Gesture-based user interface

Information

  • Patent Grant
  • 10421013
  • Patent Number
    10,421,013
  • Date Filed
    Wednesday, May 29, 2013
    11 years ago
  • Date Issued
    Tuesday, September 24, 2019
    4 years ago
Abstract
The invention includes methods, systems, computer program products and means for providing an intuitive user interface for interacting with a game console that obviates the need for, or use of, a typical game controller. In one embodiment, the user interface comprises an analog-like mechanism for manipulating a menu and icon system. The menu system allows the user to highlight a menu option or icon using movement along one axis and to activate the menu option or icon via movement on a different axis. In one embodiment, highlighting is associated with a vertical motion and activation is associated with a horizontal motion. The vertical motion can be tied to the vertical movement of a particular appendage, e.g., the up and down movement of the user's right arm, and the horizontal motion can be tied to the horizontal movement of that or another appendage, e.g., movement of the right arm or hand across the body from right to left.
Description
FIELD OF THE INVENTION

The present invention relates generally to gesture-based interfaces and, more specifically, to using gestures to control a video game interface.


BACKGROUND

Although video games and video game consoles are prevalent in many homes, game controllers, with their myriad of buttons and joysticks, are still intimidating and confusing to people that do not often play video games. For these people, using a game controller to interact with the game is an obstacle to enjoying it.


To increase a user's feeling of immersion in the game, as well as to overcome the cumbersome nature of game controllers for users not familiar with them, some game platforms forego the use of traditional controllers and utilize cameras instead. The cameras detect a user's physical movements, e.g., the waving of his arm or leg, and then interpret those movements as input to the video game. This allows the user to use a more natural-feeling input mechanism he is already familiar with, namely the movement of his body, and removes the barrier-to-entry caused by the many-buttoned controller.


One example of a camera-based controller is the EyeToy camera developed by Logitech and used with the Sony PlayStation 2 game console. The EyeToy, and similar cameras, typically include a camera and a microphone. The EyeToy sends a 640×480 pixel video stream to the PlayStation, and the game executing on the PlayStation parses the frames of the video, e.g., calculating gradations of color between pixels in the frame, to determine what in the camera's field-of-view is the user (“player”) and what is the background (“not player”). Then, differences in the stream over time are used to determine and recognize the user's movements, which in turn drive the user's interaction with the game console.


Other cameras used by game platforms include the DreamEye for the Sega Dreamcast, The PlayStation Eye (a successor to the EyeToy) for Sony's PlayStation 3, and the Xbox Live Vision for Microsoft's Xbox 360. These cameras all provide a typical single-input camera that can stream video or take still photographs, and some, such as the PlayStation Eye, additionally provide a microphone for audio input.


Microsoft is currently developing a depth-aware camera system in the form of Project Natal. A Natal system provides an RGB camera, a depth sensor, a multi-array microphone, and software that processes the inputs from the camera, depth sensor, and microphone. Beneficially, the Natal software generates, based on the input, a skeleton that roughly maps to the user's body. Specifically, rather than just determining a difference between “player” and “not player” like prior game cameras, Natal determines what is the user's right hand, left hand, head, torso, right leg, and left leg. This skeleton is preserved as a user moves his body in the camera's field of view, allowing for the tracking of specific limbs. This skeleton framework, however, is the extent of what Natal provides. Namely, no user interface is provided by Natal, and users must still use a game controller to interact with a game or menu system.


Other systems, based on non-camera technologies, have also been developed that attempt to track a user's movements. For example, the Nintendo Wii provides players with an infrared transmitter “Wii remote” that the user holds in his hand. The Wii remote is used as pointing device and has a built-in accelerometer to track changes in the Wii remote's position. The Wii remote is often paired with a “nunchuk” (which also has an accelerometer) that is held in the player's other hand, allowing the Wii to, in a sense, track the movements—or at least changes in the movements—of the user's hands. Another technology based on a hand-held controller is sixense, which is demonstrated at http://www.sixense.com


High-end motion capture (“mo-cap”) systems have also been used to track a user's movements. Typically mo-cap systems involve the user wearing a body suit that has dozens of white spheres located at relevant locations. The mo-cap cameras detect these spheres and use them to infer positional information about the user's body. Mo-cap systems, however, are expensive and not practical for the average user.


SUMMARY OF THE INVENTION

The invention includes methods, systems, computer program products and means for providing an intuitive user interface for interacting with a game console that obviates the need for, or use of, a typical game controller. Though Natal is used as an example herein, the invention is not limited to a Natal implementation.


In one embodiment, the user interface comprises an analog-like mechanism for manipulating a menu and icon system. The menu system allows the user to highlight a menu option or icon using movement along one axis and to activate the menu option or icon via movement on a different axis. In one embodiment, highlighting is associated with a vertical motion and activation is associated with a horizontal motion. The vertical motion can be tied to the vertical movement of a particular appendage, e.g., the up and down movement of the user's right arm, and the horizontal motion can be tied to the horizontal movement of that or another appendage, e.g., movement of the right arm or hand across the body from right to left. Other combinations of arm, leg, and body movements such as waving, kicking, head bobbing, etc., to achieve highlighting or activation would be appreciated by one skilled in the art.


Advantageously, the interface behaves similarly for a short person and a tall person relative to their own bodies. In one embodiment of the invention, appendage and body position determinations are made based on, and relative to, the skeleton of the person interpreted by the system, not on an absolute coordinate system within the camera's field of view. Other variations can utilize an absolute coordinate system to infer information about the user's body.


Typically, ranges are used to control the user interface because motion-tracking input is inherently noisy. Determining precisely where a user's appendages are is difficult due to the natural movement of the user over time and the lag between receiving camera input and processing it. Therefore, the menu system trains users to make gestures large enough—and therefore unambiguously different enough—to compensate for the noise, which simultaneously provides the benefit of eliminating false positives when determining what the user is attempting to accomplish.


In addition to providing an analog-like menu highlighting and activation process, the invention provides an intuitive means of scrolling additional menu options into the menu area visible to the user. Beneficially, this allows for a coarse-grained selection process for a long list of menu options which can then be refined into a fine-grained selection process among the options that have been scrolled into the menu area. In the scenario where there are many more choices than available slots in the main menu, certain spatial positions of the user's appendage in relation to the interpreted skeleton are reserved for navigating or scrolling quickly to menu choices that are far outside the range of the ones currently presented. In these cases, scrolling speed can be varied in accordance with the position of the user's appendage. For example, if the user moves his arm slightly above the position that corresponds to the top of the menu, new options scroll into the menu slowly. If the user raises his arm even higher, new options scroll into the menu more quickly.


The invention also provides an intuitive system for navigating back in a choice hierarchy. Specifically, where menu highlighting and activation are controlled by one appendage, navigating “back” is accomplished by reading the input associated from another appendage and dedicating input from that appendage to the back functionality. For example, in the scenario described above, the menu highlighting and activation are driven using the user's right hand or arm. Back navigation can then correspond to movement of the user's left hand, for example moving across the body from left to right.


The menu system provided herein is beneficial in that it can provide continuous visual and aural feedback to train the user to make unambiguous gestures. Separating the menu navigation into movements that are unambiguous, and in some embodiments combined with hysteresis, accounts for, and overcomes, the visual noise inherent in camera-based and other movement-interpretive systems.


In one embodiment, there is a method, executed on a game platform, for interacting with a menu system displayed on a display in communication with the game platform, based on input received via a sensor. The method and the components it interacts with can also be expressed as a system, in the form of a computer program product, or as an apparatus with means for accomplishing the interaction, where the structures correspond to those previously described, e.g., a display, a game platform, and a sensor (e.g., a camera). The method includes displaying a menu on the display with menu items, receiving a 3D skeleton with a set of two or more joints associated with a first spatial position of two or more reference points on a player's body; and providing interaction based on the 3D skeleton. For example, a scale vector is generated based on two or more of the joints of the 3D skeleton within the set of two or more joints and the scale vector is projected onto an axis. A range of values is assigned to the projected scale vector based on the two or more joints of the 3D skeleton and a value to is assigned to a joint, within the set of two or more joints, such as the wrist. This joint is associated with a highlighting action, and the value assigned to the joint is with respect to the range of values assigned to the projected scale vector. For example, if the projected scale vector is assigned a range from 0.0 to 1.0, the wrist can be assigned a 1.0 is it is at shoulder height, or a 1.5 if above shoulder height, or a 0 if at the user's side. A range of values is assigned to each menu item, with the range of values also being with respect to the range of values assigned to the projected scale vector. For example, one menu item may be assigned 0.0 to 0.2, another may be 0.21 to 0.4, and so on. These are just examples, and the ranges assigned to each are not limited to those described herein. Then, the value of the joint associated with the highlighting action is compared to the range of values of each menu item to determine a highlighted menu item, which is then indicated on the display as the highlighted menu item.


In one version, there is a method for interacting with a menu system displayed on a display in communication with the game platform, which is based on input received via a camera. This method and the components it interacts with can also be expressed as a system, in the form of a computer program product, or as an apparatus with means for accomplishing the interaction, where the structures correspond to those previously described, e.g., a display, a game platform, and a sensor (e.g., a camera). The method involves displaying a menu on the display comprising menu items, receiving a 3D skeleton with joints associated with at least one of the player's shoulders, a lower torso area of the player, and at least one of the player's wrist, and providing interaction with the menu based on these. This is accomplished by first generating a scale vector based on the distance between the 3D skeleton's shoulder joint and an approximation of the player's pelvis and then projecting the scale vector onto an axis. Then, a range of values is assigned to the projected scale vector based on the joint associated with the player's shoulder and on the approximation of the player's pelvis. Next (although the steps can be performed in any order) a value is assigned to a wrist joint, which is associated with a highlighting action. The value that is assigned to the wrist joint is with respect to the range of values assigned to the projected scale vector. A range of values is then assigned to each menu item, with the range of values assigned to each menu item also being with respect to the range of values assigned to the projected scale vector. Then, the value of the wrist joint is compared to the range of values of each menu item to determine a highlighted menu item; and then that menu items is indicated on the display as being highlighted.


In one embodiment, there is a method, executed on a game platform, for interacting with a menu system displayed on a display in communication with the game platform, based on input received via a sensor. The method and the components it interacts with can also be expressed as a system, in the form of a computer program product, or as an apparatus with means for accomplishing the interaction, where the structures correspond to those previously described, e.g., a display, a game platform, and a sensor (e.g., a camera). The method begins by receiving a 3D skeleton having a set of one or more joints associated with a first spatial position of one or more reference points on a player's body. Then, a first direction of potential movement is associated with a highlighting action and a second direction of potential movement, different than the first direction, is associated with an activating action. The first and second directions are greater than or equal to a first threshold difference in degrees with respect to a common axis and are less than or equal to a second threshold difference in degrees with respect to the common axis, e.g., the first threshold difference is 75 degrees and the second threshold difference is 105 degrees (alternatively, both are ninety degrees so the movements are perpendicular to each other). Then, a first spatial position of a joint within the set of one or more joints is determined. Next, one or more updated versions of the 3D skeleton are received, and a second spatial position of the joint is determined based on the one or more updated versions of the 3D skeleton. Then based on the first and second spatial positions of the joint, it is determined if the joint has moved in the direction associated with the highlighting action or in the direction associated with the activation action. After determining this, the action indicated by the movement of the joint is performed. Beneficially, if the joint has moved in the direction associated with the activation action, a change associated with the highlighting action, e.g., highlighting a menu item, is prevented.


There is also a method, executed on a game platform, for interacting with a menu system displayed on a display in communication with the game platform, based on input received via a sensor. The method and the components it interacts with can also be expressed as a system, in the form of a computer program product, or as an apparatus with means for accomplishing the interaction, where the structures correspond to those previously described, e.g., a display, a game platform, and a sensor (e.g., a camera). The method begins by displaying a menu on the display comprising menu items. Then a 3D skeleton is received that has a set of one or more joints associated with a first spatial position of one or more reference points on a player's body. A range of values is assigned to each menu item, the range of values assigned to each menu item being based on each menu item's respective position. Next, a value is assigned to a joint within the set of one or more joints (the joint is associated with a highlighting action), the value assigned to the joint being based on the joint's position. Then, the value of the joint is compared to the range of values of each menu item to determine a highlighted menu item; and that menu item is highlighted on the display.


Alternatively or additionally, there is also a method, executed on a game platform, for interacting with a menu system displayed on a display in communication with the game platform, based on input received via a sensor. The method and the components it interacts with can also be expressed as a system, in the form of a computer program product, or as an apparatus with means for accomplishing the interaction, where the structures correspond to those previously described, e.g., a display, a game platform, and a sensor (e.g., a camera). The method starts by receiving a 3D skeleton with a set of one or more joints associated with a first spatial position of one or more reference points on a player's body. Then a first spatial position of a joint in the set of one or more joints is determined, and an initial positional value is assigned to the beginning of an activation action based on the first spatial position of the joint. Next, a positional value is assigned to the completion of the activation action, and one or more updated versions of the 3D skeleton are received. Then a second spatial position of the joint is determined based on the one or more updated versions of the 3D skeleton, and it is determined if the second spatial position of the joint corresponds to the positional value assigned to the completion of the activation action. If so, the activation action is executed.


Alternatively, there is a similar method, executed on a game platform, for interacting with a game, displayed on a display in communication with the game platform, based on input received via a sensor. This method and the components it interacts with can also be expressed as a system, in the form of a computer program product, or as an apparatus with means for accomplishing the interaction, where the structures correspond to those previously described, e.g., a display, a game platform, and a sensor (e.g., a camera). The method begins by displaying a scrollable window on the display, the scrollable window having a first set of visual data in it, an area not associated with scrolling a second set of visual data into the scrollable window, and an area associated with scrolling the second set of visual data into the scrollable window. More specifically, in some embodiments, the edges of the window initiate scrolling the second set of data in and the middle of the window does not. The method involves receiving a 3D skeleton with two or more joints associated with a first spatial position of two or more reference points on a player's body. A scale vector is generated based on two or more of the joints of the 3D skeleton within the set of two or more joints, and the scale vector is projected onto an axis. A range of values is assigned to the projected scale vector based on the two or more joints within the set. Then, a value is assigned to a joint within the set of two or more joints, with the joint being associated with a scrolling action. The value assigned to the joint is with respect to the range of values assigned to the projected scale vector. A range of values is then assigned to the area associated with scrolling the visual data, with the range of values assigned to the area also being with respect to the range of values assigned to the projected scale vector. Then the value of the joint associated with the scrolling action is compared to the range of values assigned to the area associated with scrolling the second set of visual data into the scrollable window, and if the value of the joint is within the range assigned to the area associated with scrolling the second visual data into the scrollable window, scrolling the second set of visual data into the scrollable window.


Any of the above embodiments may employ the following additional functionality. The proximity of the value assigned to the joint to the range of values assigned to each menu item may also be indicated on the display. In some versions, the proximity is indicated using graphical indications similar to those used for highlighting, in proportion to the proximity. For example, as the joint gets closer to a menu item, even if not the highlighted menu item, the menu items close by may look like they are partially highlighted, and increasingly so as the joint gets closer. Also, in some embodiments, the range of values assigned to each menu item is a single, different value for each menu item.


In some versions, the axis that is described, and that is associated with a highlighting action, corresponds to an orientation of a menu displayed on the display.


Also, in some embodiments, one or more updated versions of the 3D skeleton can be received, and it is determined if positional information of the one or more updated versions of the 3D skeleton corresponds to the beginning of an activation action. If so, the beginning of the activation action is indicated on the display by altering the highlighted menu item. In some implementation, the activation action comprises movement of a joint in a direction substantially perpendicular to the axis. For example, the activation action can include movement of a joint associated with the activation action at least a first pre-determined distance in a direction substantially perpendicular to the axis and less than a second pre-determined distance in a direction substantially parallel to the axis. And doing so, and thereby completing the activation action, activates the highlighted menu item. Alternatively, the activation action can include movement of a joint associated with the activation action of at least a first distance based on two or more joints in the set of two or more joints of the 3D skeleton, in a direction substantially perpendicular to the axis and less than a second distance in a direction substantially parallel to the axis. This also would complete the activation action and activate the highlighted menu item. In both of these, or any embodiment herein, the joint associated with the activation action is the same joint as the joint associated with the highlighting action.


Beneficially, once the activation action has begun, changes in the value of the joint associated with the highlighting action do not change the highlighted menu item, and, in some implementations, the highlighted menu item is altered (e.g., stretched) in proportion to completion of the activation action. Additionally or alternatively, an audible cue can be played with characteristics in proportion to completion of the activation action.


Also, in some embodiments, the beginning of the activation action ceases to be indicated if the one or more updated versions of the 3D skeleton ceases to correspond to an activation action.


In any of these embodiments referring to two or more joints in the 3D skeleton, the two or more joints that the scale vector is based on can a shoulder joint and a hip joint, or a shoulder joint and a simulated pelvis joint. Any of these joints can be a computed approximation of a joint of the player.


Beneficially, scrolling the menu items that are displayed can be achieved by assigning a range of values to a scroll area, the range of values assigned to the scroll area being with respect to the range of values assigned to the projected scale vector. Then the value of the joint associated with the highlighting action is compared to the range of values assigned to the scroll area, and if the value of the joint is within the range of values assigned to the scroll area, scrolling a different set of menu items onto the display. In some versions, the rate at which the different set of menu items is scrolled onto the display is based on the value of the joint in relation to the range of values assigned to the scroll area. This can be done by assigning a first sub-range of values in the range of values assigned to the scroll area with a slow scrolling operation and assigning a second sub-range of values in the range of values assigned to the scroll area with a fast scrolling operation. Then if the value of the joint associated with the highlight action is determined to be within the sub-range assigned to the slow scrolling operation, scrolling the different set of menu items onto the display at a slow rate. But if the value of the joint associated with the highlight action is determined to be within the sub-range assigned to the fast scrolling operation, scrolling the different set of menu items onto the display at a faster than the slow rate.


There is also, for some versions, hysteresis for the highlighted menu item. This is accomplished by receiving an updated version of the 3D skeleton, assigning a second value to the joint associated with the highlighting action (the value being with respect to the range of values assigned to the projected scale vector) and if the second value is within a range of values assigned to the highlighted menu item, or is within a pre-determined range adjacent to the range of values assigned to the highlighted menu item, continuing to highlight the highlighted menu item. This keeps the current menu item highlighted if the joint has drifted slightly into the area of the next menu item (or the sensor/camera just perceives that due to noise in the input). Additionally, if the second value is not within the range of values assigned to the highlighted menu item and is not within the pre-determined range adjacent to the range of values assigned to the highlighted menu item, highlighted menu item ceases to be highlighted (because the joint has moved sufficiently far away to indicate that the player really meant to de-highlight the previously highlighted item).


Re-targeting is also possible for any of these. This is accomplished by receiving an updated version of the 3D skeleton, with the updated skeleton's set of two or more joints associated with a second spatial position of the two or more reference points on the player's body. Then, the scale vector is updated based on the updated skeleton; and the updated scale vector is re-projecting onto the axis.


Other aspects and advantages of the present invention will become apparent from the following detailed description, taken in conjunction with the accompanying drawings, illustrating the principles of the invention by way of example only.





BRIEF DESCRIPTION OF THE DRAWINGS

The foregoing and other objects, features, and advantages of the present invention, as well as the invention itself, will be more fully understood from the following description of various embodiments, when read together with the accompanying drawings, in which:



FIG. 1A depicts a game platform with a Project Natal camera system;



FIG. 1B depicts a three-dimensional skeleton provided by Natal;



FIG. 1C shows an embodiment where scale vectors are projected onto a vertical axis;



FIGS. 2A and 2B depict a menu option being highlighted based on the vertical position of the user's hand;



FIG. 3 depicts a menu option in the process of being activated by the user;



FIG. 4 shows a menu where menu option One has been activated;



FIGS. 5A and 5B show one implementation of scrolling; and



FIG. 6 shows activation of the “back” functionality.





DETAILED DESCRIPTION

One embodiment of the present invention is based on the Project Natal framework developed by Microsoft Corporation of Redmond, Wash. As indicated in FIG. 1A, the Project Natal system includes an RGB camera 105, a depth sensor 110, a multi-array microphone 115, and a processor (not shown). The RGB camera 105 delivers a three-color (Red, Green, Blue) video stream to the game console, enabling facial recognition and full-body tracking. The depth sensor 110 is an infrared projector combined with a monochrome CMOS sensor. This allows a game console 120 utilizing Natal to recognize objects in the camera's field of view in three dimensions instead of forcing the game console to parse a two-dimensional video-stream. The multi-array microphone 115 parses voices and sound input, while simultaneously extracting and nullifying ambient noise. Project Natal also features a processor with proprietary software that coordinates the inputs of the Natal system and provides a three-dimensional, skeleton-based system to game developers. Developers can use this system to utilize three-dimensional position information of the joints in the user's body to interact with the game platform. Although Project Natal provides a framework for determining positional information of a user's body, it does not provide an intuitive menu system for controlling the console or games. Although Project Natal is used herein as a framework, the gesture-based user interface is applicable to any system that can interpret input and map it to relevant portions of the screen. While in some embodiments, a camera-based system is used to determine positional information about the user's body in three dimensions, in other embodiments, transducers attached to the user's body are used to detect the movements of the user's limbs. Other embodiments use infrared pointing devices or other motion tracking peripherals. All that is required is a system than can parse movement in two dimensions; adding dimension information from a third dimension, typically depth, simply makes the invention easier to implement due to the additional information provided to the system. In embodiments where the system uses a skeleton, such as Natal, relative body scale mapping is easier to accomplish.


Also shown in FIG. 1A is an exemplary game platform 120. The game platform typically includes a Central Processing Unit (CPU) 125, a graphics processor 130, storage component 135 such as a hard drive, Read Only Memory (ROM) 140, Random Access Memory (RAM) 145, all in signal communication via a bus 150. The bus 150 also connects to an input for the Project Natal System. In some embodiments, the Natal system connects to the game platform 120, e.g., an Xbox 360, via a Universal Serial Bus (USB) connection.


As used herein, the terms “joint”, “bone”, and “skeleton” are intended to have the meaning one of skill in the art of motion capture and animation would ascribe to them. For example, a skeleton can comprise bones, but the number of bones and their positions are a function of the motion capture equipment and the animation rig and do not necessarily correlate to the number and positions of bones in a human skeleton. Similarly, a joint can be at the distal endpoint of a single bone (e.g., a fingertip or the head), and need not be at a point where two bones come together. An example of the Natal skeleton is shown in FIG. 1B. The skeleton generated by the Natal system provides a framework for the dance game, and allows for tracking of not only limbs generally, but specific joints as well. For example, the wrist joint 160 on the right arm is treated separately from the right elbow 165, which is treated differently than the right shoulder 170. Additional portions of the body are also recognized, such as the pelvis, middle of the torso, the head, the neck, and the knees and feet.


An example of the Natal skeleton is shown in FIG. 1B. The skeleton generated by the Natal system provides a framework for the gesture-based user interface, and allows for tracking of not only limbs generally, but specific joints as well. For example, the wrist joint on the right arm is treated separately from the right elbow, which is treated differently than the right shoulder. Additional portions of the body are also recognized, such as the pelvis, middle of the torso, the head, the neck, and the knees and feet.


One of the benefits provided by the skeleton-based system is that the skeletal model can be used to calculate scale vectors based on two or more joints. This provides a spatially relative system, i.e., how far is body part X from body part Y, instead of an absolute coordinate system. FIG. 1C shows one embodiment, where scale vectors 160, 165 are drawn from the mid-pelvis to each shoulder (in a sense forming a “V”). These scale vectors are also three-dimensional and will correspondingly tilt forward, backwards, or sideways depending on the user's posture. These scale vectors are then projected onto a vertical axis to define, for each wrist joint with respect to the user's hip, a range from “at hip height” to “at shoulder height,” typically using values 0.0 to 1.0, respectively. Notably, because the scale vectors are calculated for each side, if a user's shoulders were tilted, as is the case in FIG. 1C, although the physical distance from pelvis to shoulder may differ for each side, the scale value for having either arm at hip height or up at shoulder's height would be the same, even though the wrist joints may be at different heights in an absolute coordinate system. These scale values are also updated constantly so that if a user's posture or body shifts, the system updates accordingly and the system is not locked into an initial reading of the user's body.


In another embodiment, the hip joint is estimated by approximating its position based on the pelvis. In those embodiments, a scale vector starts from each side at the hip and extends to the shoulder joint on that side (i.e., there is a left scale vector from left hip to left shoulder and a right scale vector from right hip to right shoulder). In some embodiments, approximated joint positions (“pseudo-joint” positions) can be used either to set the scale or determine a position within the scale range.


After projecting the scale vectors onto the vertical axis, movement of each arm can be tracked as a scale value on the y axis by determining the y position of the user's wrist joint (indicated by blackened circles in FIG. 1C). The axis runs from the hip to the right shoulder, with the vector describing a range from 0.0 to 1.0 (the numbers used herein are by way of example only and the vector can describe any enumerated range). In this example, 0.0 is the value associated with the user's wrist joint being approximately at hip height and 1.0 being the value for the user's wrist joint at shoulder height. When the user's arm is resting at his side, his wrist joint falls below the hip and is thus interpreted as a negative value. Placing his wrist joint above his shoulder causes the vertical value of his wrist joint to go above 1.0.


Scale values outside the range of the reference points are also useful, e.g., assigning a vector of 2.0 to a wrist joint that is as far above the shoulder as the shoulder is above the pelvis in a 0.0-to-0.1 pelvis/shoulder system. In some embodiments, though, the scales are capped at certain values such that further deviation beyond the cap does not change the scale value. For example, a wrist joint position that is twice as high as pelvis-to-shoulder distance would have a value of 2.0, which is the cap. Any wrist joint position higher is capped and is therefore also 2.0, but the invention is not limited to this embodiment. Although extreme scale values are not used for certain functions, e.g., menu highlighting, the information can be used for other functionalities, e.g., controlling scroll speed.


Other embodiments use hip-to-head measurements, knee-to-shoulder, etc., (pelvis-to-shoulder is merely an example) and the scale vectors can use any enumerated range, linear or non-linear.


Menu Highlighting



FIGS. 2A and 2B depict a menu option (also called a menu item) being highlighted. Interaction with the system begins when the user walks in front of the camera. Initially, the system is in a “release state;” no menu options are highlighted (or, in some embodiments, a default option is highlighted) and the invention is waiting for the user's input. In one embodiment, the release state is characterized by the user's wrist joint being positioned anywhere from at his side to approximately 8 inches in front of his hip. In one embodiment, this is done by determining the Z component of the vector formed from his hip to his wrist joint. In another embodiment, this is done by determining the Z component of the vector formed from his shoulder to his wrist joint. As the user raises his right arm from his side, the invention detects that the user's arm leaves the “dead zone” and begins interpreting the movement and position of the user's right arm as relating to his desired menu choice. The allowance for a dead zone is necessary because not all input is necessarily related to the data displayed on the screen or indicates that the user is trying to interact with the system. Specifically, the user's arms being at his sides could just indicate that he is relaxed. Or, if there is some movement, it could be the user just swinging his arms as he walks. Thus, slight deviation in the user's arm position relative to being directly at his side does not necessarily correspond to a desired menu option.


Once past the dead zone, the position of the user's arm relative to his body is determined, and the menu options highlight correspondingly. To determine which menu option the user is highlighting, each user interface element, here a menu option, has a specific vertical coordinate in the y axis, indicated in FIG. 2A as an “x”. As each menu option is created, the active area for each option extends midway to the next menu option. For example, if the midpoint of each menu option is 10 units from the midpoint of the next menu option, the active area for any given menu option is its y coordinate plus-or-minus five units. The position of the user's wrist joint with respect to the skeletal range is used to determine which menu option the user is highlighting, each option having a value within this range. Based on the vertical component of its location, a menu option is highlighted. As the user moves his arm up and down, his wrist joint changes its scale value, thereby entering and leaving the active area for each menu option. In some implementations, the horizontal aspect of the user's wrist joint is ignored in determining menu highlighting, and highlighting is based entirely on the vertical scale value of the user's wrist joint.


In FIG. 2A, option One is highlighted. Its label “ONE” is presented in yellow (whereas the other menu options are presented in white) indicating that it is the “active” option. The thickness of One's ribbon is greater than that of Two and significantly more so than Three or the others. If the user moves his arm unambiguously into the region of option One, even if the user's arm later drifts into the area for option Two, option One remains highlighted (and subject to activation) until the user's arm has ventured a certain distance into option Two's territory. Although menu highlighting may be presented as continuous, i.e., as the user moves from one menu option to another, the highlighting correspondingly flows from the old choice to the new one, beneficially, the present invention will not change which menu option is actually active to a different menu option until it is clear that the user indeed wants to have the second menu option be the active one. This is accomplished by having hysteresis between menu options.


Hysteresis is useful in preventing oscillation between options when the user is midway between them or is leaving the area of one option and approaching the area of another. The hysteresis zones between options are typically five percent above and below the vertical midpoint between two adjacent menu options, although this is dependent on implementation and more or less allowance for hysteresis can be made. In FIG. 2A, these are represented by the arrows and numbered zones. A hysteresis zone maintains the state of one choice until the user's arm moves a certain distance into another choice. In this example, if the user has highlighted option One (and therefore option One is “active”), he can move his hand into the area of option Two without making Two active (indicated by the bottom of zone 1) although option Two will begin to grow to give feedback to the user that the user's wrist joint is approaching Two's area. If the user makes option Two active, he can then move his arm partially into the area of option One (indicated by zone 2) without activating it. This applies to the other menu options as well, Three (zone 3), Four (zone 4), and so on. By providing feedback to the user that the invention still considers his main choice to be menu option One, if the user really wants menu option Two, the highlighting of both will naturally cause the user to move his wrist joint down to make option Two the active option. Training the user to provide unambiguous input is useful in overcoming the noise inherent in a camera-based system.


Looking now at FIG. 2B, the user has raised his wrist joint so that it is slightly above shoulder height. The system interprets this position information as corresponding only to menu option One, and thus, menu option One is the only one that is highlighted.


Activation


Whereas FIGS. 2A and 2B depict menu option highlighting, FIGS. 3 and 4 depict menu option One in the process of being activated by the user. In the example used herein, this is accomplished by the user moving his right hand across his body, from right to left. As shown in FIG. 3, the user has moved his wrist joint leftward from in FIG. 2A and the ribbon for option One is correspondingly being pulled leftward. This activation process can be additionally accompanied by an audible sound with an analog component, i.e., that changes with the x position of the wrist joint such as a stretching noise or whoosh, which gives the user an additional indication that he is activating a particular option.


In some embodiments, activation works by tracing (that is, keeping track of) a continuous horizontal line based on the movement of the user's wrist joint along the x axis. If the user breaks the horizontal motion, the activation is released. If however, the horizontal line reaches a specified length, the motion is counted as a gesture. In one embodiment, the required length is approximately 20 inches. Beneficially, less than that length is counted as a partial gesture, proportional to what percentage of that length was reached.


In one embodiment, the horizontal line for activation is calculated differently than the position determination for the wrist joint during highlighting. Instead of determining if a user's wrist is approaching a particular zone, a series of inter-frame vectors are used to determine the movement of the wrist relative to the shoulder. When the wrist has moved a certain amount, the activation is complete.


In this embodiment, the vector from the right shoulder to the right wrist joint is determined for each frame. The equivalent vector from the previous frame is subtracted from the current vector to produce the inter-frame movement vector (to determine how much the wrist moved from frame to frame, relative to the shoulder). Note that each frame measures the position information of both the wrist and the shoulder, so if the user's shoulder is moving in the same direction as the user's wrist—as would be the case if the user were walking sideways—the inter-frame vector would be 0 since the relationship between the user's shoulder and wrist would not change between frames, even though both may have changed horizontal positions in an absolute coordinate system.


The inter-frame vector is then used to determine if the user has completed activation. Due to potential noise in the movement tracking system, if the magnitude of the inter-frame vector is less than a noise threshold, the current frame is skipped. Similarly, if the inter-frame vector is not within 45 degrees of horizontal right-to-left movement, this frame is considered an “error” and is also skipped. If the vector is the first inter-frame vector after an error, the x coordinate of the user's wrist joint is stored as the “initial wrist position” of the gesture. If this is not the first inter-frame vector after an error, the inter-frame vector is considered an interim inter-frame vector. As each interim inter-frame vector is inspected, the “initial wrist position” is subtracted from the x coordinate of the user's wrist joint to determine if the total distance moved exceeds the threshold distance for the gesture (in some embodiments, this distance is about 20 inches). If it has, then the movement is considered an activation.


Optionally, there can be a threshold on the number of errors that can happen before the gesture is released and the “initial wrist position” is cleared.


In some embodiments, the detection of an activation movement, i.e., right to left, locks the user into a menu option, ignoring additional highlighting motions such as up and down, unless the user releases that option by moving his hand left to right, or dropping it to his side before completing the activation motion. Correspondingly, to fully select an option, a user must move his arm from a given horizontal start position at the right of his body to a given horizontal position at the left of his body; he cannot select an option just by placing his right arm in the position that is left of his body. In some embodiments, the distance required for a horizontal motion to be considered a gesture is approximately 20 inches. In some embodiments, locking a user into the activation process occurs only after he has moved a specific minimum distance of the full motion in the horizontal plane, e.g., his wrist joint has traveled approximately 15% of the required distance, or approximately three inches in the examples provided herein. This prevents false positives and overcomes the noise inherent in motion-tracking systems.


Another means of overcoming false positives or false negatives is to give precedence to movement in one axis over movements in a second axis. For example, in one embodiment, if the user tries to indicate activation by moving his hand in a diagonal from close to his right hip up to his left shoulder, the vertical movement is ignored and the horizontal movement is processed as activation. In other embodiments, the opposite is true—horizontal movement is ignored and the diagonal motion is determined to be a change in menu option highlighting. Advantageously, tolerance is provided such that a combination of vertical and horizontal movements in a horizontal plane are interpreted as horizontal, up to a certain deviation of angle or distance from the plane. For example, in some embodiments, the invention accepts a deviation of plus-or-minus three inches, such that moving the user's arm in a slight diagonal swipe across his body from right to left with a total difference in height of six inches from start to finish is still considered a horizontal movement. The same can be applied to a vertical axis; moving horizontally plus or minus eight inches while the user's moves his arm vertically two feet disregards the horizontal input. This allows leeway in the user's interaction such that he does not have to match the designated horizontal or vertical axis exactly. These distances are by way of example only and may be changed based on the implementer's needs.


In some embodiments, however, movement in one plane can negate the input from another plane. Using the example above, if the user is moving his hand horizontally from right to left, but moves his hand vertically outside the tolerance zone of plus-or-minus three inches for the horizontal plane his hand position is associated with, e.g., he moves his hand vertically ten inches, the horizontal motion (activation) is considered negated and the menu system resets to a release state (or highlighting state if the user moves his hand back to a recognized vertical orientation).


Also in FIG. 3, menu option Two is also somewhat highlighted, but not as prominently as menu option One. As described above, this is indicative that the user's arm position is drifting into the area associated with menu option Two, but is not quite unambiguous enough to indicate that menu option Two is really what the user wants. Rather than highlighting one choice that corresponds to the absolute position of the user's arm, the user interface provides feedback that a user is moving from one menu option to another by “flowing” the highlighting from one menu option to the next according to the movements of the user's appendage. For example, assuming a user's right arm is at his side and is presented with five menu choices arranged vertically, as shown in FIGS. 2A, 2B, 3, and 4, as the user moves his arm up, the menu options are highlighted accordingly, first option Five, then Four, etc., until menu option One is highlighted. If the user drops his arm slightly, then option Two becomes slightly highlighted as well.



FIG. 4 shows the completion of menu option One being completely activated. One is a different color (red) than the other menu options and the ribbons for each option are now all narrow. Additionally, referring to the skeleton, his right wrist joint indicates that the user's wrist joint has crossed his body. Once the option is committed to, in this scenario, if the user moves his right hand up or down, or side to side, no input is registered since he has committed to menu option One and the invention is in the process of moving to the next menu screen or workflow based on the activation (or starting the game, etc, depending on what choice was activated). Beneficially, this prevents the invention from reading a very long gesture as two consecutive gestures. To go back to the menu highlighting and activation area, the user must swipe his left hand from left to right to activate the back functionality.


As stated above, the interpretation of the user's movements is not a binary determination. An option is not fully highlighted or activated until the user commits to the corresponding action. This allows a user to release a choice or change his mind mid-activation. As an example, a user may begin activating a particular menu option by moving his right arm from right to left, decide that he does not want that menu option, move his arm in the opposite direction or release his arm to a neutral horizontal position, then highlight a different menu option by moving vertically, and then use a horizontal swipe from right to left across the body for the activation.


Training users to make unambiguous indications is useful in overcoming noise in the motion-tracking system. To reinforce this training, in one embodiment, a release state is entered if the user does not commit to activation within a certain period of time. But the system cannot punish a user too much for being ambiguous because, in a sense, the limitations of the input mechanism are not the user's fault. Therefore, in other embodiments the invention does not require a horizontal activation movement to be completed within a given time frame. In embodiments where the activation process is based on the horizontal line drawn by the user's wrist joint, the user may complete the action as slowly as he wishes, or even stop midway and then continue, as long as he does not deviate too far in the vertical direction or reverse directions too far, which would trigger a release state (although reversing direction slightly indicates the beginning of a release, thereby giving visual feedback to the user that activation is like a spring). In these embodiments, if the total distance travelled right to left is less than 15% of the target distance, the activation is released.


Tutorial on Highlighting and Activation


Gestures that indicate the user's intent are simple for the user to understand and execute once they have been taught to the user. Gestures can be taught using screens that require the user to execute one or more gestures successfully in order to navigate away from the screen. For example, a tutorial screen for highlighting and activation can require a highlight gesture followed by an activation action in order to navigate away from the screen. Similarly, a tutorial screen for scrolling can require that the user scroll a target item into place in order to navigate away from the screen.


In addition, these screens can provide hints as to what sequence motions the user must make to complete the gesture. For example, in one implementations, there is a tutorial screen for highlighting and activation, where the movement associated with highlighting is vertical movement and the movement associated with activation is horizontal movement (where the right wrist is the appendage being tracked). When the user enters the screen, the screen indicates that the user must first execute a highlight gesture with his right wrist. This can be indicated by projecting the view from the camera onto part, or all, of the screen. In some embodiments, the image is reversed left to right so the result is as if the user is looking into a mirror. Then the skeleton is used to locate the right wrist in three-dimensional space, and this is projected into screen space to align with an image associated with the user's right wrist. An indicator can be drawn on the screen over an image associated with the right wrist, for example a circle can be drawn around the on-screen wrist, or around a cursor that represents the movement of the wrist. In some embodiments another indicator is drawn over the desired destination of the gesture. For example, a circle can be placed on the screen at the desired destination of the right wrist. In some embodiments, the two indicators are drawn in a complementary way that indicates that the two positions are linked. For example, the system might draw an empty circle around the user's wrist and a solid circle at the point where the user should move their wrist, or the an empty circle where the user is supposed to move his wrist, and a solid circle around the user's wrist. In some embodiments, the two indicators are joined in some way that indicates the linkage. For example, a line can be drawn between the wrist and the destination of the wrist. In some embodiments, and arrow can be drawn to indicate the direction the wrist should be moved.


Continuing with the example of highlighting and activation, once the system determines that the user has learned the highlighting action, or once the highlighting action is complete, the tutorial can train the user to provide an activation action. In some embodiments, the indicator for the target of the highlighting gesture, and any lines or arrows between the wrist and the target position, can be removed once the highlighting action is complete. A new indicator for the target of the activation action can be drawn, and connected to the wrist indicator using lines and arrows, as described above. In some embodiments, the indicators change depending on the gesture being trained. For example, the circles in the highlighting portion of the tutorial can be replaced by arrows pointing to the user's left when the user begins the activation portion of the tutorial.


Still considering the example of highlighting and activation, audio and visual feedback can be used to indicate to the user his progress towards completing the gesture. For example, a sound can be played that is modified in pitch or speed, based on the distance between the wrist and the target. For example, as the user's wrist gets closer to the target, the sound can go up in pitch, and as the user's wrist gets farther away from the sound—as would be the case in the user “releasing” the action—the sound could go down in pitch. Similarly, the colors or textures of the indicators or lines or arrows can be modified based on the distance between the wrist and the target, e.g., glow brighter as the wrist approaches completion, get dimmer are the wrist releases.


In some embodiments, a tutorial is a separate interface in the game. In some embodiments, a tutorial is embedded in the game as the first screen in which the user can navigate using gestures.


Variations for Highlighting and Activation


Highlighting and activation are not limited to the embodiments described above. In some embodiments, highlighting can be associated with the horizontal movement of one arm and activation can be associated with the horizontal movement of the other arm. Alternatively, highlighting can be associated with horizontal movement of an arm and activation associated with vertical movement of the same arm. In still other embodiments, activation and highlighting are both vertical actions, each performed using different arms. Highlighting and activation are not limited to just horizontal or vertical movements; other movements can be used to highlight and activate in other embodiments, e.g., diagonal swipes, circular motions, motions of pulling the user's hand towards the user or pushing it away from the user, left-to-right, right-to-left, up-to-down, down-to-up, and the like. The key is to have the highlighting and activation gestures be unambiguously different from one another, such that a movement-tracking system can distinguish between them.


Activation may also be accomplished using a form of “dead reckoning,” i.e., accumulating movements over a certain distance threshold until the gesture is completed or released. Specifically, the invention determines a vector of the wrist joint position between two frames (a frame is the data captured at one moment in time; inter-frame calculations—or calculations between two frames—are those involving data from two different moments in time). The distance the wrist joint has moved is compared to a movement threshold, e.g., 2 inches. If the wrist has not moved more than the movement threshold, the inter-frame calculation is discarded (this allows the user to stop gesturing halfway through the motion and then continue the motion to completion). If it has, the angle of the movement is then compared to an angle threshold to determine whether the movement is sufficiently in the expected direction. In one embodiment where activation is right-to-left movement, the angle threshold is plus or minus 45 degrees of the x-axis (where the x-axis is considered to increase from right to left). In other words, the user's wrist is considered to be moving horizontally, right-to-left, if the inter-frame vector has an angle that is within plus or minus 45 degrees of the x-axis. If the wrist movement satisfies the above conditions, the dot product of the inter-frame vector with the unit vector parallel to the x-axis is accumulated until the magnitude of the vector from the first recorded wrist joint position to the last recorded wrist joint position is greater than or equal to the specified length. When it is, the gesture is considered an activation.


In some embodiments, activation is not determined by how far along the x-axis the user's wrist has moved. Instead, the position of the user's activating wrist is used, relative to one of the user's shoulders. Specifically, the shoulder-to-shoulder vector is projected onto the x-axis and a vertical plane, perpendicular to the x axis and running through the user's opposite-side shoulder, is established. In the embodiment where the right hand, moving right to left triggers activation, the position of the right wrist is compared to the plane running through the user's left shoulder. When the user's wrist joint crosses the vertical plane, the active item is activated.


In some embodiments of the invention, animation corresponding to the user's movements is continuous, that is, highlighting flows from one option to another, can run in either direction, e.g., up or down, or left and right for activation, and the movements reflected are in proportion to the user's movements, i.e., quick movement result in quick highlighting changes, slow movements are reflected slowly. In other embodiments, activation can appear as continuous while highlighting can be discrete, i.e., movement is not reflected as flowing from one to the other—instead one option is fully de-highlighted as another is fully highlighted. In still other embodiments, activation can be discrete and highlighting continuous. Combinations not listed herein would be appreciated by one skilled in the art and lack of a description herein does not limit the invention only to the embodiments described.


In some embodiments, activation is determined by the following sequence of steps. In this example, the wrist is used as the activating joint, but any joint in the animation skeleton, or pseudo-joint computed from joints in the skeleton, can be used. Although the activation motion described here is horizontal, activation may be vertical, or may be along the z axis or along any linear combination of axes. All that is needed is that the activation motion direction is sufficiently different from the highlighting motion direction.


If no “initial wrist position” has been recorded, it is determined whether the initial wrist position should be recorded by comparing the horizontal position of the wrist to the horizontal position of a reference point, which has some relation to the user's body. If the wrist is further from the midline of the body than the reference point, the three-dimensional wrist position is recorded as the initial wrist position.


In some embodiments, the reference point is based on a joint in the skeleton or a pseudo-joint computed from joints in the skeleton. For example, the reference point may be based on the shoulder joint on the same side of the body as the wrist being measured. In some embodiments, the reference point is a fixed distance away from a joint in the skeleton or pseudo-joint computed from joints in the skeleton. For example, the reference point may be chosen to be 0.2 meters beyond the shoulder joint on the same side as the wrist being measured, in a direction away from the midline of the body.


Alternatively, the distance of the reference point from a joint in the skeleton or a pseudo-joint computed from joints in the skeleton may be based on the distances between two or more joints in the skeleton. For example, the reference point may be chosen to be beyond the shoulder in a direction away from the midline of the body by half of the distance between the shoulders. Specifically, a player with 30 centimeters between his shoulder and midline would have a reference point of 15 centimeters beyond his shoulder (i.e., outside his torso body on the same side). And a player with 24 centimeters between his shoulder and midline would have a reference point of 12 centimeters beyond his shoulder. Advantageously, using a relative measurement to compute the reference point makes the system more robust to users of different sizes.


Once the initial wrist position is recorded, successive frames of data are interpreted by the system. If the wrist joint is still beyond the reference point (away from the midline of body), or the wrist joint is in front of a second reference point by some threshold amount, the steps are continued. In some embodiments, the second reference point is based on the shoulder joint. In other embodiments, the second reference point is based on one or more other joints in the skeleton, such as the hip joint. If the wrist joint is not beyond the first reference point (that is, it is closer to the midline of the body than the reference point), and the wrist joint is not in front of the second reference point, the initial wrist position is cleared and the tracking begins again. In some embodiments the threshold amount is 0.2 meters. Beneficially, this ensures that the user's hand is in front of them, which tends to reduce false positive interpretations of activation.


For each successive frame of data that is received, the overall x displacement from the initial wrist position to the current wrist position is computed. This value is considered the “swipe distance”.


Also for each successive frame of data that is received, the absolute value of overall y displacement from the initial wrist position is computed. This is called the “y error.” Optionally, the maximum of zero and the overall z displacement from the initial wrist position is computed. This is called the “z error”. Beneficially, clamping the minimum z error to zero avoids penalizing the user for drawing their hand towards their body at the end of the swipe, which is a natural motion that some people make.


Overall error, or “anti-swipe distance,” is computed by combining the y error and the z error. In some embodiments, the z error is ignored. In some embodiments, the y error and z error are added together to produce the anti-swipe distance. In some embodiments, a fraction of the y error and a fraction of the z error are used to compute anti-swipe distance. The maximum anti-swipe distance since recording the initial wrist position is then recorded.


The “total swipe distance” is computed as the sum of the swipe distance and the maximum anti-swipe distance. If the total swipe distance is less than a first threshold (that accounts for minimal movement, or potential noise in the camera input), this frame is skipped, the initial wrist position is cleared, and the tracking begins again. In some embodiments, this threshold is zero meters. Beneficially, this allows the user to continue the activation gesture as long as he stays within a threshold number of degrees of horizontal. For example, if anti-swipe distance comprised 100% of y error, and the threshold is zero meters, the user only needs to keep his swipe within 45 degrees to the horizontal.


If the total swipe distance is greater than the first threshold, but less than a second threshold (the second threshold being the distance necessary to complete the activation), activation of the highlighted item continues. In some embodiments, the second threshold is 0.2 meters. If the total swipe distance is greater than the second threshold, the highlighted item is considered activated.


Scrolling


In addition to providing highlighting and activation from a menu with a fixed number of options, the invention provides an intuitive means of scrolling to additional menu options. In the scenario where there are more choices than available slots in the main menu, certain spatial positions of the person's appendage are reserved for navigating or “scrolling” quickly to menu options that are outside the range of the ones currently presented (and correspondingly scrolling undesired choices out of the current menu). In one embodiment, this is accomplished similarly to determining which menu option is being highlighted, i.e., a scale vector is created for each side from shoulder to pelvis, that scale is projected onto a vertical axis and depending on the location of the user's wrist joint, the invention determines the appropriate scroll speed. Beneficially, the scroll functionality can be built in conjunction with the menu highlighting by assigning the area normally assigned to the top menu option to the active area indicating a scroll up operation, and assigning the area normally assigned to the bottom menu operation to the active area indicating a scroll down operation. In some embodiments, there is also a hysteresis between the menu options area and the scroll areas, i.e., between the top option and the upward scroll zone, and between the bottom option and the downward scroll zone.



FIG. 5A shows one implementation of scrolling. In FIG. 5, options available to scroll into the menu from the top are “Barbaro” and “Alysheba.” The menu options to scroll in from the bottom are “Giacomo,” “Go for Gin,” “Grindstone,” and others. The bottommost menu option is highlighted because the user is scrolling options from beyond the bottom into the menu area. FIG. 5B shows that the user has moved his wrist joint up into the top menu option area and has thus scrolled Barbaro and Alysheba into the menu area.


In one embodiment, the skeletal model range 0.0 to 1.0 described above maps onto the screen space as follows: the value 0.0 is the vertical midpoint of the bottommost menu option and, in the case of a scrolling list, the bottommost menu option is the scroll-down area. Value 1.0 is the vertical midpoint of the topmost menu option, which, in the case of a scrolling list, is the scroll-up area. If the user's wrist joint is exactly at the same height as the shoulder (1.0), the corresponding point in screen space is the midpoint of the topmost menu option.


Scrolling speed can be changed depending on how far outside the 0.0 to 1.0 range the user's wrist joint is. For a scrolling list, in the range 1.0 to 2.0, upwards scroll speed increases (and downward scrolling increases from 0.0 to −1.0). In some embodiments, the speed is increased linearly. For example, the scroll speed ranges from 1 menu option being scrolled into the menu area per second at the shoulder (1.0), to 10 menu options being scrolled in per second at 2.0. In other embodiments, the speed is increased non-linearly. For example, if the wrist joint is in the scrolling area (further than the adjacent option's hysteresis zone), but is less than 1.0, the upward scroll rate would be 1 single-line scroll per second. As the wrist joint ranges from 1.0 to 2.0, however, the scroll rate would increase linearly up to 10 single-line scrolls per second.


Similar principles apply when with respect to scrolling down through options. When the invention determines that the user's arm is at or slightly below the range 0.0, menu options scroll into the menu area at a rate of 1 single-line scroll per second. If the user's wrist joint moves to −1.0, then menu options scroll into the menu area at a rate of 10 single-line scrolls per second.


In both scrolling operations, there is delay built in to ease the user into the scrolling speed. Specifically, in some embodiments, there is a 0.3 second delay between a user's wrist joint entering the active area for scrolling and the actual scrolling of menu options into the menu area. In some embodiments, the scrolling rate gradually increases to the target scrolling rate, rather than jumping directly to the target scrolling rate. This is simply to prevent the user from accidentally crossing the hysteresis threshold and scrolling several options into the menu area that are undesired.


Scroll speed, however, is not limited to having the user reach higher or lower in the scrolling areas. In some embodiments, specific motions can be used to control scroll speed, rather than the position of the user's wrist joint. For example, scroll speed can be controlled by how quickly the user is shaking his hand. In those embodiments, when the user moves his wrist joint into the scroll area, menu options are scrolled slowly into the menu area. If the user shakes his hand while it is in the scroll area, the scrolling speed increases. Correspondingly, if the user then shakes of his hand slowly, the scroll speed decreases. Determining how fast a user shakes his hand can be accomplished in a variety of ways. In some embodiments, inter-frame calculations are performed on the wrist—similar to activation—and only repeated movement within adjacent time frames is determined. Alternatively, in other embodiments, several adjacent frames of the RGB camera and/or the depth camera are compared to determine if the position of the wrist joint (or hand joint) changed quickly across the compared frames, e.g., had a position value that oscillated between two areas over the frames.


In some embodiments, audio feedback can be provided during scrolling, reinforcing the scrolling action the user is selecting. In some embodiments, a sound can be played as each item is scrolled into place, thus producing an increasingly rapid sound effect as scrolling speed increases. In other embodiments, sound effects are not produced on a strictly one-for-one basis as each item is scrolled into place, but can be produced in proportion to the scrolling speed. In some embodiments, the sound can be different depending on scroll direction, so that scrolling up can produce a different set of sound effects than scrolling down. In some embodiments, scroll speeds below a threshold value can produce sound effects on a strictly one-for-one basis as each item is scrolled into place, and above the threshold value, sound effects can be produced in proportion to the scrolling speed. In some embodiments, the sound effects played in proportion to the scrolling speed can be produced by playing a sound loop where the speed or pitch or both speed and pitch are proportional to the scrolling speed.


Viewport Scrolling


The advantages provided by the invention for scrolling additional menu items into a menu display can also apply to cases of scrolling of a viewport over any large data set. In one embodiment, a viewport is displayed on the screen, within which visual data is presented. A 3D skeleton is received from the sensor, and a body-relative scale vector is determined by projecting the vector between two joints onto an axis of motion for the viewport. In some embodiments, the two joints are a shoulder joint and a hip joint on the same side of the body. In some embodiments, the two joints are a shoulder joint and a pseudo-joint computed to approximate the center of the pelvis, however the two joints may be any two joints that are roughly aligned with the axis of motion. In some embodiments the axis of motion for the viewport is vertical, but the axis can be horizontal (where the two joints could be the user's shoulder joints) or any other orientation. The scale vector is assigned a range of values based on the two joints. For example, the projected hip joint can be assigned the value 0.0, and the projected shoulder joint can be assigned the value 1.0.


Next, a value for a “pointing joint” from the 3D skeleton is assigned to the range of values on the projected scale vector. In some embodiments the pointing joint is the wrist joint. For example, if the projected scale vector has a value of 0.0 at the right hip and a value of 1.0 at the right shoulder, and the right wrist is held vertically midway between the hip and the shoulder, the value of the wrist joint would be 0.5.


In some embodiments, the value of the pointing joint is compared to the reference point in the range of values of the projected scale vector. In some of these embodiments, the reference point is the midpoint of the range of values. If the value of the pointing joint is above a threshold distance from the reference point, a scrolling action is executed, the threshold distance providing protection from noisy input. In some embodiments, the threshold distance is a fixed distance, for example 5 cm. In some embodiments, the threshold distance is relative to the projected scale vector, for example 0.1 units. In some embodiments, the rate of scrolling is in proportion to the distance from the reference point. In some embodiments, the rate of scrolling is at one of a fixed number of levels, based on fixed threshold distances of the pointing joint from the reference point.


In some embodiments, the direction of scrolling is based on the direction the pointing joint is from the reference point. For example, if the axis of motion is vertical, and the pointing joint is below the reference point, the viewport is scrolled down, and if the pointing joint is above the reference point, the viewport is scrolled up.


In some embodiments, the scrolling mechanism is applied to two axes of motion for the viewport simultaneously. In some of these embodiments, the two axes are substantially perpendicular to one another. For example, simultaneously with the vertical scrolling, horizontal scrolling may be performed. In some embodiments with horizontal scrolling, the two joints used to produce the scale vector are the two shoulders, and the axis of motion is horizontal. In some embodiments with horizontal scrolling, the reference point is the midpoint between the two shoulders. In other embodiments with horizontal scrolling, reference point is the shoulder on the same side of the body as the pointing joint. In some embodiments applying to two axes of motion simultaneously, the pointing joint is the same for both axes of motion. For example, the viewport can be scrolling over map data. The right wrist is the pointing joint for both horizontal and vertical movement. The viewpoint scrolls over the virtual map in a direction corresponding to the movement of the wrist, and in proportion to the body size as measured along each axis independently.


In some embodiments, rather than positions of joints being used directly, the positions of joints are averaged over time to avoid jitter.


Back Navigation



FIG. 6 shows activation of the “back” functionality, where the user has swiped his left hand from left to right. Correspondingly, the Back ribbon is active (BACK is in yellow lettering) and the Back ribbon is being pulled left to right.


Rather than provide a forward-and-back type functionality from one appendage or that has no relation to the appendage used—as is the case with the “cover flow” in Apple, Inc.'s iTunes—segregating the possible inputs provided by each appendage prevents the system from misinterpreting the user's actions. Specifically, in the example case provided, even in the user moves his left hand up parallel to his right hand and moves it vertically, the input from the left hand will not trigger the highlighting or activation of a menu, because those actions are dedicated to the right hand. Similarly, if the user moves his right hand from left to right, it does not trigger a back action because the back action can only be accomplished using the user's left hand.


Beneficially, in some embodiments, the back button is always present in the same area and the user must highlight and activate the back button in the same manner. This provides a consistent user interface to the user, thereby making the user more comfortable with navigating a menu in a manner he is not accustomed to. In these embodiments, the user moves his hand into the area corresponding to the back area, as if the back area were a bottommost menu option on the left side, before he can make a horizontal left-to-right swipe to activate the back functionality.


User Orientation


In any camera-based input system, it can be hard for the user to know where he is in the camera's field of view, or to know how to position himself in a way that is optimal for the camera. One aspect of the invention assists one or more users in determining where they are in the camera's field of view, where they need to move to be more optimally positioned, and which of the users is considered the active player.


In some embodiments, if the camera system does not detect a user in its field of view, an image from the camera can be projected onto part, or all, of the display screen. This image can be reversed right to left to simulate a mirror. If a user enters the field of view of the camera, the image from the camera can be dimmed or removed, and the outline of the user can be presented instead. This outline can be filled in, and various graphical effects such as textures and lighting can be added to hint at the user's position relative to the optimal position, and to indicate whether this user is considered the active player. For example, the active player can be filled-in in white, while the background scene is rendered in monochrome red. If a second user enters the field of view of the camera, that user's outline can be filled in as well, indicating that they are being tracked. If they are not considered the active user, a different set of graphical effects can be used. For example, a non-active user's outline can be filled in with red, or with a texture indicating that they are not considered by the system to be an active user. In this way, any number of users can enter the field of view and be tracked individually, and the active user can be indicated. In cases where there is more than one active user, all active users can be indicated differently from the non-active users, and they can be distinguished as different players by overlaying different icons, using different textures, labeling the figures on the screen, using different colors, or by any other means familiar to one skilled in the art.


In addition to indicating the presence of users and which user or users are active, the system can reinforce optimal positioning by giving feedback to the user when they step to far to one side or the other, or are too high or too low with respect to the camera angle, or are too close or too far from the camera. For example, as a user begins moving too far to the left, the corresponding edge of the on-screen display can begin to pulse a warning color. In some embodiments, the pulsation begins when the extremity of the user furthest toward that edge of the camera's field of view is within a eighth of the size of the camera's field of view along that dimension. For example, if the camera's field of view is two meters wide, pulsation along the left edge of the on-screen display (from the user's perspective) can begin when the user's left wrist is within 0.25 meters of the left edge of the camera's field of view. In some embodiments, a text message instructing the user is presented. In some embodiments, icons or animations are used to instruct the user on proper placement of their body.


Additional Variations


The examples given herein of a user highlighting and selecting menu choices with his right hand and using his left hand to go back can be adapted for left-handed users as well. For example, the left hand is used for menu highlighting (still up and down) and activation (left to right for left-handed users) and the right hand is used for back functionality (moving right to left).


The use of a skeleton system is also not required. Any system that can detect movement can be used. For example, rather than assigning highlighting and activation to only the right arm, the system can interpret any motion up and down as highlighting and any motion from right to left to be activation. In one embodiment, the system can simply detect the closest point on the user's body to the screen and interpret that to be the user's manipulating hand. In any of these embodiments, the techniques described herein can be used for to highlight any type of menu item, e.g., check boxes, radio buttons, drop downs, and the like.


In some embodiments, execution of game software limits the game platform 120 to a particular purpose, e.g., playing the particular game. In these scenarios, the game platform 120 combined with the software, in effect, becomes a particular machine while the software is executing. In some embodiments, though other tasks may be performed while the software is running, execution of the software still limits the game platform 120 and may negatively impact performance of the other tasks. While the game software is executing, the game platform directs output related to the execution of the game software to a display, thereby controlling the operation of the display. The game platform 120 also can receive inputs provided by one or more players, perform operations and calculations on those inputs, and direct the display to depict a representation of the inputs received and other data such as results from the operations and calculations, thereby transforming the input received from the players into a visual representation of the input and/or the visual representation of an effect caused by the player.


The above-described techniques can be implemented in digital electronic circuitry, or in computer hardware, firmware, software, or in combinations of them. The implementation can be as a computer program product, i.e., a computer program tangibly embodied in a machine-readable storage device, for execution by, or to control the operation of, data processing apparatus, e.g., a programmable processor, a computer, a game console, or multiple computers or game consoles. A computer program can be written in any form of programming language, including compiled or interpreted languages, and it can be deployed in any form, including as a stand-alone program or as a module, component, subroutine, or other unit suitable for use in a computing environment. A computer program can be deployed to be executed on one computer or game console or on multiple computers or game consoles at one site or distributed across multiple sites and interconnected by a communication network.


Method steps can be performed by one or more programmable processors executing a computer or game program to perform functions of the invention by operating on input data and generating output. Method steps can also be performed by, and apparatus can be implemented as, a game platform such as a dedicated game console, e.g., PLAYSTATION® 2, PLAYSTATION® 3, PSP® or PSP2® manufactured by Sony Corporation; WII™, NINTENDO 3DS, NINTENDO DS®, NINTENDO DSi™, or NINTENDO DS LITE™ manufactured by Nintendo Corp.; or XBOX® or XBOX 360® manufactured by Microsoft Corp. or special purpose logic circuitry, e.g., an FPGA (field programmable gate array) or an ASIC (application-specific integrated circuit) or other specialized circuit. Modules can refer to portions of the computer or game program and/or the processor/special circuitry that implements that functionality.


Processors suitable for the execution of a computer program include, by way of example, special purpose microprocessors, and any one or more processors of any kind of digital computer or game console. Generally, a processor receives instructions and data from a read-only memory or a random access memory or both. The essential elements of a computer or game console are a processor for executing instructions and one or more memory devices for storing instructions and data. Generally, a computer or game console also includes, or be operatively coupled to receive data from or transfer data to, or both, one or more mass storage devices for storing data, e.g., magnetic, magneto-optical disks, or optical disks. Data transmission and instructions can also occur over a communications network. Information carriers suitable for embodying computer program instructions and data include all forms of non-volatile memory, including by way of example semiconductor memory devices, e.g., EPROM, EEPROM, and flash memory devices; magnetic disks, e.g., internal hard disks or removable disks; magneto-optical disks; and CD-ROM and DVD-ROM disks. The processor and the memory can be supplemented by, or incorporated in special purpose logic circuitry.


To provide for interaction with a user, the above described techniques can be implemented on a computer or game console having a display device, e.g., a CRT (cathode ray tube) or LCD (liquid crystal display) monitor, a television, or an integrated display, e.g., the display of a PSP® or Nintendo DS. The display can in some instances also be an input device such as a touch screen. Other typical inputs include a camera-based system as described herein, simulated instruments, microphones, or game controllers. Alternatively input can be provided by a keyboard and a pointing device, e.g., a mouse or a trackball, by which the user can provide input to the computer or game console. Other kinds of devices can be used to provide for interaction with a user as well; for example, feedback provided to the user can be any form of sensory feedback, e.g., visual feedback, auditory feedback, or tactile feedback; and input from the user can be received in any form, including acoustic, speech, or tactile input.


The above described techniques can be implemented in a distributed computing system that includes a back-end component, e.g., as a data server, and/or a middleware component, e.g., an application server, and/or a front-end component, e.g., a client computer or game console having a graphical user interface through which a user can interact with an example implementation, or any combination of such back-end, middleware, or front-end components. The components of the system can be interconnected by any form or medium of digital data communication, e.g., a communication network. Examples of communication networks include a local area network (“LAN”) and a wide area network (“WAN”), e.g., the Internet, and include both wired and wireless networks.


The computing/gaming system can include clients and servers or hosts. A client and server (or host) are generally remote from each other and typically interact through a communication network. The relationship of client and server arises by virtue of computer programs running on the respective computers and having a client-server relationship to each other.


The invention has been described in terms of particular embodiments. The alternatives described herein are examples for illustration only and not to limit the alternatives in any way. The steps of the invention can be performed in a different order and still achieve desirable results. Other embodiments are within the scope of the following claims.

Claims
  • 1. A non-transitory computer readable medium storing instructions that, when executed by a computer, cause the computer to: display on a display a plurality of menu items displaced axially along a display axis;receive data from a camera system, the data including a representation of a body of a user;determine a first reference point associated with a first location on the player's body based on the data received from the camera system;determine a scale vector between a second reference point associated with a second location on the player's body and a third reference point associated with a third location on the player's body, the first, second, and third locations on the player's body being different locations on the user's body, the scale vector defining a coordinate system being shiftable based on a position of the second reference point and a position of the third reference point when at least one of the second location and the third location on the player's body shifts;define a range of scale values in the coordinate system based on the scale vector;determine a scale value associated with a position of the first reference point along a gesture axis, the gesture axis associated with the data received from the camera and corresponding to the display axis displayed on the display, the determined scale value being based on the range of scale values in the coordinate system; andhighlight on the display at least one of the plurality of menu items based on the determined scale value.
  • 2. The non-transitory computer readable medium of claim 1 wherein the first reference point corresponds to a hand of the player.
  • 3. The non-transitory computer readable medium of claim 1 wherein the gesture axis is substantially vertical.
  • 4. The non-transitory computer readable medium of claim 1 wherein the gesture axis is substantially parallel to the display axis.
  • 5. The non-transitory computer readable medium of claim 1 further storing instructions that, when executed by the computer, cause the computer to lock the at least one highlighted menu item in response to the first reference point moving a distance in a direction perpendicular to the gesture axis.
  • 6. The non-transitory computer readable medium of claim 1 further storing instructions that, when executed by the computer, cause the computer to ignore at least one of horizontal and vertical movement of the first reference point as a function of a deviation window.
  • 7. The non-transitory computer readable medium of claim 1 further storing instructions that, when executed by the computer, cause the computer to determine a measurement of the first reference point relative to the second reference point.
  • 8. The non-transitory computer readable medium of claim 7 wherein the second reference point is a hip of the player.
  • 9. The non-transitory computer readable medium of claim 1 wherein the second reference point is associated with a hip of the player, and the third reference point is associated with a shoulder of the player.
  • 10. The non-transitory computer readable medium of claim 1 further storing instructions that, when executed by the computer, cause the computer to: determine whether the first reference point is located in a scroll zone;when the first reference point is in the scroll zone, cause the plurality of menu items to scroll.
  • 11. The non-transitory computer readable medium of claim 10 further storing instructions that, when executed by the computer cause the computer to indicate the scroll zone on the display.
  • 12. The non-transitory computer readable medium of claim 1 further storing instructions that, when executed by the computer, cause the computer to: define the range of scale values by projecting the scale vector onto a vertical axis.
  • 13. The non-transitory computer readable medium of claim 1 further storing instructions that, when executed by the computer, cause the computer to: define the range of scale values by projecting the scale vector onto the gesture axis.
  • 14. The non-transitory computer readable medium of claim 1, wherein the determined scale value is outside the range of scale values.
  • 15. A computerized method for execution on a game platform, the method comprising: displaying on a display a plurality of menu items displaced axially along a display axis; receiving data from a camera system, the data including a representation of a body of a user;determining a first reference point associated with a first location on the player's body based on the data received from the camera system;determining a scale vector between a second reference point associated with a second location on the player's body and a third reference point associated with a third location on the player's body, the first, second, and third locations on the player's body being different locations on the user's body, the scale vector defining a coordinate system being shiftable based on a position of the second reference point and a position of the third reference point when at least one of the second location and the third location on the player's body shifts:defining a range of scale values in the coordinate system based on the scale vector;determining a scale value associated with a position of the first reference point along a gesture axis that corresponds to the display axis, the gesture axis associated with the data received from the camera and corresponding to the display axis displayed on the display, the determined scale value being based on the range of scale values in the coordinate system: andhighlighting on the display at least one of the plurality of menu items based on the determined scale value.
  • 16. The method of claim 15 wherein the first reference point corresponds to a hand of the player.
  • 17. The method of claim 15 wherein the gesture axis is substantially vertical.
  • 18. The method of claim 15 wherein the gesture axis is substantially parallel to the display axis.
  • 19. The method of claim 15 further comprising locking the at least one highlighted menu item in response to the first reference point moving a distance in a direction perpendicular to the gesture axis.
  • 20. The method of claim 15 further comprising ignoring at least one of horizontal and vertical movement of the first reference point as a function of a deviation window.
  • 21. The method of claim 15 further comprising determining a measurement of the first reference point relative to the second reference point.
  • 22. The method of claim 21 wherein the second reference point is a hip of the player.
  • 23. The method of claim 15 wherein the second reference point is associated with a hip of the player, and the third reference point is associated with a shoulder of the player.
  • 24. The method of claim 15 further comprising: determining whether the first reference point is located in a scroll zone;when the first reference point is in the scroll zone, causing the plurality of menu items to scroll.
  • 25. The method of claim 24 further comprising indicating the scroll zone on the display.
  • 26. The method of claim 15 further comprising: defining the range of scale values by projecting the scale vector onto a vertical axis.
  • 27. The method of claim 15 further comprising: defining the range of scale values by projecting the scale vector onto the gesture axis.
  • 28. The method of claim 15 wherein the determined scale value is outside the range of scale values.
CROSS-REFERENCE TO RELATED APPLICATIONS

This application is a continuation of and claims priority to application Ser. No. 12/913,493, filed on Oct. 27, 2010 and entitled “Gesture-Based User Interface” by Challinor, et al, which claims benefit of priority to Application No. 61/255,462, filed on Oct. 27, 2009 and entitled “Gesture-Based User Interface” by Challinor et al, all of which are incorporated by reference herein in their entirety.

US Referenced Citations (989)
Number Name Date Kind
D211666 MacGillavry Jul 1968 S
3430530 Grindinger Mar 1969 A
3897711 Elledge Aug 1975 A
D245038 Ebata et al. Jul 1977 S
D247795 Darrell Apr 1978 S
4128037 Montemurro Dec 1978 A
D259785 Kushida et al. Jul 1981 S
4295406 Smith Oct 1981 A
D262017 Frakes, Jr. Nov 1981 S
D265821 Okada et al. Aug 1982 S
D266664 Hoshino et al. Oct 1982 S
D287521 Obara Dec 1986 S
4644495 Crane Feb 1987 A
4766541 Bleich et al. Aug 1988 A
4783812 Kaneoka Nov 1988 A
4794838 Corrigau, III Jan 1989 A
4843568 Krueger et al. Jun 1989 A
4890833 Lantz et al. Jan 1990 A
D310668 Takada Sep 1990 S
5074182 Capps et al. Dec 1991 A
5107443 Smith et al. Apr 1992 A
5107743 Decker Apr 1992 A
5109482 Bohrman Apr 1992 A
5140889 Segan et al. Aug 1992 A
5194683 Tsumura et al. Mar 1993 A
5208413 Tsumura et al. May 1993 A
5250745 Tsumura Oct 1993 A
5262765 Tsumura et al. Nov 1993 A
5287789 Zimmerman Feb 1994 A
D345554 Dones Mar 1994 S
5362049 Hofer Nov 1994 A
5368309 Monroe et al. Nov 1994 A
5393926 Johnson Feb 1995 A
5395123 Kondo Mar 1995 A
5398585 Starr Mar 1995 A
5399799 Gabriel Mar 1995 A
5434949 Jeong Jul 1995 A
5453570 Umeda et al. Sep 1995 A
5464946 Lewis Nov 1995 A
5471576 Yee Nov 1995 A
5482087 Overbergh et al. Jan 1996 A
5488196 Zimmerman et al. Jan 1996 A
5491297 Johnson et al. Feb 1996 A
5510573 Cho et al. Apr 1996 A
5513129 Fakespace Apr 1996 A
5524637 Erickson Jun 1996 A
5534917 MacDougall Jul 1996 A
5537528 Takahashi et al. Jul 1996 A
5553864 Sitrick Sep 1996 A
5557056 Hong et al. Sep 1996 A
5557057 Starr Sep 1996 A
5563358 Zimmerman Oct 1996 A
5565639 Bae Oct 1996 A
5567162 Park Oct 1996 A
5568275 Norton et al. Oct 1996 A
5574238 Mencher Nov 1996 A
5588096 Sato et al. Dec 1996 A
5613909 Stelovsky Mar 1997 A
5616078 Oh Apr 1997 A
5627335 Rigopulos et al. May 1997 A
5631433 Iida et al. May 1997 A
5634849 Abecassis Jun 1997 A
5663517 Oppenheim Sep 1997 A
5670729 Miller et al. Sep 1997 A
5681223 Weinreich Oct 1997 A
5689618 Gasper et al. Nov 1997 A
5693903 Heidorn et al. Dec 1997 A
5701511 Smith Dec 1997 A
D389216 Isetani et al. Jan 1998 S
5704836 Norton et al. Jan 1998 A
5711715 Ringo et al. Jan 1998 A
5715179 Park Feb 1998 A
5719344 Pawate Feb 1998 A
5723802 Johnson et al. Mar 1998 A
5734961 Castille Mar 1998 A
5739457 Devecka Apr 1998 A
5763804 Rigopulos et al. Jun 1998 A
5768396 Sone Jun 1998 A
5772512 Chichester Jun 1998 A
5777251 Hotta et al. Jul 1998 A
5782692 Stelovsky Jul 1998 A
D398916 Bernardi Sep 1998 S
5804752 Sone et al. Sep 1998 A
D399887 Schultz et al. Oct 1998 S
D400196 Cameron et al. Oct 1998 S
5824933 Gabriel Oct 1998 A
5825427 MacLeod Oct 1998 A
5830065 Sitrick Nov 1998 A
5832229 Tomoda et al. Nov 1998 A
5833469 Ito et al. Nov 1998 A
5838909 Roy et al. Nov 1998 A
D403024 Muraki et al. Dec 1998 S
5861881 Freeman et al. Jan 1999 A
5874686 Ghias et al. Feb 1999 A
5879236 Lambright Mar 1999 A
5880788 Bregler Mar 1999 A
5886275 Kato et al. Mar 1999 A
5889224 Tanaka Mar 1999 A
5906494 Ogawa et al. May 1999 A
D411258 Isetani et al. Jun 1999 S
5913727 Ahdoot Jun 1999 A
5915288 Gabriel Jun 1999 A
5915972 Tada Jun 1999 A
5915975 McGrath Jun 1999 A
5925843 Miller et al. Jul 1999 A
5953005 Liu Sep 1999 A
5953485 Abecassis Sep 1999 A
5969716 Davis et al. Oct 1999 A
5983280 Hunt Nov 1999 A
5990405 Auten et al. Nov 1999 A
5999173 Ubillos Dec 1999 A
6001013 Ota Dec 1999 A
6009457 Moller Dec 1999 A
6011212 Rigopulos et al. Jan 2000 A
6016380 Norton Jan 2000 A
6018121 Devecka Jan 2000 A
6032156 Marcus Feb 2000 A
6065042 Reimer et al. May 2000 A
6066792 Sone May 2000 A
6067126 Alexander May 2000 A
6067566 Moline May 2000 A
6072113 Tohgi et al. Jun 2000 A
6072480 Gorbet et al. Jun 2000 A
6073489 French et al. Jun 2000 A
6074215 Tsurumi Jun 2000 A
6075197 Chan Jun 2000 A
6077162 Weiss Jun 2000 A
6083009 Kim et al. Jul 2000 A
6091408 Treibitz et al. Jul 2000 A
6098458 French et al. Aug 2000 A
6118444 Garmon et al. Sep 2000 A
6121531 Kato Sep 2000 A
6126548 Jacobs et al. Oct 2000 A
6137487 Mantha Oct 2000 A
6142870 Wada et al. Nov 2000 A
6150947 Shima Nov 2000 A
6162981 Newcomer et al. Dec 2000 A
6166314 Weinstock et al. Dec 2000 A
6177623 Ooseki Jan 2001 B1
6182044 Fong et al. Jan 2001 B1
6184899 Akemann Feb 2001 B1
6191350 Okulov et al. Feb 2001 B1
6191773 Maruno et al. Feb 2001 B1
6206782 Walker et al. Mar 2001 B1
6215411 Gothard Apr 2001 B1
6219045 Leahy et al. Apr 2001 B1
6224486 Walker et al. May 2001 B1
6225547 Toyama et al. May 2001 B1
6227968 Suzuki et al. May 2001 B1
6227974 Eilat et al. May 2001 B1
6243087 Davis et al. Jun 2001 B1
6243092 Okita et al. Jun 2001 B1
6252153 Toyama Jun 2001 B1
6262724 Crow et al. Jul 2001 B1
6263392 McCauley Jul 2001 B1
6267674 Kondo et al. Jul 2001 B1
6268557 Devecka Jul 2001 B1
6283860 Lyons et al. Sep 2001 B1
6287198 McCauley Sep 2001 B1
6288727 Akemann Sep 2001 B1
6292620 Ohmori et al. Sep 2001 B1
6307576 Rosenfeld Oct 2001 B1
6308565 French et al. Oct 2001 B1
6309301 Sano Oct 2001 B1
6319129 Igarashi et al. Nov 2001 B1
6319130 Ooseki et al. Nov 2001 B1
6320110 Ishikawa et al. Nov 2001 B1
6326536 Wang Dec 2001 B1
6329620 Oishi et al. Dec 2001 B1
6337433 Nishimoto Jan 2002 B1
6342665 Okita et al. Jan 2002 B1
6345111 Yamaguchi Feb 2002 B1
6347994 Yoshikawa et al. Feb 2002 B1
6347998 Yoshitomi et al. Feb 2002 B1
6350942 Thomson Feb 2002 B1
6352432 Tsai et al. Mar 2002 B1
6353174 Schmidt et al. Mar 2002 B1
D455792 Isetani et al. Apr 2002 S
6369313 Devecka Apr 2002 B2
6379244 Sagawa et al. Apr 2002 B1
6380474 Taruguchi et al. Apr 2002 B2
6380950 Montgomery et al. Apr 2002 B1
6384736 Gothard May 2002 B1
6390923 Yoshitomi et al. May 2002 B1
6392133 Georges May 2002 B1
6407324 Hulcher Jun 2002 B1
6410835 Suzuki et al. Jun 2002 B2
6417432 Downing Jul 2002 B1
6425822 Hayashida et al. Jul 2002 B1
6425825 Sitrick Jul 2002 B1
6425827 Nimura Jul 2002 B1
6425828 Walker et al. Jul 2002 B2
6429863 LoPiccolo et al. Aug 2002 B1
6430997 French et al. Aug 2002 B1
6437227 Theimer Aug 2002 B1
6438581 Neuhauser et al. Aug 2002 B1
6438611 Hara et al. Aug 2002 B1
D462698 Sturm Sep 2002 S
6444887 Hiraoka et al. Sep 2002 B1
6450886 Oishi et al. Sep 2002 B1
6450888 Takase et al. Sep 2002 B1
6461239 Sagawa et al. Oct 2002 B1
6463205 Aschbrenner et al. Oct 2002 B1
6464585 Miyamoto et al. Oct 2002 B1
6468161 Shimomura Oct 2002 B1
6471584 Wada et al. Oct 2002 B1
6482087 Egozy et al. Nov 2002 B1
6483018 Mead Nov 2002 B2
6504089 Negishi et al. Jan 2003 B1
6504990 Abecassis Jan 2003 B1
6506969 Baron Jan 2003 B1
6514083 Kumar et al. Feb 2003 B1
6527639 Suzuki Mar 2003 B2
6530834 Kondo Mar 2003 B2
6530839 Horio Mar 2003 B2
6535269 Sherman et al. Mar 2003 B2
6540613 Okubo et al. Apr 2003 B2
6541692 Miller Apr 2003 B2
6542155 Mifune et al. Apr 2003 B1
6542168 Negishi et al. Apr 2003 B2
6544119 Kubo et al. Apr 2003 B2
6544122 Araki et al. Apr 2003 B2
6544125 Horigami et al. Apr 2003 B2
6554706 Kim et al. Apr 2003 B2
6554711 Kawasaki et al. Apr 2003 B1
6555737 Miyaki et al. Apr 2003 B2
6570078 Ludwig May 2003 B2
6577330 Tsuda et al. Jun 2003 B1
6582235 Tsai et al. Jun 2003 B1
6582309 Higurashi et al. Jun 2003 B2
6589120 Takahashi Jul 2003 B1
6597861 Tozaki et al. Jul 2003 B1
6598074 Moller et al. Jul 2003 B1
6599195 Araki et al. Jul 2003 B1
6607446 Shimomura et al. Aug 2003 B1
6608249 Georges Aug 2003 B2
6609979 Wada Aug 2003 B1
6611278 Rosenfeld Aug 2003 B2
6612931 Kojima et al. Sep 2003 B2
6613100 Miller Sep 2003 B2
6618053 Tanner Sep 2003 B1
6621503 Ubillos Sep 2003 B1
6623358 Harima Sep 2003 B2
6625388 Winter et al. Sep 2003 B2
6629892 Oe et al. Oct 2003 B2
6634886 Oyama et al. Oct 2003 B2
6636238 Amir et al. Oct 2003 B1
6636877 Doleac et al. Oct 2003 B1
6638160 Yoshitomi Oct 2003 B2
6645067 Okita et al. Nov 2003 B1
6645076 Sugai Nov 2003 B1
6645784 Tayebati et al. Nov 2003 B2
6653545 Redmann et al. Nov 2003 B2
6654863 Nishio Nov 2003 B2
6659873 Kitano et al. Dec 2003 B1
6661496 Sherman et al. Dec 2003 B2
6663491 Watabe et al. Dec 2003 B2
6666764 Kudo Dec 2003 B1
6669563 Kitami et al. Dec 2003 B1
6676523 Kasai et al. Jan 2004 B1
6682424 Yamauchi et al. Jan 2004 B2
6684480 Conrad Feb 2004 B2
6685480 Nishimoto et al. Feb 2004 B2
6695694 Ishikawa et al. Feb 2004 B2
6697079 Rose Feb 2004 B2
6710785 Asai et al. Mar 2004 B1
6712692 Basson et al. Mar 2004 B2
6725108 Hall Apr 2004 B1
6727889 Shaw Apr 2004 B2
6733382 Oe et al. May 2004 B2
6738052 Manke et al. May 2004 B1
6740802 Browne, Jr. May 2004 B1
6740803 Brinkman et al. May 2004 B2
6743099 Yabe et al. Jun 2004 B2
6749432 French et al. Jun 2004 B2
6749508 Kohira et al. Jun 2004 B2
6750848 Pryor Jun 2004 B1
6758753 Nagata et al. Jul 2004 B1
6758756 Horigami et al. Jul 2004 B1
6764399 Nagata et al. Jul 2004 B2
6765590 Watahiki et al. Jul 2004 B1
6765726 French et al. Jul 2004 B2
6767282 Matsuyama et al. Jul 2004 B2
6769689 Shimomura et al. Aug 2004 B1
6786821 Nobe et al. Sep 2004 B2
6788880 Fuchigami et al. Sep 2004 B1
6801930 Dionne et al. Oct 2004 B1
6802019 Lauder Oct 2004 B1
6811491 Levenberg et al. Nov 2004 B1
6821203 Suga et al. Nov 2004 B2
6831220 Varme Dec 2004 B2
6831656 Kitao Dec 2004 B2
6835136 Kitao Dec 2004 B2
6835887 Devecka Dec 2004 B2
6838608 Koike Jan 2005 B2
6843726 Nomi et al. Jan 2005 B1
6850252 Hoffberg Feb 2005 B1
6852034 Nagata et al. Feb 2005 B2
6856923 Jung Feb 2005 B2
6857960 Okubo et al. Feb 2005 B2
D503407 Kaku Mar 2005 S
6860810 Cannon et al. Mar 2005 B2
6876496 French et al. Apr 2005 B2
6881148 Yotsugi et al. Apr 2005 B2
6881887 Berens Apr 2005 B2
6890262 Oishi et al. May 2005 B2
6893343 Suda et al. May 2005 B2
6894693 Nash May 2005 B1
6898637 Curtin May 2005 B2
6905413 Terao et al. Jun 2005 B1
6909420 Nicolas et al. Jun 2005 B1
6915488 Omori et al. Jul 2005 B2
6921332 Fukunaga et al. Jul 2005 B2
6924425 Naples et al. Aug 2005 B2
6930235 Sandborn et al. Aug 2005 B2
6930236 Jung Aug 2005 B2
6949023 Okubo et al. Sep 2005 B1
6953887 Nagashima et al. Oct 2005 B2
6964610 Yamauchi et al. Nov 2005 B2
6967275 Ozick Nov 2005 B2
6976918 Hosokawa Dec 2005 B2
6991542 Asami et al. Jan 2006 B2
6995765 Boudier Feb 2006 B2
6995869 Onodera Feb 2006 B2
6998527 Agnihotri Feb 2006 B2
7000200 Martins Feb 2006 B1
7001272 Yamashita et al. Feb 2006 B2
7008323 Hayashi Mar 2006 B1
7010291 Iwanaga Mar 2006 B2
D519569 Kiyono et al. Apr 2006 S
7022905 Hinman et al. Apr 2006 B1
7027046 Zhang Apr 2006 B2
7027124 Foote et al. Apr 2006 B2
7030307 Wedel Apr 2006 B2
7030311 Brinkman et al. Apr 2006 B2
7037197 Watanabe May 2006 B2
7038855 French et al. May 2006 B2
7044856 Suzuki May 2006 B2
7044857 Klitsner et al. May 2006 B1
7047503 Parrish et al. May 2006 B1
7064672 Gothard Jun 2006 B2
7066818 Ikeda Jun 2006 B2
7069296 Moller et al. Jun 2006 B2
7070500 Nomi et al. Jul 2006 B1
7071914 Marks Jul 2006 B1
7074999 Sitrick et al. Jul 2006 B2
7076052 Yoshimura Jul 2006 B2
7079026 Smith Jul 2006 B2
7079114 Smith et al. Jul 2006 B1
7084855 Kaku et al. Aug 2006 B2
7084888 Takahama et al. Aug 2006 B2
7098392 Sitrick et al. Aug 2006 B2
7098921 Nash et al. Aug 2006 B2
7103873 Tanner et al. Sep 2006 B2
7119268 Futamase et al. Oct 2006 B2
7122751 Anderson et al. Oct 2006 B1
7123272 Moriyama Oct 2006 B2
7126607 Emerson Oct 2006 B2
7128649 Nobe et al. Oct 2006 B2
7129408 Uehara Oct 2006 B2
7134876 Hou Nov 2006 B2
7142807 Lee Nov 2006 B2
7143353 McGee et al. Nov 2006 B2
7145070 Barry Dec 2006 B2
D535659 Hally et al. Jan 2007 S
7164075 Tada Jan 2007 B2
7164076 McHale et al. Jan 2007 B2
7169998 Kondo et al. Jan 2007 B2
7170510 Kawahara et al. Jan 2007 B2
7174510 Salter Feb 2007 B2
7181636 Kim et al. Feb 2007 B2
7189912 Jung Mar 2007 B2
7192353 Okubo Mar 2007 B2
7194676 Fayan et al. Mar 2007 B2
7199298 Funaki Apr 2007 B2
7199801 Tsunashima et al. Apr 2007 B2
7201659 Nakayama et al. Apr 2007 B2
7221852 Iizuka et al. May 2007 B2
7223913 Knapp et al. May 2007 B2
7227526 Hildreth et al. Jun 2007 B2
7259357 Walker Aug 2007 B2
7259971 Allen et al. Aug 2007 B1
7263668 Lentz Aug 2007 B1
7271329 Franzblau Sep 2007 B2
7272780 Abbott et al. Sep 2007 B2
7274803 Sharma et al. Sep 2007 B1
7304232 Nicholes Dec 2007 B1
7317812 Krahnstoever et al. Jan 2008 B1
7320643 Brosius et al. Jan 2008 B1
7323631 Miyaki et al. Jan 2008 B2
7324165 Shan et al. Jan 2008 B2
7336890 Lu et al. Feb 2008 B2
7346472 Moskowitz et al. Mar 2008 B1
7352359 Zalewski et al. Apr 2008 B2
7352952 Herberger et al. Apr 2008 B2
7359121 French et al. Apr 2008 B2
7359617 Ma Apr 2008 B2
D568659 Ophardt et al. May 2008 S
D568892 Stabb et al. May 2008 S
D569382 Yow et al. May 2008 S
7367887 Watabe et al. May 2008 B2
7383508 Toyama et al. Jun 2008 B2
7386782 Comps et al. Jun 2008 B2
7391409 Zalewski et al. Jun 2008 B2
7391874 Semmes, Jr. et al. Jun 2008 B1
D572265 Guimaraes et al. Jul 2008 S
7398002 Hsiao et al. Jul 2008 B2
7408106 Weiner et al. Aug 2008 B2
7423213 Sitrick Sep 2008 B2
7430360 Abecassis Sep 2008 B2
7432810 Menache et al. Oct 2008 B2
7435178 Tam et al. Oct 2008 B1
7453035 Evans et al. Nov 2008 B1
7458025 Crow et al. Nov 2008 B2
7459324 Ptasinski et al. Dec 2008 B1
7459624 Schmidt et al. Dec 2008 B2
7462772 Salter Dec 2008 B2
7480446 Bhadkamkar et al. Jan 2009 B2
7480873 Kawahara Jan 2009 B2
7488886 Kemp Feb 2009 B2
D590407 Watanabe et al. Apr 2009 S
7521619 Salter Apr 2009 B2
7528315 Goodwin May 2009 B2
7530030 Baudisch May 2009 B2
7536654 Anthony et al. May 2009 B2
7538776 Edwards et al. May 2009 B2
7546130 Vance Jun 2009 B2
7559834 York Jul 2009 B1
7559841 Hashimoto Jul 2009 B2
7579543 Haruyama et al. Aug 2009 B2
D599812 Hirsch Sep 2009 S
D599819 Lew Sep 2009 S
7582015 Onoda et al. Sep 2009 B2
7587680 Wada Sep 2009 B2
7589727 Haeker Sep 2009 B2
7593618 Xu et al. Sep 2009 B2
7599554 Agnihotri et al. Oct 2009 B2
7605322 Nakamura Oct 2009 B2
7612278 Sitrick et al. Nov 2009 B2
7614011 Karidis et al. Nov 2009 B2
7625284 Kay et al. Dec 2009 B2
7628699 Onoda et al. Dec 2009 B2
7640069 Johnston Dec 2009 B1
D607892 Murchie et al. Jan 2010 S
7649134 Kashioka Jan 2010 B2
D609715 Chaudhri Feb 2010 S
7660510 Kawahara et al. Feb 2010 B2
7660700 Moskowitz et al. Feb 2010 B2
7690017 Stecyk et al. Mar 2010 B2
7692630 Natsume et al. Apr 2010 B2
7714849 Pryor May 2010 B2
7716572 Beauregard et al. May 2010 B2
7722450 Onoda et al. May 2010 B2
7747348 Shim et al. Jun 2010 B2
D619598 Maitlen et al. Jul 2010 S
D619609 Meziere Jul 2010 S
7754961 Yang et al. Jul 2010 B1
7758427 Egozy Jul 2010 B2
7760908 Curtner et al. Jul 2010 B2
7772480 Brennan Aug 2010 B2
7774706 Sakai Aug 2010 B2
7789741 Fields et al. Sep 2010 B1
7791808 French et al. Sep 2010 B2
7797641 Karukka et al. Sep 2010 B2
D624932 Chaudhri Oct 2010 S
7806759 McHale et al. Oct 2010 B2
7806764 Brosnan et al. Oct 2010 B2
7814436 Schrag et al. Oct 2010 B2
7818689 Wada Oct 2010 B2
7823070 Nelson et al. Oct 2010 B2
7829777 Kyuma et al. Nov 2010 B2
7838755 Taub et al. Nov 2010 B2
7840907 Kikuchi et al. Nov 2010 B2
D628582 Kurozumi et al. Dec 2010 S
7853896 Ok et al. Dec 2010 B2
7853897 Ogawa et al. Dec 2010 B2
7865834 van Os et al. Jan 2011 B1
7877690 Margulis Jan 2011 B2
7881702 Heyworth et al. Feb 2011 B2
7890867 Margulis Feb 2011 B1
7893337 Lenz Feb 2011 B2
7895617 Pedlow, Jr. Feb 2011 B2
7899389 Mangum Mar 2011 B2
7904814 Errico et al. Mar 2011 B2
7917644 Vedantham et al. Mar 2011 B2
7920931 Van de Sluis et al. Apr 2011 B2
7923620 Foster Apr 2011 B2
7928307 Hetherington et al. Apr 2011 B2
7935880 Stoddard et al. May 2011 B2
7949494 Moskowitz et al. May 2011 B2
D640711 Ng et al. Jun 2011 S
D642192 Arnold Jul 2011 S
7973230 Mahowald Jul 2011 B2
7979574 Gillo et al. Jul 2011 B2
7980997 Thukral et al. Jul 2011 B2
7982114 Applewhite et al. Jul 2011 B2
8003872 Lopiccolo et al. Aug 2011 B2
8009022 Kipman et al. Aug 2011 B2
8010088 Cheng Aug 2011 B2
8026435 Stoddard et al. Sep 2011 B2
8057290 Vance et al. Nov 2011 B2
8068605 Holmberg Nov 2011 B2
D650802 Jang et al. Dec 2011 S
8074184 Garside et al. Dec 2011 B2
8076564 Applewhite Dec 2011 B2
8076574 Irmer et al. Dec 2011 B2
8079901 Brosius et al. Dec 2011 B2
8079907 Egozy Dec 2011 B2
8080722 Applewhite et al. Dec 2011 B2
D651608 Allen et al. Jan 2012 S
D651609 Pearson et al. Jan 2012 S
8122375 Ito Feb 2012 B2
D658195 Cranfill Apr 2012 S
D658196 Wood et al. Apr 2012 S
D660861 Lee et al. May 2012 S
8176438 Zaman et al. May 2012 B2
8176439 Kamen et al. May 2012 B2
8198526 Izen et al. Jun 2012 B2
8202161 Leake et al. Jun 2012 B2
8205172 Wong et al. Jun 2012 B2
8209606 Ording Jun 2012 B2
8214175 Moskowitz et al. Jul 2012 B2
8225227 Headrick et al. Jul 2012 B2
8230360 Ma et al. Jul 2012 B2
D664975 Arnold Aug 2012 S
8255831 Araumi Aug 2012 B2
8261209 Goto et al. Sep 2012 B2
8444464 Boch et al. May 2013 B2
8449360 Stoddard et al. May 2013 B2
8493354 Birnbaum et al. Jul 2013 B1
8702485 Flury et al. Apr 2014 B2
2745541 Wilson et al. Jun 2014 A1
8744121 Polzin et al. Jun 2014 B2
8745541 Wilson et al. Jun 2014 B2
8749557 Evertt et al. Jun 2014 B2
9358456 Challinor et al. Jun 2016 B1
9383814 Capper et al. Jul 2016 B1
20010004861 Suzuki et al. Jun 2001 A1
20010007824 Fukuda Jul 2001 A1
20010007829 Suzuki Jul 2001 A1
20010008844 Yamauchi et al. Jul 2001 A1
20010008846 Yamauchi et al. Jul 2001 A1
20010012795 Asami et al. Aug 2001 A1
20010014440 Oyama et al. Aug 2001 A1
20010014620 Nobe et al. Aug 2001 A1
20010014621 Okubo et al. Aug 2001 A1
20010016510 Ishikawa et al. Aug 2001 A1
20010023202 Okubo Sep 2001 A1
20010024972 Kitao Sep 2001 A1
20010030652 Kitao Oct 2001 A1
20010031653 Oe et al. Oct 2001 A1
20010033287 Naegle et al. Oct 2001 A1
20010034014 Nishimoto et al. Oct 2001 A1
20010035868 Uehara et al. Nov 2001 A1
20010036861 Uehara et al. Nov 2001 A1
20010037181 Matsuura et al. Nov 2001 A1
20010039207 Horigami et al. Nov 2001 A1
20010041615 Kondo Nov 2001 A1
20020002411 Higurashi et al. Jan 2002 A1
20020002900 Cho Jan 2002 A1
20020004420 Suga et al. Jan 2002 A1
20020005109 Miller Jan 2002 A1
20020006819 Kubo et al. Jan 2002 A1
20020006823 Horio Jan 2002 A1
20020013166 Yoshitomi Jan 2002 A1
20020016203 Nagata et al. Feb 2002 A1
20020019258 Kim et al. Feb 2002 A1
20020022520 Oe et al. Feb 2002 A1
20020022522 Yamada Feb 2002 A1
20020025841 Nobe et al. Feb 2002 A1
20020025842 Nobe et al. Feb 2002 A1
20020025853 Kojima et al. Feb 2002 A1
20020027899 Ikeda Mar 2002 A1
20020032054 Hosoya Mar 2002 A1
20020041385 Onodera Apr 2002 A1
20020052236 Kohira et al. May 2002 A1
20020054127 Omori et al. May 2002 A1
20020055383 Onda et al. May 2002 A1
20020055386 Yotsugi et al. May 2002 A1
20020061776 Wada et al. May 2002 A1
20020065121 Fukunaga et al. May 2002 A1
20020085833 Miyauchi Jul 2002 A1
20020091455 Williams Jul 2002 A1
20020091847 Curtin Jul 2002 A1
20020094865 Araki et al. Jul 2002 A1
20020094866 Takeda et al. Jul 2002 A1
20020105229 Tanaka Aug 2002 A1
20020119811 Yabe et al. Aug 2002 A1
20020128736 Yoshida et al. Sep 2002 A1
20020142818 Nakatsuka et al. Oct 2002 A1
20020142824 Kazaoka et al. Oct 2002 A1
20020142827 Aida et al. Oct 2002 A1
20020142834 Sobue Oct 2002 A1
20020151337 Yamashita et al. Oct 2002 A1
20020160823 Watabe et al. Oct 2002 A1
20020160824 Goto et al. Oct 2002 A1
20020169014 Egozy et al. Nov 2002 A1
20020187835 Nakayama et al. Dec 2002 A1
20020198045 Okubo Dec 2002 A1
20030000364 Deverich Jan 2003 A1
20030003431 Maeda Jan 2003 A1
20030003991 Kuraishi Jan 2003 A1
20030003992 Furuya Jan 2003 A1
20030011620 Moriyama Jan 2003 A1
20030014262 Kim Jan 2003 A1
20030017872 Oishi et al. Jan 2003 A1
20030028598 Moller et al. Feb 2003 A1
20030032478 Takahama et al. Feb 2003 A1
20030045334 Hosokawa Mar 2003 A1
20030063115 Kaku et al. Apr 2003 A1
20030069071 Britt et al. Apr 2003 A1
20030070159 Webb Apr 2003 A1
20030078086 Matsuyama et al. Apr 2003 A1
20030078102 Okita et al. Apr 2003 A1
20030099461 Johnson May 2003 A1
20030104868 Okita et al. Jun 2003 A1
20030109298 Oishi et al. Jun 2003 A1
20030151628 Salter Aug 2003 A1
20030164084 Redmann et al. Sep 2003 A1
20030185041 Takahashi et al. Oct 2003 A1
20030195041 McCauley Oct 2003 A1
20030199317 McCauley Oct 2003 A1
20030214498 Gothard Nov 2003 A1
20030218626 Greene Nov 2003 A1
20030232644 Takahashi et al. Dec 2003 A1
20030232645 Suda et al. Dec 2003 A1
20040005924 Watabe et al. Jan 2004 A1
20040012540 Treibitz et al. Jan 2004 A1
20040021684 Millner Feb 2004 A1
20040043815 Kaminkow Mar 2004 A1
20040054725 Moller et al. Mar 2004 A1
20040063479 Kimura Apr 2004 A1
20040063480 Wang Apr 2004 A1
20040072620 Nagata et al. Apr 2004 A1
20040077405 Watanabe Apr 2004 A1
20040082380 George et al. Apr 2004 A1
20040082386 George et al. Apr 2004 A1
20040089139 Georges et al. May 2004 A1
20040092303 George et al. May 2004 A1
20040092304 George et al. May 2004 A1
20040092305 George et al. May 2004 A1
20040092306 George et al. May 2004 A1
20040092307 George et al. May 2004 A1
20040092313 Saito et al. May 2004 A1
20040092314 George et al. May 2004 A1
20040093354 Xu et al. May 2004 A1
20040098582 Mori May 2004 A1
20040109000 Chosokabe Jun 2004 A1
20040113360 George et al. Jun 2004 A1
20040116069 Fadavi-Ardekani et al. Jun 2004 A1
20040116184 George et al. Jun 2004 A1
20040116185 George et al. Jun 2004 A1
20040123726 Kato et al. Jul 2004 A1
20040127282 Naobayashi Jul 2004 A1
20040127285 Kavana Jul 2004 A1
20040127291 George et al. Jul 2004 A1
20040132518 Uehara et al. Jul 2004 A1
20040132531 George et al. Jul 2004 A1
20040137984 Salter Jul 2004 A1
20040147300 Seelig et al. Jul 2004 A1
20040152514 Kasai et al. Aug 2004 A1
20040154460 Virolainen et al. Aug 2004 A1
20040181592 Samra et al. Sep 2004 A1
20040184473 Tavli et al. Sep 2004 A1
20040186720 Kemmochi Sep 2004 A1
20040193413 Wilson et al. Sep 2004 A1
20040204211 Suzuki Oct 2004 A1
20040204238 Aoki Oct 2004 A1
20040205204 Chafe Oct 2004 A1
20040207774 Gothard Oct 2004 A1
20040209673 Shiraishi Oct 2004 A1
20040229685 Smith et al. Nov 2004 A1
20040236543 Stephens Nov 2004 A1
20040239678 Tsunashima et al. Dec 2004 A1
20040240855 Kagle Dec 2004 A1
20040243482 Laut Dec 2004 A1
20040254016 Shimazaki Dec 2004 A1
20040259631 Katz et al. Dec 2004 A1
20040259632 Crittenden et al. Dec 2004 A1
20040259644 McCauley Dec 2004 A1
20050014554 Walker et al. Jan 2005 A1
20050027381 George et al. Feb 2005 A1
20050027383 Nagata et al. Feb 2005 A1
20050045025 Wells et al. Mar 2005 A1
20050049047 Kitao Mar 2005 A1
20050054440 Anderson et al. Mar 2005 A1
20050059480 Soukup et al. Mar 2005 A1
20050060231 Soukup et al. Mar 2005 A1
20050070349 Kimura Mar 2005 A1
20050070359 Rodriquez et al. Mar 2005 A1
20050073427 Gothard Apr 2005 A1
20050075165 George et al. Apr 2005 A1
20050082559 Hasan Zaidi et al. Apr 2005 A1
20050101364 Onoda et al. May 2005 A1
20050106546 Strom May 2005 A1
20050108657 Han May 2005 A1
20050115383 Chang Jun 2005 A1
20050120865 Tada Jun 2005 A1
20050120868 Hinman et al. Jun 2005 A1
20050143174 Goldman et al. Jun 2005 A1
20050159209 Fiden et al. Jul 2005 A1
20050164779 Okuniewicz Jul 2005 A1
20050181864 Britt et al. Aug 2005 A1
20050215319 Rigopulos et al. Sep 2005 A1
20050221892 Takase Oct 2005 A1
20050227767 Shimomura et al. Oct 2005 A1
20050229769 Resnikoff Oct 2005 A1
20050235809 Kageyama Oct 2005 A1
20050250565 Nojiri et al. Nov 2005 A1
20050252362 McHale et al. Nov 2005 A1
20050255914 McHale et al. Nov 2005 A1
20050255923 Aoki Nov 2005 A1
20050273319 Dittmar et al. Dec 2005 A1
20060003839 Lawrence et al. Jan 2006 A1
20060009282 George et al. Jan 2006 A1
20060009979 McHale et al. Jan 2006 A1
20060025282 Redmann Feb 2006 A1
20060026304 Price Feb 2006 A1
20060030382 Okamura et al. Feb 2006 A1
20060032085 Randall Feb 2006 A1
20060052161 Soukup et al. Mar 2006 A1
20060052162 Soukup et al. Mar 2006 A1
20060052163 Aida Mar 2006 A1
20060052167 Boddicker et al. Mar 2006 A1
20060052169 Britt et al. Mar 2006 A1
20060058099 Soukup et al. Mar 2006 A1
20060058101 Rigopulos Mar 2006 A1
20060063573 Ishikawa et al. Mar 2006 A1
20060068911 Pirich et al. Mar 2006 A1
20060107819 Salter May 2006 A1
20060107822 Bowen May 2006 A1
20060135253 George et al. Jun 2006 A1
20060152622 Tan et al. Jul 2006 A1
20060154710 Serafat Jul 2006 A1
20060166744 Igarashi et al. Jul 2006 A1
20060175758 Riolo Aug 2006 A1
20060189879 Miyajima et al. Aug 2006 A1
20060191401 Ueshima et al. Aug 2006 A1
20060204214 Shah et al. Sep 2006 A1
20060209019 Hu Sep 2006 A1
20060218239 Umezawa et al. Sep 2006 A1
20060218288 Umezawa et al. Sep 2006 A1
20060247046 Choi et al. Nov 2006 A1
20060252474 Zalewski et al. Nov 2006 A1
20060252503 Salter Nov 2006 A1
20060258450 Ishihata et al. Nov 2006 A1
20060266200 Goodwin Nov 2006 A1
20060287105 Willis Dec 2006 A1
20060287106 Jensen Dec 2006 A1
20060288842 Sitrick et al. Dec 2006 A1
20060290810 Mallinson Dec 2006 A1
20070010329 Craig et al. Jan 2007 A1
20070015570 Pryzby Jan 2007 A1
20070015571 Walker et al. Jan 2007 A1
20070026943 Yoshimura Feb 2007 A1
20070059670 Yates Mar 2007 A1
20070060312 Dempsey et al. Mar 2007 A1
20070060336 Marks Mar 2007 A1
20070081562 Ma Apr 2007 A1
20070088812 Clark Apr 2007 A1
20070111802 Ishihara et al. May 2007 A1
20070119292 Nakamura May 2007 A1
20070126874 Kake Jun 2007 A1
20070139443 Marks et al. Jun 2007 A1
20070140510 Redmann Jun 2007 A1
20070155494 Wells et al. Jul 2007 A1
20070162497 Pauws Jul 2007 A1
20070162850 Adler et al. Jul 2007 A1
20070163427 Rigopulos et al. Jul 2007 A1
20070163428 Salter Jul 2007 A1
20070168415 Matahira et al. Jul 2007 A1
20070175317 Salter Aug 2007 A1
20070178973 Camhi Aug 2007 A1
20070201815 Griffin Aug 2007 A1
20070218444 Konetski et al. Sep 2007 A1
20070226293 Sakurada et al. Sep 2007 A1
20070232374 Lopiccolo et al. Oct 2007 A1
20070234284 Tanner et al. Oct 2007 A1
20070234885 Schmidt et al. Oct 2007 A1
20070243915 Egozy et al. Oct 2007 A1
20070245881 Egozy et al. Oct 2007 A1
20070256540 Salter Nov 2007 A1
20070256541 McCauley Nov 2007 A1
20070260984 Marks et al. Nov 2007 A1
20070265095 Jonishi Nov 2007 A1
20070265098 Shimada et al. Nov 2007 A1
20070270223 Nonaka et al. Nov 2007 A1
20070273700 Nash et al. Nov 2007 A1
20070297755 Holt et al. Dec 2007 A1
20080001950 Lin et al. Jan 2008 A1
20080009346 Jessop et al. Jan 2008 A1
20080009347 Radek Jan 2008 A1
20080026355 Petef Jan 2008 A1
20080053295 Goto et al. Mar 2008 A1
20080076497 Kiskis et al. Mar 2008 A1
20080096654 Mondesir et al. Apr 2008 A1
20080100572 Boillot May 2008 A1
20080101762 Kellock et al. May 2008 A1
20080102958 Kitamura et al. May 2008 A1
20080113698 Egozy May 2008 A1
20080113797 Egozy May 2008 A1
20080115657 Wakiyama May 2008 A1
20080125229 Jonishi May 2008 A1
20080132334 Nonaka Jun 2008 A1
20080141181 Ishigaki et al. Jun 2008 A1
20080143722 Pagan Jun 2008 A1
20080146342 Harvey et al. Jun 2008 A1
20080152191 Fujimura Jun 2008 A1
20080155421 Ubillos et al. Jun 2008 A1
20080155474 Duhig Jun 2008 A1
20080184870 Toivola Aug 2008 A1
20080188305 Yamazaki et al. Aug 2008 A1
20080191864 Wolfson Aug 2008 A1
20080192736 Jabri et al. Aug 2008 A1
20080194319 Pryzby et al. Aug 2008 A1
20080200224 Parks Aug 2008 A1
20080202321 Goto et al. Aug 2008 A1
20080220864 Brosius et al. Sep 2008 A1
20080222685 McCarthy et al. Sep 2008 A1
20080231926 Klug et al. Sep 2008 A1
20080234023 Mullahkhel et al. Sep 2008 A1
20080268943 Jacob Oct 2008 A1
20080273755 Hildreth Nov 2008 A1
20080276175 Kim et al. Nov 2008 A1
20080280680 Dutilly et al. Nov 2008 A1
20080288866 Spencer et al. Nov 2008 A1
20080289477 Salter Nov 2008 A1
20080300053 Muller Dec 2008 A1
20080311969 Kay et al. Dec 2008 A1
20080311970 Kay et al. Dec 2008 A1
20090010335 Harrison et al. Jan 2009 A1
20090013253 Laefer et al. Jan 2009 A1
20090015653 Baek Jan 2009 A1
20090027337 Hildreth Jan 2009 A1
20090038467 Brennan Feb 2009 A1
20090069096 Nishimoto Mar 2009 A1
20090073117 Tsurumi et al. Mar 2009 A1
20090075711 Brosius et al. Mar 2009 A1
20090082078 Schmidt et al. Mar 2009 A1
20090083281 Sarig et al. Mar 2009 A1
20090088249 Kay et al. Apr 2009 A1
20090098918 Teasdale et al. Apr 2009 A1
20090100992 Elion Apr 2009 A1
20090104956 Kay et al. Apr 2009 A1
20090106667 Lyle et al. Apr 2009 A1
20090122146 Zalewski et al. May 2009 A1
20090135135 Tsurumi May 2009 A1
20090149257 Ferguson Jun 2009 A1
20090158220 Zalewski et al. Jun 2009 A1
20090165632 Rigopulos et al. Jul 2009 A1
20090177742 Rhoads et al. Jul 2009 A1
20090186698 Ludden Jul 2009 A1
20090188371 Chiu et al. Jul 2009 A1
20090189775 Lashina et al. Jul 2009 A1
20090191932 Chiu et al. Jul 2009 A1
20090197665 Christensen Aug 2009 A1
20090213123 Crow Aug 2009 A1
20090215533 Zalewski et al. Aug 2009 A1
20090217211 Hildreth Aug 2009 A1
20090222392 Martin et al. Sep 2009 A1
20090222765 Ekstrand Sep 2009 A1
20090228544 Demers et al. Sep 2009 A1
20090231425 Zalewski Sep 2009 A1
20090233714 Toro Sep 2009 A1
20090241758 Neubacker Oct 2009 A1
20090258686 McCauley et al. Oct 2009 A1
20090258700 Bright et al. Oct 2009 A1
20090258703 Brunstetter Oct 2009 A1
20090260508 Elion Oct 2009 A1
20090262118 Arikan et al. Oct 2009 A1
20090265668 Esser et al. Oct 2009 A1
20090278796 Komazaki Nov 2009 A1
20090282335 Alexandersson Nov 2009 A1
20090300676 Harter, Jr. Dec 2009 A1
20090310027 Fleming Dec 2009 A1
20090317783 Noguchi Dec 2009 A1
20090318228 Hughes Dec 2009 A1
20100009746 Raymond et al. Jan 2010 A1
20100009749 Chrzanowski, Jr. et al. Jan 2010 A1
20100009750 Egozy et al. Jan 2010 A1
20100029386 Pitsch et al. Feb 2010 A1
20100035682 Gentile et al. Feb 2010 A1
20100035688 Picunko Feb 2010 A1
20100039378 Yabe et al. Feb 2010 A1
20100041477 Kay et al. Feb 2010 A1
20100062405 Zboray et al. Mar 2010 A1
20100064238 Ludwig Mar 2010 A1
20100080528 Yen et al. Apr 2010 A1
20100087240 Egozy et al. Apr 2010 A1
20100100848 Ananian et al. Apr 2010 A1
20100113117 Ku et al. May 2010 A1
20100118033 Faria May 2010 A1
20100120470 Kim et al. May 2010 A1
20100137049 Epstein Jun 2010 A1
20100138785 Uoi et al. Jun 2010 A1
20100144436 Marks et al. Jun 2010 A1
20100151948 Vance et al. Jun 2010 A1
20100160038 Youm et al. Jun 2010 A1
20100161432 Kumanov et al. Jun 2010 A1
20100167823 Winkler Jul 2010 A1
20100186579 Schnitman Jul 2010 A1
20100192106 Watanabe et al. Jul 2010 A1
20100199221 Yeung et al. Aug 2010 A1
20100209003 Toebes et al. Aug 2010 A1
20100216598 Nicolas et al. Aug 2010 A1
20100228740 Cannistraro et al. Sep 2010 A1
20100231523 Chou Sep 2010 A1
20100238182 Geisner et al. Sep 2010 A1
20100245241 Kim et al. Sep 2010 A1
20100247081 Victoria Pons et al. Sep 2010 A1
20100255398 Jacobson et al. Oct 2010 A1
20100255827 Jordan et al. Oct 2010 A1
20100261146 Kim Oct 2010 A1
20100265398 Johnson et al. Oct 2010 A1
20100278393 Snook Nov 2010 A1
20100283723 Konishi Nov 2010 A1
20100299405 Socher et al. Nov 2010 A1
20100300264 Foster Dec 2010 A1
20100300265 Foster et al. Dec 2010 A1
20100300266 Stoddard et al. Dec 2010 A1
20100300267 Stoddard et al. Dec 2010 A1
20100300268 Applewhite et al. Dec 2010 A1
20100300269 Applewhite Dec 2010 A1
20100300270 Applewhite et al. Dec 2010 A1
20100300272 Scherf Dec 2010 A1
20100302145 Langridge Dec 2010 A1
20100302155 Sands et al. Dec 2010 A1
20100304810 Stoddard Dec 2010 A1
20100304811 Schmidt et al. Dec 2010 A1
20100304812 Stoddard et al. Dec 2010 A1
20100304860 Gault et al. Dec 2010 A1
20100304863 Applewhite et al. Dec 2010 A1
20100304865 Picunko et al. Dec 2010 A1
20100306655 Mattingly et al. Dec 2010 A1
20100306713 Geisner Dec 2010 A1
20110010667 Sakai et al. Jan 2011 A1
20110021273 Buckley et al. Jan 2011 A1
20110028214 Bright et al. Feb 2011 A1
20110039659 Kim et al. Feb 2011 A1
20110047471 Lord et al. Feb 2011 A1
20110066940 Asghari Kamrani et al. Mar 2011 A1
20110080336 Leyvand Apr 2011 A1
20110083106 Hamagishi Apr 2011 A1
20110083112 Matsubara et al. Apr 2011 A1
20110083122 Chen et al. Apr 2011 A1
20110098106 He et al. Apr 2011 A1
20110098109 Leake et al. Apr 2011 A1
20110105206 Rowe May 2011 A1
20110111850 Beerhorst et al. May 2011 A1
20110118621 Chu May 2011 A1
20110140931 Geurts et al. Jun 2011 A1
20110151974 Deaguero Jun 2011 A1
20110151975 Mori Jun 2011 A1
20110159938 Umeda Jun 2011 A1
20110169832 Brown et al. Jul 2011 A1
20110185309 Challinor et al. Jul 2011 A1
20110195779 Lau Aug 2011 A1
20110197740 Chang et al. Aug 2011 A1
20110237324 Clavin et al. Sep 2011 A1
20110238676 Liu et al. Sep 2011 A1
20110251840 Cook et al. Oct 2011 A1
20110255803 Togawa Oct 2011 A1
20110256929 Dubrofsky et al. Oct 2011 A1
20110257771 Bennett et al. Oct 2011 A1
20110283236 Beaumier et al. Nov 2011 A1
20110291988 Bamji et al. Dec 2011 A1
20110306396 Flury et al. Dec 2011 A1
20110306397 Fleming et al. Dec 2011 A1
20110306398 Boch et al. Dec 2011 A1
20110312397 Applewhite et al. Dec 2011 A1
20110312415 Booth et al. Dec 2011 A1
20120013493 Kato Jan 2012 A1
20120021833 Boch et al. Jan 2012 A1
20120052942 Esaki et al. Mar 2012 A1
20120052947 Yun Mar 2012 A1
20120063617 Ramos Mar 2012 A1
20120069131 Abelow Mar 2012 A1
20120094730 Egozy Apr 2012 A1
20120108305 Akiyama et al. May 2012 A1
20120108334 Tarama et al. May 2012 A1
20120143358 Adams et al. Jun 2012 A1
20120157263 Sivak et al. Jun 2012 A1
20120214587 Segal Aug 2012 A1
20120309477 Mayles et al. Dec 2012 A1
20130132837 Mead et al. May 2013 A1
20130203492 Yum Aug 2013 A1
20130257807 Harris et al. Oct 2013 A1
20140208204 Lacroix et al. Jul 2014 A1
20150141102 Asami et al. May 2015 A1
Foreign Referenced Citations (413)
Number Date Country
468071 Jun 2010 AT
741239 Apr 1999 AU
200194329 Oct 2001 AU
2003285918 May 2004 AU
2010229693 Nov 2011 AU
2587415 May 2005 CA
2609587 Dec 2005 CA
2720723 Nov 2009 CA
2757238 Sep 2010 CA
2760210 Dec 2010 CA
19716937 Mar 1998 DE
69804915 May 2002 DE
69726507 Nov 2004 DE
69832379 Aug 2006 DE
69739885 Jul 2010 DE
0903169 Mar 1999 EP
919267 Jun 1999 EP
972550 Jan 2000 EP
974382 Jan 2000 EP
974954 Jan 2000 EP
978301 Feb 2000 EP
982055 Mar 2000 EP
992928 Apr 2000 EP
992929 Apr 2000 EP
993847 Apr 2000 EP
0997870 May 2000 EP
1003130 May 2000 EP
1022672 Jul 2000 EP
1029565 Aug 2000 EP
1029566 Aug 2000 EP
1029570 Aug 2000 EP
1029571 Aug 2000 EP
1031363 Aug 2000 EP
1031904 Aug 2000 EP
1033157 Sep 2000 EP
1033158 Sep 2000 EP
1043745 Oct 2000 EP
1043746 Oct 2000 EP
1048330 Nov 2000 EP
1061501 Dec 2000 EP
1064974 Jan 2001 EP
1064975 Jan 2001 EP
1066866 Jan 2001 EP
1079368 Feb 2001 EP
1081679 Mar 2001 EP
1081680 Mar 2001 EP
1082981 Mar 2001 EP
1082982 Mar 2001 EP
1082983 Mar 2001 EP
1088573 Apr 2001 EP
1096468 May 2001 EP
1114659 Jul 2001 EP
1122703 Aug 2001 EP
1125607 Aug 2001 EP
1125613 Aug 2001 EP
1127599 Aug 2001 EP
1130569 Sep 2001 EP
1132889 Sep 2001 EP
1134723 Sep 2001 EP
1136107 Sep 2001 EP
1138357 Oct 2001 EP
1139293 Oct 2001 EP
1145744 Oct 2001 EP
1145745 Oct 2001 EP
1145748 Oct 2001 EP
1145749 Oct 2001 EP
1150276 Oct 2001 EP
1151770 Nov 2001 EP
1151773 Nov 2001 EP
1157723 Nov 2001 EP
1159992 Dec 2001 EP
1160762 Dec 2001 EP
1161974 Dec 2001 EP
1170041 Jan 2002 EP
1174856 Jan 2002 EP
1178427 Feb 2002 EP
1184061 Mar 2002 EP
1187427 Mar 2002 EP
1192976 Apr 2002 EP
1195721 Apr 2002 EP
1197947 Apr 2002 EP
1199702 Apr 2002 EP
1199703 Apr 2002 EP
1201277 May 2002 EP
1206950 May 2002 EP
1208885 May 2002 EP
1214959 Jun 2002 EP
1220539 Jul 2002 EP
1228794 Aug 2002 EP
1245255 Oct 2002 EP
1249260 Oct 2002 EP
1258274 Nov 2002 EP
1264622 Dec 2002 EP
1270049 Jan 2003 EP
1270050 Jan 2003 EP
1271294 Jan 2003 EP
1279425 Jan 2003 EP
1287864 Mar 2003 EP
1306112 May 2003 EP
1413340 Apr 2004 EP
000181482-0005 Sep 2004 EP
1503365 Feb 2005 EP
1533010 May 2005 EP
1542132 Jun 2005 EP
1552864 Jul 2005 EP
1552865 Jul 2005 EP
1569171 Aug 2005 EP
1604711 Dec 2005 EP
1609513 Dec 2005 EP
1630746 Mar 2006 EP
1666109 Jun 2006 EP
1696385 Aug 2006 EP
1699017 Sep 2006 EP
1731204 Dec 2006 EP
1743680 Jan 2007 EP
1758387 Feb 2007 EP
1825896 Aug 2007 EP
000859418-0008 Feb 2008 EP
000890447-0040 Apr 2008 EP
000890447-0046 Apr 2008 EP
2000190 Dec 2008 EP
2001569 Dec 2008 EP
2027577 Feb 2009 EP
2206539 Jul 2010 EP
2206540 Jul 2010 EP
2301253 Mar 2011 EP
2411101 Feb 2012 EP
2494432 Sep 2012 EP
200705530 Jan 2009 FI
20096276 Dec 2009 FI
2118809 Nov 1983 GB
2330739 Apr 1999 GB
2425730 Nov 2006 GB
2465918 Jun 2010 GB
2471871 Jan 2011 GB
1018021 Oct 2002 HK
1023734 Feb 2006 HK
IN01685CN201 Jan 2012 IT
7185131 Jul 1995 JP
3014386 Aug 1995 JP
2552427 Nov 1996 JP
11053563 Feb 1999 JP
11128534 May 1999 JP
11128535 May 1999 JP
11151380 Jun 1999 JP
11156054 Jun 1999 JP
2922509 Jul 1999 JP
11219443 Aug 1999 JP
2951948 Sep 1999 JP
2982147 Nov 1999 JP
11313979 Nov 1999 JP
11328124 Nov 1999 JP
3003851 Jan 2000 JP
2000014931 Jan 2000 JP
2000037490 Feb 2000 JP
3017986 Mar 2000 JP
3031676 Apr 2000 JP
2000107447 Apr 2000 JP
2000107458 Apr 2000 JP
2000112485 Apr 2000 JP
2000116938 Apr 2000 JP
3053090 Jun 2000 JP
2000157723 Jun 2000 JP
3066528 Jul 2000 JP
2000218046 Aug 2000 JP
3088409 Sep 2000 JP
2000237454 Sep 2000 JP
2000237455 Sep 2000 JP
2000245957 Sep 2000 JP
2000245964 Sep 2000 JP
2000245967 Sep 2000 JP
2000250534 Sep 2000 JP
2000288254 Oct 2000 JP
2000293292 Oct 2000 JP
2000293294 Oct 2000 JP
2000300838 Oct 2000 JP
2000300851 Oct 2000 JP
2000308759 Nov 2000 JP
2000317144 Nov 2000 JP
2000325665 Nov 2000 JP
2000350861 Dec 2000 JP
2001000610 Jan 2001 JP
2001009149 Jan 2001 JP
2001009152 Jan 2001 JP
2001009157 Jan 2001 JP
2001046739 Feb 2001 JP
2001062144 Mar 2001 JP
2001070637 Mar 2001 JP
2001070640 Mar 2001 JP
2001070652 Mar 2001 JP
2001075579 Mar 2001 JP
2001096059 Apr 2001 JP
2001096061 Apr 2001 JP
2001129244 May 2001 JP
2001145777 May 2001 JP
2001145778 May 2001 JP
3179769 Jun 2001 JP
2001162049 Jun 2001 JP
2001170352 Jun 2001 JP
2001175254 Jun 2001 JP
3187758 Jul 2001 JP
2001190834 Jul 2001 JP
2001190835 Jul 2001 JP
2001190844 Jul 2001 JP
2001198351 Jul 2001 JP
2001198352 Jul 2001 JP
2001198354 Jul 2001 JP
3202733 Aug 2001 JP
2001212369 Aug 2001 JP
2001218980 Aug 2001 JP
2001222280 Aug 2001 JP
2001224850 Aug 2001 JP
2001231904 Aug 2001 JP
2001232059 Aug 2001 JP
2001232062 Aug 2001 JP
3204652 Sep 2001 JP
2001252467 Sep 2001 JP
2001252470 Sep 2001 JP
2001259224 Sep 2001 JP
2001269482 Oct 2001 JP
2001273517 Oct 2001 JP
2001293246 Oct 2001 JP
2001293254 Oct 2001 JP
2001293256 Oct 2001 JP
2001299975 Oct 2001 JP
2001312260 Nov 2001 JP
2001312740 Nov 2001 JP
2001314645 Nov 2001 JP
2001321565 Nov 2001 JP
2001344049 Dec 2001 JP
2001353374 Dec 2001 JP
3245139 Jan 2002 JP
2002000936 Jan 2002 JP
2002018123 Jan 2002 JP
2002018134 Jan 2002 JP
2002028368 Jan 2002 JP
3258647 Feb 2002 JP
3261110 Feb 2002 JP
2002045567 Feb 2002 JP
2002056340 Feb 2002 JP
2002066127 Mar 2002 JP
2002066128 Mar 2002 JP
2002084292 Mar 2002 JP
3270928 Apr 2002 JP
2002116752 Apr 2002 JP
2002140727 May 2002 JP
2002143567 May 2002 JP
2002153673 May 2002 JP
3306021 Jul 2002 JP
2002204426 Jul 2002 JP
3310257 Aug 2002 JP
3317686 Aug 2002 JP
3317956 Aug 2002 JP
2002224435 Aug 2002 JP
2002239223 Aug 2002 JP
2002239233 Aug 2002 JP
3320700 Sep 2002 JP
3321111 Sep 2002 JP
2002263229 Sep 2002 JP
3333773 Oct 2002 JP
3338005 Oct 2002 JP
2002282417 Oct 2002 JP
2002282418 Oct 2002 JP
2002292123 Oct 2002 JP
2002292139 Oct 2002 JP
2002301263 Oct 2002 JP
3345591 Nov 2002 JP
3345719 Nov 2002 JP
2002325975 Nov 2002 JP
3351780 Dec 2002 JP
2002360937 Dec 2002 JP
3361084 Jan 2003 JP
3370313 Jan 2003 JP
3371132 Jan 2003 JP
2003000951 Jan 2003 JP
2003010541 Jan 2003 JP
2003010542 Jan 2003 JP
2003019346 Jan 2003 JP
2003030686 Jan 2003 JP
2003058317 Feb 2003 JP
3392833 Mar 2003 JP
2003117233 Apr 2003 JP
2003126548 May 2003 JP
3417555 Jun 2003 JP
3417918 Jun 2003 JP
3420221 Jun 2003 JP
2003175279 Jun 2003 JP
3425548 Jul 2003 JP
3425552 Jul 2003 JP
3433918 Aug 2003 JP
3439187 Aug 2003 JP
2003236244 Aug 2003 JP
3442730 Sep 2003 JP
3448043 Sep 2003 JP
2003256552 Sep 2003 JP
3458090 Oct 2003 JP
3470119 Nov 2003 JP
2003334387 Nov 2003 JP
3491759 Jan 2004 JP
2004016315 Jan 2004 JP
2004016388 Jan 2004 JP
3496874 Feb 2004 JP
3500379 Feb 2004 JP
3500383 Feb 2004 JP
2004033266 Feb 2004 JP
2004097610 Apr 2004 JP
2004105309 Apr 2004 JP
2004121397 Apr 2004 JP
3526302 May 2004 JP
2004141261 May 2004 JP
3534345 Jun 2004 JP
2004164519 Jun 2004 JP
2004166994 Jun 2004 JP
3545755 Jul 2004 JP
3545983 Jul 2004 JP
3546206 Jul 2004 JP
3547374 Jul 2004 JP
2004192069 Jul 2004 JP
2004201937 Jul 2004 JP
3561456 Sep 2004 JP
3566195 Sep 2004 JP
3573288 Oct 2004 JP
3576994 Oct 2004 JP
3582716 Oct 2004 JP
2004283249 Oct 2004 JP
2004298469 Oct 2004 JP
2004321245 Nov 2004 JP
3597465 Dec 2004 JP
2004337256 Dec 2004 JP
3611807 Jan 2005 JP
2005046445 Feb 2005 JP
2005049913 Feb 2005 JP
3626711 Mar 2005 JP
3634273 Mar 2005 JP
2005095440 Apr 2005 JP
3656118 Jun 2005 JP
3686906 Aug 2005 JP
3699660 Sep 2005 JP
2005261586 Sep 2005 JP
3702269 Oct 2005 JP
2005287830 Oct 2005 JP
2005301578 Oct 2005 JP
3715513 Nov 2005 JP
2005319025 Nov 2005 JP
3727275 Dec 2005 JP
2006020758 Jan 2006 JP
3753425 Mar 2006 JP
2006075264 Mar 2006 JP
2006116046 May 2006 JP
2006116047 May 2006 JP
2006192157 Jul 2006 JP
3804939 Aug 2006 JP
3816931 Aug 2006 JP
3822887 Sep 2006 JP
3831695 Oct 2006 JP
3869175 Jan 2007 JP
2007029589 Feb 2007 JP
3890445 Mar 2007 JP
2007504901 Mar 2007 JP
2008018287 Jan 2008 JP
2008168143 Jul 2008 JP
2009531153 Sep 2009 JP
2010509000 Mar 2010 JP
20010027533 Apr 2001 KR
20050047024 May 2005 KR
2010146213 May 2012 RU
173496 Sep 2011 SG
340049 Mar 2009 TW
200951764 Dec 2009 TW
201006526 Feb 2010 TW
322023 Mar 2010 TW
201116318 May 2011 TW
WO1997017598 May 1997 WO
WO-9723845 Jul 1997 WO
WO1999038588 Aug 1999 WO
WO200163592 Aug 2001 WO
WO2002030535 Apr 2002 WO
WO200402590 Jan 2004 WO
WO200402594 Jan 2004 WO
WO200424256 Mar 2004 WO
WO200424263 Mar 2004 WO
WO200427631 Apr 2004 WO
WO200430779 Apr 2004 WO
WO2004039055 May 2004 WO
WO200453800 Jun 2004 WO
WO2004052483 Jun 2004 WO
WO200482786 Sep 2004 WO
WO200487272 Oct 2004 WO
WO2004101093 Nov 2004 WO
WO2004107270 Dec 2004 WO
WO200527062 Mar 2005 WO
WO200527063 Mar 2005 WO
WO200530354 Apr 2005 WO
WO2005039212 Apr 2005 WO
WO200599842 Oct 2005 WO
WO2005107902 Nov 2005 WO
WO2005113096 Dec 2005 WO
WO2005114648 Dec 2005 WO
WO200606274 Jan 2006 WO
WO200675494 Jul 2006 WO
WO2007055522 May 2007 WO
WO2007070738 Jun 2007 WO
WO2007078639 Jul 2007 WO
WO2007111247 Oct 2007 WO
WO2007115299 Oct 2007 WO
WO2007130582 Nov 2007 WO
WO2008001088 Jan 2008 WO
WO2008145952 Dec 2008 WO
WO2009021124 Feb 2009 WO
WO2010018485 Feb 2010 WO
WO2010036989 Apr 2010 WO
WO2011067469 Jun 2011 WO
WO2011155958 Dec 2011 WO
Non-Patent Literature Citations (168)
Entry
[VIDEO] “Dance Online—Dance lessons gameplay”; http://www.youtube.com/watch?v=B4phOjfVNLk (Nov. 8, 2012).
[VIDEO] http://www.bing.com/s/search?q=dance+instruction+game&mid=E69356CFA1B6719FF5C8E69356CFA1B6719FF5C8&view=detail&FORM=VIRE5 (Jul. 27, 2010).
[VIDEO] Alvin and The Chipmunks Chipwrecked—Majesco Sales: release—Nov. 2011 (http://www.youtube.com/watch?v=xKeW3CUt14A&feature=related).
[VIDEO] Dance Summit 2001: Bust A Groove (Released 11/2/00 for PS2); <http://www.youtube.com/watch?v=E8NjTGHYQcM>.
[VIDEO] Dancing With the Stars—Activision, Zoe Mode; <http://www.youtube.com/watch?v=C7zBVfEJ0gg> (Oct. 2007).
[VIDEO] Dancing with the Stars: We Dance—Activision, Zoe Mode; <http://www.youtube.com/watch?v=3IG0b-CT8vs> (Oct. 2008).
[VIDEO] DDR Hottest Party; <http://www.youtube.com/watch?v=zk20hEzGmUY> (Sep. 2007).
[VIDEO] ‘Don't Stop’ Gameplay Trailer: <http://www.gametrailers.com/video/dont-stop-michael-jackson/707336> (Nov. 10, 2010).
[VIDEO] Dream Dance & Cheer (Released Sep. 13, 2009 for Wii) <http://www.youtube.com/watch?v=oi9vQjT1x5Q>.
[VIDEO] E3 2010 Live Demo <http://www.gametrailers.com/video/e3-2010-michael-jackson/101449>; (Jun. 14, 2010).
[VIDEO] Eyetoy Groove for PS2; <http://www.youtube.com/watch?v=c80aaOU_fuE> . Apr. 2004.
[VIDEO] Gamescom '10—Billie Jean Demo http://www.gametrailers.com/video/gc-10-michael-jackson/703294 (:58-1:13) (Aug. 20, 2010).
[VIDEO] Gamescom '10—Working Day and Night Demo <http://www.gametrailers.com/video/gc-10-michael-jackson/703295> (Aug. 20, 2010).
[VIDEO] ‘Ghosts’ Gameplay Trailer: <http://www.gametrailers.com/video/ghosts-gameplay-michael-jackson/706825> (Oct. 27, 2010).
[VIDEO] Grease Dance—505 Games: release—Oct 2011. http://www.youtube.com/watch?v=PaGBHSB2urg.
[VIDEO] Hannah Montana: Spotlight World Tour (Released Nov. 6, 2007 for Wii); <http://www.youtube.com/watch?v=WtyuU2NaL3Q>.
[VIDEO] Just Dance—Ubisoft Paris; <http://www.youtube.com/watch?v=t7f22xQCEpY>; (Nov. 17, 2009).
[VIDEO] Just Dance 2—Ubisoft; <http://www.youtube.com/watch?v=kpaW9sM_M2Q> (Oct. 12, 2010).
[VIDEO] Just Dance 2: Oct 2010 (http://youtu.be/2ChliUggLtw).
[VIDEO] Just Dance: Nov. 2009 (http://youtu.be/rgBo-JnwYBw).
[VIDEO] Kidz Bop Dance Party! The Game (Released Sep. 14, 2010 on Wii) <http://www.youtube.com/watch?v=I8VD9EvFdeM>.
[VIDEO] Let's Cheer—Take 2 Interactive: release—Nov. 2011; announce—Jun. 2011 (http://www.youtube.com/watch?v=uv1IMBIw2Dw&feature=related).
[VIDEO] MJ—Paris Week game demo—Oct. 29, 2010 http://www.dailymotion.com/[VIDEO]/xfg4oe_pgw-10-michael-jackson-experience-kinect_[VIDEO]games?start=13#from=embed.
[VIDEO] MJ the Experience Kinect: announce—Oct. 2010: (http://www.youtube.com/watch?v=xLbiPicu0MM).
[VIDEO] MJ the Experience Kinect: release Apr. 2011, http//www.youtube.com/watch?v=N7oyxHIP48A.
[VIDEO] MJ the Experience Wii: Nov. 2010 (http://www.youtube.com/watch?v=8ZA59JY8Y_w).
[VIDEO] MJ:TE Kinect from Aug. 19, 2010 at <http://www.youtube.com/watch?v=6AjGmSnN6gQ>; Michael Jackson The Experience Game—Kinect for Xbox 360—Gamescom 2010 HD.
[VIDEO] MJ:TE on Wii (Nov. 2010); <http://www.youtube.com/watch?v=gmIMNGWxgvo>.
[VIDEO] N.Y. Comic Con '10—Billie Jean Gameplay Demo: http://www.gametrailers.com/[VIDEO]/nycc-10-michael-jackson/706056 (Oct. 13, 2010).
[VIDEO] Tokyo Game Show '10—‘Every Step’ Trailer: http://www.gametrailers.com/[VIDEO]/tgs-10-michael-jackson/704548 (Sep. 15, 2010).
[VIDEO] Victorious: Time to Shine—D3 publishers: Dec. 22, 2011 (http://www.youtube.com/watch?v=ud69OK02KGg&feature=fvst).
[VIDEO] We Cheer 2 (Released Nov. 3, 2009 for Wii) <http://www.youtube.com/watch?v=- 4oalxqnbll>.
[VIDEO] <http://www.bing.com/[VIDEO]s/search?q=dance+instruction+game&mid=E69356CFA 1 B6719FF 5C8E69356CFA1B6719FF5C8&view=detaii&FORM=VIRE5> (uploaded Jul. 27, 2010).
[VIDEO] Britney's Dance Beat (Released May 8, 2002 for PS2); <http://www.youtube.com/watch?v=-KR 1 dR GNX w>.
[VIDEO] Dance Dance Revolution: Hottest Party 3 (Released Sep. 27, 2009 for Wii) <http://www.youtube.com/watch?v=zk20hEzGmUY>.
[VIDEO] Dance on Broadway—Ubisoft, Longtail Studios; http://www.youtube.com/watch?v=eYaP-dT4z-M (Jun. 6, 2010).
[VIDEO] Dance on Broadway: Jun. 2010 (http://youtu.be/Wi9Y5HHcvtY).
[VIDEO] Dance Summit 2001: Bust A Groove (Released Nov, 2, 2000 for PS2); <http://www.youtube.com/watch?v=E8NjTGHYQcM>.
[VIDEO] Dancing With the Stars—Activision, Zoe Mode; <http://www.youtube.com/watch?v=C7zBVfEJO˜:gp (Oct. 2007).
[VIDEO] Dancing with the Stars: Oct. 2007 (http://www.youtube.com/watch?v=8UChG2v5DI).
[VIDEO] Dancing with the Stars: We Dance—Activision, Zoe Mode; http://www.youtube.com/watch?v=31GOb-CT8vs> Oct. 2008).
[VIDEO] Dream Dance & Cheer (Released Sep. 13, 2009 for Wii) <http://www.voutube.com/watch?v=oi9vQiT1x5Q>.
[VIDEO] Eyetoy Groove for PS2; <http://www.youtube.com/watch?v=c80aaOU fuE> (A(2ri12004).
[VIDEO] Gamescom '10—Billie Jean Demo <http:/iwww.aarnetraiiHrs.corn/[VIDEO]/gc-⋅1 Q..Michael-Jackson/703294>: 1:58-1 :13) (Aug. 20, 2010).
[VIDEO] Grease Dance—505 Games: release—Oct. 2011 li_http://www.youtube.com/watch?v=PaGBHSB2urg).
[VIDEO] Hannah Montana: Spotlight World Tour (Released Nov. 6, 2007 for Wii); <http://www.voutube.com/watch?v=WtyuU2NaL3Q>.
Amplitude for Playstation. Retrieved from the Internet: www.target.com/gp/detail.hbnl/601-0682676-9911341?asin=B0000859TM&AFID on Feb. 22, 2005 (1 pg.).
Amplitude Review by Ryan Davis. Retrieved from the Internet: www.gamespot.com/ps2/puzzle/ampli˜de /printable_ 6023980.html on Jun. 11, 2012 (4 pgs.).
Amplitude. Retrieved from the Internet: www.gamesquestdirect.com/71171972582.htrnl on Jun. 8, 2012 (2 pgs.).
Amplitude: Sony's Rocking Rhythm Game Outdoes Itself on All Fronts by Douglass C. Perry. Retrieved from the Internet: http://ps2.ign.com/articles/390/390620pl.thml on Feb. 22, 2005 (6 pgs.).
Association of British Scrabble Players. Retrieved from the Internet: “Rolling System” ABSP, http://www.absp.org.uk/results/ratings_detail.shtml on May 25, 2011 (4 pgs.).
Beat Planet Music (Import) Review by Christian Nutt. Retrieved from the Internet: www.gamespot.com/ps/ action/beatplanetmusiclprintable _ 2546762.html on Jun. 11, 2012 (3 pgs.).
Beatmania IIDX 7 Style. Retrieved from the Internet: www.lik-sang.com/Info.php?category=27&products id=4061 on Feb. 22, 2005 (1 pg.).
Beatmania IIDX 9 Style. Retrieved from the Internet: www.play-asia.com/paOS-13-71-8-iu.html on Feb. 22, 2005 (2 pgs.).
Beatmania PlayStation Review. Retrieved from the Internet: www.GamePro.com/sony/psx/games/reviews/89.shtml on Feb. 22, 2005 (1 pg.).
Beatmania Review. Retrieved from the Internet: www.gamesarefun.com/gamesdb/review.php?reviewid=294 on Jun. 11, 2012 (1 pg.).
Beatnik Patent Sale Offering, Nov. 2008 (81 pgs.).
Bishop, Sam; Frequency: If you decide to pick up this game, you better give up ont he idea of getting a full night of sleep. via www.ign.com [online], Nov. 26, 2001 [retrieved on Mar. 1, 2006]. Retrieved from the Internet: www.ps2.ign.com/articles/166/166450p1.html on Jun. 8, 2012 (8 pgs.).
Boombox Icons. Retrieved from Internet: www.findicons.com/search/boombox, viewed on Jul. 31, 2012 copyright 2010 (1 pg.).
Bust A Groove Review by Jeff Gerstmann. Retrieved from the Internet: www.gamespolcom/ps/puzzlelbusta groove/printable_2546923.html. Retrieved on Jun. 11, 2012. (9 pgs.).
Bust A Groove. Retrieved from the Internet: www.buyritegames.com/product_information.asp?rc=frgl&number=PS-BUSTA2 on Feb. 22, 2005 (1 pg.).
Bust A Groove. Retrieved from the Internet: www.estarland.com/index.asp?page=Playstation&cat=F&oroduct=6257&q on Jun. 11, 2012 (2 pgs.).
Bust A Groove: 989 Studios Best Game of the Year is a Funky Dance Sim thars Got the Fever by Doug Peny. Retrieved from the Internet http://psx.com/articles/152/152308pl.html. Retrieved on Jun. 8, 2012 (5 pgs.).
BVH File Specification, Character Studio. Retrieved from internet: www.web.archive.org/web/20060321075406/http://character-studio.net/bvh_file_specification.htm on Mar. 21, 2006 (16 pgs.).
Dance Dance Revolution Review by Andy Chien. Retrieved from the Internet www.gamin-age.com/reviews /archive/old reviews/psx/ddr on Feb. 22, 2005 (3 pgs.).
Dance Dance Revolution Review by Ryan Davis. Retrieved from the Internet www.gamespotcom/ps/puzzle /dancedancerevolutionfprintable_2699724.html on Jun. 11, 2012 (9 pgs.).
Dance Dance Revolution, Konami via www.ign.com [online], Apr. 4, 2001 [retrieved on Mar. 1, 2006]. Retrieved from the Internet <URL: http://psx.ign.com/articles/161/161525p1.html>. Retrieved on Jun. 14, 2012. (7 pgs.).
Dance Dance Revolution. Retrieved from the Internet: www.ebgames.com/ebxlproduct/224 789.asp on Feb. 22, 2005 (2 pgs.).
Dave H, et al. StepMania Tutorial. Nov. 3, 2004. Retrieved from Internet: http://web.archive.org/web/200411031145∧/vww.stepmania.conVstepmania/wiki.php?pagename=Tutorial on Jun. 19, 2012 (7 pgs.).
Def Jam Vendetta Review by Alex Navarro. Retrieved from the Internet www.gamespot.com/ps2/actionf actionfdefjamvendetta/prIntable_ 6024297 .html on Jun. 11, 2012 (10 pgs.).
Def Jam Vendetta. Retrieved from the Internet www.ebgames.com/ebxlproduct/232378.asp on Feb. 22, 2005 (2 pgs.).
Def Jam Vendetta: Rapper's Delight or Fight-Night Fright? Smash Sumthin' and Find Out by Jon Robinson. Mar. 31, 2003. Retrieved from the Internet http://ps2.ign.com/articles/391/391713pl.html. Retrieved on Jun. 8, 2012 (6 pgs.).
Digital Play: Reloaded. Opening Reception. Museum of the Moving Image. Mar. 19, 2005. http://web.archive.Org/web/20050319060247/http://www.movingimage.us/site/screenings/contenV2005/digital_play_reloaded.ht ml (1 pg.).
Donkey Konga Review by Ryan Davis. Retrieved from the Internet: www.gamespot.com/gamecubelpuzzle/ donkeykonga/printable_6108977.html. Retrieved on Jun. 11, 2012 (11 pgs.).
Donkey Konga. Retrieved from the Internet: www.ebgames.com/ebx/product/244024.asp. Retrieved on Jun. 11, 2012 (2 pgs.).
Donkey Konga: Could a Game Featuring Donkey Kong and Mini-Bongos ever Fail? Our Ful Review by Juan Castro. Retrieved from the Internet: cube.ign.com/articles/550/550723pl.html. Retrieved on Jun. 8, 2012 (6 pgs.).
DrumMana w/ Drum Set. Retrieved from the Internet www.estarland.com/index.asp?page=Playstation2&cat=RD&product=181268 &q. Retrieved on Jun. 11, 2012 (2 pgs.).
DrumMania (Import) Review by Jeff Garstmann. Retrieved from the Internet: www.gamespot.com/ps2/actionf drummania/prinlable_2546356.html. Retrieved on Jun. 11, 2012 (9 pgs.).
DrumMania OST. Retrieved from the Internet www.lik-sang.corn/info/php?category=264&products id=4793. Retrieved on Feb. 22, 2005 (2 pgs.).
DrumMania Review by Wynfwad. Retrieved from the Internet www.gamefaqs.com/console/ps2/review/ R56573.html. Retrieved on Jun. 11, 2012 (2 pgs.).
ESRB Game Ratings: Game Rating & Descriptor Guide' via www.esrb.org[online], Retrived from the Internet: <URL: http:/Arvww.esrb.org/esrbratings_guide.asp#symbols>. Retrieved on Jun. 14, 2012 (3 pgs.).
Eye Toy Groove with Camera (Playstation 2). Retrieved from the Internet www.jr.com/JRProductPage.process?Product Code=PS2+97400&JRSource=google. Retrieved on Feb. 22, 2005 (1 pg.).
Eye Toy Groove with Eye Toy Camera PS2. Retrieved from the Internet: www.walmart.com/catalog/product.gsp?dest=9999999997&product id-2607013&s. Retrieved on Feb. 22, 2005 (1 pg.).
Eye Toy: Groove—The Little Camera That Could comes Back with a Few New Tricks by Ed Lewis. Retrieved from the Internet: hti∧y/ps2.ign.corn/artjcles/507/507854pl.html. Retrieved on Jun. 8, 2012 (8 pgs.).
Eye Toy: Groove Review by Ryan Davis. Retrieved from the Internet: wvm.gamespot.com/ps2/puzzle/ eyetoygroove/printable_6094754.html. Retrieved on Jun. 11, 2012 (10 pgs.).
Frequency—Pre-Played. Retrieved from the Internet www.ebgames.com/ebx/product/203370.asp. Retrieved on Feb. 22, 2005 (2 pgs.).
Frequency PS2 Review from GamePro.com, written by Dan Electro on Nov. 26, 2001. Retrieved from the Internet: www.gamepro.com/ sony/ps2/games/reviews/18464.shtml. Retrieved on Jun. 11, 2012 (2 pgs.).
Frequency PS2. Retrieved from the Internet: www.walmart.com/catalog/producLgsp7dests 9999999997&product id=1635738&s. Retrieved on Feb. 22, 2005 (2 pgs.).
Frequency Review by Ryan Davis. Retrieved from the Internet:www.gamespot.com/ps2/puzzle/frequency/ printable 2827476.html. Retrieved on Jun. 19, 2012 (9 pgs.).
Get on Da Mic Overview by Matt Gonzales. Retrieved from the Internet www.gamechronides.com/reviews/ ps2/getondamic/body.htm. Retrieved on Jun. 11, 2012 (3 pgs.).
Get On Da Mic Review by Jeff Gerstmann. Retrieved from the Internet wvw.gamespot.cx)rri/ps2/puzzle/getondamic/printable 6110242.html. Retrieved on Jun. 11, 2012 (10 pgs.).
Get On Da Mic. Retrieved from the Internet: www.ebgames.com/ebx/product/245102.asp. Retrieved on Jun. 11, 2012 (2 pgs.).
Gitaroo Man. Retrieved from the Internet www.estartand.com/index.asp?page=Piaystation2&cat=PZ&product=676&Q . . . Retrieved on Jun. 14, 2012 (2 pgs.).
Gitaroo-Man Review by David Smith. Retrieved from the Internet htt£- y∧s2.ign.conVara'c!es/354/ 354413pjLhtml. Retrieved on Jun. 11, 2012 (4 pgs.).
Gitaroo-Man Review by Ryan Davis. Retrieved from the Internet: www.gamesrx)t.coiTi/ps2/puzzle/gitaroomart/printable 2847915.html. Retrieved on Jun. 19, 2012 (9 pgs.).
Gitaroo-Man. Retrieved from the Internet vvvrw.buyritegames.com/productjnformation.asp?re=frgl&number=PS2-GITARO. Retrieved on Feb. 22, 2005 (1 pg.).
Guitar Freaks (Import) Review by Sam Kennedy. Retrieved from the Internet: www.gamespot.com/pslaction/ guitarfreaks/printable_2545966.html. Retrieved on Jun. 11, 2012 (10 pgs.).
Guitar Freaks Review by Wade Monnig. Retrieved from the Internet: www.gamesarefun.com/gamesdb/review. php? .reviewid=301. Retrieved on Jun. 11, 2012 (3 pgs.).
Guitar Freaks Sony. Retrieved from the Internet www.gameexpress.com/product_detail.cfm.?UPC=SCPS45422. Retrieved on Feb. 22, 2005 (1 pg.).
Guitar Freaks with Guitar. Retrieved from the Internet: www.buyritegames.com/product_informatIon.asp?rc=frgl&number=PSJ-GUilWG. Retrieved on Feb. 22, 2005 (1 pg.).
Guitar Hero—Wikipedia, the free encyclopedia—Nov. 2005. http://en.wikipedia.org/w/index.php?title=guitaryhero&oldid=137778068. Retrieved on May 22, 2012 (5 pgs.).
Guitar Hero (video game)—Wikipedia, the free encyclopedia—(Publisher—RedOctane) Release Date Nov. 2005 (25 pgs.).
GuitarFreaks—Wikipedia, the free encyclopedia—(Publisher—Konami, Konami Digital Entertainment) Release Date 1998. Accessed on Mar. 19, 2009 (5 pgs.).
International Search Report issued for PCT/US2010/054300, dated May 31, 2011 (5 pgs.).
International Search Report, PCT/US2006/062287, dated May 10, 2007 (2 pgs.).
Ipodgames.com Tips. Dec. 4, 2004. Retrieved from the Internet: http://web.archive.org/web/20041204032612Awww.ipodgames.com/tips.html > (1 pg.).
Karaoke Revolution Review by Jeff Gerstmann. Retrieved from the Internet www.gamespot.com/ps2/puzzle/ karaokerevolution/printable ... 6081709.html. Retrieved on Jun. 14, 2012 (10 pgs.).
Karaoke Revolution. Retrieved from the Internet: www.ebgames.com/ebxlproduct/24806.asp. Retrieved on Feb. 22, 2005 (2 pgs.).
Karaoke Revolution: The Revolution will be Televised by Ed Lewis. Retrieved from the Internet: http://ps2.ign.com/articles/458/458064p1.html. Retrieved on Jun. 8, 2012 (7 pgs.).
Kuwayama, Y. Trademarks & Symbols, vol. 2: Symbolical Designs, Van Nostrand Reinhold Company, (Nov. 4, 1980) (4 pgs.).
Lohman, “Rockstar vs. Guitar Hero,” (The Rebel Yell). Nov. 13, 2008, accessed on Mar. 19, 2009 (5 pgs.).
Mad Maestro!—Pre-Played. Retrieved from the Internet: www.ebgames.com/ebx/product/217604.asp. Retrieved on Feb. 22, 2005 (2 pgs.).
Mad Maestro! by Ryan Davis. Retrieved from the Internet: www.gamespot.com/ps2/puzzle.madmaestro/ printable_2856821.html. Retrieved on Jun. 19, 2012 (9 pgs.).
Mad Maestro: The First Orchestra-conducting Sim on US Soil—Is It All It Could Have Been? By David Smith. Retrieved from the Internet http://ps2.ign.com/articles/3551355561 pl.html. Retrieved on Jun. 8, 2012 (6 pgs.).
Microsoft Office Online Clip Art, http://office.microsoft.com/en-us/clipart/results.aspx?Scope=MC,MM,MP,MS&PoleAssetID=MCJ04316180000&Querty=lcons&CTT=6&Origin=EC01017435m (Feb. 21, 2007) (1 pg.).
Microsoft PowerPoint Handbook, (1 pg.) (1992).
Mojib Ribbon Playtest by Anoop Gantayat. Retrieved from the Internet: htto://os2.ion.com/articles/442/442204p1.html. Retrieved on Jun. 8, 2012 (4 pgs.).
Mojib Ribbon—Review. Retrieved from the Internet: www.ntsc-uk.com/review.php?platform=ps2&game=MoiibRibbon. Retrieved on Jun. 14, 2012. (2 pgs.).
Mojib Ribbon. Retrieved from the Internet: www.lik-sang.comlInfo.php?category=27&products id=3805&PHPSESSID=b9eQca. Retrieved on Feb. 22, 2005 (1 pg.).
Mojib Ribbon. Retrieved from the Internet: www.ncsxshop.com/cgi-bin/shop/SCPS. 11033.html. Retrieved on Jun. 14, 2012 (2 pgs.).
NCSX.com; Game Synpopsys of Guitar Freaks and DrumMania Masterpiece Gold, with a date of Mar. 8, 2007, and with an Archive.org Wayback Machine Verified date of May 17, 2007, downloaded from http://web.archiv.org/web/20070517210234/http://www.ncsx.com/2007/030507/guitarfreaks_ gold.htm (4 pgs.).
Non-Final Office Action as issued by the United States Patent and Trademark Office for U.S. Appl. No. 12/474,899, dated Jan. 19, 2011 (7 pgs.).
PaRappa the Rapper 2. Retrieved from the Internet:wvAV.amazon.eom/exedobidos/tg/deteil/-/ B00005UNWD/ 104-4695527-8827110. Retrieved on Feb. 22, 2005 (2 pgs.).
PaRappa The Rapper Review by Jer Horwitz. Retrieved from the Internet: www.gamespot.com/pslpuzzlel parappatherapper/printable_2548866.html. Retrieved on Jun. 14, 2012 (9 pgs.).
Parappa the Rapper. Retrieved from the Internet: wvvw.estarland.com/index.asp?page=Playstation&cat=F&product=6871&q. Retrieved on Jun. 11, 2012 (2 pgs.).
Parappa The Rapper: PaRapper the Rapper Is finally here, but does it live up to the hype? by Adam Douglas. Retrieved from the Internet http://psx.ign.com/articles1150/150490p1.html. Retrieved on Jun. 8, 2012 (2 pgs.).
PopCap Games Site Review via www.download-free-games.com, retrieved on Mar. 3, 2006]. Retrieved from http://www.download-free-games.com/reviews/popcap_games.htm (2 pgs.).
Ramsey, A. Guitar Freaks and Drum Mania Masterpiece Gold FAQ v. 1.04, Apr. 2, 2007, downloaded from http://www.gamefaqs.com/console/ps2/file/937670/47326 (3 pgs.).
RedOctane. “Guitar Hero 2 Manual” Activision Publishing, Inc. (2006) (13 pgs.).
Rez PlayStation∧. Retrieved from the internet: http://global.yesasia.com/en/PrdDept.aspx/pjd-1002847668. Retrieved on Jun. 14, 2012 (1 pg.).
Rez Review by Jeff Gerstmann. Retrieved from the Internet:www.qamespot.com/ps2/action/rez/printable 2838815.html. Retrieved on Jun. 11, 2012 (9 pgs.).
Rez. Retrieved from the Internet: www.estarland.com/playstation2.product.5426.html. Retrieved on Jun. 14, 2012 (2 pgs.).
Rez: You May Not Understand This Review. We May Not Either. But you should certainly play this game by. David Smith. Retrieved from the Internet: http://m.ign.com/articles/2002/01/09/rez. Retrieved on Jun. 11, 2012 (3 pgs.).
SingStar Party (SingStar2) Bundle. Retrieved from the Internet: www.gameswarehouse.com. Au/longpage.asp?gameid=10329. Retrieved on Feb. 22, 2005 (2 pgs.).
SingStar Party. Retrieved from the Internet: www.argos.co.uk/Webapp/wcs/stores/servlet/ProductDisplay?storeId=10001&langId. Retrieved on Feb. 22, 2005 (1 pg.).
SingStar Review (PS2) by James Hamer-Mortonl. Retrieved from the Internet http://ps2.twomtown.net/en uk/articles/ art.print.php?id=5279. Retrieved on Jun. 11, 2012 (5 pgs.).
SingStar Review by Luke Van Leuveren. Retrieved from the Internet http://palgn.com.aii/article.php7id-1282. Retrieved on Jun. 11, 2012 (5 pgs.).
Space Channel 5 Special Edition Review by Brad Shoemaker. Retrieved from the Internet: www.gamespot.corn/ps2/puzzle/spacecriannel5pait2/printeble_6085137.h Retrieved on Jun. 11, 2012 (10 pgs.).
Space Channel 5. Retrieved from the Internet: www.lik-sang.com/info.php?products_is=2050 &likref=fro_gle4. Retrieved on Feb. 22, 2005 (1 pg).
Space Channel 5: Description. Retrieved from the Internet: www.buyritegames.com/product_information.asp?rc=frgl&number=DC-SPACEC5. Retrieved on Feb. 22, 2005 (1 pg.).
Space Channel 5: Special Edition by Jason Thompson. Retrieved from the Internet www.popmattere.corn/ mulumerJia/reviews/s/space-channel-5.shtml. Retrieved on Jun. 8, 2012 (2 pgs.).
Taiko Drum Master Review by Justin Calvert. Retrieved from the Internet: www.gamespot.com/ps2 puzzie/taikodrummaster/printable_6111767.html. Retrieved on Jun. 14, 2012 (10 pgs.).
Taiko Drum Master w/ Drum. Retrieved from the Internet: www.ebgames.com/ebx/product/244015.asp. Retrieved on Jun. 14, 2012 (2 pgs.).
Taiko no Tatsujin. Retrieved from the Internet htlpy/games.channel.aol.com/review.adp?qameID-7569. Retrieved on Feb. 22, 2005 (3 pgs.).
Thalmann, “L'animation par ordinateur” http://web.archive.org/web/20060421045510/http://vrlab.epfl.ch/{thalmann/CG/infogr.4.pdf>, Apr. 21, 2006 (52 pgs.).
U.S. Appl. No. 12/913,493, filed Oct. 27, 2010 (69 pgs.).
U.S. Appl. No. 29/393,964, filed Jun. 10, 2011 (2 pgs.).
U.S. Appl. No. 29/393,967, filed Jun. 10, 2011 (2 pgs.).
U.S. Appl. No. 29/393,968, filed Jun. 10, 2011 (2 pgs.).
U.S. Appl. No. 29/393,970, filed Jun. 10, 2011 (2 pgs.).
U.S. Appl. No. 29/393,973, filed Jun. 10, 2011 (2 pgs.).
U.S. Appl. No. 29/393,975, filed Jun. 10, 2011 (2 pgs.).
Vib Ribbon (PSX): Homepage, Screenshots by James Anthony. http://www.vib-ribbon.com/vibhtml/english/index.html. Retrieved on Jun. 14, 2012 (1 pg.).
Vib-Ribbon (Import) Review by Jeff Gerstmann. Retrieved from the Internet: www.gamespot.com/ps/puzzle/vibribbon/printabte 2550100.html. Retrieved on Jun. 14, 2012 (9 pgs.).
Vib-Ribbon. Retrieved from the Internet: www.ncsxshop.com/cgi-bin/shop/SCPS-45469.html. Retrieved on Feb. 22, 2005 (1 pg.).
Virginia Tech Multimedia Music Dictionary: “P: Phrase” Virginia Tech University, http://www.music.vt.edu/musicdictionary/textp/Phrase.html. Retrieved May 25, 2011 (7 pgs.).
Dancing with the Stars Game Manual, release date Oct. 23, 2007, 1 page.
Dance Dance Dance Revolution Max, Game Manual, released in the US by Konami Corporation, Oct. 29, 2002 (2 pages).
Dance Dance Revolution. Retrieved from the Internet: www.ebgames.com/ebxlproduct/224789.asp. Retrieved on Feb. 22, 2005. 2 pages.
Taiko Drum Master Game Manual, Release Date Oct. 24, 2004 (18 pages).
Video: Michael Jackson The Experience: Song Menu [North America]. Available at <https://www.youtube.com/watch?v=pFlcYld2aw>, accessed Jun. 21, 2016 (1 page).
Craymer, L. et al., “A Scalable, RTI-Compatible Interest Manager for Parallel Processors”, in Proceedings of the 1997 Spring Simulation Interoperability Workshop, 97S-SIW-154, 1997 (4 pages).
Petty, M.D. et al., “Experimental Comparison of d-Rectangle Intersection Algorithms Applied to HLA Data Distribution”, in Proceedings of the 1997 Fall Simulation Interoperability Workshop, 1997, 97F-SIW-016 (14 pages).
Singhal, S. et al., “Networked Virtual Environments—Design and Implementation”, ACM Press Books, SIGGRAPH Series, Jul. 1999 (180 pages).
Singhal, S.K. et al., “Using a Position History-Based Protocol for Distributed Object Visualization”, in Designing Real-Time Graphics for Entertainment [Course Notes for SIGGRAPH '94 Course No. 14], Jul. 1994 (25 pages).
Singhal, S.K., Effective Remote Modeling in Large-Scale Distributed Simulation and Visualization Environments, PhD Thesis, Stanford University, Aug. 1996 (173 pages).
Van Hook, D.J. et al., “Approaches to Relevance Filtering”, in Eleventh Workshop on Standards for the Interoperability of Distributed Simulations, Sep. 26-30, 1994 (3 pages).
Van Hook, D.J. et al., “Approaches to RTI Implementation of HLA Data Distribution Management Services”, in Proceedings of the 15th Workshop on Standards for the Interoperability of Distributed Simulations, 1996 (16 pages).
Related Publications (1)
Number Date Country
20130260884 A1 Oct 2013 US
Provisional Applications (1)
Number Date Country
61255462 Oct 2009 US
Continuations (1)
Number Date Country
Parent 12913493 Oct 2010 US
Child 13904835 US