device suitable for the above virtual world method ":
- each kit has one or more sensing points.
- the device is intended to completely determine the position and posture of the user at any point in time by the position of each of the sensing points positioned on the user.
- the device is also limited to the above-described joint arrangement of the sensing points at the joint.
- the present invention also provides a method for a user to see their body enter the virtual world:
- the implementation method is to adopt the system of the body, the panoramic system and the scene moving system at the same time.
- the following describes each system one by one.
- the scene movement system utilizes a reverse vector action of a scene in which the self-character in the virtual world is located, so that the user has an illusion of performing various movements or transformations (body reduction or enlargement or shape change);
- the reverse action is a vector action in which the scene of the self-character in the virtual world is opposite to the direction of the head of the self-character and the vector value is the same, and the two are in the coordinate system with the same vector action and time as the coordinate axes,
- the vector action time chart has an axisymmetric relationship with the time axis.
- the panoramic system enables the user to only see the scene in the virtual world, but does not see the scene in reality, and the virtual world scene covers the entire visual range of the user; the system especially refers to the user wearing full 3D glasses.
- the glasses on the screen and its virtual world screen cover the entire visual range of the user.
- the self-contained system satisfies the same position of the user and the self-character in the virtual world and synchronizes the user's body with the self-character activity, so that when the user wants to see his or her body, he can see his various actions in the virtual world. .
- the present invention adopts a selection method and a combination method, so that a person with physical disabilities passes through a part with active muscle energy.
- the "motion zooming system" introduced by the present invention can realize all the functions or capabilities all the virtual worlds can give to the user without displacement or only a slight displacement, and enable the user to only control the same position in the whole process of the virtual world. At the same time, it is also convenient to realize that the user's moving part and the virtual world character moving part are consistent, so that the user can easily get started.
- the three-point positioning method introduced by the invention enables the computer to realize the speed that the human body cannot perceive, so that the self-character and the user can perform various actions synchronously, thereby solving the problem of the image lag, and then enabling the user to complete the human-computer interaction more conveniently for a long time. Less There will be a situation where the user is dizzy.
- the "sleeve-type fixed-point control device” introduced by the invention enables the user to directly control the action of various parts of the body, and can control the corresponding "induction positioning point" to perform related commands, thereby enabling the user to see himself or himself.
- the devices controlled in the virtual world perform related actions.
- the use of the device effectively shortens the preparation time for the user before entering the virtual world, and the preparation process required for the user, so that the user can perform the virtual world in a convenient manner.
- the "induction positioning point system” introduced by the invention enables the system to control the self-role action by tracking various vector changes (including: displacement, speed, direction) occurring at each positioning point; the solution can effectively simplify the "sleeve type fixed point control"
- the device makes it purely mechanical, without any electronic system, can avoid electronic short circuit to cause physical injury to the user; at the same time, because the user is in use, each positioning point is positioned at each corresponding part of the user, Moreover, the user only performs micro-action, so the displacement of each positioning point is very small, so zero damage of the device can be realized to ensure the service life of the device.
- Figure 1 is a vector action time diagram of the same vector action in the virtual world where the self-character scene and the self-character head are in the same vector, where t: time, V: volume, S: displacement
- Curve A is the displacement or volume vector action time diagram of the scene where the self character is located in the virtual world.
- Curve B is the displacement or volume vector action time diagram of the head of the self character.
- Figure 2 is a schematic view of the user's joints.
- Embodiment 1 A method for controlling human-computer interaction
- a control method for human-computer interaction which establishes "user micro-motion database” and “self-action virtual action data”; and stipulates “action amplification rules” and "human-computer interaction rules”.
- the "User Micro-Action Database” also includes "Using the Allow Micro-Action Scheme Database”. 1, user micro-action database:
- a virtual action part corresponding to the self-character defined by the user's active part that is, a part of the self-character that can be controlled
- Action parameters of the virtual action part Shift, speed, velocity; Determine the magnification of the motion range of each virtual action part relative to the motion range of the user's active part.
- the embodiment further provides a human-machine synchronization system, and the human-machine synchronization system includes: a user micro-action recognition system and a micro-action matching command rule system.
- the user's micro-motion recognition system it defines the active part and the inactive part of the user's body or prop, and respectively has different positioning features on different active parts; construct a virtual three-dimensional coordinate system, and The distance measuring device is fixed on three or more known coordinate points which are not on the same straight line; the specific identification methods are as follows:
- the user micro motion recognition system in the embodiment is intended to track the movement of the user's limbs. It can also be provided with two or more positioning sensors on any active part, at least two of which are in x, y, The coordinate values on the z-axis are different, so that the horizontal or vertical rotation angle of the active part within a certain period of time can be determined.
- the micro-motion matching command rule system the user controls the limb movement to cause a certain regular displacement change of the sensing point on the limb, and matches the action scheme of the self-character, which includes:
- the virtual world is given a self-character Al, A2 ⁇ An, a total of n individual movable parts A, and any one of the individually movable parts Ax is provided with Axl, Ax2 ⁇ Axm, and a total of m kinds of permitted actions, and Axx is any allowed action. , controlled in the following two situations.
- the strength of Ax implementation corresponds to Ax'
- the corresponding joint curvature and the joint jitter frequency, the condition that the Ax uses the maximum force is: When the user's Ax' reaches the maximum amplitude;
- Ax should also consider the tension degree, the moving speed and the execution time corresponding to Ax', Realize the user to manipulate the virtual world more naturally, and make the movement of the self role conform to the natural law as much as possible;
- the joint described in this embodiment is intended to completely determine the position and posture of the user at any point in time by the position of each of the sensing points positioned on the user, and the present inventors particularly cite one of them to satisfy the purpose.
- Total joints three joints per finger, wrist joint, elbow joint, shoulder joint, any three points on the head that are not on the same line, one joint of each toe, ankle joint, calf, thigh, buttocks , the midpoint of the spine.
- the active joint is set as the toe.
- the user controls the wing, and when it is released, the arm is controlled.
- the third command refers to a command menu
- the selection interface is jumped out, and the active part is controlled by selecting and confirming.
- the method for controlling the self-character action by locating the position change of the sensing component further comprises dividing the movable part and the non-movable part on the body and the prop of the user, and respectively setting the position sensing part of the movable part; wherein the item and the item in the virtual world Or the corresponding equipment, so that when the props are manipulated, the corresponding items or appliances in the virtual world can be manipulated accordingly, in other words, the positioning inductive means is used to control the things (people or objects) in the corresponding virtual world.
- the positioning sensing members on the different joints of the user have different distinguishing features, and corresponding to the active parts of the self-characteristics or different actions through different distinguishing features.
- the distinguishing feature is a different coating point density or a coating point rule on the positioning sensing member. If the coating point density is d or the position sensing component having the coating rule 1 changes position, an active part of the self character performs correspondingly. Permitted action; coating density or coating rules can be achieved by stamping.
- the rule that does not trigger the command is preferred, and of course, the rule that triggers the command may also be used.
- the sleeve-type fixed-point control device may also implant a controller in the device, so that the controller senses various vector changes (including displacement, speed, and direction) occurring at each positioning point; "Positioning point system", Cocoa effectively simplifies the "sleeve-type fixed-point control device", making it purely mechanical, without any electronic system. Because the virtual world process, only the micro-action of each part of the user, so can do equipment zero Damage, that is, to ensure the service life of the equipment, and to avoid possible physical short circuit in the electronic system to cause physical harm to the user.
- the sleeve-type fixed point control device of this embodiment includes a palm kit, an arm kit, a head kit, a sole kit, a leg kit, a hip kit, and a waist kit; each kit has one or more inductive positioning points.
- the device is intended to completely determine the position and posture of the user at any point in time by the position of each of the sensing points positioned on the user.
- the device is also limited to the above-described joint arrangement of the sensing points at the joint.
- the embodiment further provides a human-machine interaction system, which comprises: a reaction sensing device and an activated device; the human-machine interaction system is mainly used for correction: the maximum allowable micro-motion amplitude of the user Mm And the ratio Mm/Nm of the maximum virtual allowable action amplitude Nm of the self-character; and the Mm/Nm value is larger than the normal state, that is, when the reaction-aware device and the action-aware device operate, Nm is reduced according to factors such as the following.
- the eye image capturing device may be implemented by various prior art techniques, such as the "eye image collecting device” of the patent number "200610072961.9";
- the effect effect of the self-character is: the morphological change and the kinetic energy change after the self-character is acted; the effect effect produced by the self-character is fed back to the user by the action sensory device, or the corresponding part is changed.
- the virtual maximum amplitude allows the user to see the effect of the self-character, while visually producing the same or similar illusion of being perceived by the device.
- the self-player wants to attack a game character, first lock the target, when the self-playing character punches a punch, it acts on the opponent's arm, and is attacked by the opponent's arm.
- the self-character will inevitably be reacted; here, when the target is blocked, the self-character is also affected by the target block, and the effect of the setting device is superimposed. .
- the allowable action execution condition of the self-character is not to sense the position of the anchor point at a certain time, but to change the position relative to the previous time point;
- the action amplification system and the motion positioning point control system can be used in combination or separately;
- the present invention also includes a voice control system that allows the user to issue commands through voice to control the allowed actions of the self character and the basic operations of the virtual world, such as: exit, save.
- the system also includes a voice recognition system, such as pre-recording the user's voice and matching the commands.
- This virtual world allows the self-character to have deformability.
- the number of parts is greater than the number of joints of the person. What should I do?
- the virtual world method also allows the user to have super powers such as emptying objects.
- the starting condition of the instruction is: the sensing positioning points on the user's arm are on the same straight line, and the sensing positioning points on the palm are integrated with claws and facing the article;
- the virtual world judges the magnitude of the suction, the maximum value of the self-acting suction can be predetermined, and the condition of the value can be the frequency of the finger shaking.
- the frequency is reduced, the suction force is correspondingly reduced.
- the virtual world When the virtual world receives the user's intention, it will calculate and compare the difficulty of suction and the item being sucked. When the gravity of the item is too large or the adsorption force of the original position is too large, the user is required to increase the intensity of the grasp. At this time, the degree of bending of the fingers will be strengthened, and the jitter of the fingers will be intensified, and the jitter of the sensing points on the fingers will be intensified, and the computer will be tightened by the user to further judge whether the absorption can be completed.
- the present invention also provides a sleeve-type fixed point control device", the user With the corresponding gloves, foot covers, brackets and helmets, you can control the sensing points that are attached to each joint of the whole body, so it is very practical.
- the user Due to the action amplification method, the user has no physical correspondence between the body position and posture of the body and the self-character. Therefore, the position of the sensing point cannot be determined by itself, but the heads of the two (by the eyes) are in the virtual world. The position and orientation are the same. How do you say that users can also determine coordinates in the virtual world? First, the user's vision is obtained through the glasses, and the coordinates of the eyeglass in the virtual world are determinable, because the relative positions of the eyeball and the glasses are always the same, and therefore, the coordinates of the user's eyeball in the virtual world can be determined.
- It includes: a body system, a panoramic system, a scene movement system, an action judgment system, and an action amplification system.
- the panoramic system refers to a virtual world process, and the virtual world image always covers the entire visual range of the user, so that the user can only see the scene in the virtual world, but does not see the scene in reality; the screen and the virtual world on the glasses The screen covers the entire visual range of the user; the technology can adopt the prior art such as "Mobile Video Glasses Integrated with CMMB Receiving Module” with the patent number "200810066897.2".
- the body-holding system satisfies the same position of the user and the self-character in the virtual world, and the user's physical activity is synchronized with the self-character activity, so that when the user looks at the body of the self-character, he or she mistakenly thinks that it is his own real body; the user's body
- the method of synchronizing the activity with the self-character activity is to determine the action performed by the user through the action positioning point control system, determine the content of the command issued by the user through the related action, and then control the activity of the self-character pair on the active part.
- the scene movement system utilizes the reverse action of the scene in which the self-character is located in the virtual world, so that the user has an illusion that various movements or transformations (body reduction or enlargement or shape change) are being performed; determination of the scene in which the self-character is located
- Methods include:
- the positioning member is provided with three positioning sensing members not in the same straight line, and the positioning sensing member can be determined in the position of the virtual world. , thereby determining the position of the user's head in the virtual world and the orientation of the face;
- the virtual world picture is determined by the position of the user's head in the virtual world and the face orientation.
- the mounting position of the positioning member in this embodiment is focused on satisfying the position at which the head can be synchronized, and thus it is also possible to mount various instruments on the user's head.
- the synchronization relationship between the user and the self-character in the face may also be an action amplification system.
- This embodiment is to make the virtual world more realistic, including one or more of the random obstacle systems such as the olfactory system, the haptic system, and the physical fatigue;
- the physical fatigue randomization system can be combined with a sleeve-type fixed point control device, such as a retractable advancement mechanism connected to the sole assembly, and a retractable hand grip in the palm set.
- a sleeve-type fixed point control device such as a retractable advancement mechanism connected to the sole assembly, and a retractable hand grip in the palm set.
- the barrier system includes a reaction sensing device and an activated sensing device; the activated sensing device satisfies: when any object in the virtual world acts on a certain part or parts of the self character, the obstacle system is based on The object motion characteristic acts on the corresponding part of the user; the reaction sensing device satisfies: when the self role acts on any object of the virtual world, Firstly, according to the action characteristics of the self-character and the immediate state of the object, the system judges the part of the self-action being reacted and the reaction effect, and the obstacle-setting system acts on the corresponding part of the user with the equal factor effect.
- the obstacle system changes the load of the reaction sensing device and the object to be sensed to the user according to the degree of fatigue or maximum movement of the self character.
- the user Before the virtual world, the user must be fixed on a certain control position (such as: bed), the user moves any limb, and the corresponding person in the virtual world performs a complete action, so that the user can perform any action in the same place.
- a certain control position such as: bed
- the control position When the control position is performed, the position of the body does not change after the action, thereby reducing the user's exercise space.
- the obstacle system limits the maximum range of motion of the user's torso, such as: the foot plate device elastically contacts the user's foot plate; the arm limit device is placed on the user's arm with an interference fit.
- the obstacle-disposing mechanism is disposed above the portion where the user is allowed to move, and the obstacle-setting mechanism is kept at a certain distance from the user's torso (referred to as a free space) under normal conditions, so that the user parts do not touch the obstacle-setting mechanism. , the micro-action can be performed without any action; the obstacle-disconnecting mechanism is provided with an elastic load active area (called load space).
- load space an elastic load active area
- the obstacle-setting mechanism acts as a reaction of the target to the user
- the obstacle-setting mechanism reduces the free space and acts on the corresponding torso of the user
- the video apparatus of the present invention is not limited to a facility for viewing through the eyes, and the "human body electronic implant and its artificial vision system" of the patent number "00820024.6” has given a method of obtaining an image by the eye.
- Embodiment 3 - Game method
- a game method that pays for a self-character's super-powerful approach including the following steps:
- the morphological changes described in this embodiment include position, shape, state, and material change, wherein the shape includes deformation, flow, change between particles, etc.; state changes include: gas, solid, liquid-to-liquid transition, etc.; Changes in motion such as displacement, speed of motion, and acceleration.
- the virtual environment of the present invention is further provided with at least one or more virtual environments in a future environment, a past environment, and a dream environment.
- the invention can open the user to reset the authority of the object side parameter in the virtual environment, so that the user can construct, adjust and delete the virtual environment by himself. Therefore, it is very easy for the user to materialize the imaginary object, which is unimaginable beyond the traditional tools.
- Example 4 A method of viewing a space design or a space sample
- a method of viewing a space design or a spatial sample which includes the following steps:
- Embodiment 5 A film shooting method
- a film shooting method :
- Example 6 A method of simulating an experiment
- steps 2) -4) are repeated as needed.
- This experimental method not only does not cause harm to the user, but also has zero cost and high experimental precision.
- Example 7 - Tourism method
- a travel method :
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| KR1020137023483A KR101679805B1 (ko) | 2011-02-11 | 2012-01-20 | 인간과 컴퓨터가 인터랙티브하는 제어방법 및 그의 응용 |
| JP2013552821A JP6193764B2 (ja) | 2011-02-11 | 2012-01-20 | ヒューマンコンピュータインタラクションの制御方法及びその運用 |
| US13/963,666 US10058773B2 (en) | 2011-02-11 | 2013-08-09 | Man-machine interaction controlling method and applications thereof |
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Also Published As
| Publication number | Publication date |
|---|---|
| JP6722624B2 (ja) | 2020-07-15 |
| US10058773B2 (en) | 2018-08-28 |
| JP2019061707A (ja) | 2019-04-18 |
| CN106984041B (zh) | 2021-07-06 |
| CN102631781A (zh) | 2012-08-15 |
| CN106943743B (zh) | 2024-04-26 |
| CN106943743A (zh) | 2017-07-14 |
| CN106964150A (zh) | 2017-07-21 |
| KR20140049503A (ko) | 2014-04-25 |
| JP2018022498A (ja) | 2018-02-08 |
| JP6193764B2 (ja) | 2017-09-06 |
| CN102631781B (zh) | 2017-04-05 |
| US20130331964A1 (en) | 2013-12-12 |
| EP2674204A1 (en) | 2013-12-18 |
| EP2674204A4 (en) | 2015-01-28 |
| CN102681655B (zh) | 2017-07-07 |
| CN106943742A (zh) | 2017-07-14 |
| CN102541260B (zh) | 2013-04-03 |
| CN106984041A (zh) | 2017-07-28 |
| CN106964150B (zh) | 2021-03-02 |
| JP6749384B2 (ja) | 2020-09-02 |
| JP2014510336A (ja) | 2014-04-24 |
| CN102681655A (zh) | 2012-09-19 |
| KR101679805B1 (ko) | 2016-11-25 |
| CN106943742B (zh) | 2024-04-26 |
| EP3950076A1 (en) | 2022-02-09 |
| CN102541260A (zh) | 2012-07-04 |
| CN107050852A (zh) | 2017-08-18 |
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