WO2014122341A1 - Système et procédé pour l'identification et le contrôle d'objets dans un espace délimité, et utilisation dans la création de jeux vidéo hybrides - Google Patents

Système et procédé pour l'identification et le contrôle d'objets dans un espace délimité, et utilisation dans la création de jeux vidéo hybrides Download PDF

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Publication number
WO2014122341A1
WO2014122341A1 PCT/ES2014/000016 ES2014000016W WO2014122341A1 WO 2014122341 A1 WO2014122341 A1 WO 2014122341A1 ES 2014000016 W ES2014000016 W ES 2014000016W WO 2014122341 A1 WO2014122341 A1 WO 2014122341A1
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WO
WIPO (PCT)
Prior art keywords
infrared
objects
spectrum
emitters
led
Prior art date
Application number
PCT/ES2014/000016
Other languages
English (en)
Spanish (es)
Inventor
Javier MARCO RUBIO
Eva Mónica CEREZO BAGDASARI
Sandra Silvia BALDASSARRI
Original Assignee
Universidad De Zaragoza
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Universidad De Zaragoza filed Critical Universidad De Zaragoza
Publication of WO2014122341A1 publication Critical patent/WO2014122341A1/fr

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Classifications

    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/03Arrangements for converting the position or the displacement of a member into a coded form
    • G06F3/0304Detection arrangements using opto-electronic means
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input 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
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/65Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition

Definitions

  • the object of the present invention is a method or technique based on the visual detection of objects supported by at least one marker, of special application in the creation of hybrid video games for computer or game console and controlled by any objects, such as conventional toys of any type and that support both the detection of changes of state of the object by the user's own manipulation (which in the case of toys is usually a child), and the autonomous change of the state of the object by the own computer system that executes the invention .
  • hybrid video games computer games that are played in the same way as a game based on physical manipulation of objects, enriching it with digital content: image and sound
  • hybrid video games computer games that are played in the same way as a game based on physical manipulation of objects, enriching it with digital content: image and sound
  • RFID sensors RFID sensors
  • the interaction in the video game is limited to moving the toys on the playing surface.
  • the toys act, therefore, passively in the game are only manipulated by the player); also never change state, either because of the manipulations of children, either because of the computer system itself.
  • a method for controlling a robot is essentially described, wherein said robot includes detection means for detecting an object in a first zone of a series of predetermined zones, in relation to the robot; and to generate a detection signal of the identification of the first zone, and processing means for selecting and performing a predetermined action of a series of actions in response to said detection signal.
  • Document EP1033882B1 does not propose a technique to integrate any toy into a hybrid video game, but proposes a control itself (a magic wand), which detects the player's gestures with respect to a screen or monitor where the game is shown.
  • An infrared sensor (camera) connected to the system is used to know where the wand points with respect to the game image monitor, as if it were a gun.
  • document EP1937380B1 does not describe a technique to adapt any toy in a video game, although it does propose several different toys that are They can use as controls in video games.
  • each toy applies a different technique (based on infrared LEDs and visible light LEDs with different colors), and therefore not generally applicable for any passive interaction with toys as is our case.
  • the infrared sensor (camera) and infrared LEDs are used for the system to calculate the position of the toy in a three-dimensional volume in front of the monitor or game screen. Passive manipulations of the toys are transmitted to the system through colored LEDs, therefore, the camera must see in visible light, not infrared. Description of the invention
  • the technical problem that the present invention solves is a system and method that detects changes in the state of any object in a bidirectional way from the object to a computer control system (essentially a CPU) and from the computer system to the object.
  • a computer control system essentially a CPU
  • it is used for the creation of hybrid video games, that is, for the use of conventional toys (objects) within a computer system (the processor or CPU) and interacting between them.
  • the invention proposes the use of emitters and receivers (sensors / cameras) in the infrared spectrum in a robust and cheap way, since they are sensors and emitters of a much more affordable price than others used in the state of the art for location (position and orientation) of a practically unlimited number of objects without the need for additional electronic sensors, since it would only be enough to add a marker printed on conventional paper or plastic.
  • the system recommended here grants users the possibility of integrating conventional toys such as video game controllers, as well as the autonomous change of the state of the toy itself by the computer system that runs the video game (not only the detection of changes in the state of the toy by the manipulation of children) and the possibility of using large surfaces, such as the floor of an entire room, granting and providing ample play possibilities to increase the user experience.
  • an infrared identification device comprising infrared emitters and infrared sensors. and comprising a flat rectangular body that in turn contains a rectangular hollow space on one side, and an array of emitting LEDs in the infrared spectrum located on the front of said rectangular hollow space. All this in such a way that said LED array illuminates a visual marker housed in said rectangular space and where said visual marker is a flat element with a random combination of opaque and light-transparent areas in the infrared spectrum.
  • the system for the identification and control of objects in a horizontally delimited space comprising a horizontal space of variable and configurable area, on which a plurality of objects are arranged; a control unit with at least one processor (the CPU) and means configured to send and receive infrared signals comprising:
  • a plurality of emitters in the infrared spectrum Y
  • Each of said objects has an identifier device attached as described in such a way that a single device identifies a single object.
  • the identifying device is configured to identify the object with which it is associated, indicate the status of the object through infrared emitters and execute instructions from the processor received as pulses of infrared signal at a certain frequency.
  • the CPU is configured to analyze a video image captured by the infrared camera. Through this capture each object is identified independently through the image capture of a visual marker of the device associated with that object. Finally, the position and orientation in the area of each object is calculated independently by capturing the image of a visual marker of the device associated with said object and one or more programs stored in one or more memories for the control are executed.
  • control signals being emitted by pulses in the infrared spectrum.
  • FIG 1. Shows a first practical embodiment of the system presented here, where the playing area is a table.
  • FIG 2. Shows a second practical embodiment of the system, where the playing area in a part of the floor of a room.
  • FIG 3. Shows a third practical embodiment of the system, where the playing area is a room or an outdoor patio.
  • FIG 4. Shows a view of the device (100) as part of the system for creating hybrid video games.
  • FIG 5. Shows a view of a first mode of coupling the device (100) in the toy (6).
  • FIG 6. Shows a view of a second mode of coupling the device (100) in the toy (6).
  • FIG 7. Shows a first way of using the system recommended here.
  • FIG 8. Shows a second way of using the system presented here.
  • the present invention in its preferred non-limiting use It allows integrating one or more conventional toys (that is objects) and of any kind as control elements or controllers in a computer game or video game console. That is, a physical object becomes a peripheral configured to execute certain actions on a computer program.
  • a horizontally delimited area (1) such as a table (figure 1), a part of the floor (21) in the figure 2 or even an entire room or outdoor playground (31) in Figure 3.
  • At least one screen (2.22.32) or a video projector (3.23.33) will be placed, both devices being compatible with each other and can be used interchangeably depending on the needs and / or user tastes.
  • the function of these elements is to show a virtual environment (image and sound) related to the video game, such as virtual characters to guide during the game, or other virtual elements that complement the user experience while playing.
  • This screen (2,22,32) may be the monitor of a computer, or any conventional television.
  • the system will have an infrared sensor and transmitter both configured as a computer peripheral that can be connected via USB and consisting of two elements: an image sensor (4b, 24b, 34b) and an infrared transmitter (4a, 24a, 34a ).
  • the image sensor (4b, 24b, 34b) is composed of a conventional digital video camera to whose optics an infrared light filter is applied at 850 nm, to capture only the light at that frequency.
  • this camera has a set of interchangeable optics or variable focal optics, which allows to vary the field of vision to adjust it to the different configurations of previously proposed play area (1, 21, 31) which is variable and previously configurable by the user, the image sensor (4b, 24b, 34b) being the one that adapts to the area (1, 21, 31) and not vice versa.
  • the infrared emitter (4a, 24a, 34a) is a high intensity pulse LED emitter of infrared light at 780 nm, and where the emission of said pulses will be controlled through the USB interface by a processor (5, 25, 35 ) to which you are connected.
  • the system incorporates a processor (5,25,35) which consists of a preferred embodiment in a CPU or in a video game console, in which the input and / or output of the sensor (4b, 24b, 34b) and infrared emitter are connected (4th, 24th, 34th), the screen (2.22.32) and / or the projector (3.23.33). Its function is the analysis of the video captured by the sensor (4b, 24b, 34b) for the identification and monitoring of toys (6,26,36) in the area of the game (1, 21, 31), and the execution of the logic of the video game.
  • the system incorporates for its use and / or game, a plurality of objects, in this preferred embodiment conventional toys (6,26,36), which will be manipulated by users to evolve the video game.
  • said toys (6,26,36) incorporate an electronic device (100) in charge of visual communication with the computer processor and the detection and execution of changes in the state of the toy.
  • Said electronic device (100) allows the processor (5.25.35) to identify the toy (6.26.36); follow the position (in two dimensions) and the orientation (on an axis) of the toy on the playing area (1); Identify different states of the toy (6,26,36) caused by the use and / or manipulation of the toy by the user, and finally cause changes in its condition.
  • the electronic device (100) comprises at least one body (101) with a flat rectangular shape, and whose measurements will vary depending on the type of toy (6.26.36) to which it is adapted.
  • a slit (102) will be placed for the insertion therein of a visual marker (103), and in which a plurality or 850 nm infrared LED diode array (102a) for the correct backlight of the coupled marker.
  • the visual marker (103) is essentially a card materialized in various materials, such as paper, cardboard, acetate, or any other with similar characteristics and allowing infrared light to pass through at least one area or portion thereof, the rest being opaque, with a variable distribution of them, depending on the specific needs of the case.
  • the processor (5,25,35) has visual recognition algorithms to visually identify each marker (103), and thus identify each object or toy (6.26,36), and calculate its position and orientation with respect to the area of game (1, 21, 31).
  • the system can include a collection of these cards, or they can be generated by computer through specific software for this purpose and printed on any conventional printer, so that it is the players themselves who create their own hybrid video games through said software that can be installed in the processor itself (5,25,35).
  • the device (100) in turn incorporates an array or strip (104) of the toy state consisting of a strip or array of several infrared LEDs (850nm) aligned.
  • the number of LEDs in this array can vary between one and four depending on the size of the device (100).
  • the computer processor (5,25,35) can visually detect which of these diodes are on, which will be activated depending on the number of sensors connected in the array of sensor connectors (105) composed of a plurality of female electronic connectors ( positive and negative pins), each associated to an LED of the array of toy states (104).
  • an electronic sensor of a collection of devices can be connected: switches, Reed-switches, proximity sensors, pressure sensors, light sensors, etc.
  • switches Reed-switches
  • proximity sensors sensors
  • pressure sensors pressure sensors
  • light sensors etc.
  • the device (100) in turn incorporates an infrared sensor (106) composed of an infrared light sensor (780 nm), which detects the light pulses sent by the USB infrared emitter (4a, 24a, 34a) connected to the element processor (5.25.35). In this way, and by the frequency of the pulses detected, the computer system can send orders to a device (100).
  • an infrared sensor (106) composed of an infrared light sensor (780 nm), which detects the light pulses sent by the USB infrared emitter (4a, 24a, 34a) connected to the element processor (5.25.35).
  • Said commands activate an actuator connected in the array of connectors (107) of actuators comprising a variety of female electronic connectors to which an electronic device from a collection of actuators (for example, can be connected). motors, lights, speakers, vibrators, or any other), so that the actuator will be activated when the infrared sensor (106) detects a certain frequency of infrared pulses (780nm) sent by the processor (5,25,35) to through the infrared emitter (4th, 24th, 34th).
  • the device (100) can be attached to both the base (figure 5) and the top (figure 6) of the toys (6), depending on the configuration of the game environment.
  • FIG. 7 A first practical embodiment of the invention is shown in Figure 7, where the toy is used to make bread.
  • the user has to place a toy doll (71) inside the mill (70). Then, spin the blades blowing. When turning, loaves (72) appear as virtual elements projected on the surface, at the mill gate (70).
  • the mill-shaped toy (70) is coupled with a device (100) with marker (73) in its upper part for recognition in a game configuration as described above.
  • One of the sensor connector arrays (105) is connected to a switch embedded in the blades (74) of the mill, so that the infrared LED (104) associated with said connector turns on and off according to the blades (74) of the mill go around.
  • the doll (71) contains a magnet. Inside the mill (70) there is a reed-switch connected to one of the sensors array connectors (105) of the device (100). This causes the LED of the array of states associated with that connector to light up when the doll (71) is inside the mill (70).
  • the computer processor (5,25,35) identifies the mill (70) by its visual marker (103) and deduces its position and orientation in the playing area (1).
  • the computer processor (5,25,35) is able to know if the doll (71) is inside the mill (70) if it detects that the associated LED of the array of states (104) is on, and knows when to turn the blades ( 74) of the mill when the associated LED of the array of states (104) of the device is turned on and off. With this, the logic of the game knows that it has to project new virtual breads.
  • Figure 8 shows a second practical embodiment where the toy is a train (80) that is responsible for collecting the breads that are manufactured in the mill toy.
  • a device (100) with a visual marker (103) is placed at the top of the locomotive (81) .
  • a reed-switch embedded in the locomotive cabin (81) is connected.
  • the doll (82) contains a magnet that activates the reed-Switch, which turns on the corresponding LED of the array of status LEDs (104).
  • the motor (84) of the locomotive (81) is connected to one of the actuator connectors (107), and to the other actuator connector it is connected to the loader (85) of the locomotive.
  • the infrared sensor (106) detects pulses emitted by the infrared emitter (4th, 24th, 34th) USB connected to the computer processor (5,25,35). Depending on the frequency of these pulses, connect the engine (84) of the locomotive, or blow the whistle (85). In this way, when the computer processor (5.25.35) detects the status LED (104) corresponding to the doll (82) placed in the cabin, it sends infrared pulses through the LED emitter (4th, 24th, 34th) to activate the engine (84) of the locomotive.

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • General Engineering & Computer Science (AREA)
  • Theoretical Computer Science (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Toys (AREA)
  • Closed-Circuit Television Systems (AREA)
  • Studio Devices (AREA)

Abstract

Système et procédé pour l'identification et le contrôle d'objets (6, 26, 36) dans un espace délimité horizontalement (1, 21, 31) qui comprend un espace horizontal (1, 21, 31) de surface variable et configurable sur laquelle sont disposés plusieurs objets (6, 26, 36). Ledit système comprend aussi une unité de contrôle avec au moins un processeur (5, 25, 35) ; et des moyens configurés pour envoyer et recevoir des signaux infrarouges comprenant plusieurs émetteurs dans le spectre infrarouge (4a, 24a, 34a) et un appareil photo à vision infrarouge (4b,24b,34b) ; chacun desdits objets (6, 26, 36) présentant un dispositif (100) identificateur collé de manière qu'un seul dispositif (100) identifie un seul objet (6, 26, 36).
PCT/ES2014/000016 2013-02-08 2014-02-05 Système et procédé pour l'identification et le contrôle d'objets dans un espace délimité, et utilisation dans la création de jeux vidéo hybrides WO2014122341A1 (fr)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
ESP201330154 2013-02-08
ES201330154A ES2492165B1 (es) 2013-02-08 2013-02-08 Sistema y método para la identificación y control de objetos en un espacio delimitado y uso en la creación de videojuegos híbridos

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WO2014122341A1 true WO2014122341A1 (fr) 2014-08-14

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WO (1) WO2014122341A1 (fr)

Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20060277571A1 (en) * 2002-07-27 2006-12-07 Sony Computer Entertainment Inc. Computer image and audio processing of intensity and input devices for interfacing with a computer program
US20080070684A1 (en) * 2006-09-14 2008-03-20 Mark Haigh-Hutchinson Method and apparatus for using a common pointing input to control 3D viewpoint and object targeting
US20080080789A1 (en) * 2006-09-28 2008-04-03 Sony Computer Entertainment Inc. Object detection using video input combined with tilt angle information
US20110169737A1 (en) * 2010-01-12 2011-07-14 Nintendo Co., Ltd. Storage medium having information processing program stored therein, information processing apparatus, and information processing system

Patent Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20060277571A1 (en) * 2002-07-27 2006-12-07 Sony Computer Entertainment Inc. Computer image and audio processing of intensity and input devices for interfacing with a computer program
US20080070684A1 (en) * 2006-09-14 2008-03-20 Mark Haigh-Hutchinson Method and apparatus for using a common pointing input to control 3D viewpoint and object targeting
US20080080789A1 (en) * 2006-09-28 2008-04-03 Sony Computer Entertainment Inc. Object detection using video input combined with tilt angle information
US20110169737A1 (en) * 2010-01-12 2011-07-14 Nintendo Co., Ltd. Storage medium having information processing program stored therein, information processing apparatus, and information processing system

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Publication number Publication date
ES2492165B1 (es) 2015-04-07
ES2492165A1 (es) 2014-09-08

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