WO2016037331A1 - Gesture-based method and system for controlling virtual dice container - Google Patents

Gesture-based method and system for controlling virtual dice container Download PDF

Info

Publication number
WO2016037331A1
WO2016037331A1 PCT/CN2014/086248 CN2014086248W WO2016037331A1 WO 2016037331 A1 WO2016037331 A1 WO 2016037331A1 CN 2014086248 W CN2014086248 W CN 2014086248W WO 2016037331 A1 WO2016037331 A1 WO 2016037331A1
Authority
WO
WIPO (PCT)
Prior art keywords
dice
model
container
collision
friction
Prior art date
Application number
PCT/CN2014/086248
Other languages
French (fr)
Chinese (zh)
Inventor
周谆
Original Assignee
周谆
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 周谆 filed Critical 周谆
Priority to PCT/CN2014/086248 priority Critical patent/WO2016037331A1/en
Publication of WO2016037331A1 publication Critical patent/WO2016037331A1/en

Links

Images

Classifications

    • 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

Definitions

  • the present invention relates to the field of virtual reality technologies, and in particular, to a method and system for controlling a dice container based on gestures.
  • the dice game is a traditional public entertainment project, which is popular among the general public.
  • the traditional dice game is a manual dice. According to the size of the dice on the side, the game is simple, and the game is determined by the odds.
  • the automatic dice machine is used to carry out the dice game.
  • the game host triggers the button of the dice machine. After the fixed time is shaken by the tweezers, the final result of the dice is observed. The result is either manually observed or returned by the chip set inside the dice. The number of points of the dice, then at the end of the game to count and compare the points of all game participants to roll the dice to determine the outcome.
  • the disadvantage of using this kind of scorpion machine is that in order to avoid the possibility of cheating by game participants, the host usually contacts the scorpion machine, and the game participants can only passively watch the operation of the moderator, and their participation in the game is low, and the effect is low. Poor, thus affecting the interest and enthusiasm of the game participants.
  • a method for controlling a dice container based on a gesture comprising: importing a dice container model and a dice model; receiving hand motion information; the hand motion information is spatial three-dimensional coordinates and speed information of a palm or an arm; The hand motion information updates the position of the dice container model on the display interface.
  • the updating the position of the dice container model on the display interface according to the hand information specifically: determining whether the speed of the palm or the arm is greater than a preset speed; if yes, determining according to the hand information
  • the displacement of the forceps container model on the display interface and the speed of movement updating the position of the forceps container model on the display interface based on the displacement and the speed of movement.
  • the updating the position of the dice container model on the display interface according to the hand information specifically: determining a swing amplitude of the palm or the arm according to the hand information; and updating the dice based on the swing amplitude The magnitude of the tilt of the container model on the display interface.
  • the method further includes: establishing a dice container model and a dice model; setting the attributes of the dice container model and the dice model.
  • the method further includes: calling a physics engine to simulate a collision between the dice container model and the dice model Friction, and collision and friction between the scorpion models.
  • the method further comprises: determining the palm or arm Whether the speed is less than the preset speed; if so, stopping the movement of the die container model; after the die model is stationary, counting the number of points of the die model facing upward.
  • the method further includes playing collision and friction while invoking a physics engine to simulate collision and friction between the die container model and the die model, and after collision and friction between the die models Sound effects.
  • the dice model is randomly flipped.
  • a system for controlling a dice container based on a gesture comprising: a depth sensor for acquiring hand motion information; the hand motion information being spatial three-dimensional coordinates and speed information of a palm or an arm; and an introduction unit, And a control unit, configured to receive the hand motion information, and update a position of the die container model on the display interface according to the hand motion information.
  • control unit includes a first determining module and a first updating module, where the first determining module is configured to determine whether the speed of the palm or the arm is greater than a preset speed; When the first judging module judges that the speed of the palm or the arm is greater than the preset speed, determining the displacement and the moving speed of the dice container model on the display interface according to the hand information, and based on the displacement and the movement The speed updates the position of the dice container model on the display interface.
  • control unit further includes a second update module, configured to determine according to the hand information Determining the amplitude of the swing of the palm or arm; and updating the tilting amplitude of the forceps container model on the two-dimensional operating interface based on the amplitude of the swing.
  • controller further includes a building module, configured to establish a dice container model and a dice model; and set the properties of the dice container model and the dice model.
  • system further includes a physics engine, the control unit calls the physics engine; the physics engine simulates collision and friction between the die container model and the die model, and between the die models Collision and friction.
  • control unit further includes a statistics module, configured to: when the first determining module determines that the speed of the palm or the arm is less than a preset speed, after the control unit stops the movement of the die container model, After the scorpion model is still, the number of points of the scorpion model facing upward is counted.
  • system further includes a sound effect unit for simulating collision and friction between the die container model and the die model, and collision and friction between the die models, by calling a physics engine At the same time, the sound effects of collision and friction are played.
  • the building module is further configured to establish a hand model;
  • the importing unit is further configured to import the hand model;
  • the control unit further includes an association module, configured to associate the hand model with the die container model, The hand model is made to conform to the motion of the forceps container model.
  • control unit randomly flips the dice model based on the collision random variable.
  • the beneficial effects or advantages of the technical solution provided by the present invention are: acquiring the hand movement of the game participant in the three-dimensional space, associating the hand movement with the movement of the dice container model of the display interface, and realizing the virtual control display interface of the game participant
  • the dice container model allows game participants to actually participate in the game of shaking the dice, increasing their participation in the game.
  • FIG. 1 is a flow chart of a method for controlling a dice container based on gestures according to the present invention
  • FIG. 2 is a flow chart of still another method for controlling a dice container based on gestures according to the present invention
  • FIG. 3 is a system architecture diagram of a gesture-based control dice container system provided by the present invention.
  • FIG. 4 is a schematic diagram of the operation of the gesture-based control dice container system provided by the present invention.
  • the gesture-non-contact virtual control is used to display the dice container model and/or the dice model displayed on the interface, and the physical engine (for example, Nvidia's PhysX, etc., which uses the CPU, GPU, and the like to accurately simulate the object.
  • the physical engine for example, Nvidia's PhysX, etc., which uses the CPU, GPU, and the like to accurately simulate the object.
  • the simulation effects of gravity, friction, collision, etc.
  • the method for controlling a dice based on gestures includes the following steps:
  • Step S11 importing the dice container model and the dice model
  • the dice container model and the dice model Before importing the dice container model and the dice model, first establish the dice container model and the dice model; and set the properties of the dice container model and the dice model; the setting properties include but are not limited to setting the model material and adding the collider, etc. .
  • a common one to six point dice is used as an example to establish a model, but other patterns are not excluded.
  • the embodiment of the present application is not limited; the dice model is generally a regular hexahedron, and may also have rounded corners.
  • the shape of the tweezers container model may be a closed container or other shape, including an open container that is not sealed on one side, or a fully enclosed container.
  • the scorpion container model and the scorpion model After setting up the scorpion container model and the scorpion model, set the scorpion container model and the scorpion model to the Rigid body and set their rigid body properties, including but not limited to weight, resistance, angular resistance, gravity. Influencing, etc.; adding a first collider to the dice container model, adding a second collider to the dice model, setting the physical material of each part of the dice container model, and setting the material of the dice model because of the surface of the different physical materials Collision and friction will have different rebound and friction effects.
  • Step S12 receiving hand motion information;
  • the hand motion information is spatial three-dimensional coordinates and speed information of the palm or the arm;
  • the movement information of the hand is obtained by setting the model of the dice container
  • the depth sensor around the display interface is implemented; the current depth sensor can obtain the three-dimensional coordinates and speed of the motion space of the hand, the arm, etc., taking the kinect sensor as an example, which can be obtained at a frequency of 30-60 frames per second.
  • the information of the hand, and the LeapMotion sensor can be acquired at a frequency of 1000 frames per second, which can fully meet the refresh frequency requirements of tens of frames in 3D simulation.
  • the depth sensor 1 is placed on the front end of the display interface 2 , and the sensible range forms an interaction space in front of the display interface to sense the palm or the arm, and the game participant performs the hand operation in the interaction space.
  • the palm or arm position and velocity information can be sensed by the depth sensor.
  • Step S13 updating the position of the die container model on the display interface according to the hand motion information.
  • the depth sensor acquires the spatial three-dimensional coordinates and velocity information of the palm or arm in three-dimensional space.
  • the velocity information includes the velocity and velocity directions.
  • the mapping can be mapped to two.
  • the translational motion in the dimensional coordinate system can also be mapped into motion in another three-dimensional coordinate system. This scheme does not limit.
  • the three-dimensional display of the palm or arm is mapped to the motion in the other three-dimensional coordinate system.
  • the position of the dice container model on the display interface can be updated in two ways:
  • the first way is to determine whether the speed of the palm or the arm is greater than a preset speed; if so, determining the displacement and the speed of the movement of the forceps container model on the display interface according to the hand information; and based on the displacement And the speed of the movement updates the position of the dice container model on the display interface.
  • the spatial three-dimensional coordinates of the palm or arm acquired by the depth sensor are mapped to the three-dimensional coordinate system of the display interface, and the palm or the arm is calculated in the three-dimensional coordinate system of the interactive interface according to the change of the coordinates of the palm or the arm in the spatial three-dimensional coordinate system.
  • Displacement and displacement velocity, and correlating the displacement and displacement velocity with the forceps container model so that the forceps container model changes position according to the displacement and displacement speed, thereby converting the movement of the hand into the movement of the forceps container model, realizing The effect of virtual control of the dice container model with gestures.
  • the second way is: determining the swing amplitude of the palm or the arm according to the hand information; and updating the tilting amplitude of the forceps container model on the display interface based on the swing amplitude.
  • the effect of the scorpion container model shaking with the overall gesture is the effect of the scorpion container model shaking with the overall gesture.
  • the displacement and speed of the sway depends on the displacement and speed of the palm or arm shaking in three dimensions; in the second way, the effect of the scorpion container model with the bottom (or top) as the axis swaying, the depth sensor
  • the obtained three-dimensional coordinates of the palm or arm are mapped to the three-dimensional coordinate system of the display interface, and the amplitude of the palm or arm in the three-dimensional coordinate system of the display interface is calculated according to the change of the coordinates of the palm or the arm in the spatial three-dimensional coordinate system.
  • the depth sensor is used to acquire the hand movement information of the game participant in the three-dimensional space, and the movement of the hand is associated with the movement of the dice container model of the display interface to realize the dice container of the virtual control display interface of the game participant.
  • Game participants really participate in the game of shaking the dice, increasing their participation in the game.
  • the method provided by the embodiment of the present application can also combine the physical engine to realize the collision and friction between the dice model and the dice container model, and the collision and friction between the dice models. , simulating the movement of the dice in the dice container, thus achieving the entire process of shaking the dice game. That is, the physics engine is invoked to simulate the collision and friction between the die container model and the die model, and the collision and friction between the die models; specifically, as shown in FIG. 2, the following steps are included:
  • Step S14 Calling the physics engine
  • Step S15 determining whether collision and friction occur between the die container model and the die model, and between the die models; if yes,
  • Step S16 Simulating the collision and friction.
  • the material of the scorpion container model can be transparent or opaque, or it can be opaque during the shaking of the game participants, and transparent when displaying the details of the scorpion model after the shaking.
  • the amplitude and speed of the swing of the player's hand determines the amplitude and speed of the swing of the dice container model on the display interface.
  • the physics engine counts collisions and frictions while simulating collisions and frictions, and updates the results of the counts into counters. It automatically simulates the collision between the rafters and the rafters and the rafters in conjunction with the properties of the model. Friction, making the scorpion model randomly touch in the scorpion container model Collision and friction, simulate the movement of the dice in reality; thus, the motion simulation of shaking the dice container in reality becomes the animation operation of the display interface, so that any game participants do not directly contact the dice and dice containers, realizing the fairness and fairness of the game process. And make the interactive experience of game participants more direct.
  • the physics engine can be invoked to simulate the collision and friction between the die container model and the die model, and the collision and friction between the die models, for each collision and Friction adds a collision random variable to randomly flip the dice model. Since the system can not only influence the result through the collision and friction effect of the physics engine and the model material, it can also add random variables such as flipping and moving to influence the result (such as the flip angle, rebound speed, etc.) at any time during the movement of the die model. This can further strengthen the randomness of the dice model points and eliminate the artificial control factors.
  • the virtual gesture control can be stopped, or the speed of the hand motion can be slowed down, as in the actual operation; thus, the method provided by the embodiment of the present application proceeds to the following steps:
  • Step S17 determining whether the speed of the palm or the arm is less than a preset speed
  • step S18 stopping the movement of the die container model
  • Step S19 After the dice model is stationary, the number of points of the dice model facing upward is counted.
  • the movement speed of the palm or the arm in a certain period of time is less than the threshold set in advance, or the collision between the dice container model and the dice model, and the dice model collide with each other.
  • the number of times of friction and the number of frictions is greater than a threshold set in advance. If the condition is met, the motion of the rafter model is stopped, and the simulation of the physics engine is further stopped, and the number of points of all the scorpion models facing upward is counted after the scorpion model is stationary.
  • the dice model can be The simulation of the random collision between the dice model and the dice container model (when the material of the dice container model is transparent) can also display the random state of the dice after the shaking of the dice container is completed (in the process of simulating the dice container, setting The material of the scorpion container model is opaque. After the game is over, the material of the scorpion container model is set to be transparent, showing the random state of the scorpion model.
  • the random state can be random and non-referenced (ie, not related to the actual number of points). ), just to demonstrate the improvement of game simulation, or the number of points on the calculated side of the dice model After that, the display state of the die model is simulated according to the number of points, so that the number of displayed points coincides with the calculated number of points.
  • the physical engine when invoked to simulate the collision and friction between the die container model and the die model, and the collision and friction between the die models, the sound effects of collision and friction are played, and the shaking is further improved.
  • the fidelity of the dice even with lighting effects and background music, mobilize the interest and enthusiasm of the game participants.
  • the embodiment of the present application further provides a system for controlling a dice container based on a gesture, as shown in FIG. 3 and FIG. 4, including a depth sensor 1, a display interface 2, an import unit 3, and a control unit 4.
  • the display interface may be, but is not limited to, a television screen, a projection screen, a computer screen, and the like.
  • a depth sensor 1 for acquiring hand motion information
  • the hand motion information is spatial three-dimensional coordinates and speed information of a palm or an arm
  • the import unit 3 is configured to import the dice container model and the dice model
  • the control unit 4 is configured to receive the hand motion information, and update the position of the die container model on the display interface 2 according to the hand motion information.
  • the system cyclically receives the hand motion information of the game participant acquired by the depth sensor 1 at a set frequency (system automatic setting or game participant setting by the setting menu), and then moves the hand of the game participant according to the hand motion information.
  • a set frequency system automatic setting or game participant setting by the setting menu
  • the action of using the gesture virtual control to shake the scorpion container is realized, so that the game participants actually participate in the process of rolling the dice, thereby improving the user experience.
  • control unit 4 further includes a first determining module 41 and a first updating module 42, a second updating module 43, and a building module 44.
  • the first determining module 41 is configured to determine whether the speed of the palm or the arm is greater than a preset speed
  • the first update module 42 is configured to determine, according to the hand information, a displacement and a moving speed of the die container model on the display interface when the first determining module determines that the speed of the palm or the arm is greater than a preset speed. And updating the position of the die container model on the display interface based on the displacement and the speed of movement.
  • the second updating module 43 is configured to determine a swinging amplitude of the palm or the arm according to the hand information; and update a tilting amplitude of the forceps container model on the display interface based on the swinging amplitude.
  • the building module 44 is configured to establish a dice container model and a dice model; set the properties of the dice container model and the dice model; and add a first collider and a second collider respectively for the dice container model and the dice model.
  • the system for controlling a dice container based on gestures further includes a physics engine 5; the control unit calls the physics engine; the physics engine simulates collision and friction between the dice container model and the dice model And the collision and friction between the dice models.
  • the control unit 4 further includes a statistic module 45, configured to determine, at the first judging module, that the speed of the palm or the arm is less than a preset speed, after the control unit stops the movement of the dice container, the dice model is stationary After counting the number of points on the side of the dice.
  • the building module 44 can also be used to establish a hand model; the import unit 3 is further configured to import the hand model while importing the die container model and the die model; the control unit 4 further includes an association module 46, And correlating the hand model with the forceps container model such that the hand model is consistent with the motion of the forceps container model.
  • the virtual handheld tweezers container model can be displayed to shake and improve the simulation effect of the game.
  • control unit 4 is further configured to simulate a collision and friction between the die container model and the die model, and a collision and friction between the die models, by calling a physics engine. At the same time, a collision random variable is added for each collision and friction; the control unit randomly flips the dice model based on the collision random variable.
  • system may further include a sound effect unit 6 for simulating collision and friction between the die container model and the die model at the calling physics engine, and collision between the die model and While rubbing, play the sound of collision and friction; make the simulation of the roll Cheng is more realistic.
  • a sound effect unit 6 for simulating collision and friction between the die container model and the die model at the calling physics engine, and collision between the die model and While rubbing, play the sound of collision and friction; make the simulation of the roll Cheng is more realistic.
  • a three-dimensional simulation model of the dice container and the dice is established, and the hand movement of the game participant is acquired by the depth sensor, and the movement of the hand movement and the movement of the dice container model is performed.
  • the game participants use gestures to virtually control the shaking of the dice container, so that the game participants actually participate in the game of shaking the dice container, improving the user experience, and combining the physical engine to simulate the reality between the dice and the dice container. Collision and friction, the real realization of the process of shaking the dice container when the game participants achieve virtual control, improve the simulation of the game.
  • the system can return the results of multiple players or one game participant to roll the dice at the same time, without the need for the game participants to watch the dice points and the statistical outcomes, further enhancing the user experience.
  • the computer program instructions can also be stored in a computer readable memory that can direct a computer or other programmable data processing device to operate in a particular manner, such that the instructions stored in the computer readable memory produce an article of manufacture comprising the instruction device.
  • the apparatus implements the functions specified in one or more blocks of a flow or a flow and/or block diagram of the flowchart.
  • These computer program instructions can also be loaded onto a computer or other programmable data processing device such that a series of operational steps are performed on a computer or other programmable device to produce computer-implemented processing for execution on a computer or other programmable device.
  • the instructions provide steps for implementing the functions specified in one or more of the flow or in a block or blocks of a flow diagram.

Landscapes

  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Processing Or Creating Images (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

A gesture-based method for controlling a virtual dice container. The method comprises the step of importing a dice container model and a dice model, the step of receiving hand movement information, and the step of updating the display position of the dice container model on a display interface (2) according to the hand movement information. The hand movement and the movement of a virtual dice container displayed on the display interface (2) are associated by means of the above steps, so that the virtual dice container is controlled by using gestures.

Description

基于手势控制骰子容器的方法及系统Method and system for controlling dice container based on gesture 技术领域Technical field
本发明涉及虚拟现实技术领域,尤其涉及一种基于手势控制骰子容器的方法及系统。The present invention relates to the field of virtual reality technologies, and in particular, to a method and system for controlling a dice container based on gestures.
背景技术Background technique
骰子游戏是传统的大众娱乐项目,深受普通大众喜爱;传统的骰子游戏是手工方式掷骰子,根据朝上一面的骰子点数大小,判定胜负,游戏简单,主要由几率决定胜负结果。The dice game is a traditional public entertainment project, which is popular among the general public. The traditional dice game is a manual dice. According to the size of the dice on the side, the game is simple, and the game is determined by the odds.
现今多采用自动骰子机进行骰子游戏,游戏主持人触发骰子机的按钮,由骰子机摇动固定时间后观察掷骰子最终的结果,其结果或者通过人工观察,或者是通过设置在骰子内部的芯片返回骰子的点数,然后在游戏最后将所有游戏参与者掷骰子的点数进行统计和比较来决定胜负。Nowadays, the automatic dice machine is used to carry out the dice game. The game host triggers the button of the dice machine. After the fixed time is shaken by the tweezers, the final result of the dice is observed. The result is either manually observed or returned by the chip set inside the dice. The number of points of the dice, then at the end of the game to count and compare the points of all game participants to roll the dice to determine the outcome.
但这种骰子机的使用缺点在于:为了避免游戏参与者的作弊可能,通常由主持人接触骰子机,游戏参与者只能被动的观看主持人的操作,其对游戏的参与度低,体验效果差,从而影响游戏参与者的兴趣和热情。However, the disadvantage of using this kind of scorpion machine is that in order to avoid the possibility of cheating by game participants, the host usually contacts the scorpion machine, and the game participants can only passively watch the operation of the moderator, and their participation in the game is low, and the effect is low. Poor, thus affecting the interest and enthusiasm of the game participants.
发明内容Summary of the invention
本发明的目的是提供一种基于手势控制骰子容器的方法及系统,以解决现有技术中游戏参与者对骰子游戏的参与度低的技术问题。It is an object of the present invention to provide a method and system for controlling a dice container based on a gesture to solve the technical problem of low participation of a game participant in a dice game in the prior art.
本发明的目的是通过以下技术方案实现的:The object of the invention is achieved by the following technical solutions:
提供了一种基于手势控制骰子容器的方法,所述方法包括:导入骰子容器模型和骰子模型;接收手部运动信息;所述手部运动信息为手掌或手臂的空间三维坐标和速度信息;根据所述手部运动信息更新所述骰子容器模型在显示界面上的位置。A method for controlling a dice container based on a gesture is provided, the method comprising: importing a dice container model and a dice model; receiving hand motion information; the hand motion information is spatial three-dimensional coordinates and speed information of a palm or an arm; The hand motion information updates the position of the dice container model on the display interface.
进一步的,所述根据所述手部信息更新所述骰子容器模型在显示界面上的位置,具体为:判断所述手掌或手臂的速度是否大于预设速度;若是,根据所述手部信息确定所述骰子容器模型在显示界面上的位移和移动的速度;基于所述位移和移动的速度更新所述骰子容器模型在所述显示界面上的位置。 Further, the updating the position of the dice container model on the display interface according to the hand information, specifically: determining whether the speed of the palm or the arm is greater than a preset speed; if yes, determining according to the hand information The displacement of the forceps container model on the display interface and the speed of movement; updating the position of the forceps container model on the display interface based on the displacement and the speed of movement.
进一步的,所述根据所述手部信息更新所述骰子容器模型在显示界面上的位置,具体为:根据所述手部信息确定手掌或手臂的摆动幅度;基于所述摆动幅度更新所述骰子容器模型在所述显示界面上的倾斜幅度。Further, the updating the position of the dice container model on the display interface according to the hand information, specifically: determining a swing amplitude of the palm or the arm according to the hand information; and updating the dice based on the swing amplitude The magnitude of the tilt of the container model on the display interface.
进一步的,所述接收手部运动信息之前,所述方法还包括:建立骰子容器模型和骰子模型;设置所述骰子容器模型和骰子模型的属性。Further, before the receiving the hand motion information, the method further includes: establishing a dice container model and a dice model; setting the attributes of the dice container model and the dice model.
进一步的,所述根据所述手部信息更新所述骰子容器模型在显示界面上的位置之后,所述方法还包括:调用物理引擎模拟所述骰子容器模型和所述骰子模型之间的碰撞和摩擦,以及所述骰子模型之间的碰撞和摩擦。Further, after the updating the position of the dice container model on the display interface according to the hand information, the method further includes: calling a physics engine to simulate a collision between the dice container model and the dice model Friction, and collision and friction between the scorpion models.
进一步的,在调用物理引擎模拟所述骰子容器模型和所述骰子模型之间的碰撞和摩擦,以及所述骰子模型之间的碰撞和摩擦之后,所述方法还包括:判断所述手掌或手臂的速度是否小于预设速度;若是,停止所述骰子容器模型的运动;在所述骰子模型静止后,统计所述骰子模型朝上一面的点数。Further, after invoking a physics engine to simulate collision and friction between the die container model and the die model, and collision and friction between the die models, the method further comprises: determining the palm or arm Whether the speed is less than the preset speed; if so, stopping the movement of the die container model; after the die model is stationary, counting the number of points of the die model facing upward.
进一步的,所述方法还包括,在调用物理引擎模拟所述骰子容器模型和所述骰子模型之间的碰撞和摩擦,以及所述骰子模型之间的碰撞和摩擦之后的同时,播放碰撞和摩擦的音效。Further, the method further includes playing collision and friction while invoking a physics engine to simulate collision and friction between the die container model and the die model, and after collision and friction between the die models Sound effects.
进一步的,在调用物理引擎模拟所述骰子容器模型和所述骰子模型之间的碰撞和摩擦,以及所述骰子模型之间的碰撞和摩擦之后的同时,针对每次碰撞和摩擦添加碰撞随机变量,使所述骰子模型随机翻转。Further, while calling the physics engine to simulate the collision and friction between the die container model and the die model, and after the collision and friction between the die models, adding a collision random variable for each collision and friction , the dice model is randomly flipped.
还提供了一种基于手势控制骰子容器的系统,所述系统包括:深度传感器,用于获取手部运动信息;所述手部运动信息为手掌或手臂的空间三维坐标和速度信息;导入单元,用于导入骰子容器模型和骰子模型;控制单元,用于接收所述手部运动信息,并根据所述手部运动信息更新所述骰子容器模型在显示界面上的位置。There is also provided a system for controlling a dice container based on a gesture, the system comprising: a depth sensor for acquiring hand motion information; the hand motion information being spatial three-dimensional coordinates and speed information of a palm or an arm; and an introduction unit, And a control unit, configured to receive the hand motion information, and update a position of the die container model on the display interface according to the hand motion information.
进一步的,所述控制单元包括第一判断模块和第一更新模块,所述第一判断模块用于判断所述手掌或手臂的速度是否大于预设速度;所述第一更新模块用于在所述第一判断模块判断所述手掌或手臂的速度大于预设速度时,根据所述手部信息确定所述骰子容器模型在显示界面上的位移和移动的速度,并基于所述位移和移动的速度更新所述骰子容器模型在所述显示界面上的位置。Further, the control unit includes a first determining module and a first updating module, where the first determining module is configured to determine whether the speed of the palm or the arm is greater than a preset speed; When the first judging module judges that the speed of the palm or the arm is greater than the preset speed, determining the displacement and the moving speed of the dice container model on the display interface according to the hand information, and based on the displacement and the movement The speed updates the position of the dice container model on the display interface.
进一步的,所述控制单元还包括第二更新模块,用于根据所述手部信息确 定手掌或手臂的摆动幅度;并基于所述摆动幅度更新所述骰子容器模型在所述二维操作界面上的倾斜幅度。Further, the control unit further includes a second update module, configured to determine according to the hand information Determining the amplitude of the swing of the palm or arm; and updating the tilting amplitude of the forceps container model on the two-dimensional operating interface based on the amplitude of the swing.
进一步的,所述控制器还包括构建模块,所述构建模块用于建立骰子容器模型和骰子模型;并设置所述骰子容器模型和所述骰子模型的属性。Further, the controller further includes a building module, configured to establish a dice container model and a dice model; and set the properties of the dice container model and the dice model.
进一步的,所述系统还包括物理引擎,所述控制单元调用所述物理引擎;所述物理引擎模拟所述骰子容器模型和所述骰子模型之间的碰撞和摩擦,以及所述骰子模型之间的碰撞和摩擦。Further, the system further includes a physics engine, the control unit calls the physics engine; the physics engine simulates collision and friction between the die container model and the die model, and between the die models Collision and friction.
进一步的,所述控制单元还包括统计模块,用于在所述第一判断模块判断所述手掌或手臂的速度小于预设速度,所述控制单元停止所述骰子容器模型的运动之后,在所述骰子模型静止后统计所述骰子模型朝上一面的点数。Further, the control unit further includes a statistics module, configured to: when the first determining module determines that the speed of the palm or the arm is less than a preset speed, after the control unit stops the movement of the die container model, After the scorpion model is still, the number of points of the scorpion model facing upward is counted.
进一步的,所述系统还包括音效单元,所述音效单元用于在调用物理引擎模拟所述骰子容器模型和所述骰子模型之间的碰撞和摩擦,以及所述骰子模型之间的碰撞和摩擦之后的同时,播放碰撞和摩擦的音效。Further, the system further includes a sound effect unit for simulating collision and friction between the die container model and the die model, and collision and friction between the die models, by calling a physics engine At the same time, the sound effects of collision and friction are played.
进一步的,所述构建模块还用于建立手模型;所述导入单元还用于导入所述手模型;所述控制单元还包括关联模块,用于关联所述手模型与所述骰子容器模型,使得所述手模型与所述骰子容器模型的运动一致。Further, the building module is further configured to establish a hand model; the importing unit is further configured to import the hand model; the control unit further includes an association module, configured to associate the hand model with the die container model, The hand model is made to conform to the motion of the forceps container model.
进一步的,在调用物理引擎模拟所述骰子容器模型和所述骰子模型之间的碰撞和摩擦,以及所述骰子模型之间的碰撞和摩擦之后的同时,针对每次碰撞和摩擦添加碰撞随机变量;所述控制单元基于所述碰撞随机变量使所述骰子模型随机翻转。Further, while calling the physics engine to simulate the collision and friction between the die container model and the die model, and after the collision and friction between the die models, adding a collision random variable for each collision and friction The control unit randomly flips the dice model based on the collision random variable.
本发明提供的技术方案的有益效果或者优点是:获取游戏参与者在三维空间的手部运动,将手部运动与显示界面的骰子容器模型的移动关联起来,实现游戏参与者虚拟控制显示界面的骰子容器模型,使游戏参与者真正参与到摇晃骰子的游戏中来,提高了其对游戏的参与度。The beneficial effects or advantages of the technical solution provided by the present invention are: acquiring the hand movement of the game participant in the three-dimensional space, associating the hand movement with the movement of the dice container model of the display interface, and realizing the virtual control display interface of the game participant The dice container model allows game participants to actually participate in the game of shaking the dice, increasing their participation in the game.
附图说明DRAWINGS
图1为本发明提供的基于手势控制骰子容器的方法流程图;1 is a flow chart of a method for controlling a dice container based on gestures according to the present invention;
图2为本发明提供的基于手势控制骰子容器的又一方法流程图;2 is a flow chart of still another method for controlling a dice container based on gestures according to the present invention;
图3为本发明提供的基于手势控制骰子容器系统的系统架构图;3 is a system architecture diagram of a gesture-based control dice container system provided by the present invention;
图4为本发明提供的基于手势控制骰子容器系统的操作示意图。 4 is a schematic diagram of the operation of the gesture-based control dice container system provided by the present invention.
具体实施方式detailed description
下面将结合附图,对本发明实施例提供的实现基于手势控制骰子容器的方法与系统的技术方案进行详细描述。The technical solution of the method and system for implementing the gesture control based on the gesture container according to the embodiment of the present invention will be described in detail below with reference to the accompanying drawings.
本申请实施例中,采用手势非接触式的虚拟控制显示界面上显示的骰子容器模型和/或骰子模型,并利用物理引擎(例如Nvidia公司的PhysX等,其使用CPU、GPU等资源准确模拟物体在三维空间中所受的重力、摩擦、碰撞等仿真效果)模拟骰子模型之间以及骰子容器模型与骰子模型之间的碰撞,实现游戏参与者用手势虚拟控制摇晃骰子容器的过程,带来逼真的交互体验,并且可以在模拟中根据骰子模型之间以及骰子容器模型与骰子模型之间的碰撞次数,自动读取和统计骰子模型的点数,达到准确公正的控制结果的随机性。In the embodiment of the present application, the gesture-non-contact virtual control is used to display the dice container model and/or the dice model displayed on the interface, and the physical engine (for example, Nvidia's PhysX, etc., which uses the CPU, GPU, and the like to accurately simulate the object. The simulation effects of gravity, friction, collision, etc. in the three-dimensional space) simulate the collision between the scorpion models and the scorpion container model and the scorpion model, realizing the process of the game participants shaking the scorpion container with the gesture virtual control, bringing the lifelike The interactive experience, and in the simulation, according to the number of collisions between the scorpion models and between the scorpion container model and the scorpion model, the number of points of the scorpion model is automatically read and counted, and the randomness of the accurate and fair control results is achieved.
具体的,本申请实施例提供的基于手势控制骰子的方法,如图1所示,包括如下步骤:Specifically, the method for controlling a dice based on gestures provided by the embodiment of the present application, as shown in FIG. 1 , includes the following steps:
步骤S11:导入骰子容器模型和骰子模型;Step S11: importing the dice container model and the dice model;
在导入骰子容器模型和骰子模型之前,首先要建立骰子容器模型和骰子模型;并设置所述骰子容器模型和骰子模型的属性;设置属性包括但不受限于设置模型的材质和添加碰撞器等。Before importing the dice container model and the dice model, first establish the dice container model and the dice model; and set the properties of the dice container model and the dice model; the setting properties include but are not limited to setting the model material and adding the collider, etc. .
具体的,以常见的一至六点的骰子为例建立模型,但也不排除其他图案,本申请实施例不做限制;骰子模型一般是一正六面体,也可以带圆角。骰子容器模型的外形可以是封闭容器,也可以是其他形状,包括一侧不封口的开放型容器,或者全封闭容器。Specifically, a common one to six point dice is used as an example to establish a model, but other patterns are not excluded. The embodiment of the present application is not limited; the dice model is generally a regular hexahedron, and may also have rounded corners. The shape of the tweezers container model may be a closed container or other shape, including an open container that is not sealed on one side, or a fully enclosed container.
建立好骰子容器模型和骰子模型后,设置骰子容器模型和骰子模型为刚体(Rigid body),并设定他们的刚体属性,这些属性包括但不受限于重量、阻力、角阻力、是否受重力影响等;同时为骰子容器模型添加第一碰撞器,为骰子模型添加第二碰撞器,并设定骰子容器模型各部分的物理材质,以及设定骰子模型的材质,因为不同的物理材质的表面发生碰撞、摩擦会出现不同的反弹和摩擦效果。After setting up the scorpion container model and the scorpion model, set the scorpion container model and the scorpion model to the Rigid body and set their rigid body properties, including but not limited to weight, resistance, angular resistance, gravity. Influencing, etc.; adding a first collider to the dice container model, adding a second collider to the dice model, setting the physical material of each part of the dice container model, and setting the material of the dice model because of the surface of the different physical materials Collision and friction will have different rebound and friction effects.
步骤S12:接收手部运动信息;所述手部运动信息为手掌或手臂的空间三维坐标和速度信息;Step S12: receiving hand motion information; the hand motion information is spatial three-dimensional coordinates and speed information of the palm or the arm;
手部(手掌或者手臂)运动信息的获取是通过设置在显示骰子容器模型的 显示界面周围的深度传感器实现的;目前的深度传感器,可以获取到手部、手臂等部位的运动空间三维坐标和速度等信息,以kinect传感器为例,其可以以每秒30-60帧的频率获取手部的信息,而LeapMotion传感器更可以以每秒1000帧的频率获取,完全可以满足三维仿真中几十帧的刷新频率要求。The movement information of the hand (palm or arm) is obtained by setting the model of the dice container The depth sensor around the display interface is implemented; the current depth sensor can obtain the three-dimensional coordinates and speed of the motion space of the hand, the arm, etc., taking the kinect sensor as an example, which can be obtained at a frequency of 30-60 frames per second. The information of the hand, and the LeapMotion sensor can be acquired at a frequency of 1000 frames per second, which can fully meet the refresh frequency requirements of tens of frames in 3D simulation.
如图4中,以深度传感器1放置于显示界面2前端为例,其能感知的范围在显示界面前方形成一个能感知手掌或手臂的交互空间,游戏参与者在此交互空间内进行手部操作时,其手掌或手臂位置和速度信息都能被该深度传感器感知。As shown in FIG. 4 , the depth sensor 1 is placed on the front end of the display interface 2 , and the sensible range forms an interaction space in front of the display interface to sense the palm or the arm, and the game participant performs the hand operation in the interaction space. At the same time, the palm or arm position and velocity information can be sensed by the depth sensor.
步骤S13:根据所述手部运动信息更新所述骰子容器模型在显示界面上的位置。Step S13: updating the position of the die container model on the display interface according to the hand motion information.
深度传感器获取到的是手掌或手臂的在三维空间中的空间三维坐标和速度信息,速度信息包括速率和速度方向;将手掌或者手臂在三维空间的运动映射到显示界面上时,可以映射为二维坐标系内的平移运动,也可以映射成为另一个三维坐标系内的运动,本方案不做限制。以骰子容器模型在仿真系统中是三维显示为最优,则优选将手掌或手臂的在三维空间的运动映射到另外一个三维坐标系内的运动。The depth sensor acquires the spatial three-dimensional coordinates and velocity information of the palm or arm in three-dimensional space. The velocity information includes the velocity and velocity directions. When the motion of the palm or arm in the three-dimensional space is mapped to the display interface, the mapping can be mapped to two. The translational motion in the dimensional coordinate system can also be mapped into motion in another three-dimensional coordinate system. This scheme does not limit. Preferably, the three-dimensional display of the palm or arm is mapped to the motion in the other three-dimensional coordinate system.
具体的,可以通过两种方式更新骰子容器模型在显示界面上的位置:Specifically, the position of the dice container model on the display interface can be updated in two ways:
第一种方式是,判断所述手掌或手臂的速度是否大于预设速度;若是,根据所述手部信息确定所述骰子容器模型在显示界面上的位移和移动的速度;并基于所述位移和移动的速度更新所述骰子容器模型在所述显示界面上的位置。The first way is to determine whether the speed of the palm or the arm is greater than a preset speed; if so, determining the displacement and the speed of the movement of the forceps container model on the display interface according to the hand information; and based on the displacement And the speed of the movement updates the position of the dice container model on the display interface.
将深度传感器获取到的手掌或手臂的空间三维坐标映射到显示界面的三维坐标系中,根据手掌或手臂在空间三维坐标系中坐标的变化,计算出手掌或手臂在交互界面三维坐标系中的位移和位移速度,并将这种位移和位移速度与所述骰子容器模型关联,使骰子容器模型按照这种位移和位移速度变化位置,从而将手部的动作转化为骰子容器模型的运动,实现了用手势虚拟控制骰子容器模型的效果。The spatial three-dimensional coordinates of the palm or arm acquired by the depth sensor are mapped to the three-dimensional coordinate system of the display interface, and the palm or the arm is calculated in the three-dimensional coordinate system of the interactive interface according to the change of the coordinates of the palm or the arm in the spatial three-dimensional coordinate system. Displacement and displacement velocity, and correlating the displacement and displacement velocity with the forceps container model, so that the forceps container model changes position according to the displacement and displacement speed, thereby converting the movement of the hand into the movement of the forceps container model, realizing The effect of virtual control of the dice container model with gestures.
第二种方式是:根据所述手部信息确定手掌或手臂的摆动幅度;基于所述摆动幅度更新所述骰子容器模型在所述显示界面上的倾斜幅度。The second way is: determining the swing amplitude of the palm or the arm according to the hand information; and updating the tilting amplitude of the forceps container model on the display interface based on the swing amplitude.
上述第一种方式中,可以实现的是骰子容器模型随手势整体晃动的效果, 其晃动的位移和速度取决于手掌或手臂在三维空间晃动的位移和速度;而第二种方式中,可以实现的是骰子容器模型以底部(或者顶部)为轴心晃动的效果,将深度传感器获取到的手掌或手臂的空间三维坐标映射到显示界面的三维坐标系中,根据手掌或手臂在空间三维坐标系中坐标的变化,计算出手掌或手臂在显示界面的三维坐标系中晃动的幅度,并将这种幅度与所述骰子容器模型(以底部或者顶部为轴心)的倾斜幅度关联,使骰子容器模型按照这种倾斜幅度倾斜晃动,从而将手部的动作转化为骰子容器模型的运动,实现了用手势虚拟控制骰子容器模型的效果。In the above first mode, what can be achieved is the effect of the scorpion container model shaking with the overall gesture. The displacement and speed of the sway depends on the displacement and speed of the palm or arm shaking in three dimensions; in the second way, the effect of the scorpion container model with the bottom (or top) as the axis swaying, the depth sensor The obtained three-dimensional coordinates of the palm or arm are mapped to the three-dimensional coordinate system of the display interface, and the amplitude of the palm or arm in the three-dimensional coordinate system of the display interface is calculated according to the change of the coordinates of the palm or the arm in the spatial three-dimensional coordinate system. And correlating the magnitude with the tilting amplitude of the braid container model (with the bottom or top as the axis), causing the forceps container model to sway according to the tilting amplitude, thereby transforming the hand motion into the forceps container model. Movement, the effect of virtual control of the dice container model with gestures.
通过上述的手段,利用深度传感器获取游戏参与者在三维空间的手部运动信息,将手部运动与显示界面的骰子容器模型的移动关联起来,实现游戏参与者虚拟控制显示界面的骰子容器,使游戏参与者真正参与到摇晃骰子的游戏中来,提高了其对游戏的参与度。Through the above means, the depth sensor is used to acquire the hand movement information of the game participant in the three-dimensional space, and the movement of the hand is associated with the movement of the dice container model of the display interface to realize the dice container of the virtual control display interface of the game participant. Game participants really participate in the game of shaking the dice, increasing their participation in the game.
进一步的,在实现手势虚拟控制骰子容器模型的运动之后,本申请实施例提供的方法还可以结合物理引擎实现骰子模型与骰子容器模型之间的碰撞与摩擦,以及骰子模型之间的碰撞与摩擦,模拟骰子在骰子容器中的运动,从而实现摇晃骰子游戏的整个过程。即,调用物理引擎模拟所述骰子容器模型和所述骰子模型之间的碰撞和摩擦,以及所述骰子模型之间的碰撞和摩擦;具体的,如图2,包括如下步骤:Further, after the gesture virtual control of the movement of the dice container model, the method provided by the embodiment of the present application can also combine the physical engine to realize the collision and friction between the dice model and the dice container model, and the collision and friction between the dice models. , simulating the movement of the dice in the dice container, thus achieving the entire process of shaking the dice game. That is, the physics engine is invoked to simulate the collision and friction between the die container model and the die model, and the collision and friction between the die models; specifically, as shown in FIG. 2, the following steps are included:
步骤S14:调用物理引擎Step S14: Calling the physics engine
步骤S15:判断所述骰子容器模型与所述骰子模型之间,以及所述骰子模型之间是否发生碰撞和摩擦;若是,Step S15: determining whether collision and friction occur between the die container model and the die model, and between the die models; if yes,
步骤S16:模拟所述碰撞和摩擦。Step S16: Simulating the collision and friction.
骰子容器模型的材质可以是透明或者不透明的,也可以在游戏参与者摇动的过程中不透明,在摇动结束后显示骰子模型的详情时透明。The material of the scorpion container model can be transparent or opaque, or it can be opaque during the shaking of the game participants, and transparent when displaying the details of the scorpion model after the shaking.
游戏参与者手部的摆动幅度和速度决定了骰子容器模型在显示界面的摆动幅度和速度。The amplitude and speed of the swing of the player's hand determines the amplitude and speed of the swing of the dice container model on the display interface.
物理引擎在模拟碰撞和摩擦同时,会对碰撞和摩擦进行计数,并将计数的结果更新入计数器中,结合模型的材质等属性,自动模拟骰子与骰子容器之间以及骰子彼此之间的碰撞和摩擦,使得骰子模型在骰子容器模型中随机进行碰 撞和摩擦,仿真现实中骰子的运动;从而将现实中摇晃骰子容器的动作模拟成为显示界面的动画操作,使得任何游戏参与者不直接接触骰子和骰子容器,真正实现了游戏过程的公正和公平,并且使得游戏参与者的交互体验更为直接。The physics engine counts collisions and frictions while simulating collisions and frictions, and updates the results of the counts into counters. It automatically simulates the collision between the rafters and the rafters and the rafters in conjunction with the properties of the model. Friction, making the scorpion model randomly touch in the scorpion container model Collision and friction, simulate the movement of the dice in reality; thus, the motion simulation of shaking the dice container in reality becomes the animation operation of the display interface, so that any game participants do not directly contact the dice and dice containers, realizing the fairness and fairness of the game process. And make the interactive experience of game participants more direct.
为保证游戏过程更加公平公正,可以在调用物理引擎模拟所述骰子容器模型和所述骰子模型之间的碰撞和摩擦,以及所述骰子模型之间的碰撞和摩擦的同时,针对每次碰撞和摩擦添加碰撞随机变量,使所述骰子模型随机翻转。由于系统不仅可以通过物理引擎与模型材质的碰撞、摩擦效果来影响结果,还可以在骰子模型的运动过程中随时添加翻转、移动等随机变量来影响结果(如骰子翻转角度、反弹速度等),这样可以进一步加强了骰子模型点数的随机性,消除人为控制因素。In order to ensure that the game process is more fair and equitable, the physics engine can be invoked to simulate the collision and friction between the die container model and the die model, and the collision and friction between the die models, for each collision and Friction adds a collision random variable to randomly flip the dice model. Since the system can not only influence the result through the collision and friction effect of the physics engine and the model material, it can also add random variables such as flipping and moving to influence the result (such as the flip angle, rebound speed, etc.) at any time during the movement of the die model. This can further strengthen the randomness of the dice model points and eliminate the artificial control factors.
游戏参与者在想要停止摇晃骰子容器动作时,可以跟现实操作一样,停止虚拟手势控制,或者减慢手部动作的速度;由此,本申请实施例提供的方法进入以下步骤:When the game participant wants to stop the shaking of the dice container action, the virtual gesture control can be stopped, or the speed of the hand motion can be slowed down, as in the actual operation; thus, the method provided by the embodiment of the present application proceeds to the following steps:
步骤S17:判断所述手掌或手臂的速度是否小于预设速度;Step S17: determining whether the speed of the palm or the arm is less than a preset speed;
若是,步骤S18:停止所述骰子容器模型的运动;If yes, step S18: stopping the movement of the die container model;
步骤S19:在所述骰子模型静止后,统计所述骰子模型朝上一面的点数。Step S19: After the dice model is stationary, the number of points of the dice model facing upward is counted.
判断是否结束摇晃骰子模型的动作时,可以是判断手掌或者手臂在一定时间内的运动速度小于提前设定的阈值,也可以是骰子容器模型与骰子模型之间,以及骰子模型相互之间发生碰撞和摩擦的次数大于提前设定的阈值,如果满足条件,则停止骰子容器模型的运动,并进一步停止所述物理引擎的模拟,在骰子模型静止后统计所有骰子模型朝上一面的点数。When judging whether to end the action of shaking the dice model, it may be that the movement speed of the palm or the arm in a certain period of time is less than the threshold set in advance, or the collision between the dice container model and the dice model, and the dice model collide with each other. The number of times of friction and the number of frictions is greater than a threshold set in advance. If the condition is met, the motion of the rafter model is stopped, and the simulation of the physics engine is further stopped, and the number of points of all the scorpion models facing upward is counted after the scorpion model is stationary.
当然,模拟摇晃骰子同期过程中,即在调用物理引擎模拟所述骰子容器模型和所述骰子模型之间的碰撞和摩擦,以及所述骰子模型之间的碰撞和摩擦的同时,可以对骰子模型之间以及骰子模型与骰子容器模型的随机碰撞进行模拟演示(骰子容器模型的材质为透明时),也可以在摇晃骰子容器完成后再显示骰子的随机状态(模拟摇晃骰子容器过程中,设定骰子容器模型的材质为不透明,在游戏结束后,将骰子容器模型的材质设定为透明,显示骰子模型的随机状态),该随机状态可以是随机的没有参考性的(即与实际点数不关联),只是用来演示提高游戏仿真度,也可以是在计算出的骰子模型朝上一面的点数 后,根据点数模拟出骰子模型的显示状态,使得显示的点数与计算出的点数一致。Of course, during the simulation of the shaking of the dice, that is, when the physics engine is invoked to simulate the collision and friction between the dice container model and the dice model, and the collision and friction between the dice models, the dice model can be The simulation of the random collision between the dice model and the dice container model (when the material of the dice container model is transparent) can also display the random state of the dice after the shaking of the dice container is completed (in the process of simulating the dice container, setting The material of the scorpion container model is opaque. After the game is over, the material of the scorpion container model is set to be transparent, showing the random state of the scorpion model. The random state can be random and non-referenced (ie, not related to the actual number of points). ), just to demonstrate the improvement of game simulation, or the number of points on the calculated side of the dice model After that, the display state of the die model is simulated according to the number of points, so that the number of displayed points coincides with the calculated number of points.
现有的掷骰子游戏中,无法做到游戏参与者既能直观的看到摇晃骰子容器的过程结果,又能快速准确的将结果输入系统进行统计的效果。本申请实施例中,当有多个游戏参与者分别进行了虚拟控制掷骰子的动作后,还可以一并统计所有游戏参与者掷骰子的结果,并进行比较,给出最终胜负结果。In the existing dice game, it is impossible for the game participants to intuitively see the process result of shaking the dice container, and can quickly and accurately input the result into the system for statistical effect. In the embodiment of the present application, after a plurality of game participants respectively perform the virtual control of the action of rolling the dice, the results of all the game participants' dice are also counted and compared, and the final outcome is given.
这使得游戏参与者一方面通过手势虚拟控制实现摇晃骰子容器的操作,同时,在摇晃骰子容器动作结束时,立即获知点数结果,无需再通过观察和自行记录统计来判定胜负结果,进一步提升了用户的体验效果。This allows the game participants to realize the operation of shaking the dice container by the virtual control of the gesture. At the same time, when the action of shaking the dice container is finished, the point result is immediately known, and the result of the victory and the negative is not required to be observed and self-recorded, which further improves the result. User experience.
更优选的,在调用物理引擎模拟所述骰子容器模型和所述骰子模型之间的碰撞和摩擦,以及所述骰子模型之间的碰撞和摩擦的同时,播放碰撞和摩擦的音效,进一步提升摇晃骰子的逼真性;甚至可以配合有灯光效果和背景音乐,调动游戏参与者的兴趣和热情。More preferably, when the physical engine is invoked to simulate the collision and friction between the die container model and the die model, and the collision and friction between the die models, the sound effects of collision and friction are played, and the shaking is further improved. The fidelity of the dice; even with lighting effects and background music, mobilize the interest and enthusiasm of the game participants.
本申请实施例还提供了一种基于手势控制骰子容器的系统,如图3和图4所示,包括深度传感器1,显示界面2,导入单元3和控制单元4。本申请实施例中,显示界面可以是但不受限于电视屏幕、投影屏幕、电脑屏幕等。The embodiment of the present application further provides a system for controlling a dice container based on a gesture, as shown in FIG. 3 and FIG. 4, including a depth sensor 1, a display interface 2, an import unit 3, and a control unit 4. In the embodiment of the present application, the display interface may be, but is not limited to, a television screen, a projection screen, a computer screen, and the like.
深度传感器1,用于获取手部运动信息;所述手部运动信息为手掌或手臂的空间三维坐标和速度信息;a depth sensor 1 for acquiring hand motion information; the hand motion information is spatial three-dimensional coordinates and speed information of a palm or an arm;
导入单元3,用于导入骰子容器模型和骰子模型;The import unit 3 is configured to import the dice container model and the dice model;
控制单元4,用于接收所述手部运动信息,并根据所述手部运动信息更新所述骰子容器模型在显示界面2上的位置。The control unit 4 is configured to receive the hand motion information, and update the position of the die container model on the display interface 2 according to the hand motion information.
系统以设定频率(系统自动设定或者游戏参与者通过设置菜单自行设置)循环接收深度传感器1获取的游戏参与者的手部运动信息,然后根据手部运动信息将游戏参与者的手部动作与骰子容器模型的运动关联起来,实现用手势虚拟控制摇骰子容器的动作,使得游戏参与者真正参与到掷骰子的过程中来,提升了用户的体验度。The system cyclically receives the hand motion information of the game participant acquired by the depth sensor 1 at a set frequency (system automatic setting or game participant setting by the setting menu), and then moves the hand of the game participant according to the hand motion information. In association with the movement of the scorpion container model, the action of using the gesture virtual control to shake the scorpion container is realized, so that the game participants actually participate in the process of rolling the dice, thereby improving the user experience.
具体的,控制单元4还包括第一判断模块41和第一更新模块42,第二更新模块43,构建模块44。Specifically, the control unit 4 further includes a first determining module 41 and a first updating module 42, a second updating module 43, and a building module 44.
第一判断模块41用于判断所述手掌或手臂的速度是否大于预设速度; The first determining module 41 is configured to determine whether the speed of the palm or the arm is greater than a preset speed;
第一更新模块42用于在所述第一判断模块判断所述手掌或手臂的速度大于预设速度时,根据所述手部信息确定所述骰子容器模型在显示界面上的位移和移动的速度,并基于所述位移和移动的速度更新所述骰子容器模型在所述显示界面上的位置。The first update module 42 is configured to determine, according to the hand information, a displacement and a moving speed of the die container model on the display interface when the first determining module determines that the speed of the palm or the arm is greater than a preset speed. And updating the position of the die container model on the display interface based on the displacement and the speed of movement.
第二更新模块43,用于根据所述手部信息确定手掌或手臂的摆动幅度;并基于所述摆动幅度更新所述骰子容器模型在所述显示界面上的倾斜幅度。The second updating module 43 is configured to determine a swinging amplitude of the palm or the arm according to the hand information; and update a tilting amplitude of the forceps container model on the display interface based on the swinging amplitude.
构建模块44用于建立骰子容器模型和骰子模型;设置所述骰子容器模型和骰子模型的属性;为所述骰子容器模型和骰子模型分别添加第一碰撞器和第二碰撞器。The building module 44 is configured to establish a dice container model and a dice model; set the properties of the dice container model and the dice model; and add a first collider and a second collider respectively for the dice container model and the dice model.
本申请实施例提供的基于手势控制骰子容器的系统还包括物理引擎5;所述控制单元调用所述物理引擎;所述物理引擎模拟所述骰子容器模型和所述骰子模型之间的碰撞和摩擦,以及所述骰子模型之间的碰撞和摩擦。The system for controlling a dice container based on gestures provided by the embodiment of the present application further includes a physics engine 5; the control unit calls the physics engine; the physics engine simulates collision and friction between the dice container model and the dice model And the collision and friction between the dice models.
控制单元4还包括统计模块45,用于在所述第一判断模块判断所述手掌或手臂的速度小于预设速度,所述控制单元停止所述骰子容器的运动之后,在所述骰子模型静止后统计所述骰子朝上一面的点数。The control unit 4 further includes a statistic module 45, configured to determine, at the first judging module, that the speed of the palm or the arm is less than a preset speed, after the control unit stops the movement of the dice container, the dice model is stationary After counting the number of points on the side of the dice.
具体的方法流程,在上述基于手势控制骰子容器的方法中已经详述,此处不予赘述。The specific method flow has been described in detail in the above method for controlling the dice container based on gestures, and details are not described herein.
当然,所述构建模块44还可以用于建立手模型;所述导入单元3还用于在导入骰子容器模型和骰子模型同时导入所述手模型;所述控制单元4还包括关联模块46,用于关联所述手模型与所述骰子容器模型,使得所述手模型与所述骰子容器模型的运动一致。这样,使得游戏仿真过程中,可以显示虚拟的手持骰子容器模型进行摇动,提高游戏的仿真效果。Of course, the building module 44 can also be used to establish a hand model; the import unit 3 is further configured to import the hand model while importing the die container model and the die model; the control unit 4 further includes an association module 46, And correlating the hand model with the forceps container model such that the hand model is consistent with the motion of the forceps container model. In this way, during the game simulation process, the virtual handheld tweezers container model can be displayed to shake and improve the simulation effect of the game.
为进一步的保证游戏的公正性,所述控制单元4还用于在调用物理引擎模拟所述骰子容器模型和所述骰子模型之间的碰撞和摩擦,以及所述骰子模型之间的碰撞和摩擦的同时,针对每次碰撞和摩擦添加碰撞随机变量;所述控制单元基于所述碰撞随机变量使所述骰子模型随机翻转。In order to further ensure the fairness of the game, the control unit 4 is further configured to simulate a collision and friction between the die container model and the die model, and a collision and friction between the die models, by calling a physics engine. At the same time, a collision random variable is added for each collision and friction; the control unit randomly flips the dice model based on the collision random variable.
进一步的,系统还可以包括音效单元6,所述音效单元用于在在调用物理引擎模拟所述骰子容器模型和所述骰子模型之间的碰撞和摩擦,以及所述骰子模型之间的碰撞和摩擦的同时,播放碰撞和摩擦的音效;使得模拟掷骰子的过 程更逼真。Further, the system may further include a sound effect unit 6 for simulating collision and friction between the die container model and the die model at the calling physics engine, and collision between the die model and While rubbing, play the sound of collision and friction; make the simulation of the roll Cheng is more realistic.
本申请实施例提供的基于手势控制骰子容器的方法和系统中,建立骰子容器和骰子的三维仿真模型,并通过深度传感器获取游戏参与者的手部运动,将手部运动与骰子容器模型的运动关联起来,实现游戏参与者用手势虚拟控制骰子容器的晃动,使游戏参与者真正参与到摇骰子容器的游戏中,提升了用户的体验度,并且结合物理引擎模拟现实中骰子与骰子容器之间的碰撞和摩擦,在游戏参与者实现虚拟控制时真正实现摇晃骰子容器的过程,提高了游戏的仿真度。并且,游戏结束后,系统能同时返回多位或一位游戏参与者掷骰子的结果,无需游戏参与者观看骰子点数和统计胜负结果,进一步提升了用户的体验度。In the method and system for controlling a dice container based on gestures provided by the embodiments of the present application, a three-dimensional simulation model of the dice container and the dice is established, and the hand movement of the game participant is acquired by the depth sensor, and the movement of the hand movement and the movement of the dice container model is performed. In association, the game participants use gestures to virtually control the shaking of the dice container, so that the game participants actually participate in the game of shaking the dice container, improving the user experience, and combining the physical engine to simulate the reality between the dice and the dice container. Collision and friction, the real realization of the process of shaking the dice container when the game participants achieve virtual control, improve the simulation of the game. Moreover, after the game is over, the system can return the results of multiple players or one game participant to roll the dice at the same time, without the need for the game participants to watch the dice points and the statistical outcomes, further enhancing the user experience.
本发明是参照根据本发明实施例的方法、设备(系统)、和计算机程序产品的流程图和/或方框图来描述的。应理解可由计算机程序指令实现流程图和/或方框图中的每一流程和/或方框、以及流程图和/或方框图中的流程和/或方框的结合。可提供这些计算机程序指令到通用计算机、专用计算机、嵌入式处理机或其他可编程数据处理设备的处理器以产生一个机器,使得通过计算机或其他可编程数据处理设备的处理器执行的指令产生用于实现在流程图一个流程或多个流程和/或方框图一个方框或多个方框中指定的功能的装置。The present invention has been described with reference to flowchart illustrations and/or block diagrams of methods, apparatus (system), and computer program products according to embodiments of the invention. It will be understood that each flow and/or block of the flowchart illustrations and/or FIG. These computer program instructions can be provided to a processor of a general purpose computer, special purpose computer, embedded processor, or other programmable data processing device to produce a machine for the execution of instructions for execution by a processor of a computer or other programmable data processing device. Means for implementing the functions specified in one or more of the flow or in a block or blocks of the flow chart.
这些计算机程序指令也可存储在能引导计算机或其他可编程数据处理设备以特定方式工作的计算机可读存储器中,使得存储在该计算机可读存储器中的指令产生包括指令装置的制造品,该指令装置实现在流程图一个流程或多个流程和/或方框图一个方框或多个方框中指定的功能。The computer program instructions can also be stored in a computer readable memory that can direct a computer or other programmable data processing device to operate in a particular manner, such that the instructions stored in the computer readable memory produce an article of manufacture comprising the instruction device. The apparatus implements the functions specified in one or more blocks of a flow or a flow and/or block diagram of the flowchart.
这些计算机程序指令也可装载到计算机或其他可编程数据处理设备上,使得在计算机或其他可编程设备上执行一系列操作步骤以产生计算机实现的处理,从而在计算机或其他可编程设备上执行的指令提供用于实现在流程图一个流程或多个流程和/或方框图一个方框或多个方框中指定的功能的步骤。These computer program instructions can also be loaded onto a computer or other programmable data processing device such that a series of operational steps are performed on a computer or other programmable device to produce computer-implemented processing for execution on a computer or other programmable device. The instructions provide steps for implementing the functions specified in one or more of the flow or in a block or blocks of a flow diagram.
尽管已描述了本发明的优选实施例,但本领域内的技术人员一旦得知了基本创造性概念,则可对这些实施例作出另外的变更和修改。所以,所附权利要求意欲解释为包括优选实施例以及落入本发明范围的所有变更和修改。While the preferred embodiment of the invention has been described, it will be understood that Therefore, the appended claims are intended to be interpreted as including the preferred embodiments and the modifications and
显然,本领域的技术人员可以对本发明进行各种改动和变型而不脱离本 发明的精神和范围。这样,倘若本发明的这些修改和变型属于本发明权利要求及其等同技术的范围之内,则本发明也意图包含这些改动和变型在内。 Obviously, those skilled in the art can make various modifications and variations to the present invention without departing from the present invention. The spirit and scope of the invention. Thus, it is intended that the present invention cover the modifications and modifications of the invention

Claims (17)

  1. 基于手势控制骰子容器的方法,其特征在于,所述方法包括:A method for controlling a dice container based on a gesture, wherein the method comprises:
    导入骰子容器模型和骰子模型;Importing the dice container model and the dice model;
    接收手部运动信息;所述手部运动信息为手掌或手臂的空间三维坐标和速度信息;Receiving hand motion information; the hand motion information is spatial three-dimensional coordinates and speed information of the palm or the arm;
    根据所述手部运动信息更新所述骰子容器模型在显示界面上的位置。Updating the position of the die container model on the display interface according to the hand motion information.
  2. 根据权利要求1所述的基于手势控制骰子容器的方法,其特征在于,所述根据所述手部信息更新所述骰子容器模型在显示界面上的位置,具体为:The method for controlling a dice container based on a gesture according to claim 1, wherein the updating the position of the dice container model on the display interface according to the hand information is specifically:
    判断所述手掌或手臂的速度是否大于预设速度;Determining whether the speed of the palm or arm is greater than a preset speed;
    若是,根据所述手部信息确定所述骰子容器模型在显示界面上的位移和移动的速度;If yes, determining a displacement and a speed of movement of the forceps container model on the display interface according to the hand information;
    基于所述位移和移动的速度更新所述骰子容器模型在所述显示界面上的位置。Updating the position of the forceps container model on the display interface based on the displacement and the speed of the movement.
  3. 根据权利要求1所述的基于手势控制骰子容器的方法,其特征在于,所述根据所述手部信息更新所述骰子容器模型在显示界面上的位置,具体为:The method for controlling a dice container based on a gesture according to claim 1, wherein the updating the position of the dice container model on the display interface according to the hand information is specifically:
    根据所述手部信息确定手掌或手臂的摆动幅度;Determining a swinging amplitude of the palm or the arm according to the hand information;
    基于所述摆动幅度更新所述骰子容器模型在所述显示界面上的倾斜幅度。Updating the tilting amplitude of the forceps container model on the display interface based on the swing amplitude.
  4. 根据权利要求1所述的基于手势控制骰子容器的方法,其特征在于,所述接收手部运动信息之前,所述方法还包括:The method for controlling a dice container based on a gesture according to claim 1, wherein before the receiving the hand motion information, the method further comprises:
    建立骰子容器模型和骰子模型;Establish a scorpion container model and a scorpion model;
    设置所述骰子容器模型和所述骰子模型的属性。The properties of the die container model and the die model are set.
  5. 根据权利要求4所述的基于手势控制骰子容器的方法,其特征在于,根据所述手部信息更新所述骰子容器模型在显示界面上的位置之后,所述方法还包括:The method for controlling a dice container based on a gesture according to claim 4, wherein after updating the position of the dice container model on the display interface according to the hand information, the method further comprises:
    调用物理引擎模拟所述骰子容器模型和所述骰子模型之间的碰撞和摩擦,以及所述骰子模型之间的碰撞和摩擦。A physics engine is invoked to simulate collisions and friction between the die container model and the die model, as well as collisions and friction between the die models.
  6. 根据权利要求5所述的基于手势控制骰子容器的方法,其特征在于,在调用物理引擎模拟所述骰子容器模型和所述骰子模型之间的碰撞和摩擦,以及 所述骰子模型之间的碰撞和摩擦之后,所述方法还包括:The method for controlling a dice container based on a gesture according to claim 5, wherein a collision is triggered between a simulation of the forceps container model and the die model by calling a physics engine, and After the collision and friction between the die models, the method further includes:
    判断所述手掌或手臂的速度是否小于预设速度;Determining whether the speed of the palm or arm is less than a preset speed;
    若是,停止所述骰子容器模型的运动;If so, stop the movement of the forceps container model;
    在所述骰子模型静止后,统计所述骰子模型朝上一面的点数。After the dice model is at rest, the number of points of the dice model facing upward is counted.
  7. 根据权利要求5所述的基于手势控制骰子容器的方法,其特征在于,所述方法还包括,在调用物理引擎模拟所述骰子容器模型和所述骰子模型之间的碰撞和摩擦,以及所述骰子模型之间的碰撞和摩擦的同时,播放碰撞和摩擦的音效。The method for controlling a dice container based on gestures according to claim 5, wherein the method further comprises: invoking a physics engine to simulate collision and friction between the dice container model and the dice model, and While colliding and rubbing between the dice models, the sound effects of collision and friction are played.
  8. 根据权利要求5所述的基于手势控制骰子容器的方法,其特征在于,在调用物理引擎模拟所述骰子容器模型和所述骰子模型之间的碰撞和摩擦,以及所述骰子模型之间的碰撞和摩擦的同时,针对每次碰撞和摩擦添加碰撞随机变量,使所述骰子模型随机翻转。A method of controlling a dice container based on a gesture according to claim 5, wherein a collision between a collision of the dice container model and the dice model and a collision between the dice models is performed by invoking a physics engine Simultaneously with friction, a collision random variable is added for each collision and friction to randomly flip the dice model.
  9. 基于手势控制骰子容器的系统,其特征在于,所述系统包括:A system for controlling a dice container based on gestures, wherein the system comprises:
    深度传感器,用于获取手部运动信息;所述手部运动信息为手掌或手臂的空间三维坐标和速度信息;a depth sensor for acquiring hand motion information; the hand motion information is spatial three-dimensional coordinates and speed information of the palm or the arm;
    导入单元,用于导入骰子容器模型和骰子模型;Import unit for importing the dice container model and the dice model;
    控制单元,用于接收所述手部运动信息,并根据所述手部运动信息更新所述骰子容器模型在显示界面上的位置。And a control unit, configured to receive the hand motion information, and update a position of the die container model on the display interface according to the hand motion information.
  10. 根据权利利要求9所述的基于手势控制骰子容器的系统,其特征在于,所述控制单元包括第一判断模块和第一更新模块,所述第一判断模块用于判断所述手掌或手臂的速度是否大于预设速度;所述第一更新模块用于在所述第一判断模块判断所述手掌或手臂的速度大于预设速度时,根据所述手部信息确定所述骰子容器模型在显示界面上的位移和移动的速度,并基于所述位移和移动的速度更新所述骰子容器模型在所述显示界面上的位置。A system for controlling a dice container based on a gesture according to claim 9, wherein the control unit comprises a first judging module and a first updating module, wherein the first judging module is configured to judge the palm or the arm Whether the speed is greater than the preset speed; the first update module is configured to determine, according to the hand information, that the die container model is displayed when the first determining module determines that the speed of the palm or the arm is greater than a preset speed The displacement on the interface and the speed of the movement, and updating the position of the forceps container model on the display interface based on the displacement and the speed of movement.
  11. 根据权利要求9所述的基于手势控制骰子容器的系统,其特征在于,所述控制单元还包括第二更新模块,用于根据所述手部信息确定手掌或手臂的摆动幅度;并基于所述摆动幅度更新所述骰子容器模型在所述显示界面上的倾斜幅度。The system for controlling a dice container based on gestures according to claim 9, wherein the control unit further comprises a second updating module, configured to determine a swing amplitude of the palm or the arm according to the hand information; The amplitude of the wobble updates the magnitude of the tilt of the dice container model on the display interface.
  12. 根据权利利要求9所述的基于手势控制骰子容器的系统,其特征在 于,所述控制器还包括构建模块,所述构建模块用于建立骰子容器模型和骰子模型;并设置所述骰子容器模型和所述骰子模型的属性。A gesture-based control dice container-based system according to claim 9 The controller further includes a building module for establishing a dice container model and a dice model; and setting the dice container model and the attributes of the dice model.
  13. 根据权利要求12所述的基于手势控制骰子容器的系统,其特征在于,所述系统还包括物理引擎,所述控制单元调用所述物理引擎;所述物理引擎模拟所述骰子容器模型和所述骰子模型之间的碰撞和摩擦,以及所述骰子模型之间的碰撞和摩擦。A gesture-based control sub-container-based system according to claim 12, wherein said system further comprises a physics engine, said control unit calls said physics engine; said physics engine simulates said scorpion container model and said Collisions and friction between the dice models, as well as collisions and friction between the dice models.
  14. 根据权利要求13所述的基于手势控制骰子容器的系统,其特征在于,所述控制单元还包括统计模块,用于在所述第一判断模块判断所述手掌或手臂的速度小于预设速度,所述控制单元停止所述骰子容器模型的运动之后,在所述骰子模型静止后统计所述骰子模型朝上一面的点数。The system for controlling a dice container based on a gesture according to claim 13, wherein the control unit further comprises a statistics module, configured to determine, at the first determining module, that the speed of the palm or the arm is less than a preset speed, After the control unit stops the movement of the dice container model, the number of points of the dice model facing upward is counted after the dice model is stationary.
  15. 根据权利要求13所述的基于手势控制骰子容器的系统,其特征在于,所述系统还包括音效单元,所述音效单元用于在调用物理引擎模拟所述骰子容器模型和所述骰子模型之间的碰撞和摩擦,以及所述骰子模型之间的碰撞和摩擦的同时,播放碰撞和摩擦的音效。The gesture-controlled dice container-based system of claim 13, wherein the system further comprises a sound effect unit, the sound effect unit for simulating between the dice container model and the dice model by invoking a physics engine The collision and friction, as well as the collision and friction between the scorpion models, play the sound effects of collision and friction.
  16. 根据权利要求12所述的基于手势控制骰子容器的系统,其特征在于,所述构建模块还用于建立手模型;所述导入单元还用于导入所述手模型;所述控制单元还包括关联模块,用于关联所述手模型与所述骰子容器模型,使得所述手模型与所述骰子容器模型的运动一致。The gesture control dice container based system according to claim 12, wherein the building module is further configured to establish a hand model; the import unit is further configured to import the hand model; and the control unit further includes an association And a module for associating the hand model with the die container model such that the hand model is consistent with the movement of the die container model.
  17. 根据权利要求13所述的基于手势控制骰子容器的系统,其特征在于,在调用物理引擎模拟所述骰子容器模型和所述骰子模型之间的碰撞和摩擦,以及所述骰子模型之间的碰撞和摩擦的同时,针对每次碰撞和摩擦添加碰撞随机变量;所述控制单元基于所述碰撞随机变量使所述骰子模型随机翻转。 A gesture-based control dice container-based system according to claim 13, wherein a collision of friction between the dice container model and the dice model and a collision between the dice models is performed by invoking a physics engine Simultaneously with friction, a collision random variable is added for each collision and friction; the control unit randomly flips the dice model based on the collision random variable.
PCT/CN2014/086248 2014-09-10 2014-09-10 Gesture-based method and system for controlling virtual dice container WO2016037331A1 (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
PCT/CN2014/086248 WO2016037331A1 (en) 2014-09-10 2014-09-10 Gesture-based method and system for controlling virtual dice container

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
PCT/CN2014/086248 WO2016037331A1 (en) 2014-09-10 2014-09-10 Gesture-based method and system for controlling virtual dice container

Publications (1)

Publication Number Publication Date
WO2016037331A1 true WO2016037331A1 (en) 2016-03-17

Family

ID=55458256

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/CN2014/086248 WO2016037331A1 (en) 2014-09-10 2014-09-10 Gesture-based method and system for controlling virtual dice container

Country Status (1)

Country Link
WO (1) WO2016037331A1 (en)

Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20040046736A1 (en) * 1997-08-22 2004-03-11 Pryor Timothy R. Novel man machine interfaces and applications
JP2005013750A (en) * 2004-07-26 2005-01-20 Konami Computer Entertainment Yokyo Inc Game apparatus, method for controlling computer game system, and program
CN102749990A (en) * 2011-04-08 2012-10-24 索尼电脑娱乐公司 Systems and methods for providing feedback by tracking user gaze and gestures
CN103561829A (en) * 2011-05-31 2014-02-05 微软公司 Action trigger gesturing

Patent Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20040046736A1 (en) * 1997-08-22 2004-03-11 Pryor Timothy R. Novel man machine interfaces and applications
JP2005013750A (en) * 2004-07-26 2005-01-20 Konami Computer Entertainment Yokyo Inc Game apparatus, method for controlling computer game system, and program
CN102749990A (en) * 2011-04-08 2012-10-24 索尼电脑娱乐公司 Systems and methods for providing feedback by tracking user gaze and gestures
CN103561829A (en) * 2011-05-31 2014-02-05 微软公司 Action trigger gesturing

Similar Documents

Publication Publication Date Title
JP5089079B2 (en) Program, information storage medium, and image generation system
US9086732B2 (en) Gesture fusion
JP5085059B2 (en) Image generation system, program, and information storage medium
US20120299827A1 (en) Multi-platform motion-based computer interactions
US20130079079A1 (en) Digital jigsaw puzzle game for mobile device platforms
JP2014010838A (en) Augmented reality simulation continuum
US20130080976A1 (en) Motion controlled list scrolling
JP2020116127A (en) Game program, method and information processor
WO2006096256A1 (en) In-game shot aiming indicator
JP5258710B2 (en) GAME PROGRAM, GAME DEVICE, GAME CONTROL METHOD
JP6726322B1 (en) Game program, method, and information processing device
JP2013176573A (en) Game program, game device, and game control method
JP2020110375A (en) Game program, method, and information processing device
JP6738604B2 (en) Program and game device
CN109416614A (en) Application program controlling program, application control method and application control system
WO2016037331A1 (en) Gesture-based method and system for controlling virtual dice container
JP6592265B2 (en) Program and terminal device
JP6948809B2 (en) Game system and programs
JP2015008987A (en) Program and game device
JP6863678B2 (en) Program and game equipment
JP3686069B2 (en) Program, information storage medium, and image generation system
JP6945699B2 (en) Program and game equipment
US20170148256A1 (en) Physics engine configuration for an electronic game of chance
JP7425813B2 (en) Information processing program, information processing device, information processing method, and information processing system
JP4093620B2 (en) 3D game device and information storage medium

Legal Events

Date Code Title Description
121 Ep: the epo has been informed by wipo that ep was designated in this application

Ref document number: 14901752

Country of ref document: EP

Kind code of ref document: A1

NENP Non-entry into the national phase

Ref country code: DE

122 Ep: pct application non-entry in european phase

Ref document number: 14901752

Country of ref document: EP

Kind code of ref document: A1