In the past, computing applications such as computer games and multimedia applications have used controllers, remotes, keyboards, mice, or the like to allow users to manipulate game characters or other aspects of an application. More recently, computer games and multimedia applications have begun employing cameras and motion recognition to provide a human computer interface (“HCI”). With HCI, user gestures are detected, interpreted and used to control game characters or other aspects of an application.
Controllers are generally associated with a display screen. Some screens are touch sensitive, while others are passive. Currently, digital screens do not tend to react to what people do in front of them until such time as the user actually touches the screen or manipulates a controller coupled to the screen. Generally, users adjust their position and orientation relative to the display in order to optimize their experience with the display.
Technology is provided to enable displays to react and optimize a user experience based on user interaction states. User movement and position is tracked in a field of view. Tracking information is used to determine a user interaction state. Interaction states are defined relative to one or more of a user's body position, body orientation, body range, head range, head position, head orientation, dwell time for each of the range/orientation/positions, user motion, user posture, user gaze and user auditory cues. Once an interaction state is determined, a computer implemented application controlling display objects on the display can optimize any number of display components to provide an improved user experience. Interaction states are defined and linked to application layout states for a variety of different applications and processing systems.
This Summary is provided to introduce a selection of concepts in a simplified form that are further described below in the Detailed Description. This Summary is not intended to identify key features or essential features of the claimed subject matter, nor is it intended to be used as an aid in determining the scope of the claimed subject matter.
a illustrates one embodiment of a target recognition, analysis and tracking system with a user performing a gesture to control a user-interface.
b illustrates one embodiment of a target recognition, analysis and tracking system with a user performing a gesture to control a user-interface.
a and 5b illustrate a user in an application state and the resulting associated application layout on a display for a calendar application.
a and 6b illustrate a user in another application state and the resulting associated application layout on a display for a calendar application, showing the change relative to the state illustrated in
a and 7b illustrate a user in another application state and the resulting associated application layout on a display for a calendar application, showing the change relative to the state illustrated in
a and 9b illustrate the effect of user posture relative to application states.
a and 10b illustrate changes in functionality of an application state based on an interaction state where a user is disengaged versus fully engaged, as defined by the factors making up an interaction state.
Technology is provided to enable users to interact with displays and for information to be provided to the user based on the user's intention to interact. The solution defines a set of application layout states which are associated with user interaction states, and transitions between these states. Interaction states are determined by tracking user motions and position within the field of view of one or more capture devices. Interaction states are defined by any number of factors, including one or more of a user's body position, body orientation, body range, head range, head position, head orientation, dwell time for each of the range/orientation/positions, user motion, user posture, user gaze and user auditory cues. The capture devices may be positioned in relation to a display such that the user's position and orientation relative to the display are known. Interaction states are determined based on a number of factors identifying the user position and orientation within the field of view. Each of the application layout states includes an application display layout, which includes a set of information and display settings to be presenting in the application display layout. The display settings for a layout may include font sizes, picture sizes, and other standard layout element characteristics. Application layout states may include which application objects are displayed for a given interaction state. Triggering an application state is driven by a transition event and a determination that a user occupies an interaction state. Monitoring user motion and position may be performed continuously, so that changes in interaction states can be determined and corresponding changes to application layout states can be applied to a display, thereby rendering the technology dynamic to user movement.
In one embodiment, the technology is implemented with a target, analysis and tracking system 10. In alternative embodiments, any type of suitable user tracking device gathering user position, orientation and motion can be utilized with the technology.
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The capture device may be positioned on a three-axis positioning motor allowing the capture device to move relative to a base element on which it is mounted. The positioning motor allows the capture device to scan a greater range of a physical environment 100 in which the capture device 20 is places.
According to one embodiment, the tracking system 10 may be connected to an audiovisual display 16 such as a television, a monitor, a high-definition television (HDTV), or the like that may provide game or application visuals and/or audio to a user such as the user 18. For example, the computing environment 12 may include a video adapter such as a graphics card and/or an audio adapter such as a sound card that may provide audiovisual signals associated with the game application, non-game application, or the like. The audiovisual display 16 may receive the audiovisual signals from the computing environment 12 and may output application visuals and/or audio associated with the audiovisual signals to the user 18. According to one embodiment, the audiovisual display 16 may be connected to the computing environment 12 via, for example, an S-Video cable, a coaxial cable, an HDMI cable, a DVI cable, a VGA cable, or the like.
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Consider a user interface application executing on the computing environment 12. The user 18 may make movements which may be recognized and analyzed in physical space. Some movements may be interpreted as controls that may correspond to actions that control an application function. For example, the player may use movements to end, pause, or save a game, select a level, view high scores, communicate with a friend, etc.
In
Each of the items 320-330 may be considered display objects within the context of this application.
In the example of
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In other embodiments, as illustrated in
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According to one embodiment, time-of-flight analysis may be used to indirectly determine a physical distance from the capture device 20 to a particular location on the targets or objects by analyzing the intensity of the reflected beam of light over time via various techniques including, for example, shuttered light pulse imaging.
In another example, the capture device 20 may use structured light to capture depth information. In such an analysis, patterned light (i.e., light displayed as a known pattern such as grid pattern or a stripe pattern) may be projected onto the capture area via, for example, the IR light source 34. Upon striking the surface of one or more targets or objects in the capture area, the pattern may become deformed in response. Such a deformation of the pattern may be captured by, for example, the 3-D camera 36 and/or the RGB camera 38 and may then be analyzed to determine a physical distance from the capture device to a particular location on the targets or objects.
According to one embodiment, the capture device 20 may include two or more physically separated cameras that may view a capture area from different angles, to obtain visual stereo data that may be resolved to generate depth information. Other types of depth image sensors can also be used to create a depth image.
The capture device 20 may further include a microphone 40. The microphone 40 may include a transducer or sensor that may receive and convert sound into an electrical signal. According to one embodiment, the microphone 40 may be used to reduce feedback between the capture device 20 and the computing environment 12 in the target recognition, analysis and tracking system 10. Additionally, the microphone 40 may be used to receive audio signals that may also be provided by the user to control applications such as game applications, non-game applications, or the like that may be executed by the computing environment 12.
In one embodiment the microphone 40 comprises array of microphone with multiple elements, for example four elements. The multiple elements of the microphone can be used in conjunction with beam forming techniques to achieve spatial selectivity In one embodiment, the capture device 20 may further include a processor 42 that may be in operative communication with the image camera component 32. The processor 42 may include a standardized processor, a specialized processor, a microprocessor, or the like that may execute instructions that may include instructions for storing profiles, receiving the depth image, determining whether a suitable target may be included in the depth image, converting the suitable target into a skeletal representation or model of the target, or any other suitable instruction.
Processor 42 may include an imaging signal processor capable of adjusting color, brightness, hue, sharpening, and other elements of the captured digital image.
The capture device 20 may further include a memory component 44 that may store the instructions that may be executed by the processor 42, images or frames of images captured by the 3-D camera or RGB camera, user profiles or any other suitable information, images, or the like. According to one example, the memory component 44 may include random access memory (RAM), read only memory (ROM), cache, Flash memory, a hard disk, or any other suitable storage component. As shown in
The capture device 20 may be in communication with the computing environment 12 via a communication link 46. The communication link 46 may be a wired connection including, for example, a USB connection, a Firewire connection, an Ethernet cable connection, or the like and/or a wireless connection such as a wireless 802.11b, g, a, or n connection. The computing environment 12 may provide a clock to the capture device 20 that may be used to determine when to capture, for example, a scene via the communication link 46.
The capture device 20 may provide the depth information and images captured by, for example, the 3-D camera 36 and/or the RGB camera 38, including a skeletal model that may be generated by the capture device 20, to the computing environment 12 via the communication link 46. The computing environment 12 may then use the skeletal model, depth information, and captured images to, for example, create a virtual screen, adapt the user interface and control an application such as a game or word processor.
A motion tracking system 191 uses the skeletal model and the depth information to provide a control output to an application on a processing device to which the capture device 20 is coupled. The depth information may likewise be used by a gestures library 192, structure data 198, gesture recognition engine 190, depth image processing and object reporting module 194 and operating system 196. Depth image processing and object reporting module 194 uses the depth images to track motion of objects, such as the user and other objects. The depth image processing and object reporting module 194 may report to operating system 196 an identification of each object detected and the location of the object for each frame. Operating system 196 will use that information to update the position or movement of the user relative to objects or application in the display or to perform an action on the provided user-interface. To assist in the tracking of the objects, depth image processing and object reporting module 194 uses gestures library 192, structure data 198 and gesture recognition engine 190.
The computing environment 12 may include one or more applications 300 which utilize the information collected by the capture device for use by user 18. Structure data 198 includes structural information and skeletal data for users and objects that may be tracked. For example, a skeletal model of a human may be stored to help understand movements of the user and recognize body parts. Structural information about inanimate objects may also be stored to help recognize those objects and help understand movement.
Gestures library 192 may include a collection of gesture filters, each comprising information concerning a gesture that may be performed by the skeletal model (as the user moves). A gesture recognition engine 190 may compare the data captured by the cameras 36, 38 and device 20 in the form of the skeletal model and movements associated with it to the gesture filters in the gesture library 192 to identify when a user (as represented by the skeletal model) has performed one or more gestures. Those gestures may be associated with various controls of an application. Thus, the computing environment 12 may use the gestures library 192 to interpret movements of the skeletal model and to control operating system 196 or an application (not shown) based on the movements.
A dynamic display engine 302 interacts with applications 300 to provide an output to, for example, display 16 in accordance with the technology herein. The dynamic display engine 302 utilizes interaction state definitions 392 and layout display data 394 to determine dynamic display states on the output display device in accordance with the teachings herein.
In general, the dynamic display engine 302 determines a user interaction state based on a number of data factors as outlined herein, then uses the state to determine an application layout state for information provided on the display. Transitions between different interaction states, or movements from an application state are also handled by the dynamic display engine. The application layout state may include an optimal layout state—the developer's desired display when a user is in a “best” interaction state as defined by the developer—as well as numerous other application layout states based on specific interaction states or based on changes (or movements) by a user relative to previous states of the user.
More information about recognizer engine 190 can be found in U.S. patent application Ser. No. 12/422,661, “Gesture Recognizer System Architecture,” filed on Apr. 13, 2009, incorporated herein by reference in its entirety. More information about recognizing gestures can be found in U.S. patent application Ser. No. 12/391,150, “Standard Gestures,” filed on Feb. 23, 2009; and U.S. patent application Ser. No. 12/474,655, “Gesture Tool” filed on May 29, 2009, both of which are incorporated by reference herein in their entirety. More information about motion detection and tracking can be found in U.S. patent application Ser. No. 12/641,788, “Motion Detection Using Depth Images,” filed on Dec. 18, 2009; and U.S. patent application Ser. No. 12/475,308, “Device for Identifying and Tracking Multiple Humans over Time,” both of which are incorporated herein by reference in their entirety.
At step 404 depth information corresponding to the visual image and depth image are determined. The visual image and depth image received at step 402 can be analyzed to determine depth values for one or more targets within the image. Capture device 20 may capture or observe a capture area that may include one or more targets. At step 406, the capture device determines whether the depth image includes a human target. In one example, each target in the depth image may be flood filled and compared to a pattern to determine whether the depth image includes a human target. In one example, the edges of each target in the captured scene of the depth image may be determined. The depth image may include a two dimensional pixel area of the captured scene for which each pixel in the 2D pixel area may represent a depth value such as a length or distance for example as can be measured from the camera. The edges may be determined by comparing various depth values associated with for example adjacent or nearby pixels of the depth image. If the various depth values being compared are greater than a pre-determined edge tolerance, the pixels may define an edge. The capture device may organize the calculated depth information including the depth image into Z layers or layers that may be perpendicular to a Z-axis extending from the camera along its line of sight to the viewer. The likely Z values of the Z layers may be flood filled based on the determined edges. For instance, the pixels associated with the determined edges and the pixels of the area within the determined edges may be associated with each other to define a target or a physical object in the capture area.
At step 408, the capture device scans the human target for one or more body parts. The human target can be scanned to provide measurements such as length, width or the like that are associated with one or more body parts of a user, such that an accurate model of the user may be generated based on these measurements. In one example, the human target is isolated and a bit mask is created to scan for the one or more body parts. The bit mask may be created for example by flood filling the human target such that the human target is separated from other targets or objects in the capture area elements. At step 410 a model of the human target is generated based on the scan performed at step 408. The bit mask may be analyzed for the one or more body parts to generate a model such as a skeletal model, a mesh human model or the like of the human target. For example, measurement values determined by the scanned bit mask may be used to define one or more joints in the skeletal model. The bitmask may include values of the human target along an X, Y and Z-axis. The one or more joints may be used to define one or more bones that may correspond to a body part of the human.
According to one embodiment, to determine the location of the neck, shoulders, or the like of the human target, a width of the bitmask, for example, at a position being scanned, may be compared to a threshold value of a typical width associated with, for example, a neck, shoulders, or the like. In an alternative embodiment, the distance from a previous position scanned and associated with a body part in a bitmask may be used to determine the location of the neck, shoulders or the like.
In one embodiment, to determine the location of the shoulders, the width of the bitmask at the shoulder position may be compared to a threshold shoulder value. For example, a distance between the two outer most Y values at the X value of the bitmask at the shoulder position may be compared to the threshold shoulder value of a typical distance between, for example, shoulders of a human. Thus, according to an example embodiment, the threshold shoulder value may be a typical width or range of widths associated with shoulders of a body model of a human.
In another embodiment, to determine the location of the shoulders, the bitmask may be parsed downward a certain distance from the head. For example, the top of the bitmask that may be associated with the top of the head may have an X value associated therewith. A stored value associated with the typical distance from the top of the head to the top of the shoulders of a human body may then added to the X value of the top of the head to determine the X value of the shoulders. Thus, in one embodiment, a stored value may be added to the X value associated with the top of the head to determine the X value associated with the shoulders.
In one embodiment, some body parts such as legs, feet, or the like may be calculated based on, for example, the location of other body parts. For example, as described above, the information such as the bits, pixels, or the like associated with the human target may be scanned to determine the locations of various body parts of the human target. Based on such locations, subsequent body parts such as legs, feet, or the like may then be calculated for the human target.
According to one embodiment, upon determining the values of, for example, a body part, a data structure may be created that may include measurement values such as length, width, or the like of the body part associated with the scan of the bitmask of the human target. In one embodiment, the data structure may include scan results averaged from a plurality depth images. For example, the capture device may capture a capture area in frames, each including a depth image. The depth image of each frame may be analyzed to determine whether a human target may be included as described above. If the depth image of a frame includes a human target, a bitmask of the human target of the depth image associated with the frame may be scanned for one or more body parts. The determined value of a body part for each frame may then be averaged such that the data structure may include average measurement values such as length, width, or the like of the body part associated with the scans of each frame. In one embodiment, the measurement values of the determined body parts may be adjusted such as scaled up, scaled down, or the like such that measurement values in the data structure more closely correspond to a typical model of a human body. Measurement values determined by the scanned bitmask may be used to define one or more joints in a skeletal model at step 410.
At step 412, motion is captured from the depth images and visual images received from the capture device. In one embodiment capturing motion at step 414 includes generating a motion capture file based on the skeletal mapping as will be described in more detail hereinafter. At 414, the model created in step 410 is tracked using skeletal mapping and to track user motion at 416. For example, the skeletal model of the user 18 may be adjusted and updated as the user moves in physical space in front of the camera within the field of view. Information from the capture device may be used to adjust the model so that the skeletal model accurately represents the user. In one example this is accomplished by one or more forces applied to one or more force receiving aspects of the skeletal model to adjust the skeletal model into a pose that more closely corresponds to the pose of the human target and physical space.
At step 416 user motion is tracked. At step 418 motion data is provided to an application, such as any application using a display 16 system as described herein. Such motion data may further be evaluated to determine whether a user is performing a pre-defined gesture.
In one embodiment, steps 416-418 are performed by computing environment 12. Furthermore, although steps 402-414 are described as being performed by capture device 20, various ones of these steps may be performed by other components, such as by computing environment 12. For example, the capture device 20 may provide the visual and/or depth images to the computing environment 12 which will in turn, determine depth information, detect the human target, scan the target, generate and track the model and capture motion of the human target.
User interaction states may be defined by an application developer, the provider of the operating system, or any party with control a processing device controlling rendering of information on a display such as display 16.
At step 452, application layout states for each interaction state defined at step 450 are defined. The application layout states include display information may be directly associated with each interaction state, or may provide a change or alteration to an existing layout state which depends on a change in any one of the factors which comprise interaction states. Factors which comprise interaction states are set forth below in
Once interaction states are defined at step 450, and application layout states for the interaction states are defined at 452, user tracking data can be retrieved at step 454 to determine whether or not the user is in an interaction states at step 456.
At 456, a determination is made based on use of the tracking information and the interaction state definitions as to whether not a user occupies an interaction state. If a comparison of the factors defined for an interaction state match the retrieved data for a user, the user is found to be in an interaction state and at 458, an associated application layout state is retrieved. As indicated by the loop between steps 454 and 456, the technology continuously checks for changes in the tracking information that indicate a different interaction state or a transition from an interaction state to a different state. At step 460, the associated display layout information is used to render the display based on the layout information in the user's position in the interaction state.
If a user is present in the field of view or environment 100 and no interaction state is defined for the application controlling the display, or if an interaction state is defined but the interaction state has no associated application layout state, a default application layout state for the application may be used. Additional detail on the foregoing processes set forth in
In
In one example, where a user 18 was previously in an interaction state (102) and moves to an application state (104), a transition event occurs. Transition events may be indicated by a change in any one or more of the factors defining an interaction state. In one example, a change in the user's distance may result in a change of an interaction state.
In addition, as discussed further below, transition events may be controlled by introducing hysteresis between the amounts of change needed on any factor to result in a transition event. For example, if the user was in interaction state 102 and moves to state 104, a transition event may result from the user's movement beyond a threshold distance defined in an interaction state. Hysteresis may be introduced either in the definition or under the control of the dynamic display engine to ensure that changes to the factor do not result in rapid or unwanted changes in interaction state and application layout state. In the foregoing example, if the user moves backward by an amount equal to the threshold distance sufficient to result in a transition event between states 102 and 104, more or less distance may be added to the threshold distance used for a reverse movement of the user to fire a transition event.
Where the display is initialized at either states 102, 104, or any position, the factors defining the interaction state and the dynamic display layout are used to determine which application layout state to be presented on display 16. Transition events can also be used to make changes to the application layout state.
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Any one of the three states illustrated in
As can be noted from the foregoing examples, an application layout state can include not only the definition of which objects are to be presented in a particular layout relative to the interaction state, but the sizes of the objects, the perspective of the objects, the position of the objects, as well as any other of a number of factors and functionality for a given application. Application layout states may include one or more of the following: objects which may be displayed, fonts, font sizes, application objects to be displayed, format of application objects displayed, resolution of display or objects, controls presented, interactions presented/allowed, alternative interfaces presented/allowed and the like.
While
a and 10b illustrate in another example of an interaction state relative. In the example shown in
Interaction states can be used to attract users in various types of business scenarios. For example, developers may place applications in one or more attraction modes to entice user interaction, with such modes changing as a user is determined to be engaged with the display based on the user's occupying an interaction state.
Interaction states 1130 may be defined by the application developer, or may be provided in the operating system. In order to assist developers of applications with utilizing application states, a provider of the operating system illustrated in
Application layout states may be controlled by the operating system directly or by an application which is in control of the display 16. Certain application states may take priority over other application states. For example, an operating system may have defined a series of application states indicating whether or not a monitor or processing device twelve may even be engaged, preventing an application from accessing the display if the operating system has determined that the user is not in interaction state suitable for use of the device. Alternatively, full control over the display may be turned over to a running application.
At step 1206, the detected tracking information is compared to interaction state definitions to determine if a match occurs and the user is in an interaction state. Detection of the interaction state at 1206 comparing each of the factors for which data has been received against an interaction state definition such as when illustrated in
If a transition event has occurred but no matching interaction state has been determined at 1206, variance in the factors can be used under control of the operating system or the application to alter the application layout. For example, at step 1212, a determination can be made as to whether not the user's range is too close or too far and hence not optimal. Similarly at 1214, a determination of a non-optimal position can be made. At step 1218, a determination as to whether not these orientation is not optimal can be made, while at 1220, a determination to me made as to whether not the user is moving. Each of the steps 1212, 1214, 1218, and 1220, the variance (too close, too far, rotation too much, etc.) from an optimal definition in each of the factors can be used at 1226 to determine a change to the application layout state. As result, at 1230, the application developer may provide rules which, for example, increase or do you decrease the functionality of objects or the application in the display, change the layout of objects relative to the optimal layout, change the configuration of objects relative to the optimal layout, lower the resolution of all parties subset of objects, and/or render only a portion of the application display. As such, interaction states need not be specified as absolute or ranges of values relative to any one or more the factors, they can be further specified as changes to any of the factors relative to a previous state of a user.
CPU 801, memory controller 802, and various memory devices are interconnected via one or more buses (not shown). The details of the bus that is used in this implementation are not particularly relevant to understanding the subject matter of interest being discussed herein. However, it will be understood that such a bus might include one or more of serial and parallel buses, a memory bus, a peripheral bus, and a processor or local bus, using any of a variety of bus architectures. By way of example, such architectures can include an Industry Standard Architecture (ISA) bus, a Micro Channel Architecture (MCA) bus, an Enhanced ISA (EISA) bus, a Video Electronics Standards Association (VESA) local bus, and a Peripheral Component Interconnects (PCI) bus also known as a Mezzanine bus.
In one implementation, CPU 801, memory controller 802, ROM 803, and RAM 806 are integrated onto a common module 814. In this implementation, ROM 803 is configured as a flash ROM that is connected to memory controller 802 via a PCI bus and a ROM bus (neither of which are shown). RAM 806 is configured as multiple Double Data Rate Synchronous Dynamic RAM (DDR SDRAM) modules that are independently controlled by memory controller 802 via separate buses (not shown). Hard disk drive 808 and portable media drive 805 are shown connected to the memory controller 802 via the PCI bus and an AT Attachment (ATA) bus 816. However, in other implementations, dedicated data bus structures of different types can also be applied in the alternative.
A graphics processing unit 820 and a video encoder 822 form a video processing pipeline for high speed and high resolution (e.g., High Definition) graphics processing. Data are carried from graphics processing unit (GPU) 820 to video encoder 822 via a digital video bus (not shown). Lightweight messages generated by the system applications (e.g., pop ups) are displayed by using a GPU 820 interrupt to schedule code to render popup into an overlay. The amount of memory used for an overlay depends on the overlay area size and the overlay preferably scales with screen resolution. Where a full user interface is used by the concurrent system application, it is preferable to use a resolution independent of application resolution. A scaler may be used to set this resolution such that the need to change frequency and cause a TV resync is eliminated.
An audio processing unit 824 and an audio codec (coder/decoder) 826 form a corresponding audio processing pipeline for multi-channel audio processing of various digital audio formats. Audio data are carried between audio processing unit 824 and audio codec 826 via a communication link (not shown). The video and audio processing pipelines output data to an NV (audio/video) port 828 for transmission to a television or other display. In the illustrated implementation, video and audio processing components 820-828 are mounted on module 214.
In the implementation depicted in
MUs 840(1) and 840(2) are illustrated as being connectable to MU ports “A” 830(1) and “B” 830(2) respectively. Additional MUs (e.g., MUs 840(3)-840(6)) are illustrated as being connectable to controllers 804(1) and 804(3), i.e., two MUs for each controller. Controllers 804(2) and 804(4) can also be configured to receive MUs (not shown). Each MU 840 offers additional storage on which games, game parameters, and other data may be stored. In some implementations, the other data can include any of a digital game component, an executable gaming application, an instruction set for expanding a gaming application, and a media file. When inserted into system 800 or a controller, MU 840 can be accessed by memory controller 802. A system power supply module 850 provides power to the components of gaming system 800. A fan 852 cools the circuitry within system 800. A microcontroller unit 854 is also provided.
An application 860 comprising machine instructions is stored on hard disk drive 808. When system 800 is powered on, various portions of application 860 are loaded into RAM 806, and/or caches 810 and 812, for execution on CPU 801, wherein application 860 is one such example. Various applications can be stored on hard disk drive 808 for execution on CPU 801.
Gaming and media system 800 may be operated as a standalone system by simply connecting the system to display 16 (
The system described above can be used to add virtual images to a user's view such that the virtual images are mixed with real images that the user see. In one example, the virtual images are added in a manner such that they appear to be part of the original scene. Examples of adding the virtual images can be found U.S. patent application Ser. No. 13/112,919, “Event Augmentation With Real-Time Information,” filed on May 20, 2011; and U.S. patent application Ser. No. 12/905,952, “Fusing Virtual Content Into Real Content,” filed on Oct. 15, 2010; both applications are incorporated herein
Computing system 1520 comprises a computer 1541, which typically includes a variety of computer readable media. Computer readable media can be any available media that can be accessed by computer 1541 and includes both volatile and nonvolatile media, removable and non-removable media. The system memory 1522 includes computer storage media in the form of volatile and/or nonvolatile memory such as read only memory (ROM) 1523 and random access memory (RAM) 1560. A basic input/output system 1524 (BIOS), containing the basic routines that help to transfer information between elements within computer 1541, such as during start-up, is typically stored in ROM 1523. RAM 1560 typically contains data and/or program modules that are immediately accessible to and/or presently being operated on by processing unit 1559. By way of example, and not limitation,
The computer 1541 may also include other removable/non-removable, volatile/nonvolatile computer storage media. By way of example only,
The drives and their associated computer storage media discussed above and illustrated in
The computer 1541 may operate in a networked environment using logical connections to one or more remote computers, such as a remote computer 1546. The remote computer 1546 may be a personal computer, a server, a router, a network PC, a peer device or other common network node, and typically includes many or all of the elements described above relative to the computer 1541, although only a memory storage device 1547 has been illustrated in
When used in a LAN networking environment, the computer 1541 is connected to the LAN 1545 through a network interface or adapter 1537. When used in a WAN networking environment, the computer 1541 typically includes a modem 1550 or other means for establishing communications over the WAN 1549, such as the Internet. The modem 1550, which may be internal or external, may be connected to the system bus 1521 via the user input interface 1536, or other appropriate mechanism. In a networked environment, program modules depicted relative to the computer 1541, or portions thereof, may be stored in the remote memory storage device. By way of example, and not limitation,
Although the subject matter has been described in language specific to structural features and/or methodological acts, it is to be understood that the subject matter defined in the appended claims is not necessarily limited to the specific features or acts described above. Rather, the specific features and acts described above are disclosed as example forms of implementing the claims.