Thus far there has not been a distinctly simple technique to track the motion of a human body. This is quite unfortunate, as motion tracking has broad applications in many fields including entertainment, gaming, sports, medical and robotics. For example, in filmmaking, motion tracking is used to record actions of human actors and transpose that information to create animated digital character models in 2D or 3D. In game development as well, motion capture is used to animate athletes to simulate authentic seeming martial art move and other in-game character actions. There are three main techniques that are currently used to track the motion of a human body but each has disadvantages.
The first technique is an optical system that utilizes cameras to track the acting human's motions via markers placed on different joints of the actor's body; This method requires expensive hardware and extensive post processing, while also lacking the ability to capture motion when markers are occluded for a prolonged period of time. Furthermore, motion capture must be carried out in a controlled environment away from yellow light and reflective noise, which can falsely manipulate the data.
The second technique utilizes magnetic trackers and involves using magnetic sensors to track motion. Its drawbacks include an innate sensitivity to metals, which can cause irregular outputs; performers using this technique are inherently constrained by cables in most cases; and the capture area is usually under a space constraint. The third technique involves electromechanical body suits, which tend to have low sample rates, and wearing the suit inherently applies constraints on human joints due to its sheer obtrusive nature attributed to the amount of required hardware.
The present invention overcomes all the previous noted disadvantages of the three aforementioned techniques, while also providing the ability to manipulate and constrain the movement of a human body at will. Manipulation and constraining of the movement can be used in various training, entertainment, medical, rehabilitation, and computer applications, as will be described subsequently.
The present invention discloses a method for manipulating the movement of a user's body to achieve certain task. This can be fruitfully used in various training, medical, and rehabilitation applications. In training applications for example, the present invention can manipulate the user's body to move in the necessary manner when practicing a sport or musical instrument, relieving the need for a professional trainer. In medical applications, the physician can perform medical operations, while simultaneously being assisted by a computer that guides the physician's hand movement, thus helping to correct any error that may occur due to inaccurate action on the physician's part during the medical operation. In therapy rehabilitation applications, the present invention can greatly assist patients seeking to improve or restore their physical strength by guiding their legs, arms, hands, and fingers into movement required by medical instructions, therefore removing the need for assistance from others. Also, the present invention prevents potentially damaging movement of a patient's body that can badly impact the patient's overall rehabilitation.
The present invention also discloses a second method for capturing the movement of a user's body. This is utilized in various gaming, filmmaking, and computer applications. For example, capturing the movement of a user's hand or fingers in the air or on a surface can be interpreted to provide a computer system with an immediate input, which can represent handwriting, computer mouse movement, keyboard keystrokes, or touchscreen interaction. Thus, the user can interact easier with a computer, tablet, mobile phone, and even an optical head-mounted display, such as GOOGLE GLASS, without a necessary computer input device. The main advantage of this method is that user's movement is accurately captured regardless of the user's location or the light exposure. The tracked data of the user's body is wirelessly sent, in real-time, to a device such as a computer, tablet, or mobile phone, or stored for later transfer to the device. This data allows a simulation of the shape and motion of the user's body to appear in three-dimensions on the device display.
The present invention discloses a third method for constraining the movement of a user's body. This can be utilized in various virtual reality and augmented reality applications. For example, a physician can sense the touch of a part of a patient's body when looking at the patient's medical images, offering the physician sensory clarification regarding the patient's physical condition. Also, the user of the present invention can sense with touch virtual objects presented on a computer display. This applies when watching movies that present people, animals, or birds, or when playing 3D games that include 3D characters or avatars. The user can also feel the touch of various objects whose pictures are printed in books, newspaper, or magazines, ultimately transforming printed material into interactive media, as will be described subsequently.
Overall, the above Summary is provided to introduce a selection of concepts in a simplified form that are further described below in the Detailed Description. This Summary is not intended to identify key features or essential features of the claimed subject matter, nor is it intended to be used as an aid in determining the scope of the claimed subject matter.
The skeleton of the previous example can be a skeleton of a person's finger, hand, arm, leg, or even entire body. In all such cases, there is always a side which expands and another side which contracts when one or more joints of a part of the person's body are rotated. In fact, the movement of the human's body happens because of the rotation of the different joints of the human's body. This rotation can be expressed as vertical or horizontal rotation. For example,
Generally, manipulating, capturing, and constraining the expansion and contraction of the different parts of a skeleton comprised of joints, leads to manipulating, capturing, and constraining the movement of the skeleton. If the skeleton is a human body, this control of the movement of the human body can be fruitfully used in various training, medical, and rehabilitation applications. Capturing the human's body movement can be utilized in various gaming, filmmaking, and computer applications. Also, constraining movement can be employed in several virtual reality applications, as will be described subsequently.
Generally, to manipulate, capture, or constrain the movement of a skeleton, a similar technique is used. For example,
For example,
The concept of using four strings to vertically or horizontally rotate a joint can be used to influence the movement of the joints of a human's body. For example,
As mentioned previously, pulling or releasing the strips is achieved by a control unit in the form of electro-mechanical engine that pulls or releases each one of the strings as desired. To move a skeleton comprised of a plurality of joint in a desired movement, each rotation of a joint is determined by a CPU connected to the control unit. Determining the vertical and/or horizontal rotations of a joint leads to determining the magnitude of pulling or releasing each one of the strings.
Manipulating the movement of a user's body can be fruitfully used in various training, medical, and rehabilitation applications. In training applications, for example, the present invention can guide the user's body to move in the necessary manner when practicing a sport or musical instrument. The user is no longer in need of a professional trainer. In medical applications, a physician can perform medical operations while being assisted by a computer that guides the physician's hand movement, thus helping to correct any error that may occur due to inaccurate action on the physician's part during the medical operation. In therapy rehabilitation applications, the present invention can greatly assist patients who wish to improve or restore their physical strength by guiding their legs, arms, hands, and fingers into necessary movement required for a particular stretch or motion as directed by medical instructions, therefore removing the need for direct assistance from others. Also, the present invention prevents potentially damaging movement of a patient's body that may have a bad impact on the patient's overall rehabilitation.
To capture the movement of a skeleton comprised of a plurality of joints, the same concept of
Capturing the movement of a user's body can be successively utilized in gaming, filmmaking, and computer applications. For example, capturing the movement of a user's hand or fingers in the air or on a surface can be interpreted to provide a computer system with an immediate input representing a computer mouse movement, keyboard keystrokes, or touchscreen interaction. In these cases, the user of the present invention will move his/her hands like s/he would hold a real computer input device; where the detection of the hand or fingers movement provides immediate input to the computer system, replicating the output of a typical computer input device. Thus, the user can interact easily with a computer, tablet, mobile phone, as well as, optical head-mounted displays, such as GOOGLE GLASS, without a computer input device.
Also, the present invention facilitates communication between the computer system and several everyday human tools without additional connections. For example, it is possible for the user of the present invention to employ a regular pen as a computer pen input device. The user can write on a regular piece of paper using the regular pen while the present invention simultaneously detects the user's hand/finger motions and provides immediate text input to the computer system. The present invention converts a regular computer display into a touch screen where the user can move his/her finger to point at any specific icon or menu on the computer display, and the regular computer display will react as if it were a touchscreen. This is done by detecting the user's hand/finger movements relative to the computer display's position and dimensions to manipulate the icons or menus to interact with the movement of the user's hand/finger.
Moreover, the present invention can provide a warning tool to alert a user when s/he moves his/her body in an awkward position during different activities such as sleeping, working out, or lifting a heavy object that could injure his/her back or other body parts. In the 3D movie production techniques, the present invention gives a comprehensive yet inexpensive tool for CG-animation or 3D cartoon movies, where it is easy to capture the different motions of the performers to emulate or copy these motions into a movement for 3D cartoon characters.
In sports training and analysis, the present invention is a perfect tool that can be utilized in many applications that provide the computer system with data simulating the details of a user's body movements when practicing different sports, such as shooting a basketball into a net, kicking a ball in a soccer game, or swimming. The user can view the simulation of all such details on the computer display to recognize his/her mistakes. Also, collecting the data of the players' motions using the present invention facilitates the analysis of the entire game to locate the team's/individual's mistakes during a game. Also, the present invention facilitates remote interactive virtual sporting, where two or more players can participate and compete in playing games remotely: detection of each player's motions becomes an immediate input to the computer which can connect to the Internet and transfer the action of the player to the others in different locations. This allows for the involvement of several participants from different geographical locations.
A main advantage of this method is that the capturing of the movement is accurately achieved regardless of the user's location and the light exposure. The tracked data of the user's body is wirelessly sent in real-time, to a device such as a computer, tablet, or mobile phone, or stored for later transfer to the device. This data makes it possible to simulate the shape and motion of the user's body in three-dimensions on a device display.
To constrain the movement of a skeleton comprised of a plurality of joints, the same concept of
In one embodiment of the present invention, the designated borders can represent a three-dimensional object presented on a computer display. This applies when watching movies that present people, animals, or birds or when playing 3D games that includes 3D characters or avatars. Also, the borders can represent a picture of a 3D object printed in book, newspaper, or medical image. Accordingly, a physician can sense with touch a part of a patient's body when looking at the patient's medical images of this part, therefor giving the physician new clarification of the patient's physical condition. This can be used successively in various virtual reality and augmented reality applications.
Finally,
Conclusively, while a number of exemplary embodiments have been presented in the description of the present invention, it should be understood that a vast number of variations exist, and these exemplary embodiments are merely representative examples, and are not intended to limit the scope, applicability or configuration of the disclosure in any way. Various of the above-disclosed and other features and functions, or alternative thereof, may be desirably combined into many other different systems or applications. Various presently unforeseen or unanticipated alternatives, modifications variations, or improvements therein or thereon may be subsequently made by those skilled in the art which are also intended to be encompassed by the claims, below. Therefore, the foregoing description provides those of ordinary skill in the art with a convenient guide for implementation of the disclosure, and contemplates that various changes in the functions and arrangements of the described embodiments may be made without departing from the spirit and scope of the disclosure defined by the claims thereto.
This application claims the benefits of a U.S. Provisional Patent Application No. 61/854,770, filed Apr. 30, 2013.
Number | Date | Country | |
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61854770 | Apr 2013 | US |