WO2020213783A1 - System and method for providing user interface of virtual interactive content, and recording medium having computer program stored therein for same - Google Patents

System and method for providing user interface of virtual interactive content, and recording medium having computer program stored therein for same Download PDF

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Publication number
WO2020213783A1
WO2020213783A1 PCT/KR2019/006028 KR2019006028W WO2020213783A1 WO 2020213783 A1 WO2020213783 A1 WO 2020213783A1 KR 2019006028 W KR2019006028 W KR 2019006028W WO 2020213783 A1 WO2020213783 A1 WO 2020213783A1
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WIPO (PCT)
Prior art keywords
interactive content
image
user interface
virtual interactive
digital camera
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PCT/KR2019/006028
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French (fr)
Korean (ko)
Inventor
고종필
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주식회사 지티온
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Publication of WO2020213783A1 publication Critical patent/WO2020213783A1/en

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    • 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
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0481Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
    • G06F3/04815Interaction with a metaphor-based environment or interaction object displayed as three-dimensional, e.g. changing the user viewpoint with respect to the environment or object
    • 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
    • G06F3/002Specific input/output arrangements not covered by G06F3/01 - G06F3/16
    • G06F3/005Input arrangements through a video camera
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/011Arrangements for interaction with the human body, e.g. for user immersion in virtual reality
    • 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
    • G06F3/041Digitisers, e.g. for touch screens or touch pads, characterised by the transducing means
    • G06F3/042Digitisers, e.g. for touch screens or touch pads, characterised by the transducing means by opto-electronic means
    • G06F3/0425Digitisers, e.g. for touch screens or touch pads, characterised by the transducing means by opto-electronic means using a single imaging device like a video camera for tracking the absolute position of a single or a plurality of objects with respect to an imaged reference surface, e.g. video camera imaging a display or a projection screen, a table or a wall surface, on which a computer generated image is displayed or projected
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06NCOMPUTING ARRANGEMENTS BASED ON SPECIFIC COMPUTATIONAL MODELS
    • G06N20/00Machine learning
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06VIMAGE OR VIDEO RECOGNITION OR UNDERSTANDING
    • G06V40/00Recognition of biometric, human-related or animal-related patterns in image or video data
    • G06V40/20Movements or behaviour, e.g. gesture recognition
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N13/00Stereoscopic video systems; Multi-view video systems; Details thereof
    • H04N13/20Image signal generators
    • H04N13/204Image signal generators using stereoscopic image cameras
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N13/00Stereoscopic video systems; Multi-view video systems; Details thereof
    • H04N13/30Image reproducers
    • H04N13/363Image reproducers using image projection screens

Definitions

  • the present invention relates to a technology for providing a user interface for virtual interactive content using a wall or a floor as a screen. More specifically, the present invention relates to a technology for providing a user interface for playing virtual interactive content projected on a wall or a floor using a virtual mouse object such as a soccer ball.
  • a moving object is identified in an image captured with a digital camera of the content being played, and the movement of the object is tracked to generate an event corresponding to a mouse click when the object touches the wall.
  • the characteristic pattern of the object can be learned in advance through machine learning.
  • Machine vision technology has been proposed as a way to implement these functions.
  • Machine vision technology refers to a combination of hardware and software that provides operating instructions for devices that perform functions of capturing and processing images, and has been used primarily as a technology to manage the production quality of products in various industries.
  • the machine vision technologies is a 3 Dimensional Depth camera technology that uses an infrared (IR) camera.
  • the infrared camera includes at least one infrared light irradiation module and at least one light sensor module, and for all pixels of a photographed image, a camera using a lag or a phase shift of the modulated optical signal ( 10) It uses the so-called ToF method (Time-Of-Flight measurement) to measure the distance between the moving object.
  • ToF method Time-Of-Flight measurement
  • a technique for identifying and tracking an object corresponding to a virtual mouse through digital processing of a play image of a content captured using a general digital camera has also been proposed.
  • Mixed Reality combines reality and virtual to create a new environment in which real and virtual objects coexist, allowing users to experience various digital information more realistically by interacting with the new environment in real time. It's technology.
  • Mixed reality includes augmented reality (AR) that adds virtual information based on reality and augmented virtuality (AV) that adds reality information to a virtual environment.
  • AR augmented reality
  • AV augmented virtuality
  • a virtual touch method and apparatus using a 3D camera disclosed in Korean Patent Publication No. 2013-0050672 is a technology that uses both machine vision and augmented reality (AR), and detects the shape of the user and converts the touch operation by the user into 3D. It is a method of realizing a virtual touch method like a real touch screen without a touch display or a special touch recognition device using a recognized 3D camera.
  • AR augmented reality
  • An object of the present invention is to provide a user interface scheme for accurately identifying an object in a content image regardless of the brightness of a place where interactive content is executed.
  • Another object of the present invention is to provide a user interface scheme that provides compatibility without additional modification to interactive content applications distributed on the market.
  • An embodiment of the present invention for achieving the above object, a digital camera for photographing a virtual interactive content image displayed on a wall; And an object recognition module that identifies a predefined object in the captured image of the virtual interactive content and determines the distance and coordinates of the object, and an event including the coordinates of the object when the object hits a wall surface to the interactive content application. It relates to a system for providing a user interface of virtual interactive content including an application driving device that executes a conversion engine including an event module to deliver.
  • the system of this embodiment may further include an image output device that displays the image of the virtual interactive content on the wall.
  • system of this embodiment further includes a machine learning server that repeatedly analyzes a plurality of image data including the object to learn a pattern related to at least one of a shape, size, surface pattern, and color for identifying the object.
  • a machine learning server that repeatedly analyzes a plurality of image data including the object to learn a pattern related to at least one of a shape, size, surface pattern, and color for identifying the object.
  • the digital camera of the present embodiment may have at least two image sensors, and in this case, the object recognition module may calculate a distance between the digital camera and the object by using a difference in angle of view of the image sensors.
  • the digital camera according to the present embodiment may have at least one image sensor, and in this case, the object recognition module may calculate a distance between the digital camera and a wall surface based on the size of an object in an image captured by the digital camera.
  • Another embodiment of the present invention includes the steps of identifying a pre-learned object from a captured image of virtual interactive content; Determining the distance and coordinates of the identified object; Generating an event including coordinates of a touch point when the object hits a wall; And transmitting the event to a virtual interactive content application.
  • the method of providing a user interface of the present invention may further include determining that the object has touched the wall when the calculated distance of the object matches the preset distance of the wall.
  • the method for providing a user interface of the present invention is a machine that repeatedly analyzes a plurality of image data including the object to learn a pattern related to at least one of a shape, a size, a surface pattern, and a color to identify the object. It may further include a running step.
  • Another embodiment of the present invention relates to a computer program in which the above-described method for providing a user interface is implemented as an algorithm or a computer-readable recording medium in which the program is stored.
  • the present invention it is possible to enjoy sports interactive content without being affected by environmental factors of a play place such as illumination, temperature, and humidity.
  • content can be enjoyed comfortably in an indoor space with sufficiently bright lighting even on hot, cold, or high concentration of fine dust, and content can be enjoyed on an outdoor court in an area where the temperature and weather suitable for exercise are maintained.
  • the recognition rate can be remarkably improved by learning in advance various characteristics of a throwing object that serves as a mouse that controls execution of content through repetitive analysis.
  • the conversion engine generating the event and the virtual interactive content receiving the event are independently executed, there is no need to modify the virtual interactive content to maintain compatibility between the two programs. Therefore, the productivity of the interactive content is increased while the universality of the conversion engine is guaranteed.
  • FIG. 1 is a conceptual diagram schematically showing a configuration of a system for providing a user interface according to a first embodiment.
  • FIG. 2 is a block diagram of a system for providing a user interface according to the first embodiment.
  • 3 and 4 are block diagrams showing the system configuration of a modified embodiment of the first embodiment.
  • 5A to 5D illustrate photographing scenes of an object image for machine learning.
  • FIG. 6 is a block diagram of a system for providing a user interface according to a second embodiment.
  • FIG. 7 is a flow chart showing step-by-step a method of providing a user interface according to the third embodiment.
  • FIG. 8 is a flowchart illustrating a machine learning process step by step in a method of providing a user interface according to the third embodiment.
  • MODULE refers to a unit that processes a specific function or operation, and may mean hardware or software, or a combination of hardware and software.
  • the term "moving object” or "object” refers to an object that can cause movement by a user using a part of his or her body or by using equipment such as a racket or a club. Volleyball ball, tennis ball, badminton ball, Ozami, darts, and the like are exemplified. However, the present invention is not limited thereto, and any object that maintains a certain shape and can be easily moved by a user may correspond to a “object”. These “objects” may also be referred to as “virtual mouse objects” or “virtual pointer objects” in that they serve as input means (eg, mouse, pointer, etc.) for executing or controlling virtual interactive content.
  • interactive content refers to content that outputs or executes various results in response to a user's real-time action, not content that is unilaterally played or executed according to a predetermined plot. .
  • “virtual interactive content” does not execute the content using conventional input means such as a mouse or touch pad (hereinafter referred to as'mouse, etc.'), but the actual content is executed on a separate computer device.
  • the execution image of the content is directly projected on a wall, floor, or ceiling (hereinafter referred to as'wall surface') through a beam projector, or on a screen installed on a wall, or a display device installed on a wall (for example, It refers to interactive content that is output through a digital TV or a digital monitor) and virtually implements the same effect as an input means such as a mouse by touching a wall surface on which the image of the content is displayed through a moving object.
  • Such interactive content may be implemented as media content such as a movie, a digital book, or a digital picture frame, or as an interactive game performed by a user's touch input.
  • Embodiment 1 relates to a system for providing a user interface of virtual interactive content that recognizes a moving object using a stereo camera.
  • FIG. 1 is a conceptual diagram schematically showing a configuration of a system for providing a user interface according to a first embodiment.
  • the user plays the content by throwing the ball corresponding to the virtual mouse object toward a specific point on the wall where the content is displayed.
  • a digital camera 10 for photographing a user's action and content scene is disposed on a wall or ceiling opposite to the wall surface on which the content is projected, and the interactive content is executed by an application driving device 20 provided separately.
  • An image output device 30 that receives an image of interactive content from the application driving device 20 and outputs it to the wall surface is disposed on the wall or ceiling opposite the wall surface on which the content is projected.
  • FIG. 2 is a block diagram showing a detailed configuration of a system for providing a user interface according to the first embodiment.
  • the system of Example 1 includes a digital camera 10, an application driving device 20, and an image output device 30, and may further include a machine learning server 40.
  • the digital camera 10 photographs a content scene including a moving virtual pointer object, and transmits the photographed image data to the application driving device 20.
  • the digital camera 10 may be connected to the application driving device 20 through a wired communication interface such as USB, RJ-45, or a short-range or broadband wireless communication interface such as Bluetooth, IEEE 802.11, and LTE.
  • a wired communication interface such as USB, RJ-45, or a short-range or broadband wireless communication interface such as Bluetooth, IEEE 802.11, and LTE.
  • the communication interface or communication protocol mentioned here is only an example, and any communication interface and protocol for smoothly transmitting image data can be used.
  • a stereo-type measurement algorithm may be used to identify a moving object in image data and estimate a distance between the camera 10 and the moving object.
  • the same object is photographed using two camera modules (image sensors) separated from each other, and the distance to the object is estimated by using the angle difference caused by the discrepancy between the viewpoints between the two camera modules.
  • the digital camera 10 of Example 1 includes at least two 2D image sensor modules (not shown).
  • the application driving device 20 executes the conversion engine 21 and the interactive content application 22.
  • the application driving device 20 may install and execute the conversion engine 21 and the interactive content application 22 together in a single device such as a desktop PC, a notebook computer, a mobile tab, a smartphone, and a server.
  • the application driving device 20 may install and execute the conversion engine 21 on a single device such as a desktop PC illustrated above, and install and execute the interactive content application 22 on a separate server 20-1.
  • FIG. 3 is a block diagram showing the system configuration of such a modified embodiment.
  • the conversion engine 21 is installed and executed on the digital camera 10, and only interactive content applications are executed on the application driving device 20, and the digital camera 10 and the application driving device 20 are It can be connected through a local area network or an LTE or 5G broadband network.
  • 4 is a block diagram showing the system configuration of this modified embodiment.
  • the transformation engine 21 generates an event corresponding to a click of a mouse when the moving object collides with the wall, and transmits the event to the interactive content application 22.
  • the conversion engine 21 may include an object recognition module 21-1 and an event module 21-2.
  • the object recognition module 21-1 identifies a moving object by processing the image data sent from the camera 10, and estimates the distance between the camera 10 and the object using a stereotype technique. Object identification and distance estimation will be collectively defined as tracking. Tracking may be performed on all frames of image data sent from the camera 10, or intermittently performed on frames of preset intervals in consideration of the burden of load of the conversion engine 21 due to frequent tracking. It could be.
  • the object recognition module 21-1 may be included in the conversion engine 21 or installed in the digital camera 10 as firmware.
  • the digital camera 10 provides tracking information including the distance to the object and the coordinates of the object instead of image data to the event module 21-2 of the conversion engine 21 do.
  • the event module 21-2 determines whether the moving object collides with the wall, converts the coordinates of the collision point into coordinates on the execution screen of the interactive content application, generates an event including the converted coordinates, and interactively generates an event. Send to the content application.
  • the principle of the event module 21-2 determining whether a moving object has collided with a wall surface may be implemented with various algorithms.
  • An example algorithm is as follows. That is, the distance A between the camera 10 and the wall surface is measured in advance and stored in the conversion engine 21.
  • the event module 21-2 compares the distance (B) with the object continuously sent by the object recognition module 21-1 with the previously stored distance (A), and when the two distances (A, B) become the same, the object Is considered to have hit the wall.
  • Another example algorithm is as follows. That is, the event module 21-2 continuously monitors the change in the distance B with the object sent from the object recognition module 21-1. And the moment when the distance B increases and then turns to a decrease is determined as the moment of collision.
  • Another example algorithm is as follows. That is, the event module 21-2 continuously monitors the change in the size of the object identified in the image data sent from the object recognition module 21-1. Since the size will gradually decrease as the distance from the camera 10 increases, the moment when the size of the object decreases and then turns to increase is determined as the moment of collision.
  • the event module 21-2 has a mapping table in which the XY coordinates of the wall screen on which the content image is actually displayed and the xy coordinates on the execution screen of the content application are matched in advance.
  • the event module 21-2 finds the XY coordinate of the collision point by processing the image data, and finds the xy coordinate matching the XY coordinate from the mapping table.
  • the mapping table may be a database in which XY coordinates at predetermined intervals and xy coordinates at predetermined intervals are stored in advance, or an algorithm defining a correlation between the XY coordinates and the xy coordinates by an equation.
  • the event module 21-2 generates an event including the converted xy coordinate and transmits it to the interactive content application.
  • GUI Graphical user interface
  • mouse_move_Event(A3,B3) By continuously generating the mouse cursor (A1,B1), (A2,B2), (A3,B3)... It is moved to the path of and displayed, and by generating mouse_left_Click(An, Bn) at the point where the mouse is stopped, it notifies the operating system or the activated application that the left mouse button is clicked at the coordinates of (An, Bn).
  • event should be understood as a concept including all events for inputting a user's instruction to the interactive content application 220. Accordingly, events transmitted from the conversion engine 21 to the interactive content application 220 may be variously defined as a left mouse click event, a right mouse click event, a mouse movement event, a mouse double click event, and a mouse wheel click event.
  • the object recognition module 21-1 identifies a plurality of objects
  • the left mouse click event is performed by the event module 21-2. Is generated, a mouse right-click event is generated when the second object is recognized, and a mouse wheel click event is generated when the third object is recognized.
  • the player since the player can control the virtual interactive content using three types of objects, it is possible to enjoy content with a richer plot.
  • the present invention makes a moving object operate like a mouse or a pointer through a method in which the conversion engine 21 generates an event and transmits the generated event to the interactive content application 22.
  • the event generated by the conversion engine 21 is compatible with the operating system in which the interactive content application 22 is executed. Alice, the developer of the interactive content application 22, does not need to discuss compatibility with Bob, the developer of the conversion engine 21 in advance, so the conversion engine 21 of the present invention is sold on the market. It has the advantage of being able to apply any interactive content to be applied without a separate modification for interfacing.
  • the image output device 30 may be any type of device as long as it has a function of outputting a content image on a wall or the like.
  • a beam projector for example, a beam projector, a display device such as a large TV or monitor mounted on a wall, and an augmented reality headset may be used as the image output device 30.
  • the image output device 30 is connected to the application driving device 20 through a cable or wireless communication.
  • a problem may occur such as a shadow on the image by a user moving an object.
  • a problem may occur such as a shadow on the image by a user moving an object.
  • an image without a shaded area by a user may be displayed.
  • the machine learning server 40 includes a machine learning engine (not shown) that learns various characteristics for identifying an object based on the image data sent from the camera 10.
  • the machine learning server 40 uses a certain number of characteristics to identify the object based on at least one of the shape of the ball, the size of the ball, the pattern pattern on the surface of the ball, and the color of the ball. Patterns can be found.
  • the machine learning server 40 may receive image data through an application driving device 20 connected to the digital camera 10 or may be directly connected to the digital camera 10 to receive image data.
  • 5A to 5D illustrate examples of photographing an object at various locations in order to pre-learn identification information of an object by machine learning.
  • the user places an object such as a ball on his hand, and changes the orientation of the front, rear, left, right, up and down based on the camera 10 to view dozens to hundreds of images.
  • an object such as a ball
  • 5A to 5D illustrate a case in which the user directly grabs the object and shoots one by one, but is not limited thereto, and the object (ball) is thrown into the shooting area of the camera 10 or the user
  • the scene of throwing the (ball) onto the wall can be recorded as a video, and machine learning can be performed on the video of each frame constituting the video.
  • the machine learning server 40 finds a specific pattern to more clearly identify an object by repeatedly analyzing dozens to hundreds of different image data captured in this way.
  • the object recognition module 21-1 of the transformation engine 21 can easily identify an object from image data using identification pattern information, which is a result obtained by learning in advance by the machine learning module 40.
  • the object recognition module 21-1 of the transformation engine is Images can be accurately identified.
  • the machine learning server 40 may learn only one object, but may learn in advance to identify a plurality of different objects when control is required with a plurality of objects according to the type of content.
  • Embodiment 2 relates to a system for providing a user interface of virtual interactive content that recognizes a moving object using a mono camera.
  • Example 2 assumes that a mono camera such as a closed-type camera (CCTV) is already installed for security purposes, or a case of adopting a mono camera to construct a system for providing a user interface relatively inexpensively is assumed. It is not necessarily limited to these cases.
  • CCTV closed-type camera
  • FIG. 6 is a block diagram showing a detailed configuration of a system for providing a user interface according to a second embodiment.
  • the user interface providing system includes a digital camera 100, an application driving device 200 and an image output device 300, and may further include a machine learning server 400. .
  • the digital camera 100 photographs a content scene including a moving virtual pointer object and transmits the photographed image data to the application driving device 200.
  • connection structure or communication protocol between the digital camera 100 and the application driving device 200 is the same as that of the digital camera 10 of the first embodiment.
  • the digital camera 100 identifies a moving object from image data and uses a structured pattern measurement algorithm to estimate a distance between the camera 100 and the moving object.
  • the digital camera 100 of the structured pattern technique includes at least one light projection module and at least one image sensor module, and when the light projection module projects a structured set of light patterns onto an object, the image sensor is reflected by the projection.
  • Optical 3D scanning is performed by capturing an image, and a distance between the camera 100 and an object is measured using the 3D scanning result.
  • the application driving device 200 executes the conversion engine 210 and the interactive content application 220. It is the same as described in the first embodiment that the conversion engine 210 and the interactive content application 220 may be executed in one device 200 or separately executed in a separate device.
  • the transformation engine 210 generates an event corresponding to a click of a mouse when the moving object collides with the wall, and transmits the event to the interactive content application 220.
  • the conversion engine 210 may include an object recognition module 211 and an event module 212.
  • the object recognition module 211 processes image data sent from the camera 100 to identify a moving object, and estimates the distance between the camera 100 and the object using a structured pattern technique.
  • the event module 212 determines whether the moving object collides with the wall, converts the coordinates of the collision point into coordinates on the execution screen of the interactive content application, generates an event including the converted coordinates, and converts the event into the interactive content application. Transfer to.
  • the principle of the event module 212 transforming the coordinates is the same as described in the first embodiment.
  • the image output device 300 and the machine learning server 400 are also the same as the image output device 30 and the machine learning server 40 of the first embodiment.
  • Embodiment 3 relates to a method of providing a user interface for virtual interactive content.
  • FIG. 7 is a flow chart showing step-by-step a method of providing a user interface according to the third embodiment.
  • a virtual interactive content image is displayed on the wall by an image output device such as a beam projector, and the user throws a virtual mouse object to the wall to play the content.
  • the digital camera installed on the ceiling captures an image displayed on the wall and a scene where the user throws an object on the wall, and transmits the captured image data to the application driving device in real time (S101).
  • the conversion engine running in the application driving device identifies the virtual mouse object learned in advance from the image data sent from the camera (S102), and tracks the movement of the object (S103).
  • “tracking” refers to a process of determining the distance between the identified object and the camera and the coordinates on the wall screen where the object is located.
  • the conversion engine converts the XY coordinates of the touch point into the xy coordinates on the execution screen of the interactive content application (S105).
  • a mouse event including the converted coordinates is generated, and the mouse event is transmitted to the interactive content application (S106).
  • FIG. 8 is a flowchart illustrating a machine learning process step by step in a method of providing a user interface according to the third embodiment.
  • FIG. 5 For better understanding, the situation of FIG. 5 in which a user enters the shooting range of a digital camera and holds a virtual mouse object such as a ball in one hand and performs test shots tens to hundreds of times will be described in detail with reference to the situation of FIG.
  • the machine learning server receives image data from a digital camera or an application driving device connected to the digital camera (S201), and processes the image data to derive at least one characteristic of the shape, size, surface pattern, and color of the object ( S202).
  • a user can take tens to hundreds of images while placing an object such as a ball on his hand and changing the orientation of the front, rear, left, right, up and down directions based on the camera.
  • the machine learning server repeatedly analyzes dozens to hundreds of different image data captured in this way, thereby defining a specific pattern to more clearly identify an object.
  • the termination of the machine learning process may be automatically executed when a preset criterion is satisfied, or may be executed arbitrarily at the discretion of an administrator.
  • the pattern for object identification defined through the above steps is provided to the conversion engine, so that the object can be accurately identified even if there is any kind of background in the still image of the moving object.
  • the entire or partial functions of the method for providing the user interface of the virtual interactive content of the third and fourth embodiments described above are provided in a recording medium that can be read through a computer by tangibly implementing a program of instructions for implementing this. It will be readily understood by those skilled in the art that it may be.
  • the computer-readable recording medium may include program instructions, data files, data structures, etc. alone or in combination.
  • the program instructions recorded on the computer-readable recording medium may be specially designed and constructed for the present invention, or may be known and usable to those skilled in computer software. Examples of the computer-readable recording medium include magnetic media such as hard disks, floppy disks, and magnetic tapes, optical media such as CD-ROMs and DVDs, and floptical disks.
  • Magneto-optical media and hardware devices specially configured to store and execute program instructions such as ROM, RAM, flash memory, USB memory, and the like.
  • the computer-readable recording medium may be a transmission medium such as an optical or metal wire or a waveguide including a carrier wave for transmitting a signal specifying a program command or a data structure.
  • Examples of program instructions include high-level language codes that can be executed by a computer using an interpreter or the like, in addition to machine language codes such as those produced by a compiler.
  • the hardware device may be configured to operate as one or more software modules to perform the operation of the present invention and vice versa.

Abstract

The present invention relates to a technology for providing a user interface for a virtual interactive content by utilizing a wall surface or a floor surface as a screen. More specifically, the present invention relates to a technology for providing a user interface in order to play a virtual interactive content projected on a wall surface or a floor surface, using a virtual mouse object such as a soccer ball. A moving object is identified from an image obtained by a digital camera by capturing a situation in which a content is played, and a moving path of the object is tracked to generate an event corresponding to a click of a mouse at the moment when the object reaches the wall surface. For clear identification of an object, a characteristic pattern of the object may be learned in advance through machine learning.

Description

가상 인터렉티브 컨텐츠의 사용자 인터페이스 제공 시스템, 방법 및 이를 위한 컴퓨터 프로그램이 저장된 기록매체A system and method for providing a user interface for virtual interactive contents, and a recording medium storing a computer program therefor
본 발명은 벽면이나 바닥면을 스크린으로 활용하는 가상 인터렉티브 컨텐츠를 위한 사용자 인터페이스 제공 기술에 관한 것이다. 더욱 상세하게는, 본 발명은 벽면이나 바닥면에 투사되는 가상 인터렉티브 컨텐츠를 축구공과 같은 가상 마우스 객체를 이용하여 플레이하기 위한 사용자 인터페이스 제공 기술에 관한 것이다. 컨텐츠가 플레이 되는 상황을 디지털 카메라로 촬영한 영상에서 이동 객체를 식별하고, 객체의 이동을 트래킹하여 객체가 벽면에 닿는 순간 마우스의 클릭에 해당하는 이벤트를 발생시킨다. 객체를 명확하게 식별하기 위해 사전에 머신러닝을 통해 객체의 특징적 패턴을 미리 학습할 수 있다.The present invention relates to a technology for providing a user interface for virtual interactive content using a wall or a floor as a screen. More specifically, the present invention relates to a technology for providing a user interface for playing virtual interactive content projected on a wall or a floor using a virtual mouse object such as a soccer ball. A moving object is identified in an image captured with a digital camera of the content being played, and the movement of the object is tracked to generate an event corresponding to a mouse click when the object touches the wall. In order to clearly identify the object, the characteristic pattern of the object can be learned in advance through machine learning.
벽면과 같은 대형 화면에 인터렉티브 컨텐츠를 투사하고 공과 같은 가상의 마우스를 이용하여 인터렉티브 컨텐츠를 실행하는 기술이 최근 각광을 받고 있다. 특히 스포츠 교육 분야에서는 실외의 온도나 미세먼지 농도, 강우, 강설 등의 환경 조건에 상관없이 실내에서 즐길 수 있는 인터렉티브 실내 스포츠 컨텐츠가 서서히 도입되고 있는 추세이다.The technology of projecting interactive contents on a large screen such as a wall and executing interactive contents using a virtual mouse such as a ball has recently been in the spotlight. In particular, in the field of sports education, interactive indoor sports contents that can be enjoyed indoors regardless of environmental conditions such as outdoor temperature, fine dust concentration, rainfall, and snowfall are gradually being introduced.
이와 같은 인터렉티브 컨텐츠는 가상의 마우스 역할을 담당하는 공 등의 객체를 인식하고, 객체의 이동을 트래킹하여 벽에 터치되는 순간의 좌표를 알아내는 기능이 필수적이다.For such interactive content, it is essential to recognize an object such as a ball that plays the role of a virtual mouse, track the movement of the object, and find the coordinates of the moment when the object is touched.
이러한 기능을 구현하기 위한 방안으로 머신비전(machine vision) 기술이 제안되었다. 머신비전 기술은 이미지를 캡처하고 프로세싱하는 기능을 실행하는 장치의 작동 지침을 제공하는 하드웨어 및 소프트웨어의 조합을 지칭하며 다양한 산업 분야에서 제품의 생산 품질을 관리하는 기술로 주로 사용되어 왔다.Machine vision technology has been proposed as a way to implement these functions. Machine vision technology refers to a combination of hardware and software that provides operating instructions for devices that perform functions of capturing and processing images, and has been used primarily as a technology to manage the production quality of products in various industries.
머신비전 기술의 하나로 적외선(IR, Infrared Ray) 카메라를 이용하는 3차원 깊이 카메라(3 Dimensional Depth camera) 기술을 들 수 있다. 적외선 카메라는 적어도 하나의 적외선 광 조사 모듈과 적어도 하나의 광 센서 모듈을 포함하며, 촬영된 이미지의 모든 픽셀에 대하여, 변조된 광 신호의 지연(lag) 또는 위상 천이(shift)를 이용하여 카메라(10)와 이동 객체 간의 거리를 측정하는 소위 ToF 기법(Time-Of-Flight measurement)을 이용한다.One of the machine vision technologies is a 3 Dimensional Depth camera technology that uses an infrared (IR) camera. The infrared camera includes at least one infrared light irradiation module and at least one light sensor module, and for all pixels of a photographed image, a camera using a lag or a phase shift of the modulated optical signal ( 10) It uses the so-called ToF method (Time-Of-Flight measurement) to measure the distance between the moving object.
그러나 적외선 카메라를 이용하는 인터렉티브 컨텐츠는 일정 조도 이하의 어두운 환경에서 객체를 정확하게 트레킹할 수 있기 때문에 컨텐츠가 실행되는 실내에 추가적으로 차양막을 쳐야 하는 번거로움이 있고, 주광에 노출되면 급격하게 객체의 인식률이 떨어지는 문제가 있다.However, since interactive content using an infrared camera can accurately track an object in a dark environment under a certain level of illumination, there is a hassle of additionally awning in the room where the content is executed, and when exposed to daylight, the recognition rate of the object rapidly decreases. there is a problem.
일반적인 디지털 카메라를 이용하여 촬영한 컨텐츠의 플레이 영상을 디지털 프로세싱을 거쳐 가상 마우스에 해당하는 객체를 식별 및 트레킹하는 기술도 제안된 바 있다. A technique for identifying and tracking an object corresponding to a virtual mouse through digital processing of a play image of a content captured using a general digital camera has also been proposed.
그러나 객체의 식별 성공률이 만족스럽지 않고 설사 특정 객체를 인식하도록 설정되었다 하더라도 동일 영상 안에 식별이 필요한 제1객체와, 제1객체와 일부 유사하지만 식별되면 안되는 제2객체가 함께 존재할 때 두 객체를 제대로 분간하지 못하는 문제로 인해 본격적으로 실용화되지 못하고 있다.However, even if the object identification success rate is not satisfactory and even if it is set to recognize a specific object, the two objects are properly identified when the first object that needs to be identified in the same image and the second object that is partially similar to the first object but should not be identified are present together. It has not been put into practical use in earnest due to indistinguishable problems.
한편, 최근에는 증강현실에 머신비전을 접목하기 위한 연구가 활발히 진행되고 있다. 혼합현실(MR: Mixed Reality)은 현실과 가상을 결합하여 실물과 가상 객체들이 공존하는 새로운 환경을 만들고 사용자가 그 새로운 환경과 실시간으로 상호 작용을 함으로써 다양한 디지털 정보들을 보다 실감나게 체험할 수 있도록 하는 기술이다. 혼합현실(MR)은 현실을 기반으로 가상 정보를 부가하는 증강 현실(AR: Augmented Reality)과 가상 환경에 현실 정보를 부가하는 증강 가상(AV: Augmented Virtuality)의 의미를 포함한다.On the other hand, in recent years, research for incorporating machine vision into augmented reality is being actively conducted. Mixed Reality (MR) combines reality and virtual to create a new environment in which real and virtual objects coexist, allowing users to experience various digital information more realistically by interacting with the new environment in real time. It's technology. Mixed reality (MR) includes augmented reality (AR) that adds virtual information based on reality and augmented virtuality (AV) that adds reality information to a virtual environment.
대한민국 특허공개 제2013-0050672호에 개시된 3차원 카메라를 이용한 가상터치 방법 및 장치는 머신비전과 증강 현실(AR)을 함께 이용하는 기술로서, 사용자의 형상을 감지하고 사용자에 의한 터치 동작을 3차원으로 인식하는 3차원 카메라를 사용하여 터치 디스플레이나 특수 터치인식 장치 없이 실제 터치스크린과 같은 가상의 터치 방식을 실현시키는 방법이다.A virtual touch method and apparatus using a 3D camera disclosed in Korean Patent Publication No. 2013-0050672 is a technology that uses both machine vision and augmented reality (AR), and detects the shape of the user and converts the touch operation by the user into 3D. It is a method of realizing a virtual touch method like a real touch screen without a touch display or a special touch recognition device using a recognized 3D camera.
그러나, 사용자의 손 형상과 움직임의 패턴을 감지하기 때문에, 카메라가 인지할 수 없는 각도나 움직임의 패턴이 명확하지 않거나, 화면상에 사용자의 그림자 형상이 비칠 경우, 잘못된 인식을 하여 가상 터치의 오류가 발생할 수 있다.However, since it detects the shape of the user's hand and the pattern of movement, if the angle or movement pattern that the camera cannot recognize is not clear, or if the shape of the user's shadow is reflected on the screen, it is incorrectly recognized and an error in virtual touch. Can occur.
본 발명의 목적은 인터렉티브 컨텐츠가 실행되는 장소의 밝기에 상관없이 컨텐츠 영상 속의 객체를 정확하게 식별하는 사용자 인터페이스 방안을 제공하는 것이다.An object of the present invention is to provide a user interface scheme for accurately identifying an object in a content image regardless of the brightness of a place where interactive content is executed.
본 발명의 다른 목적은 시중에 유통되는 인터렉티브 컨텐츠 애플리케이션에 별도의 수정을 가하지 않고도 호환성을 제공하는 사용자 인터페이스 방안을 제공하는 것이다.Another object of the present invention is to provide a user interface scheme that provides compatibility without additional modification to interactive content applications distributed on the market.
위와 같은 목적을 달성하기 위한 본 발명의 일 실시예는, 벽면에 디스플레이 되는 가상 인터렉티브 컨텐츠 영상을 촬영하는 디지털 카메라; 및 상기 가상 인터렉티브 컨텐츠의 촬영 영상에서 미리 정의된 객체를 식별하고 상기 객체의 거리와 좌표를 파악하는 객체인식 모듈과, 상기 객체가 벽면에 부딪힌 때 상기 객체의 좌표가 포함된 이벤트를 인터렉티브 컨텐츠 애플리케이션에 전달하는 이벤트 모듈을 포함하는 변환 엔진을 실행하는 애플리케이션 구동 장치를 포함하는 가상 인터렉티브 컨텐츠의 사용자 인터페이스 제공 시스템에 관한 것이다.An embodiment of the present invention for achieving the above object, a digital camera for photographing a virtual interactive content image displayed on a wall; And an object recognition module that identifies a predefined object in the captured image of the virtual interactive content and determines the distance and coordinates of the object, and an event including the coordinates of the object when the object hits a wall surface to the interactive content application. It relates to a system for providing a user interface of virtual interactive content including an application driving device that executes a conversion engine including an event module to deliver.
본 실시예의 시스템은 상기 가상 인터렉티브 컨텐츠의 영상을 벽면에 디스플레이 하는 영상 출력 장치를 더 포함할 수 있다.The system of this embodiment may further include an image output device that displays the image of the virtual interactive content on the wall.
또한 본 실시예의 시스템은 상기 객체가 포함된 복수의 영상 데이터를 반복적으로 분석하여 상기 객체를 식별하기 위한 형상, 크기, 표면의 패턴 무늬, 색상 중 적어도 하나에 관한 패턴을 학습하는 머신러닝 서버를 더 포함할 수 있다.In addition, the system of this embodiment further includes a machine learning server that repeatedly analyzes a plurality of image data including the object to learn a pattern related to at least one of a shape, size, surface pattern, and color for identifying the object. Can include.
본 실시예의 상기 디지털 카메라는 적어도 두 개의 이미지 센서를 가질 수 있으며, 이때 상기 객체인식 모듈은, 상기 이미지 센서들의 화각 차이를 이용하여 상기 디지털 카메라와 상기 객체 간의 거리를 계산할 수 있다.The digital camera of the present embodiment may have at least two image sensors, and in this case, the object recognition module may calculate a distance between the digital camera and the object by using a difference in angle of view of the image sensors.
본 실시예의 상기 디지털 카메라는 적어도 하나의 이미지 센서를 가질 수 있으며, 이때 상기 객체인식 모듈은, 상기 디지털 카메라로 촬영한 영상 속의 객체의 크기를 기초로 상기 디지털 카메라와 벽면 간의 거리를 계산할 수 있다.The digital camera according to the present embodiment may have at least one image sensor, and in this case, the object recognition module may calculate a distance between the digital camera and a wall surface based on the size of an object in an image captured by the digital camera.
본 발명의 다른 일 실시예는, 가상 인터렉티브 컨텐츠의 촬영 영상에서 미리 학습된 객체를 식별하는 단계; 상기 식별된 객체의 거리 및 좌표를 파악하는 단계; 상기 객체가 벽면에 부딪힌 때 터치 지점의 좌표가 포함된 이벤트를 생성하는 단계; 및 상기 이벤트를 가상 인터렉티브 컨텐츠 애플리케이션에 전달하는 단계를 포함하는 가상 인터렉티브 컨텐츠의 사용자 인터페이스 제공 방법에 관한 것이다.Another embodiment of the present invention includes the steps of identifying a pre-learned object from a captured image of virtual interactive content; Determining the distance and coordinates of the identified object; Generating an event including coordinates of a touch point when the object hits a wall; And transmitting the event to a virtual interactive content application.
본 발명의 사용자 인터페이스 제공 방법은, 상기 계산된 객체의 거리와 미리 설정된 벽면의 거리가 일치하면 상기 객체가 벽면에 터치된 것으로 판단하는 단계를 더 포함할 수 있다.The method of providing a user interface of the present invention may further include determining that the object has touched the wall when the calculated distance of the object matches the preset distance of the wall.
또한 본 발명의 사용자 인터페이스 제공 방법은, 상기 객체가 포함된 복수의 영상 데이터를 반복적으로 분석하여 상기 객체를 식별하기 위한 형상, 크기, 표면의 패턴 무늬, 색상 중 적어도 하나에 관한 패턴을 학습하는 머신러닝 단계를 더 포함할 수 있다.In addition, the method for providing a user interface of the present invention is a machine that repeatedly analyzes a plurality of image data including the object to learn a pattern related to at least one of a shape, a size, a surface pattern, and a color to identify the object. It may further include a running step.
본 발명의 다른 일 실시예는, 전술한 사용자 인터페이스 제공 방법을 알고리즘으로 구현한 컴퓨터 프로그램 또는 그 프로그램이 저장되는 컴퓨터로 읽을 수 있는 기록매체에 관한 것이다.Another embodiment of the present invention relates to a computer program in which the above-described method for providing a user interface is implemented as an algorithm or a computer-readable recording medium in which the program is stored.
본 발명의 실시예에 의하면 조도나 온도, 습도 등과 같은 플레이 장소의 환경적 요인들에 영향 받지 않고 스포츠 인터렉티브 컨텐츠를 즐길 수 있다. 일례로 덥거나 춥거나 미세먼지 농도가 높은 날에도 충분히 밝은 조명의 실내 공간에서 쾌적하게 컨텐츠를 즐길 수 있고, 운동에 적절한 온도와 날씨가 유지되는 지역에서는 실외 코트에서도 컨텐츠를 즐길 수 있다.According to an embodiment of the present invention, it is possible to enjoy sports interactive content without being affected by environmental factors of a play place such as illumination, temperature, and humidity. For example, content can be enjoyed comfortably in an indoor space with sufficiently bright lighting even on hot, cold, or high concentration of fine dust, and content can be enjoyed on an outdoor court in an area where the temperature and weather suitable for exercise are maintained.
또한 본 발명의 실시예에 의하면 컨텐츠의 실행을 제어하는 마우스 역할을 담당하는 투척 물체의 여러 가지 특징을 반복적인 분석을 통해 미리 학습함으로써 인식율을 획기적으로 향상시킬 수 있다.In addition, according to an embodiment of the present invention, the recognition rate can be remarkably improved by learning in advance various characteristics of a throwing object that serves as a mouse that controls execution of content through repetitive analysis.
또한 본 발명의 실시예에 의하면 이벤트를 발생시키는 변환 엔진과 이벤트를 수신하는 가상 인터렉티브 컨텐츠가 독립적으로 실행되므로 두 프로그램 간에 호환성을 유지하기 위해 가상 인터렉티브 컨텐츠를 수정할 필요가 없다. 따라서 인터렉티브 컨텐츠의 생산성이 증대되는 한편 변환 엔진의 범용성이 보장된다.Further, according to an embodiment of the present invention, since the conversion engine generating the event and the virtual interactive content receiving the event are independently executed, there is no need to modify the virtual interactive content to maintain compatibility between the two programs. Therefore, the productivity of the interactive content is increased while the universality of the conversion engine is guaranteed.
도 1은 실시예 1의 사용자 인터페이스 제공 시스템의 구성을 개략적으로 도시한 개념도이다.1 is a conceptual diagram schematically showing a configuration of a system for providing a user interface according to a first embodiment.
도 2는 실시예 1의 사용자 인터페이스 제공 시스템에 대한 블록 구성도이다.2 is a block diagram of a system for providing a user interface according to the first embodiment.
도 3 및 도 4는 실시예1의 변형 실시예의 시스템 구성을 도시한 블록도이다.3 and 4 are block diagrams showing the system configuration of a modified embodiment of the first embodiment.
도 5a 내지 도 5d는 머신러닝을 위한 객체 영상의 촬영 장면들을 도시한다.5A to 5D illustrate photographing scenes of an object image for machine learning.
도 6은 실시예 2의 사용자 인터페이스 제공 시스템에 대한 블록 구성도이다.6 is a block diagram of a system for providing a user interface according to a second embodiment.
도 7은 실시예 3의 사용자 인터페이스 제공 방법을 단계별로 도시한 플로우챠트이다.7 is a flow chart showing step-by-step a method of providing a user interface according to the third embodiment.
도 8은 실시예 3의 사용자 인터페이스 제공 방법 중 머신러닝 과정을 단계별로 도시한 플로우챠트이다.8 is a flowchart illustrating a machine learning process step by step in a method of providing a user interface according to the third embodiment.
이하, 첨부한 도면을 참고로 하여 본 발명의 실시예에 대하여 본 발명이 속하는 기술 분야에서 통상의 지식을 가진 자가 용이하게 실시할 수 있도록 상세히 설명한다. 그러나 이는 본 발명을 특정한 실시 형태에 대해 한정하려는 것이 아니며, 본 발명의 사상 및 기술 범위에 포함되는 모든 변경, 균등물 내지 대체물을 포함하는 것으로 이해되어야 한다.Hereinafter, embodiments of the present invention will be described in detail with reference to the accompanying drawings so that those of ordinary skill in the art may easily implement the present invention. However, this is not intended to limit the present invention to a specific embodiment, it is to be understood to include all changes, equivalents, or substitutes included in the spirit and scope of the present invention.
본 명세서에서 사용되는 용어는 단지 특정한 실시예를 설명하기 위해 사용된 것으로, 본 발명을 한정하려는 의도가 아니다. 단수의 표현은 문맥상 명백하게 다르게 뜻하지 않는 한, 복수의 표현을 포함한다. 본 출원에서, "포함하다" 또는 "가지다" 등의 용어는 명세서상에 기재된 특징, 숫자, 공정, 동작, 구성요소, 부품 또는 이들을 조합한 것이 존재함을 지정하려는 것이지, 하나 또는 그 이상의 다른 특징들이나 숫자, 공정, 동작, 구성요소, 부품 또는 이들을 조합한 것들의 존재 또는 부가 가능성을 미리 배제하지 않는 것으로 이해되어야 한다.The terms used in the present specification are only used to describe specific embodiments and are not intended to limit the present invention. Singular expressions include plural expressions unless the context clearly indicates otherwise. In the present application, terms such as "comprise" or "have" are intended to designate the presence of features, numbers, processes, operations, components, parts, or combinations thereof described in the specification, but one or more other features. It is to be understood that the possibility of addition or presence of elements or numbers, processes, operations, components, parts, or combinations thereof is not preliminarily excluded.
다르게 정의되지 않는 한, 기술적이거나 과학적인 용어를 포함해서 여기서 사용되는 모든 용어들은 본 발명이 속하는 기술 분야에서 통상의 지식을 가진 자에 의해 일반적으로 이해되는 것과 동일한 의미가 있다. 일반적으로 사용되는 사전에 정의되어 있는 것과 같은 용어들은 관련 기술의 문맥상 가지는 의미와 일치하는 의미가 있는 것으로 해석되어야 하며, 본 출원에서 명백하게 정의하지 않는 한, 이상적이거나 과도하게 형식적인 의미로 해석되지 않는다.Unless otherwise defined, all terms including technical or scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which the present invention belongs. Terms such as those defined in a commonly used dictionary should be interpreted as having a meaning consistent with the meaning of the related technology, and should not be interpreted as an ideal or excessively formal meaning unless explicitly defined in this application. Does not.
본 명세서에서 기재한 모듈(MODULE)이란 용어는 특정한 기능이나 동작을 처리하는 하나의 단위를 의미하며, 이는 하드웨어나 소프트웨어 또는 하드웨어 및 소프트웨어의 결합을 의미할 수 있다.The term "MODULE" described herein refers to a unit that processes a specific function or operation, and may mean hardware or software, or a combination of hardware and software.
본 명세서 및 청구범위에 사용되는 용어나 단어는 통상적이거나 사전적인 의미로 한정하여 해석되어서는 아니 되며, 발명자는 그 자신의 발명을 가장 최선의 방법으로 설명하기 위해 용어의 개념을 적절하게 정의할 수 있다는 원칙에 입각하여, 본 발명의 기술적 사상에 부합하는 의미와 개념으로 해석되어야 한다. 또한, 사용되는 기술 용어 및 과학 용어에 있어서 다른 정의가 없다면, 이 발명이 속하는 기술분야에서 통상의 지식을 가진 자가 통상적으로 이해하고 있는 의미를 가지며, 하기의 설명 및 첨부 도면에서 본 발명의 요지를 불필요하게 흐릴 수 있는 공지 기능 및 구성에 대한 설명은 생략한다. 다음에 소개되는 도면들은 당업자에게 본 발명의 사상이 충분히 전달될 수 있도록 하기 위해 예로서 제공되는 것이다. 따라서, 본 발명은 이하 제시되는 도면들에 한정되지 않고 다른 형태로 구체화될 수도 있다. 또한, 명세서 전반에 걸쳐서 동일한 참조번호들은 동일한 구성요소들을 나타낸다. 도면들 중 동일한 구성요소들은 가능한 한 어디든 동일한 부호들로 나타내고 있음에 유의해야 한다.Terms and words used in the present specification and claims are not limited to their usual or dictionary meanings and should not be interpreted, and the inventor may appropriately define the concept of terms in order to describe his own invention in the best way. Based on the principle that there is, it should be interpreted as meaning and concept consistent with the technical idea of the present invention. In addition, unless there are other definitions in the technical terms and scientific terms used, they have the meanings commonly understood by those of ordinary skill in the art to which this invention belongs, and the gist of the present invention in the following description and accompanying drawings Descriptions of known functions and configurations that may be unnecessarily obscure will be omitted. The drawings introduced below are provided as examples in order to sufficiently convey the spirit of the present invention to those skilled in the art. Accordingly, the present invention is not limited to the drawings presented below and may be embodied in other forms. In addition, the same reference numbers throughout the specification indicate the same elements. It should be noted that the same components in the drawings are indicated by the same reference numerals wherever possible.
본 발명의 명세서에서 “이동 객체” 또는 “객체”라 함은 사용자가 자신의 신체 일부를 사용하거나 라켓, 클럽 등의 장비를 사용하여 움직임을 야기시킬 수 있는 물체를 말하는 것으로 축구공, 농구공, 배구공, 정구공, 배드민턴공, 오자미, 다트 등을 예로 들 수 있다. 그러나, 이에 한정되는 것은 아니며 일정한 형태가 유지되고 사용자에 의해 용이하게 이동시킬 수 있는 물체라면 그 어느 것이라도 “객체”에 해당될 수 있다. 이러한 “객체”는 가상 인터렉티브 컨텐츠의 실행이나 제어를 위한 입력 수단(예를 들어 마우스, 포인터 등)의 역할을 수행한다는 점에서 “가상 마우스 객체” 또는 “가상 포인터 객체” 로도 불리울 수 있다.In the specification of the present invention, the term "moving object" or "object" refers to an object that can cause movement by a user using a part of his or her body or by using equipment such as a racket or a club. Volleyball ball, tennis ball, badminton ball, Ozami, darts, and the like are exemplified. However, the present invention is not limited thereto, and any object that maintains a certain shape and can be easily moved by a user may correspond to a “object”. These “objects” may also be referred to as “virtual mouse objects” or “virtual pointer objects” in that they serve as input means (eg, mouse, pointer, etc.) for executing or controlling virtual interactive content.
본 발명의 명세서에서 “인터렉티브 컨텐츠”라 함은 미리 정해진 구성(plot)대로 일방적으로 재생 또는 실행되는 컨텐츠가 아니라 사용자의 실시간 행위(action)에 반응하여 그에 따른 다양한 결과물을 출력 또는 실행하는 컨텐츠를 말한다. In the specification of the present invention, the term "interactive content" refers to content that outputs or executes various results in response to a user's real-time action, not content that is unilaterally played or executed according to a predetermined plot. .
또한 “가상 인터렉티브 컨텐츠”라 함은 마우스나 터치패드(이하 '마우스 등'이라 함)와 같은 통상의(conventional) 입력 수단을 이용하여 컨텐츠를 실행하는 것이 아니라, 실제 컨텐츠는 별도의 컴퓨터 장치에서 실행되지만 그 컨텐츠의 실행 영상은 빔 프로젝터를 통해 벽면이나 바닥, 또는 천정(이하 '벽면 등'이라 함)에 직접 투사되거나, 벽면 등에 설치된 스크린 막에 투사되거나, 벽면 등에 설치되는 디스플레이 장치(예를 들면 디지털 TV나 디지털 모니터)를 통해 출력되고, 사용자는 컨텐츠의 영상이 디스플레이 되는 벽면 등을 이동 객체를 통해 터치함으로써 마우스 등의 입력 수단과 동일한 효과를 가상으로 구현하는 인터렉티브 콘텐츠를 말한다.In addition, "virtual interactive content" does not execute the content using conventional input means such as a mouse or touch pad (hereinafter referred to as'mouse, etc.'), but the actual content is executed on a separate computer device. However, the execution image of the content is directly projected on a wall, floor, or ceiling (hereinafter referred to as'wall surface') through a beam projector, or on a screen installed on a wall, or a display device installed on a wall (for example, It refers to interactive content that is output through a digital TV or a digital monitor) and virtually implements the same effect as an input means such as a mouse by touching a wall surface on which the image of the content is displayed through a moving object.
이와 같은 인터렉티브 컨텐츠는 영화, 디지털 서적, 디지털 액자 등의 미디어 컨텐츠로 구현되거나 사용자의 터치 입력에 의해 진행되는 대화형 게임으로 구현될 수 있다.Such interactive content may be implemented as media content such as a movie, a digital book, or a digital picture frame, or as an interactive game performed by a user's touch input.
<실시예 1><Example 1>
실시예 1은 스테레오 카메라를 이용하여 이동 객체를 인식하는 가상 인터렉티브 컨텐츠의 사용자 인터페이스 제공 시스템에 관한 것이다. Embodiment 1 relates to a system for providing a user interface of virtual interactive content that recognizes a moving object using a stereo camera.
도 1은 실시예 1의 사용자 인터페이스 제공 시스템의 구성을 개략적으로 도시한 개념도이다.1 is a conceptual diagram schematically showing a configuration of a system for providing a user interface according to a first embodiment.
도 1에서 보듯, 사용자는 가상 마우스 객체에 해당하는 공을 컨텐츠가 디스플레이 되는 벽면의 특정 지점을 향해 던짐으로써 컨텐츠를 실행(play)시킨다.As shown in FIG. 1, the user plays the content by throwing the ball corresponding to the virtual mouse object toward a specific point on the wall where the content is displayed.
컨텐츠가 투사되는 벽면의 반대쪽 벽면 또는 천정 또는 어느 일 측 벽면에는 사용자의 액션과 컨텐츠 장면을 촬영하는 디지털 카메라(10)가 배치되고, 인터렉티브 컨텐츠는 별도로 마련된 애플리케이션 구동 장치(20)에서 실행된다.A digital camera 10 for photographing a user's action and content scene is disposed on a wall or ceiling opposite to the wall surface on which the content is projected, and the interactive content is executed by an application driving device 20 provided separately.
컨텐츠가 투사되는 벽면의 반대쪽 벽면 또는 천정에는, 애플리케이션 구동 장치(20)로부터 인터렉티브 컨텐츠의 영상을 전송 받아 벽면을 향해 출력하는 영상 출력 장치(30)가 배치된다.An image output device 30 that receives an image of interactive content from the application driving device 20 and outputs it to the wall surface is disposed on the wall or ceiling opposite the wall surface on which the content is projected.
도 2는 실시예 1의 사용자 인터페이스 제공 시스템의 세부 구성을 도시한 블록도이다.2 is a block diagram showing a detailed configuration of a system for providing a user interface according to the first embodiment.
도 2를 참고하면, 실시예 1의 시스템은 디지털 카메라(10), 애플리케이션 구동 장치(20) 및 영상 출력 장치(30)를 포함하며, 머신러닝 서버(40)를 더 포함할 수 있다.Referring to FIG. 2, the system of Example 1 includes a digital camera 10, an application driving device 20, and an image output device 30, and may further include a machine learning server 40.
디지털 카메라(10)는 이동 중인 가상 포인터 객체가 포함된 컨텐츠 장면을 촬영하고, 촬영된 영상 데이터를 애플리케이션 구동 장치(20)로 전송한다.The digital camera 10 photographs a content scene including a moving virtual pointer object, and transmits the photographed image data to the application driving device 20.
용이한 데이터의 전송을 위해 디지털 카메라(10)는 애플리케이션 구동 장치(20)와 USB, RJ-45 등과 같은 유선 통신 인터페이스나, 블루투스, IEEE 802.11, LTE와 같은 근거리 또는 광대역 무선 통신 인터페이스로 연결될 수 있다. 여기에 언급한 통신 인터페이스 또는 통신 프로토콜은 예시에 불과하며 영상 데이터를 원활하게 전송하기 위한 어떠한 통신 인터페이스 및 프로토콜도 사용 가능하다.For easy data transmission, the digital camera 10 may be connected to the application driving device 20 through a wired communication interface such as USB, RJ-45, or a short-range or broadband wireless communication interface such as Bluetooth, IEEE 802.11, and LTE. . The communication interface or communication protocol mentioned here is only an example, and any communication interface and protocol for smoothly transmitting image data can be used.
영상 데이터에서 이동 객체를 식별하고 카메라(10)와 이동 객체 간의 거리를 추정하기 위해 스테레오 타입 기법의 알고리즘(stereo-type measurement algorithm)이 사용될 수 있다. 스테레오 타입 기법은 이격된 두 개의 카메라 모듈(이미지 센서)를 이용하여 동일 객체를 촬영하고, 두 카메라 모듈 간 시점의 불일치에 의해 발생하는 각도 차이를 이용하여 객체와의 거리를 추정한다.A stereo-type measurement algorithm may be used to identify a moving object in image data and estimate a distance between the camera 10 and the moving object. In the stereotype technique, the same object is photographed using two camera modules (image sensors) separated from each other, and the distance to the object is estimated by using the angle difference caused by the discrepancy between the viewpoints between the two camera modules.
실시예 1의 시스템은 스테레오 타입 기법을 이용하므로 실시예 1의 디지털 카메라(10)는 적어도 2개의 2D 이미지 센서 모듈(미도시)을 포함한다.Since the system of Example 1 uses a stereo type technique, the digital camera 10 of Example 1 includes at least two 2D image sensor modules (not shown).
다음으로, 애플리케이션 구동 장치(20)는 변환 엔진(21)과 인터렉티브 컨텐츠 애플리케이션(22)을 실행한다. Next, the application driving device 20 executes the conversion engine 21 and the interactive content application 22.
애플리케이션 구동 장치(20)는 데스크탑 PC, 노트북, 모바일 탭, 스마트폰, 서버와 같은 단일 장치 내에 변환 엔진(21)과 인터렉티브 컨텐츠 애플리케이션(22)을 함께 설치 및 실행할 수 있다.The application driving device 20 may install and execute the conversion engine 21 and the interactive content application 22 together in a single device such as a desktop PC, a notebook computer, a mobile tab, a smartphone, and a server.
또는 애플리케이션 구동 장치(20)는 위의 예시된 데스크탑 PC 등의 단일 장치에 변환 엔진(21)이 설치 및 실행되고, 별도의 서버(20-1)에 인터렉티브 컨텐츠 애플리케이션(22)을 설치 및 실행할 수도 있다. 도 3은 이와 같은 변형 실시예의 시스템 구성을 도시한 블록도이다.Alternatively, the application driving device 20 may install and execute the conversion engine 21 on a single device such as a desktop PC illustrated above, and install and execute the interactive content application 22 on a separate server 20-1. have. 3 is a block diagram showing the system configuration of such a modified embodiment.
또는 변환엔진(21)은 디지털 카메라(10)에 설치되어 실행되고, 인터렉티브 컨텐츠 애플리케이션만 애플리케이션 구동 장치(20)에서 실행되며, 디지털 카메라(10)와 애플리케이션 구동 장치(20)는 Wifi나 LAN 등과 같은 근거리 통신망 또는 LTE나 5G 광대역 통신망을 통해 연결될 수 있다. 도 4는 이와 같은 변형 실시예의 시스템 구성을 도시한 블록도이다.Alternatively, the conversion engine 21 is installed and executed on the digital camera 10, and only interactive content applications are executed on the application driving device 20, and the digital camera 10 and the application driving device 20 are It can be connected through a local area network or an LTE or 5G broadband network. 4 is a block diagram showing the system configuration of this modified embodiment.
변환 엔진(21)은 이동 객체가 벽면에 충돌한 때 마우스의 클릭에 해당하는 이벤트를 생성하고, 이 이벤트를 인터렉티브 컨텐츠 애플리케이션(22)에 전달한다. 이를 위해 변환 엔진(21)은 객체인식 모듈(21-1)과 이벤트 모듈(21-2)를 포함할 수 있다. The transformation engine 21 generates an event corresponding to a click of a mouse when the moving object collides with the wall, and transmits the event to the interactive content application 22. To this end, the conversion engine 21 may include an object recognition module 21-1 and an event module 21-2.
객체인식 모듈(21-1)은 카메라(10)가 보내온 영상 데이터를 프로세싱 하여 이동 객체를 식별하고, 스테레오 타입 기법을 이용하여 카메라(10)와 객체 간의 거리를 추정한다. 객체 식별과 거리 추정을 통칭하여 트래킹(tracking)이라 정의하기로 한다. 트래킹은 카메라(10)가 보내온 영상 데이터의 모든 프레임에 대해 수행될 수도 있고, 잦은 트래킹에 따른 변환 엔진(21)의 처리 부담(burden of load)을 고려하여 미리 설정된 간격의 프레임에 대하여 간헐적으로 수행될 수도 있다.The object recognition module 21-1 identifies a moving object by processing the image data sent from the camera 10, and estimates the distance between the camera 10 and the object using a stereotype technique. Object identification and distance estimation will be collectively defined as tracking. Tracking may be performed on all frames of image data sent from the camera 10, or intermittently performed on frames of preset intervals in consideration of the burden of load of the conversion engine 21 due to frequent tracking. It could be.
또한 객체인식 모듈(21-1)은 변환 엔진(21)에 포함될 수도 있고, 디지털 카메라(10)에 펌웨어로 설치될 수도 있다. 디지털 카메라(10)에 펌웨어로 설치될 경우, 디지털 카메라(10)는 영상 데이터 대신 객체와의 거리 및 객체의 좌표를 포함하는 트래킹 정보를 변환 엔진(21)의 이벤트 모듈(21-2)에 제공한다.In addition, the object recognition module 21-1 may be included in the conversion engine 21 or installed in the digital camera 10 as firmware. When installed as firmware in the digital camera 10, the digital camera 10 provides tracking information including the distance to the object and the coordinates of the object instead of image data to the event module 21-2 of the conversion engine 21 do.
이벤트 모듈(21-2)은 이동 객체가 벽면에 충돌하였는지 여부를 판단하고, 충돌 지점의 좌표를 인터렉티브 컨텐츠 애플리케이션의 실행 화면상의 좌표로 변환하며, 변환된 좌표를 포함한 이벤트를 생성하고, 이벤트를 인터렉티브 컨텐츠 애플리케이션에 전송한다.The event module 21-2 determines whether the moving object collides with the wall, converts the coordinates of the collision point into coordinates on the execution screen of the interactive content application, generates an event including the converted coordinates, and interactively generates an event. Send to the content application.
이벤트 모듈(21-2)이 이동 객체가 벽면에 충돌하였는지 여부를 판단하는 원리는 다양한 알고리즘으로 구현될 수 있다. The principle of the event module 21-2 determining whether a moving object has collided with a wall surface may be implemented with various algorithms.
일 예의 알고리즘은 다음과 같다. 즉, 카메라(10)와 벽면 간의 거리(A)는 미리 측정되어 변환 엔진(21)에 저장된다. 이벤트 모듈(21-2)은 객체인식 모듈(21-1)이 지속적으로 보내오는 객체와의 거리(B)를 미리 저장된 거리(A)와 비교하고, 두 거리(A, B)가 동일해지면 객체가 벽면에 충돌한 것으로 간주한다.An example algorithm is as follows. That is, the distance A between the camera 10 and the wall surface is measured in advance and stored in the conversion engine 21. The event module 21-2 compares the distance (B) with the object continuously sent by the object recognition module 21-1 with the previously stored distance (A), and when the two distances (A, B) become the same, the object Is considered to have hit the wall.
다른 일 예의 알고리즘은 다음과 같다. 즉, 이벤트 모듈(21-2)은 객체인식 모듈(21-1)이 보내오는 객체와의 거리(B)의 변화의 추이를 지속적으로 모니터링한다. 그리고 거리(B)가 증가하다가 감소로 돌아서는 순간을 충돌 순간으로 판단한다.Another example algorithm is as follows. That is, the event module 21-2 continuously monitors the change in the distance B with the object sent from the object recognition module 21-1. And the moment when the distance B increases and then turns to a decrease is determined as the moment of collision.
또 다른 일 예의 알고리즘은 다음과 같다. 즉, 이벤트 모듈(21-2)은 객체인식 모듈(21-1)이 보내오는 영상 데이터에서 식별한 객체의 크기 변화의 추이를 지속적으로 모니터링한다. 카메라(10)에서 멀어질수록 크기가 점점 작아질 것이므로 객체의 크기가 감소하다가 증가로 돌아서는 순간을 충돌 순간으로 판단한다.Another example algorithm is as follows. That is, the event module 21-2 continuously monitors the change in the size of the object identified in the image data sent from the object recognition module 21-1. Since the size will gradually decrease as the distance from the camera 10 increases, the moment when the size of the object decreases and then turns to increase is determined as the moment of collision.
위에서 언급한 세 개의 알고리즘은 예시에 불과하며 당업자라면 다양한 원리에 의해 객체의 충돌 여부를 판단할 수 있을 것이다.The three algorithms mentioned above are only examples, and those skilled in the art will be able to determine whether an object collides using various principles.
이벤트 모듈(21-2)은 컨텐츠 영상이 실제로 디스플레이 되는 벽면 화면의 XY좌표와 컨텐츠 애플리케이션의 실행 화면상의 xy좌표를 미리 매칭해 놓은 매핑 테이블을 가지고 있다. The event module 21-2 has a mapping table in which the XY coordinates of the wall screen on which the content image is actually displayed and the xy coordinates on the execution screen of the content application are matched in advance.
이벤트 모듈(21-2)은 이동 객체가 벽면에 충돌한 것으로 판단되면, 영상 데이터를 프로세싱 하여 충돌 지점의 XY좌표를 알아내고, 매핑 테이블에서 이 XY좌표에 매칭되는 xy좌표를 찾는다. 여기서 매핑 테이블이라 함은 미리 정해진 간격의 XY좌표와 미리 정해진 간격의 xy좌표를 미리 저장해 놓은 데이터베이스일 수도 있고, XY좌표와 xy좌표 간의 상관 관계(correlation)를 수학식으로 정의한 알고리즘일 수도 있다.When it is determined that the moving object collides with the wall, the event module 21-2 finds the XY coordinate of the collision point by processing the image data, and finds the xy coordinate matching the XY coordinate from the mapping table. Here, the mapping table may be a database in which XY coordinates at predetermined intervals and xy coordinates at predetermined intervals are stored in advance, or an algorithm defining a correlation between the XY coordinates and the xy coordinates by an equation.
이벤트 모듈(21-2)은 변환된 xy좌표를 포함하는 이벤트를 생성하여 인터렉티브 컨텐츠 애플리케이션에 전달한다. The event module 21-2 generates an event including the converted xy coordinate and transmits it to the interactive content application.
마이크로 소프트사의 윈도우즈(Windows)나 애플사의 맥 OS(MAC OS)와 같은 그래픽 유저 인터페이스(GUI) 기반의 운영체제 및 그러한 운영체제에서 실행되는 애플리케이션들은 소위 이벤트 구동 방식(event driven)으로 사용자의 지시를 입력 받는다.Graphical user interface (GUI)-based operating systems such as Microsoft's Windows or Apple's MAC OS, and applications running on those operating systems receive user instructions in a so-called event driven method. .
예를 들면, 사용자가 마우스를 애플리케이션 화면 상의 (An, Bn)의 좌표 지점으로 위치시킨 후 왼쪽 마우스를 클릭하면, 운영체제는 마우스의 좌표를 포함하는 mouse_move_Event(A1,B1), mouse_move_Event(A2,B2), mouse_move_Event(A3,B3)…를 지속적으로 발생시킴으로써 마우스의 커서가 (A1,B1), (A2,B2), (A3,B3)…의 경로로 이동되어 표시되도록 하고, 마우스가 멈춘 지점에서는 mouse_left_Click(An, Bn)을 발생시킴으로써 (An, Bn)의 좌표에서 마우스 왼쪽 버튼이 클릭되었음을 운영체제 또는 활성화된 애플리케이션에 알린다.For example, when the user positions the mouse at the coordinate point of (An, Bn) on the application screen and then clicks the left mouse, the operating system starts with mouse_move_Event(A1,B1), mouse_move_Event(A2,B2) including the coordinates of the mouse. , mouse_move_Event(A3,B3)… By continuously generating the mouse cursor (A1,B1), (A2,B2), (A3,B3)... It is moved to the path of and displayed, and by generating mouse_left_Click(An, Bn) at the point where the mouse is stopped, it notifies the operating system or the activated application that the left mouse button is clicked at the coordinates of (An, Bn).
실시예 1을 포함한 본 발명의 모든 실시예들에서 “이벤트”라 함은 인터렉티브 컨텐츠 애플리케이션(220)에 사용자의 지시를 입력하기 위한 어떠한 이벤트라도 모두 포함하는 개념으로 이해되어야 한다. 따라서 변환 엔진(21)이 인터렉티브 컨텐츠 애플리케이션(220)에 전달하는 이벤트는 마우스 좌 클릭 이벤트, 마우스 우 클릭 이벤트, 마우스 이동 이벤트, 마우스 더블 클릭 이벤트, 마우스 휠 클릭 이벤트 등으로 다양하게 정의될 수 있다.In all embodiments of the present invention including the first embodiment, the term “event” should be understood as a concept including all events for inputting a user's instruction to the interactive content application 220. Accordingly, events transmitted from the conversion engine 21 to the interactive content application 220 may be variously defined as a left mouse click event, a right mouse click event, a mouse movement event, a mouse double click event, and a mouse wheel click event.
구체적인 일례로, 객체인식 모듈(21-1)이 복수의 객체를 식별하는 경우, 객체인식 모듈(21-1)에 의해 제1 객체가 인식되면 이벤트 모듈(21-2)에 의해 마우스 좌 클릭 이벤트가 발생되고, 제2 객체가 인식되면 마우스 우 클릭 이벤트가 발생되고, 제3 객체가 인식되면 마우스 휠 클릭 이벤트가 발생하는 방식으로 구현될 수 있다. 이 경우, 플레이어는 3종류의 객체를 이용하여 가상 인터렉티브 컨텐츠를 컨트롤 할 수 있으므로 보다 풍부한 구성(plot)의 컨텐츠를 즐길 수 있게 된다.As a specific example, when the object recognition module 21-1 identifies a plurality of objects, when the first object is recognized by the object recognition module 21-1, the left mouse click event is performed by the event module 21-2. Is generated, a mouse right-click event is generated when the second object is recognized, and a mouse wheel click event is generated when the third object is recognized. In this case, since the player can control the virtual interactive content using three types of objects, it is possible to enjoy content with a richer plot.
본 발명은 변환 엔진(21)이 이벤트를 생성하고, 그 생성된 이벤트를 인터렉티브 컨텐츠 애플리케이션(22)에 전달하는 방식을 통해 이동 객체가 마치 마우스나 포인터처럼 동작하도록 만든다.The present invention makes a moving object operate like a mouse or a pointer through a method in which the conversion engine 21 generates an event and transmits the generated event to the interactive content application 22.
변환 엔진(21)이 생성하는 이벤트는 인터렉티브 컨텐츠 애플리케이션(22)이 실행되는 운영체제와 호환된다. 인터렉티브 컨텐츠 애플리케이션(22)의 개발자인 앨리스(Alice)는 변환 엔진(21)의 개발자인 밥(Bob)과 호환성에 대해 미리 협의할 필요가 없으며, 따라서 본 발명의 변환 엔진(21)은 시중에 판매되는 어떠한 인터렉티브 컨텐츠라도 인터페이싱을 위한 별도의 수정 없이 적용이 가능한 장점을 가진다.The event generated by the conversion engine 21 is compatible with the operating system in which the interactive content application 22 is executed. Alice, the developer of the interactive content application 22, does not need to discuss compatibility with Bob, the developer of the conversion engine 21 in advance, so the conversion engine 21 of the present invention is sold on the market. It has the advantage of being able to apply any interactive content to be applied without a separate modification for interfacing.
다음으로, 영상 출력 장치(30)는 벽면 등에 컨텐츠 영상을 출력할 수 있는 기능을 가지기만 하면 어떠한 종류의 장치라도 상관없다. Next, the image output device 30 may be any type of device as long as it has a function of outputting a content image on a wall or the like.
예를 들어 빔 프로젝터, 벽면에 거치되는 대형 TV나 모니터와 같은 디스플레이 장치, 증강현실 헤드셋이 영상 출력 장치(30)로 사용될 수 있다. 영상 출력 장치(30)는 케이블이나 무선 통신을 통해 애플리케이션 구동 장치(20)와 연결된다.For example, a beam projector, a display device such as a large TV or monitor mounted on a wall, and an augmented reality headset may be used as the image output device 30. The image output device 30 is connected to the application driving device 20 through a cable or wireless communication.
빔 프로젝터를 이용하여 영상을 출력하면, 객체를 움직이는 사용자에 의해 영상에 그림자가 생기는 등에 문제가 발생할 수 있다. 이때, 복수의 빔 프로젝터로 동일한 영상을 다른 각도에서 조사함으로써 사용자에 의한 음영 영역이 없는 영상을 디스플레이 할 수 있다.When an image is output using a beam projector, a problem may occur such as a shadow on the image by a user moving an object. In this case, by irradiating the same image from different angles with a plurality of beam projectors, an image without a shaded area by a user may be displayed.
마지막으로, 머신러닝 서버(40)는 카메라(10)가 보내온 영상 데이터를 기반으로 객체를 식별하기 위한 여러 가지 특성을 학습하는 머신러닝 엔진(미도시)을 포함한다.Finally, the machine learning server 40 includes a machine learning engine (not shown) that learns various characteristics for identifying an object based on the image data sent from the camera 10.
예를 들어 인식 대상의 객체가 축구공이라면, 머신러닝 서버(40)는 공의 형상, 공의 크기, 공 표면의 패턴 무늬, 공의 색상 중 적어도 하나의 특성을 기초로 객체를 식별하기 위한 일정한 패턴을 발견할 수 있다.For example, if the object to be recognized is a soccer ball, the machine learning server 40 uses a certain number of characteristics to identify the object based on at least one of the shape of the ball, the size of the ball, the pattern pattern on the surface of the ball, and the color of the ball. Patterns can be found.
머신러닝 서버(40)는 디지털 카메라(10)와 연결된 애플리케이션 구동 장치(20)를 통해 영상 데이터를 제공 받을 수도 있고, 디지털 카메라(10)와 직접 연결되어 영상 데이터를 제공 받을 수도 있다.The machine learning server 40 may receive image data through an application driving device 20 connected to the digital camera 10 or may be directly connected to the digital camera 10 to receive image data.
도 5a 내지 도 5d는 머신러닝으로 객체의 식별 정보를 미리 학습하기 위해 다양한 위치에서 객체를 촬영하는 예를 도시한 것이다.5A to 5D illustrate examples of photographing an object at various locations in order to pre-learn identification information of an object by machine learning.
도 5a 내지 도 5d에서 보듯, 머신 러닝 단계에서 사용자는 공과 같은 객체를 손에 얹고 카메라(10)를 기준으로 전, 후, 좌, 우, 상, 하의 방위를 변경해 가면서 수십 개 내지 수백 개의 영상을 촬영한다. 도 5a 내지 도 5d에서는 사용자가 직접 객체를 잡고 하나 하나 촬영하는 케이스를 예를 들었지만 반드시 이에 한정될 것은 아니며, 카메라(10)의 촬영 영역 안으로 객체(공)를 던져 넣거나, 촬영 영역 안에서 사용자가 객체(공)를 벽면으로 던지는 장면을 동영상으로 촬영하고, 동영상을 구성하는 각 프레임의 영상에 대해 머신러닝을 수행할 수도 있다.As shown in FIGS. 5A to 5D, in the machine learning step, the user places an object such as a ball on his hand, and changes the orientation of the front, rear, left, right, up and down based on the camera 10 to view dozens to hundreds of images. Take a picture. 5A to 5D illustrate a case in which the user directly grabs the object and shoots one by one, but is not limited thereto, and the object (ball) is thrown into the shooting area of the camera 10 or the user The scene of throwing the (ball) onto the wall can be recorded as a video, and machine learning can be performed on the video of each frame constituting the video.
머신러닝 서버(40)는 이와 같이 촬영된 수십 개 내지 수백 개의 서로 다른 영상 데이터를 반복적으로 분석함으로써 객체를 보다 분명하게 식별하기 위한 특정 패턴을 발견한다. The machine learning server 40 finds a specific pattern to more clearly identify an object by repeatedly analyzing dozens to hundreds of different image data captured in this way.
변환 엔진(21)의 객체인식 모듈(21-1)은 머신러닝 모듈(40)이 미리 학습하여 도출한 결과물인 식별 패턴 정보를 이용하여 영상 데이터로부터 객체를 용이하게 식별할 수 있다.The object recognition module 21-1 of the transformation engine 21 can easily identify an object from image data using identification pattern information, which is a result obtained by learning in advance by the machine learning module 40.
특히 실시예 1에서는 적어도 두 개의 이미지 센서 모듈(미도시)을 구비하는 스테레오 카메라(10)를 채택하므로, 객체의 3D 이미지를 대상으로 머신러닝을 수행할 수도 있다. 따라서 머신러닝 이후 인터렉티브 컨텐츠를 플레이하는 단계에서 카메라의 촬영 영상 안에 또는 디스플레이되는 컨텐츠 영상 안에 설령 객체와 유사한 형태의 2D 이미지가 포함되어 있더라도 변환 엔진의 객체인식 모듈(21-1)은 객체와 유사 2D 이미지를 정확하게 구별해 낼 수 있다.In particular, in the first embodiment, since a stereo camera 10 having at least two image sensor modules (not shown) is adopted, machine learning may be performed on a 3D image of an object. Therefore, in the step of playing interactive content after machine learning, even if a 2D image similar to an object is included in the captured image of the camera or in the displayed content image, the object recognition module 21-1 of the transformation engine is Images can be accurately identified.
한편 머신러닝 서버(40)는 하나의 객체만을 학습할 수도 있지만 컨텐츠의 종류에 따라서 복수의 객체로 컨트롤이 필요한 경우에는 서로 다른 복수의 객체들을 식별하도록 미리 학습할 수도 있다.Meanwhile, the machine learning server 40 may learn only one object, but may learn in advance to identify a plurality of different objects when control is required with a plurality of objects according to the type of content.
<실시예 2><Example 2>
실시예 2는 모노 카메라를 이용하여 이동 객체를 인식하는 가상 인터렉티브 컨텐츠의 사용자 인터페이스 제공 시스템에 관한 것이다. Embodiment 2 relates to a system for providing a user interface of virtual interactive content that recognizes a moving object using a mono camera.
실시예 2는 방범(security)의 목적으로 폐쇄형 카메라(CCTV)와 같은 모노 카메라가 이미 설치되어 있거나, 상대적으로 저렴하게 사용자 인터페이스 제공 시스템을 구축하기 위해 모노 카메라를 채택하는 경우 등을 상정한 것이지만 반드시 이러한 경우들에 한정하는 것은 아니다.Example 2 assumes that a mono camera such as a closed-type camera (CCTV) is already installed for security purposes, or a case of adopting a mono camera to construct a system for providing a user interface relatively inexpensively is assumed. It is not necessarily limited to these cases.
도 6은 실시예 2의 사용자 인터페이스 제공 시스템의 세부 구성을 도시한 블록도이다.6 is a block diagram showing a detailed configuration of a system for providing a user interface according to a second embodiment.
도 6을 참고하면, 실시예 2의 사용자 인터페이스 제공 시스템은 디지털 카메라(100), 애플리케이션 구동 장치(200) 및 영상 출력 장치(300)를 포함하고, 머신러닝 서버(400)를 더 포함할 수 있다.Referring to FIG. 6, the user interface providing system according to the second embodiment includes a digital camera 100, an application driving device 200 and an image output device 300, and may further include a machine learning server 400. .
디지털 카메라(100)는 이동 중인 가상 포인터 객체가 포함된 컨텐츠 장면을 촬영하고, 촬영된 영상 데이터를 애플리케이션 구동 장치(200)로 전송한다.The digital camera 100 photographs a content scene including a moving virtual pointer object and transmits the photographed image data to the application driving device 200.
디지털 카메라(100)와 애플리케이션 구동 장치(200)와의 연결 구조나 통신 프로토콜은 실시예 1의 디지털 카메라(10)와 동일하다.The connection structure or communication protocol between the digital camera 100 and the application driving device 200 is the same as that of the digital camera 10 of the first embodiment.
디지털 카메라(100)는 영상 데이터에서 이동 객체를 식별하고 카메라(100)와 이동 객체 간의 거리를 추정하기 위해 구조화 패턴 기법 알고리즘(structured pattern measurement algorithm)을 사용한다. The digital camera 100 identifies a moving object from image data and uses a structured pattern measurement algorithm to estimate a distance between the camera 100 and the moving object.
구조화 패턴 기법의 디지털 카메라(100)는 적어도 하나의 광 투사 모듈과 적어도 하나의 이미지 센서 모듈을 포함하며, 광 투사 모듈이 구조화된 한 세트의 광 패턴을 객체에 투사하면 이미지 센서가 투사로 인해 비치는 이미지를 캡처함으로써 광학적 3D 스캐닝을 수행하고, 3D 스캐닝 결과를 이용하여 카메라(100)와 객체 간의 거리를 측정한다.The digital camera 100 of the structured pattern technique includes at least one light projection module and at least one image sensor module, and when the light projection module projects a structured set of light patterns onto an object, the image sensor is reflected by the projection. Optical 3D scanning is performed by capturing an image, and a distance between the camera 100 and an object is measured using the 3D scanning result.
애플리케이션 구동 장치(200)는 변환 엔진(210)과 인터렉티브 컨텐츠 애플리케이션(220)을 실행한다. 변환 엔진(210)과 인터렉티브 컨텐츠 애플리케이션(220)이 하나의 장치(200) 안에서 실행되거나, 별도로 구분된 장치에서 개별적으로 실행될 수 있음은 실시예 1에서 설명한 바와 동일하다.The application driving device 200 executes the conversion engine 210 and the interactive content application 220. It is the same as described in the first embodiment that the conversion engine 210 and the interactive content application 220 may be executed in one device 200 or separately executed in a separate device.
변환 엔진(210)은 이동 객체가 벽면에 충돌한 때 마우스의 클릭에 해당하는 이벤트를 생성하고, 이 이벤트를 인터렉티브 컨텐츠 애플리케이션(220)에 전달한다. 이를 위해 변환 엔진(210)은 객체인식 모듈(211)과 이벤트 모듈(212)를 포함할 수 있다. The transformation engine 210 generates an event corresponding to a click of a mouse when the moving object collides with the wall, and transmits the event to the interactive content application 220. To this end, the conversion engine 210 may include an object recognition module 211 and an event module 212.
객체인식 모듈(211)은 카메라(100)가 보내온 영상 데이터를 프로세싱 하여 이동 객체를 식별하고, 구조화 패턴 기법을 이용하여 카메라(100)와 객체 간의 거리를 추정한다. The object recognition module 211 processes image data sent from the camera 100 to identify a moving object, and estimates the distance between the camera 100 and the object using a structured pattern technique.
이벤트 모듈(212)은 이동 객체가 벽면에 충돌하였는지 여부를 판단하고, 충돌 지점의 좌표를 인터렉티브 컨텐츠 애플리케이션의 실행 화면상의 좌표로 변환하며, 변환된 좌표를 포함한 이벤트를 생성하고, 이벤트를 인터렉티브 컨텐츠 애플리케이션에 전송한다.The event module 212 determines whether the moving object collides with the wall, converts the coordinates of the collision point into coordinates on the execution screen of the interactive content application, generates an event including the converted coordinates, and converts the event into the interactive content application. Transfer to.
이벤트 모듈(212)이 좌표를 변환하는 원리는 실시예 1에서 설명한 바와 동일하다. The principle of the event module 212 transforming the coordinates is the same as described in the first embodiment.
영상 출력 장치(300) 및 머신러닝 서버(400) 역시 실시예 1의 영상 출력 장치(30) 및 머신러닝 서버(40)와 동일하다. The image output device 300 and the machine learning server 400 are also the same as the image output device 30 and the machine learning server 40 of the first embodiment.
<실시예 3><Example 3>
실시예 3은 가상 인터렉티브 컨텐츠의 사용자 인터페이스 제공 방법에 관한 것이다.Embodiment 3 relates to a method of providing a user interface for virtual interactive content.
도 7은 실시예 3의 사용자 인터페이스 제공 방법을 단계별로 도시한 플로우챠트이다.7 is a flow chart showing step-by-step a method of providing a user interface according to the third embodiment.
설명의 편의를 위해 벽면에는 빔 프로젝터와 같은 영상 출력 장치에 의해 가상 인터렉티브 컨텐츠 영상이 디스플레이 되고, 사용자는 가상 마우스 객체를 벽면에 던져 컨텐츠를 플레이 시키고 있는 상황을 가정하여 상세히 설명한다.For convenience of explanation, a virtual interactive content image is displayed on the wall by an image output device such as a beam projector, and the user throws a virtual mouse object to the wall to play the content.
다만 이러한 가정(premise)은 이해를 돕기 위한 것에 불과하며 실시예 3의 사용자 인터페이스 제공 방법은 실시예 1 및 실시예 2에서 제시된 다양한 변형 실시예들이 적용될 수 있음을 물론이다.However, such a premise is only intended to help understanding, and it is a matter of course that the method of providing a user interface according to the third embodiment can be applied to various modified embodiments suggested in the first and second embodiments.
천정에 설치된 디지털 카메라는 벽면에 디스플레이 되는 영상과 사용자가 객체를 벽면에 던지는 장면을 촬영하고, 촬영된 영상 데이터를 실시간으로 애플리케이션 구동 장치로 전송한다(S101).The digital camera installed on the ceiling captures an image displayed on the wall and a scene where the user throws an object on the wall, and transmits the captured image data to the application driving device in real time (S101).
애플리케이션 구동 장치에서 실행 중인 변환 엔진은, 카메라가 보내온 영상 데이터에서 미리 학습된 가상 마우스 객체를 식별하고(S102), 객체의 이동을 트래킹(tracking)한다(S103). 여기서 트래킹이라 함은 식별된 객체와 카메라 간의 거리와 객체가 위치한 벽면 화면상의 좌표를 파악하는 절차를 말한다.The conversion engine running in the application driving device identifies the virtual mouse object learned in advance from the image data sent from the camera (S102), and tracks the movement of the object (S103). Here, “tracking” refers to a process of determining the distance between the identified object and the camera and the coordinates on the wall screen where the object is located.
변환 엔진은 트래킹 과정에서 객체가 벽면에 부딪힌 것으로 판단되면(S104), 해당 터치 지점의 XY좌표를 인터렉티브 컨텐츠 애플리케이션의 실행 화면상의 xy좌표로 변환한다(S105). When it is determined that the object hits the wall during the tracking process (S104), the conversion engine converts the XY coordinates of the touch point into the xy coordinates on the execution screen of the interactive content application (S105).
그리고 변환된 좌표를 포함한 마우스 이벤트를 발생시키고, 그 마우스 이벤트를 인터렉티브 컨텐츠 애플리케이션에 전달한다(S106).Then, a mouse event including the converted coordinates is generated, and the mouse event is transmitted to the interactive content application (S106).
도 8은 실시예 3의 사용자 인터페이스 제공 방법 중 머신러닝 과정을 단계별로 도시한 플로우챠트이다.8 is a flowchart illustrating a machine learning process step by step in a method of providing a user interface according to the third embodiment.
이해를 돕기 위해 사용자가 디지털 카메라의 촬영 범위 안에 들어가 한 손에 공과 같은 가상 마우스 객체를 들고 수십 번 내지 수백 번의 테스트 촬영을 수행하는 도 5의 상황을 참고로 상세히 설명한다.For better understanding, the situation of FIG. 5 in which a user enters the shooting range of a digital camera and holds a virtual mouse object such as a ball in one hand and performs test shots tens to hundreds of times will be described in detail with reference to the situation of FIG.
머신러닝 서버는 디지털 카메라 또는 디지털 카메라와 연결된 애플리케이션 구동 장치로부터 영상 데이터를 수신하고(S201), 영상 데이터를 프로세싱 하여 객체의 형상, 크기, 표면의 패턴 무늬, 색상 중 적어도 하나의 특성을 도출한다(S202).The machine learning server receives image data from a digital camera or an application driving device connected to the digital camera (S201), and processes the image data to derive at least one characteristic of the shape, size, surface pattern, and color of the object ( S202).
만약 도출된 특성을 기초로 객체를 식별하기 위한 일정한 패턴이 정의되면(S203) 머신러닝 과정을 종료하고, 정의된 식별 패턴을 변환 엔진에 제공하여(S204) 추후 객체 식별의 기준 데이터로 활용될 수 있도록 한다. 그리고 아직 일정한 패턴을 정의하기에 미흡한 상태이면 S201 내지 S203 단계를 반복하여 수행한다.If a certain pattern for identifying an object is defined based on the derived characteristics (S203), the machine learning process is terminated, and the defined identification pattern is provided to the transformation engine (S204) so that it can be used as reference data for object identification later. To be. And if it is still insufficient to define a certain pattern, steps S201 to S203 are repeatedly performed.
사용자는 공과 같은 객체를 손에 얹고 카메라를 기준으로 전, 후, 좌, 우, 상, 하의 방위를 변경해 가면서 수십 개 내지 수백 개의 영상을 촬영할 수 있다. 머신러닝 서버는 이와 같이 촬영된 수십 개 내지 수백 개의 서로 다른 영상 데이터를 반복적으로 분석함으로써 객체를 보다 분명하게 식별하기 위한 특정 패턴을 정의한다.A user can take tens to hundreds of images while placing an object such as a ball on his hand and changing the orientation of the front, rear, left, right, up and down directions based on the camera. The machine learning server repeatedly analyzes dozens to hundreds of different image data captured in this way, thereby defining a specific pattern to more clearly identify an object.
머신러닝 과정의 종료는 미리 설정된 기준이 만족되면 자동으로 실행될 수도 있고 관리자의 판단에 의해 임의적으로 실행될 수도 있다.The termination of the machine learning process may be automatically executed when a preset criterion is satisfied, or may be executed arbitrarily at the discretion of an administrator.
위와 같은 단계를 통해 정의된 객체 식별을 위한 패턴은 변환 엔진에 제공되어, 움직이는 객체의 스틸 영상에서 어떠한 종류의 배경이 있더라도 객체를 정확하게 파악할 수 있도록 한다.The pattern for object identification defined through the above steps is provided to the conversion engine, so that the object can be accurately identified even if there is any kind of background in the still image of the moving object.
이상에서 설명한 실시예 3 및 실시예 4의 가상 인터렉티브 컨텐츠의 사용자 인터페이스 제공 방법의 전체 또는 부분적 기능들은 이를 구현하기 위한 명령어들의 프로그램이 유형적으로 구현됨으로써 컴퓨터를 통해 판독될 수 있는 기록매체에 포함되어 제공될 수도 있음을 당업자들이 쉽게 이해할 수 있을 것이다. 상기 컴퓨터 판독 가능한 기록매체는 프로그램 명령, 데이터 파일, 데이터 구조 등을 단독으로 또는 조합하여 포함할 수 있다. 상기 컴퓨터 판독 가능한 기록매체에 기록되는 프로그램 명령은 본 발명을 위하여 특별히 설계되고 구성된 것들이거나 컴퓨터 소프트웨어 당업자에게 공지되어 사용 가능한 것일 수도 있다. 상기 컴퓨터 판독 가능한 기록매체의 예에는 하드 디스크, 플로피 디스크 및 자기 테이프와 같은 자기 매체(magnetic media), CD-ROM, DVD와 같은 광 기록매체(optical media), 플롭티컬 디스크(floptical disk)와 같은 자기-광 매체(magneto-optical media), 및 롬(ROM), 램(RAM), 플래시 메모리, USB 메모리 등과 같은 프로그램 명령을 저장하고 수행하도록 특별히 구성된 하드웨어 장치가 포함된다. 상기 컴퓨터 판독 가능한 기록매체는 프로그램 명령, 데이터 구조 등을 지정하는 신호를 전송하는 반송파를 포함하는 광 또는 금속선, 도파관 등의 전송 매체일 수도 있다. 프로그램 명령의 예에는 컴파일러에 의해 만들어지는 것과 같은 기계어 코드 외에도, 인터프리터 등을 사용해서 컴퓨터에 의해서 실행될 수 있는 고급 언어 코드를 포함한다. 상기 하드웨어 장치는 본 발명의 동작을 수행하기 위해 하나 이상의 소프트웨어 모듈로서 작동하도록 구성될 수 있으며 그 반대도 마찬가지이다.The entire or partial functions of the method for providing the user interface of the virtual interactive content of the third and fourth embodiments described above are provided in a recording medium that can be read through a computer by tangibly implementing a program of instructions for implementing this. It will be readily understood by those skilled in the art that it may be. The computer-readable recording medium may include program instructions, data files, data structures, etc. alone or in combination. The program instructions recorded on the computer-readable recording medium may be specially designed and constructed for the present invention, or may be known and usable to those skilled in computer software. Examples of the computer-readable recording medium include magnetic media such as hard disks, floppy disks, and magnetic tapes, optical media such as CD-ROMs and DVDs, and floptical disks. Magneto-optical media and hardware devices specially configured to store and execute program instructions such as ROM, RAM, flash memory, USB memory, and the like. The computer-readable recording medium may be a transmission medium such as an optical or metal wire or a waveguide including a carrier wave for transmitting a signal specifying a program command or a data structure. Examples of program instructions include high-level language codes that can be executed by a computer using an interpreter or the like, in addition to machine language codes such as those produced by a compiler. The hardware device may be configured to operate as one or more software modules to perform the operation of the present invention and vice versa.
또한 본 발명은 위에서 설명한 실시예들에 한정되지 아니하며, 적용범위가 다양함은 물론이고 청구범위에서 청구하는 본 발명의 요지를 벗어남이 없이 다양한 변형 실시가 가능한 것은 물론이다.In addition, the present invention is not limited to the above-described embodiments, and of course, various modifications can be implemented without departing from the gist of the present invention as claimed in the claims, as well as various application ranges.

Claims (12)

  1. 벽면에 디스플레이 되는 가상 인터렉티브 컨텐츠 영상을 촬영하는 디지털 카메라; 및A digital camera that photographs a virtual interactive content image displayed on a wall; And
    상기 가상 인터렉티브 컨텐츠의 촬영 영상에서 미리 정의된 객체를 식별하고 상기 객체의 거리와 좌표를 파악하는 객체인식 모듈과, 상기 객체가 벽면에 부딪힌 때 상기 객체의 좌표가 포함된 이벤트를 인터렉티브 컨텐츠 애플리케이션에 전달하는 이벤트 모듈을 포함하는 변환 엔진을 실행하는 애플리케이션 구동 장치An object recognition module that identifies a predefined object in the captured image of the virtual interactive content and identifies the distance and coordinates of the object, and delivers an event including the coordinates of the object to the interactive content application when the object hits a wall Application driving device that executes a conversion engine including an event module
    를 포함하는 가상 인터렉티브 컨텐츠의 사용자 인터페이스 제공 시스템.A system for providing a user interface of virtual interactive content including a.
  2. 제1항에 있어서,The method of claim 1,
    상기 가상 인터렉티브 컨텐츠의 영상을 벽면에 디스플레이 하는 영상 출력 장치를 더 포함하는 가상 인터렉티브 컨텐츠의 사용자 인터페이스 제공 시스템.A system for providing a user interface of virtual interactive content, further comprising an image output device that displays the image of the virtual interactive content on a wall.
  3. 제2항에 있어서,The method of claim 2,
    상기 영상 출력 장치는,The video output device,
    빔 프로젝터, 벽면에 거치되는 디스플레이 기기, 증강현실 헤드셋 중 어느 하나인 것을 특징으로 하는 가상 인터렉티브 컨텐츠의 사용자 인터페이스 제공 시스템.A system for providing a user interface for virtual interactive contents, characterized in that it is any one of a beam projector, a display device mounted on a wall, and an augmented reality headset.
  4. 제1항에 있어서,The method of claim 1,
    상기 객체가 포함된 복수의 영상 데이터를 반복적으로 분석하여 상기 객체를 식별하기 위한 형상, 크기, 표면의 패턴 무늬, 색상 중 적어도 하나에 관한 패턴을 학습하는 머신러닝 서버를 더 포함하는 가상 인터렉티브 컨텐츠의 사용자 인터페이스 제공 시스템.The virtual interactive content further comprises a machine learning server that repeatedly analyzes a plurality of image data including the object to learn a pattern related to at least one of a shape, size, surface pattern, and color for identifying the object. User interface providing system.
  5. 제1항에 있어서,The method of claim 1,
    상기 디지털 카메라는 적어도 두 개의 이미지 센서를 가지며,The digital camera has at least two image sensors,
    상기 객체인식 모듈은, 상기 이미지 센서들의 화각 차이를 이용하여 상기 디지털 카메라와 상기 객체 간의 거리를 계산하는 것을 특징으로 하는 가상 인터렉티브 컨텐츠의 사용자 인터페이스 제공 시스템.The object recognition module calculates a distance between the digital camera and the object using a difference in angle of view of the image sensors.
  6. 제1항에 있어서,The method of claim 1,
    상기 디지털 카메라는 적어도 하나의 이미지 센서를 가지며,The digital camera has at least one image sensor,
    상기 객체인식 모듈은, 상기 디지털 카메라로 촬영한 영상 속의 객체의 크기를 기초로 상기 디지털 카메라와 상기 객체 간의 거리를 계산하는 것을 특징으로 하는 가상 인터렉티브 컨텐츠의 사용자 인터페이스 제공 시스템.The object recognition module calculates a distance between the digital camera and the object based on the size of the object in the image captured by the digital camera.
  7. 가상 인터렉티브 컨텐츠의 촬영 영상에서 미리 학습된 객체를 식별하는 단계;Identifying an object learned in advance from the captured image of the virtual interactive content;
    상기 식별된 객체의 거리 및 좌표를 파악하는 단계;Determining the distance and coordinates of the identified object;
    상기 객체가 벽면에 부딪힌 때 터치 지점의 좌표가 포함된 이벤트를 생성하는 단계; 및Generating an event including coordinates of a touch point when the object hits a wall; And
    상기 이벤트를 가상 인터렉티브 컨텐츠 애플리케이션에 전달하는 단계Delivering the event to a virtual interactive content application
    를 포함하는 가상 인터렉티브 컨텐츠의 사용자 인터페이스 제공 방법.Method for providing a user interface of virtual interactive content comprising a.
  8. 제7항에 있어서,The method of claim 7,
    상기 촬영 영상은 적어도 두 개의 이미지 센서를 가지는 디지털 카메라로 촬영되며,The photographed image is photographed by a digital camera having at least two image sensors,
    상기 거리는, 상기 이미지 센서들의 화각 차이에 기초하여 계산되는 것을 특징으로 하는 가상 인터렉티브 컨텐츠의 사용자 인터페이스 제공 방법.The distance is calculated based on a difference in angle of view of the image sensors.
  9. 제7항에 있어서,The method of claim 7,
    상기 촬영 영상은 하나의 이미지 센서를 가지는 디지털 카메라로 촬영되며,The photographed image is photographed with a digital camera having one image sensor,
    상기 거리는, 상기 컨텐츠 영상 속의 객체의 크기를 기초로 계산되는 것을 특징으로 하는 가상 인터렉티브 컨텐츠의 사용자 인터페이스 제공 방법.The distance is calculated based on the size of an object in the content image.
  10. 제8항에 있어서,The method of claim 8,
    상기 계산된 객체의 거리와 미리 설정된 벽면의 거리가 일치하면 상기 객체가 벽면에 터치된 것으로 판단하는 단계를 더 포함하는 것을 특징으로 하는 가상 인터렉티브 컨텐츠의 사용자 인터페이스 제공 방법.And determining that the object has touched the wall when the calculated distance of the object matches the preset distance of the wall.
  11. 제7항에 있어서,The method of claim 7,
    상기 객체가 포함된 복수의 영상 데이터를 반복적으로 분석하여 상기 객체를 식별하기 위한 형상, 크기, 표면의 패턴 무늬, 색상 중 적어도 하나에 관한 패턴을 학습하는 머신러닝 단계를 더 포함하는 가상 인터렉티브 컨텐츠의 사용자 인터페이스 제공 방법.The virtual interactive content further comprising a machine learning step of learning a pattern related to at least one of a shape, a size, a pattern pattern on a surface, and a color for identifying the object by repeatedly analyzing a plurality of image data including the object. How to provide a user interface.
  12. 제7항 내지 제11항의 방법을 알고리즘으로 구현한 컴퓨터 프로그램이 저장되는, 컴퓨터로 읽을 수 있는 기록매체.A computer-readable recording medium storing a computer program that implements the method of claims 7 to 11 as an algorithm.
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