Many computing applications such as computer games, multimedia applications, office applications, or the like use controls to allow users to manipulate game characters or other aspects of an application. Typically such controls are input using, for example, controllers, remotes, keyboards, mice, or the like. Unfortunately, such controls can be difficult to learn, thus creating a barrier between a user and such games and applications. Furthermore, such controls may be different than actual game actions or other application actions for which the controls are used. For example, a game control that causes a game character to swing a baseball bat may not correspond to an actual motion of swinging the baseball bat.
A monitor may display a visual representation that maps to a target in a physical space, where image data corresponding to the target has been captured by the system. For example, the system may capture image data of a user in a physical space and provide a visual representation of the user such as in the form of an avatar. Similarly, the system may capture image data of objects in the physical space and display a virtual object to represent the object. Rather than simply selecting pre-packaged features for the characteristics of a user's avatar, it may be desirable to customize the visual representation of the user based on the actual characteristics of the user. For example, the capture device may detect physical features of the user and customize the user's avatar based on those detected features, such as eye shape, nose shape, clothing, accessories, or the like.
It may be desirable that the system allow the user to interact with the onscreen visual representations to change proportions, customize appearance, etc. In an example embodiment, a user may perform gestures in the physical space that correspond to modifications of the visual representation. For example, the system may track a user's motions or gestures performed in a physical space and map them to the visual representation for display purposes. The user's gestures may be translated to a control in a system or application space, such as to open a file or to execute a punch in a punching game. Similarly, the user's gestures may be translated to a control in the system or application space for making modifications to a visual representation. For example, a motion that comprises a user shaking an arm may be a gesture recognized for lengthening the arm of the user's visual representation or avatar.
In another example embodiment, the system may track the target in the physical space over time and apply modifications or updates to the visual representation based on the history data. For example, a capture device may track a user in the physical space and identify behaviors and mannerisms, emotions, speech patterns, or the like, and apply them to the user's avatar.
This Summary is provided to introduce a selection of concepts in a simplified form that are further described below in the Detailed Description. This Summary is not intended to identify key features or essential features of the claimed subject matter, nor is it intended to be used to limit the scope of the claimed subject matter. Furthermore, the claimed subject matter is not limited to implementations that solve any or all disadvantages noted in any part of this disclosure.
The systems, methods, and computer readable media for modifying a visual representation in accordance with this specification are further described with reference to the accompanying drawings in which:
A computing system can model and display a visual representation of a target in a physical space, such as a human target or object. The system may comprise a capture device that captures image data of a scene and a monitor that displays a visual representation that corresponds to a target in the scene. For example, a camera-controlled computing system may capture target image data, generate a model of the target, and display a visual representation of that model. The system may track the target in the physical space such that the visual representation maps to the target or the motion captured in the physical space. Thus, the motion of the visual representation can be controlled by mapping the movement of the visual representation to the motion of the target in the physical space. For example, the target may be a human user that is motioning or gesturing in the physical space. The visual representation of the target may be an avatar displayed on a screen, and the avatar's motion may correspond to the user's motion.
Motion in the physical space may be translated to a control in a system or application space, such as a virtual space and/or a game space. For example, a user's motions may be tracked, modeled, and displayed, and the user's gestures may control certain aspects of an operating system or executing application. The user's gestures may be translated to a control in the system or application space for making modifications to a visual representation.
Disclosed herein are techniques for initializing and customizing an avatar based on the data captured by the capture device. The visual representation of the user may be in the form of an avatar, a cursor on the screen, a hand, or the any other virtual object that corresponds to the user in the physical space. It may be desirable to initialize and/or customize a visual representation based on actual characteristics of a target. For example, the capture device may identify physical features of a user and customize the user's avatar based on those identified features, such as eye shape, nose shape, clothing, accessories. In another example embodiment, modifications to a visual representation may correspond to a user's gestures in the physical space that are recognized as controls for modifying the visual representation in the virtual space.
The system may track the user and any motion in the physical space over time and apply modifications or updates to the avatar based on the history of the tracked data. For example, the capture device may identify behaviors and mannerisms, emotions, speech patterns, or the like, of a user and apply these to the user's avatar. Aspects of a skeletal or mesh model of a person may be generated based on the image data captured by the capture device to represent the user's body type, bone structure, height, weight, or the like.
To generate a model representative of a target or object in a physical space, a capture device can capture a depth image of the scene and scan targets or objects in the scene. In one embodiment, the capture device may determine whether one or more targets or objects in the scene corresponds to a human target such as the user. To determine whether a target or object in the scene corresponds a human target, each of the targets may be flood filled and compared to a pattern of a human body model. Each target or object that matches the human body model may then be scanned to generate a skeletal model associated therewith. For example, a target identified as a human may be scanned to generate a skeletal model associated therewith. The skeletal model may then be provided to the computing environment for tracking the skeletal model and rendering an avatar associated with the skeletal model. The computing environment may determine which controls to perform in an application executing on the computer environment based on, for example, gestures of the user that have been recognized and mapped to the skeletal model. Thus, user feedback may be displayed, such as via an avatar on a screen, and the user can control that avatar's motion by making gestures in the physical space.
Captured motion may be any motion in the physical space that is captured by the capture device, such as a camera. The captured motion could include the motion of a target in the physical space, such as a user or an object. The captured motion may include a gesture that translates to a control in an operating system or application. The motion may be dynamic, such as a running motion, or the motion may be static, such as a user that is posed with little movement.
The system, methods, and components of avatar creation and customization described herein may be embodied in a multi-media console, such as a gaming console, or in any other computing device in which it is desired to display a visual representation of a target, including, by way of example and without any intended limitation, satellite receivers, set top boxes, arcade games, personal computers (PCs), portable telephones, personal digital assistants (PDAs), and other hand-held devices.
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According to one embodiment, the target recognition, analysis, and tracking system 10 may be connected to an audiovisual device 16 such as a television, a monitor, a high-definition television (HDTV), or the like that may provide game or application visuals and/or audio to a user such as the user 18. For example, the computing environment 12 may include a video adapter such as a graphics card and/or an audio adapter such as a sound card that may provide audiovisual signals associated with the game application, non-game application, or the like. The audiovisual device 16 may receive the audiovisual signals from the computing environment 12 and may then output the game or application visuals and/or audio associated with the audiovisual signals to the user 18. According to one embodiment, the audiovisual device 16 may be connected to the computing environment 12 via, for example, an S-Video cable, a coaxial cable, an HDMI cable, a DVI cable, a VGA cable, or the like.
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The system 10 may translate an input to a capture device 20 into an animation, the input being representative of a user's motion, such that the animation is driven by that input. Thus, the user's motions may map to an avatar 40 such that the user's motions in the physical space are performed by the avatar 40. The user's motions may be gestures that are applicable to a control in an application. As shown in
The computing environment 12 may use the audiovisual device 16 to provide a visual representation of a player avatar 40 that the user 18 may control with his or her movements. For example, as shown in
Other movements by the user 18 may also be interpreted as other controls or actions, such as controls to bob, weave, shuffle, block, jab, or throw a variety of different power punches. Furthermore, some movements may be interpreted as controls that may correspond to actions other than controlling the player avatar 40. For example, the player may use movements to end, pause, or save a game, select a level, view high scores, communicate with a friend, etc. Additionally, a full range of motion of the user 18 may be available, used, and analyzed in any suitable manner to interact with an application.
In example embodiments, the human target such as the user 18 may have an object. In such embodiments, the user of an electronic game may be holding the object such that the motions of the player and the object may be used to adjust and/or control parameters of the game. For example, the motion of a player holding a racket may be tracked and utilized for controlling an on-screen racket in an electronic sports game. In another example embodiment, the motion of a player holding an object may be tracked and utilized for controlling an on-screen weapon in an electronic combat game.
A user's gestures or motion may be interpreted as controls that may correspond to actions other than controlling the player avatar 40. For example, the player may use movements to end, pause, or save a game, select a level, view high scores, communicate with a friend, etc. The player may use movements to apply modifications to the avatar. For example, the user may shake his or her arm in the physical space and this may be a gesture identified by the system 10 as a request to make the avatar's arm longer. Virtually any controllable aspect of an operating system and/or application may be controlled by movements of the target such as the user 18. According to other example embodiments, the target recognition, analysis, and tracking system 10 may interpret target movements for controlling aspects of an operating system and/or application that are outside the realm of games. A modification of the user's avatar in a non-gaming application may be an aspect of the operating system and/or application that can be controlled by the user's gestures. For example, in a spreadsheet application the visual representation of the user may be a hand symbol. The user may make a motion in the physical space that corresponds to a gesture for making the hand larger, selecting a different symbol such as an arrow, changing the skin color of the hand, applying fingernail polish to the fingernails, or any other desired modification.
The user's gesture may be controls applicable to an operating system, non-gaming aspects of a game, or a non-gaming application. The user's gestures may be interpreted as object manipulation, such as controlling a user interface. For example, consider a user interface having blades or a tabbed interface lined up vertically left to right, where the selection of each blade or tab opens up the options for various controls within the application or the system. The system may identify the user's hand gesture for movement of a tab, where the user's hand in the physical space is virtually aligned with a tab in the application space. The gesture, including a pause, a grabbing motion, and then a sweep of the hand to the left, may be interpreted as the selection of a tab, and then moving it out of the way to open the next tab.
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According to another example embodiment, time-of-flight analysis may be used to indirectly determine a physical distance from the capture device 20 to a particular location on the targets or objects by analyzing the intensity of the reflected beam of light over time via various techniques including, for example, shuttered light pulse imaging.
In another example embodiment, the capture device 20 may use a structured light to capture depth information. In such an analysis, patterned light (i.e., light displayed as a known pattern such as grid pattern or a stripe pattern) may be projected onto the scene via, for example, the IR light component 24. Upon striking the surface of one or more targets or objects in the scene, the pattern may become deformed in response. Such a deformation of the pattern may be captured by, for example, the 3-D camera 26 and/or the RGB camera 28 and may then be analyzed to determine a physical distance from the capture device 20 to a particular location on the targets or objects.
According to another embodiment, the capture device 20 may include two or more physically separated cameras that may view a scene from different angles, to obtain visual stereo data that may be resolved to generate depth information
The capture device 20 may further include a microphone 30, or an array of microphones. The microphone 30 may include a transducer or sensor that may receive and convert sound into an electrical signal. According to one embodiment, the microphone 30 may be used to reduce feedback between the capture device 20 and the computing environment 12 in the target recognition, analysis, and tracking system 10. Additionally, the microphone 30 may be used to receive audio signals that may also be provided by the user to control applications such as game applications, non-game applications, or the like that may be executed by the computing environment 12.
In an example embodiment, the capture device 20 may further include a processor 32 that may be in operative communication with the image camera component 22. The processor 32 may include a standardized processor, a specialized processor, a microprocessor, or the like that may execute instructions that may include instructions for receiving the depth image, determining whether a suitable target may be included in the depth image, converting the suitable target into a skeletal representation or model of the target, or any other suitable instruction.
The capture device 20 may further include a memory component 34 that may store the instructions that may be executed by the processor 32, images or frames of images captured by the 3-d camera 26 or RGB camera 28, or any other suitable information, images, or the like. According to an example embodiment, the memory component 34 may include random access memory (RAM), read only memory (ROM), cache, Flash memory, a hard disk, or any other suitable storage component. As shown in
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Additionally, the capture device 20 may provide the depth information and images captured by, for example, the 3-D camera 26 and/or the RGB camera 28, and a skeletal model that may be generated by the capture device 20 to the computing environment 12 via the communication link 36. The computing environment 12 may then use the skeletal model, depth information, and captured images to, for example, control an application such as a game or word processor. For example, as shown, in
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A gesture may be recognized as a request for avatar modification. In an example embodiment, the motion in the physical space may be representative of a gesture recognized as a request to modify the visual representation of a target. A plurality of gestures may each represent a particular modification. Thus, a user can control the form of the visual representation by making a gesture in the physical space that is recognized as a modification gesture. For example, as described above, the user's motion may be compared to a gesture filter, such as gesture filter 191 from
A plurality of modifications gestures may each represent a modification to a visual representation on the screen. For example, a limb stretching modification gesture may be recognized from the identity of a user's motion comprising shaking out a limb, such as an arm. The user can use momentum and quickly snap the user's arm, and the gesture will cause a limb of the visual representation of the user, such as an avatar, to stretch. In another example, the gesture may be a shifting volume gesture. The user may motion by squashing the user's belly from the left and right. The shifting volume modification gesture identified from the motion may result in shifting excess volume of the avatar from the legs and stomach up into the chest. The result may be an avatar with a muscular chest. Another example of a modification gesture is a squashing head gesture. The user may make a squashing gesture around the base of his or her head. The corresponding squashing head modification gesture may be recognized, and result in displacing the volume of the avatar's head into a long shape, giving the avatar an elongated and skinnier head.
In another example embodiment, the gesture may be recognized as a trigger for entry into a modification mode. For example, a gesture filter 191 may comprise information for recognizing a modification trigger gesture from the modifications gestures 196. If the modification trigger gesture is recognized, the application may go into a modification mode. The modification trigger gesture may vary between applications, between systems, between users, or the like. For example, the same gesture in a tennis gaming application may not be the same modification trigger gesture in a bowling game application. Consider an example modification trigger gesture that comprises a user motioning the user's right hand, presented in front of the user's body, with the pointer finger pointing upward and moving in a circular motion. The parameters set for the modification trigger gesture may be used to identify that the user's hand is in front of the body, the user's pointer finger is pointed in an upward motion, and identifying that the pointer finger is moving in a circular motion.
Certain gestures may be identified as a request to enter into a modification mode, where if an application is currently executing, the modification mode interrupts the current state of the application and enters into a modification mode. The modification mode may cause the application to pause, where the application can be resumed at the pause point when the user leaves the modification mode. Alternately, the modification mode may not result in a pause to the application, and the application may continue to execute while the user makes modifications.
Following entry in the modification mode, the system may recognize a plurality of modification gestures, each representing a particular modification. For example, depending on the number of modifications and gestures that are applicable system-wide or for a particular application, it may be desirable to have numerous modification trigger gestures. Each modification trigger gesture may trigger entry into a modification mode, packaged with an independent set of gestures that correspond to the modification mode entered into as a result of the modification trigger gesture. The package could be a system-wide package, an application-specific package, or a gesture-specific package. A different modification trigger gesture could be used for entry into an application-specific modification mode versus a system-wide modification mode.
With such a variety of possible desired modifications, gestures may be defined similarly but still be independently and correctly identified or recognized depending on the modification mode the user has entered. For example, consider a modification trigger gesture that comprises the user's motion of pinching the user's shirt in the physical space and tugging on the shirt a few times. The modification mode entered in to may be specific to clothing modifications, or even just shirt or upper body modifications. Thus, a whole package of modification gestures may be used in the mode for modifying clothing or the upper body. Another modification trigger gesture may be the user's hand waving in front of the user's face, where the package of modifications that are available upon entry into the modification mode may be specific to facial features.
Once in the modification mode, the user's visual representation may change into a cursor or hand-selection display. The cursor, for example, may correspond to the tracked motions of the user's hand in the physical space, and the user may use gestures for making selections for modification to the avatar based on available options. For example, a tennis gaming application may come with options to select different rackets or a different logo on the avatar's clothes, or the options may be to change the visual representation of the user to have the physique and likeliness of a well-known tennis player. The user's gesture may comprise a clutching motion in line with a visual representation of the modification, such that the modification is applied upon recognition of the clutching motion, for example.
The data captured by the cameras 26, 28 and device 20 in the form of the skeletal model and movements associated with it may be compared to the gesture filters 191 in the gesture library 190 to identify when a user (as represented by the skeletal model) has performed one or more gestures. Thus, inputs to a filter such as filter 191 may comprise things such as joint data about a user's joint position, like angles formed by the bones that meet at the joint, RGB color data from the scene, and the rate of change of an aspect of the user. As mentioned, parameters may be set for the gesture. Outputs from a filter 191 may comprise things such as the confidence that a given gesture is being made, the speed at which a gesture motion is made, and a time at which the gesture occurs.
The computing environment 12 may include a processor 195 that can process the depth image to determine what targets are in a scene, such as a user 18 or an object in the room. This can be done, for instance, by grouping together of pixels of the depth image that share a similar distance value. The image may also be parsed to produce a skeletal representation of the user, where features, such as joints and tissues that run between joints are identified. There exist skeletal mapping techniques to capture a person with a depth camera and from that determine various spots on that user's skeleton, joints of the hand, wrists, elbows, knees, nose, ankles, shoulders, and where the pelvis meets the spine. Other techniques include transforming the image into a body model representation of the person and transforming the image into a mesh model representation of the person.
In an embodiment, the processing is performed on the capture device 20 itself, and the raw image data of depth and color (where the capture device 20 comprises a 3D camera 26) values are transmitted to the computing environment 12 via link 36. In another embodiment, the processing is performed by a processor 32 coupled to the camera 402 and then the parsed image data is sent to the computing environment 12. In still another embodiment, both the raw image data and the parsed image data are sent to the computing environment 12. The computing environment 12 may receive the parsed image data but it may still receive the raw data for executing the current process or application. For instance, if an image of the scene is transmitted across a computer network to another user, the computing environment 12 may transmit the raw data for processing by another computing environment.
The computing environment 12 may use the gestures library 190 to interpret movements of the skeletal model and to control an application based on the movements. The computing environment 12 can model and display a representation of a user, such as in the form of an avatar or a pointer on a display, such as in a display device 193. Display device 193 may include a computer monitor, a television screen, or any suitable display device. For example, a camera-controlled computer system may capture user image data and display user feedback on a television screen that maps to the user's gestures. The user feedback may be displayed as an avatar on the screen such as shown in
As described above, it may be desirable to modify aspects of a target's visual representation. For example, a user may wish to modify aspects of a skeletal or mesh model of a person that is generated based on the image data captured by the capture device 20. The modification may be made to the model. For example, certain joints of the skeletal model may be readjusted or realigned. The user may initiate the modification by performing a particular gesture. For example, a particular gesture may cause a modification to the visual representation, such as making an avatar of the user taller or making a virtual ball larger. The gesture may cause the modification during the execution of an application, or the gesture may trigger entry into a modification mode.
According to an example embodiment, the target may be a human target in any position such as standing or sitting, a human target with an object, two or more human targets, one or more appendages of one or more human targets or the like that may be scanned, tracked, modeled and/or evaluated to generate a virtual screen, compare the user to one or more stored profiles and/or to store profile information 198 about the target in a computing environment such as computing environment 12. The profile information 198 may be in the form of user profiles, personal profiles, application profiles, system profiles, or any other suitable method for storing data for later access. The profile information 198 may be accessible via an application or be available system-wide, for example. The profile information 198 may include lookup tables for loading specific user profile information. The virtual screen may interact with an application that may be executed by the computing environment 12 described above with respect to
According to example embodiments, lookup tables may include user specific profile information. In one embodiment, the computing environment such as computing environment 12 may include stored profile data 198 about one or more users in lookup tables. The stored profile data 198 may include, among other things the targets scanned or estimated body size, skeletal models, body models, voice samples or passwords, the targets age, previous gestures, target limitations and standard usage by the target of the system, such as, for example a tendency to sit, left or right handedness, or a tendency to stand very near the capture device. This information may be used to determine if there is a match between a target in a capture scene and one or more user profiles 198, that, in one embodiment, may allow the system to adapt the virtual screen to the user, or to adapt other elements of the computing or gaming experience according to the profile 198.
One or more personal profiles 198 may be stored in computer environment 12 and used in a number of user sessions, or one or more personal profiles may be created for a single session only. Users may have the option of establishing a profile where they may provide information to the system such as a voice or body scan, age, personal preferences, right or left handedness, an avatar, a name or the like. Personal profiles may also be provided for “guests” who do not provide any information to the system beyond stepping into the capture space. A temporary personal profile may be established for one or more guests. At the end of a guest session, the guest personal profile may be stored or deleted.
The gestures library 190, gestures recognition engine 192, and profile 198 may be implemented in hardware, software or a combination of both. For example, the gestures library 190,and gestures recognition engine 192 may be implemented as software that executes on a processor, such as processor 195, of the computing environment 12 (or on processing unit 101 of
It is emphasized that the block diagram depicted in
Furthermore, as used herein, a computing environment 12 may refer to a single computing device or to a computing system. The computing environment may include non-computing components. The computing environment may include a display device, such as display device 193 shown in
The gestures library and filter parameters may be tuned for an application or a context of an application by a gesture tool. A context may be a cultural context, and it may be an environmental context. A cultural context refers to the culture of a user using a system. Different cultures may use similar gestures to impart markedly different meanings. For instance, an American user who wishes to tell another user to “look” or “use his eyes” may put his index finger on his head close to the distal side of his eye. However, to an Italian user, this gesture may be interpreted as a reference to the mafia.
Similarly, there may be different contexts among different environments of a single application. Take a first-user shooter game that involves operating a motor vehicle. While the user is on foot, making a first with the fingers towards the ground and extending the first in front and away from the body may represent a punching gesture. While the user is in the driving context, that same motion may represent a “gear shifting” gesture. With respect to modifications to the visual representation, different gestures may trigger different modifications depending on the environment. A different modification trigger gesture could be used for entry into an application-specific modification mode versus a system-wide modification mode. Each modification mode may be packaged with an independent set of gestures that correspond to the modification mode, entered into as a result of the modification trigger gesture. For example, in a bowling game, a swinging arm motion may be a gesture identified as swinging a bowling ball for release down a virtual bowling alley. However, in another application, the swinging arm motion may be a gesture identified as a request to lengthen the arm of the user's avatar displayed on the screen. There may also be one or more menu environments, where the user can save his game, select among his character's equipment or perform similar actions that do not comprise direct game-play. In that environment, this same gesture may have a third meaning, such as to select something or to advance to another screen.
Gestures may be grouped together into genre packages of complimentary gestures that are likely to be used by an application in that genre. Complimentary gestures—either complimentary as in those that are commonly used together, or complimentary as in a change in a parameter of one will change a parameter of another—may be grouped together into genre packages. These packages may be provided to an application, which may select at least one. The application may tune, or modify, the parameter of a gesture or gesture filter 191 to best fit the unique aspects of the application. When that parameter is tuned, a second, complimentary parameter (in the inter-dependent sense) of either the gesture or a second gesture is also tuned such that the parameters remain complimentary. Genre packages for video games may include genres such as first-user shooter, action, driving, and sports.
A graphics processing unit (GPU) 108 and a video encoder/video codec (coder/decoder) 114 form a video processing pipeline for high speed and high resolution graphics processing. Data is carried from the graphics processing unit 108 to the video encoder/video codec 114 via a bus. The video processing pipeline outputs data to an A/V (audio/video) port 140 for transmission to a television or other display. A memory controller 110 is connected to the GPU 108 to facilitate processor access to various types of memory 112, such as, but not limited to, a RAM (Random Access Memory).
The multimedia console 100 includes an I/O controller 120, a system management controller 122, an audio processing unit 123, a network interface controller 124, a first USB host controller 126, a second USB controller 128 and a front panel I/O subassembly 130 that are preferably implemented on a module 118. The USB controllers 126 and 128 serve as hosts for peripheral controllers 142(1)-142(2), a wireless adapter 148, and an external memory device 146 (e.g., flash memory, external CD/DVD ROM drive, removable media, etc.). The network interface 124 and/or wireless adapter 148 provide access to a network (e.g., the Internet, home network, etc.) and may be any of a wide variety of various wired or wireless adapter components including an Ethernet card, a modem, a Bluetooth module, a cable modem, and the like.
System memory 143 is provided to store application data that is loaded during the boot process. A media drive 144 is provided and may comprise a DVD/CD drive, hard drive, or other removable media drive, etc. The media drive 144 may be internal or external to the multimedia console 100. Application data may be accessed via the media drive 144 for execution, playback, etc. by the multimedia console 100. The media drive 144 is connected to the I/O controller 120 via a bus, such as a Serial ATA bus or other high speed connection (e.g., IEEE 1394).
The system management controller 122 provides a variety of service functions related to assuring availability of the multimedia console 100. The audio processing unit 123 and an audio codec 132 form a corresponding audio processing pipeline with high fidelity and stereo processing. Audio data is carried between the audio processing unit 123 and the audio codec 132 via a communication link. The audio processing pipeline outputs data to the A/V port 140 for reproduction by an external audio player or device having audio capabilities.
The front panel I/O subassembly 130 supports the functionality of the power button 150 and the eject button 152, as well as any LEDs (light emitting diodes) or other indicators exposed on the outer surface of the multimedia console 100. A system power supply module 136 provides power to the components of the multimedia console 100. A fan 138 cools the circuitry within the multimedia console 100.
The CPU 101, GPU 108, memory controller 110, and various other components within the multimedia console 100 are interconnected via one or more buses, including serial and parallel buses, a memory bus, a peripheral bus, and a processor or local bus using any of a variety of bus architectures. By way of example, such architectures can include a Peripheral Component Interconnects (PCI) bus, PCI-Express bus, etc.
When the multimedia console 100 is powered ON, application data may be loaded from the system memory 143 into memory 112 and/or caches 102, 104 and executed on the CPU 101. The application may present a graphical user interface that provides a consistent user experience when navigating to different media types available on the multimedia console 100. In operation, applications and/or other media contained within the media drive 144 may be launched or played from the media drive 144 to provide additional functionalities to the multimedia console 100.
The multimedia console 100 may be operated as a standalone system by simply connecting the system to a television or other display. In this standalone mode, the multimedia console 100 allows one or more users to interact with the system, watch movies, or listen to music. However, with the integration of broadband connectivity made available through the network interface 124 or the wireless adapter 148, the multimedia console 100 may further be operated as a participant in a larger network community.
When the multimedia console 100 is powered ON, a set amount of hardware resources are reserved for system use by the multimedia console operating system. These resources may include a reservation of memory (e.g., 16 MB), CPU and GPU cycles (e.g., 5%), networking bandwidth (e.g., 8 kbs.), etc. Because these resources are reserved at system boot time, the reserved resources do not exist from the application's view.
In particular, the memory reservation preferably is large enough to contain the launch kernel, concurrent system applications and drivers. The CPU reservation is preferably constant such that if the reserved CPU usage is not used by the system applications, an idle thread will consume any unused cycles.
With regard to the GPU reservation, lightweight messages generated by the system applications (e.g., pop-ups) are displayed by using a GPU interrupt to schedule code to render popup into an overlay. The amount of memory required for an overlay depends on the overlay area size and the overlay preferably scales with screen resolution. Where a full user interface is used by the concurrent system application, it is preferable to use a resolution independent of application resolution. A scaler may be used to set this resolution such that the need to change frequency and cause a TV resynch is eliminated.
After the multimedia console 100 boots and system resources are reserved, concurrent system applications execute to provide system functionalities. The system functionalities are encapsulated in a set of system applications that execute within the reserved system resources described above. The operating system kernel identifies threads that are system application threads versus gaming application threads. The system applications are preferably scheduled to run on the CPU 101 at predetermined times and intervals in order to provide a consistent system resource view to the application. The scheduling is to minimize cache disruption for the gaming application running on the console.
When a concurrent system application requires audio, audio processing is scheduled asynchronously to the gaming application due to time sensitivity. A multimedia console application manager (described below) controls the gaming application audio level (e.g., mute, attenuate) when system applications are active.
Input devices (e.g., controllers 142(1) and 142(2)) are shared by gaming applications and system applications. The input devices are not reserved resources, but are to be switched between system applications and the gaming application such that each will have a focus of the device. The application manager preferably controls the switching of input stream, without knowledge the gaming application's knowledge and a driver maintains state information regarding focus switches. The cameras 26, 28 and capture device 20 may define additional input devices for the console 100.
In
The computer 241 may also include other removable/non-removable, volatile/nonvolatile computer storage media. By way of example only,
The drives and their associated computer storage media discussed above and illustrated in
The computer 241 may operate in a networked environment using logical connections to one or more remote computers, such as a remote computer 246. The remote computer 246 may be a personal computer, a server, a router, a network PC, a peer device or other common network node, and typically includes many or all of the elements described above relative to the computer 241, although only a memory storage device 247 has been illustrated in
When used in a LAN networking environment, the computer 241 is connected to the LAN 245 through a network interface or adapter 237. When used in a WAN networking environment, the computer 241 typically includes a modem 250 or other means for establishing communications over the WAN 249, such as the Internet. The modem 250, which may be internal or external, may be connected to the system bus 221 via the user input interface 236, or other appropriate mechanism. In a networked environment, program modules depicted relative to the computer 241, or portions thereof, may be stored in the remote memory storage device. By way of example, and not limitation,
The computer readable storage medium may comprise computer readable instructions for modifying a visual representation. The instructions may comprise instructions for rendering the visual representation, receiving data of a scene, wherein the data includes data representative of a user's modification gesture in a physical space, and modifying the visual representation based on the user's modification gesture, wherein the modification gesture is a gesture that maps to a control for modifying a characteristic of the visual representation.
Through moving his body, a user may create gestures. A gesture comprises a motion or pose by a user that may be captured as image data and parsed for meaning. A gesture may be dynamic, comprising a motion, such as mimicking throwing a ball. A gesture may be a static pose, such as holding one's crossed forearms 504 in front of his torso 524. A gesture may also incorporate props, such as by swinging a mock sword. A gesture may comprise more than one body part, such as clapping the hands 502 together, or a subtler motion, such as pursing one's lips.
A user's gestures may be used for input in a general computing context. For instance, various motions of the hands 502 or other body parts may correspond to common system wide tasks such as navigate up or down in a hierarchical list, open a file, close a file, and save a file. For instance, a user may hold his hand with the fingers pointing up and the palm facing the capture device 20. He may then close his fingers towards the palm to make a first, and this could be a gesture that indicates that the focused window in a window-based user-interface computing environment should be closed. Gestures may also be used in a video-game-specific context, depending on the game. For instance, with a driving game, various motions of the hands 502 and feet 520 may correspond to steering a vehicle in a direction, shifting gears, accelerating, and braking. Thus, a gesture may indicate a wide variety of motions that map to a displayed user representation, and in a wide variety of applications, such as video games, text editors, word processing, data management, etc.
A user may generate a gesture that corresponds to walking or running, by walking or running in place himself. For example, the user may alternately lift and drop each leg 512-520 to mimic walking without moving. The system may parse this gesture by analyzing each hip 512 and each thigh 514. A step may be recognized when one hip-thigh angle (as measured relative to a vertical line, wherein a standing leg has a hip-thigh angle of 0°, and a forward horizontally extended leg has a hip-thigh angle of 90°) exceeds a certain threshold relative to the other thigh. A walk or run may be recognized after some number of consecutive steps by alternating legs. The time between the two most recent steps may be thought of as a period. After some number of periods where that threshold angle is not met, the system may determine that the walk or running gesture has ceased.
Given a “walk or run” gesture, an application may set values for parameters associated with this gesture. These parameters may include the above threshold angle, the number of steps required to initiate a walk or run gesture, a number of periods where no step occurs to end the gesture, and a threshold period that determines whether the gesture is a walk or a run. A fast period may correspond to a run, as the user will be moving his legs quickly, and a slower period may correspond to a walk.
A gesture may be associated with a set of default parameters at first that the application may override with its own parameters. In this scenario, an application is not forced to provide parameters, but may instead use a set of default parameters that allow the gesture to be recognized in the absence of application-defined parameters. Information related to the gesture may be stored for purposes of pre-canned animation.
There are a variety of outputs that may be associated with the gesture. There may be a baseline “yes or no” as to whether a gesture is occurring. There also may be a confidence level, which corresponds to the likelihood that the user's tracked movement corresponds to the gesture. This could be a linear scale that ranges over floating point numbers between 0 and 1, inclusive. Wherein an application receiving this gesture information cannot accept false-positives as input, it may use only those recognized gestures that have a high confidence level, such as at least 0.95. Where an application must recognize every instance of the gesture, even at the cost of false-positives, it may use gestures that have at least a much lower confidence level, such as those merely greater than 0.2. The gesture may have an output for the time between the two most recent steps, and where only a first step has been registered, this may be set to a reserved value, such as −1 (since the time between any two steps must be positive). The gesture may also have an output for the highest thigh angle reached during the most recent step.
Another exemplary gesture is a “heel lift jump.” In this, a user may create the gesture by raising his heels off the ground, but keeping his toes planted. Alternatively, the user may jump into the air where his feet 520 leave the ground entirely. The system may parse the skeleton for this gesture by analyzing the angle relation of the shoulders 510, hips 512 and knees 516 to see if they are in a position of alignment equal to standing up straight. Then these points and upper 526 and lower 528 spine points may be monitored for any upward acceleration. A sufficient combination of acceleration may trigger a jump gesture. A sufficient combination of acceleration with a particular gesture may satisfy the parameters of a transition point.
Given this “heel lift jump” gesture, an application may set values for parameters associated with this gesture. The parameters may include the above acceleration threshold, which determines how fast some combination of the user's shoulders 510, hips 512 and knees 516 must move upward to trigger the gesture, as well as a maximum angle of alignment between the shoulders 510, hips 512 and knees 516 at which a jump may still be triggered. The outputs may comprise a confidence level, as well as the user's body angle at the time of the jump.
Setting parameters for a gesture based on the particulars of the application that will receive the gesture is important in accurately identifying gestures. Properly identifying gestures and the intent of a user greatly helps in creating a positive user experience.
An application may set values for parameters associated with various transition points to identify the points at which to use pre-canned animations. Transition points may be defined by various parameters, such as the identification of a particular gesture, a velocity, an angle of a target or object, or any combination thereof. If a transition point is defined at least in part by the identification of a particular gesture, then properly identifying gestures assists to increase the confidence level that the parameters of a transition point have been met.
Another parameter to a gesture may be a distance moved. Where a user's gestures control the actions of an avatar in a virtual environment, that avatar may be arm's length from a ball. If the user wishes to interact with the ball and grab it, this may require the user to extend his arm 502-510 to full length while making the grab gesture. In this situation, a similar grab gesture where the user only partially extends his arm 502-510 may not achieve the result of interacting with the ball. Likewise, a parameter of a transition point could be the identification of the grab gesture, where if the user only partially extends his arm 502-510, thereby not achieving the result of interacting with the ball, the user's gesture also will not meet the parameters of the transition point.
A gesture or a portion thereof may have as a parameter a volume of space in which it must occur. This volume of space may typically be expressed in relation to the body where a gesture comprises body movement. For instance, a football throwing gesture for a right-handed user may be recognized only in the volume of space no lower than the right shoulder 510a, and on the same side of the head 522 as the throwing arm 502a-310a. It may not be necessary to define all bounds of a volume, such as with this throwing gesture, where an outer bound away from the body is left undefined, and the volume extends out indefinitely, or to the edge of scene that is being monitored.
Filters may be modular or interchangeable. In an embodiment, a filter has a number of inputs, each of those inputs having a type, and a number of outputs, each of those outputs having a type. In this situation, a first filter may be replaced with a second filter that has the same number and types of inputs and outputs as the first filter without altering any other aspect of the recognizer engine 190 architecture. For instance, there may be a first filter for driving that takes as input skeletal data and outputs a confidence that the gesture 526 associated with the filter is occurring and an angle of steering. Where one wishes to substitute this first driving filter with a second driving filter—perhaps because the second driving filter is more efficient and requires fewer processing resources—one may do so by simply replacing the first filter with the second filter so long as the second filter has those same inputs and outputs—one input of skeletal data type, and two outputs of confidence type and angle type.
A filter need not have a parameter 528. For instance, a “user height” filter that returns the user's height may not allow for any parameters that may be tuned. An alternate “user height” filter may have tunable parameters—such as to whether to account for a user's footwear, hairstyle, headwear and posture in determining the user's height.
Inputs to a filter may comprise things such as joint data about a user's joint position, like angles formed by the bones that meet at the joint, RGB color data from the scene, and the rate of change of an aspect of the user. Outputs from a filter may comprise things such as the confidence that a given gesture is being made, the speed at which a gesture motion is made, and a time at which a gesture motion is made.
A context may be a cultural context, and it may be an environmental context. A cultural context refers to the culture of a user using a system. Different cultures may use similar gestures to impart markedly different meanings. For instance, an American user who wishes to tell another user to “look” or “use his eyes” may put his index finger on his head close to the distal side of his eye. However, to an Italian user, this gesture may be interpreted as a reference to the mafia.
Similarly, there may be different contexts among different environments of a single application. Take a first-person shooter game that involves operating a motor vehicle. While the user is on foot, making a first with the fingers towards the ground and extending the first in front and away from the body may represent a punching gesture. While the user is in the driving context, that same motion may represent a “gear shifting” gesture. There may also be one or more menu environments, where the user can save his game, select among his character's equipment or perform similar actions that do not comprise direct game-play. In that environment, this same gesture may have a third meaning, such as to select something or to advance to another screen.
The gesture recognizer engine 190 may have a base recognizer engine 517 that provides functionality to a gesture filter 519. In an embodiment, the functionality that the recognizer engine 517 implements includes an input-over-time archive that tracks recognized gestures and other input, a Hidden Markov Model implementation (where the modeled system is assumed to be a Markov process—one where a present state encapsulates any past state information necessary to determine a future state, so no other past state information must be maintained for this purpose—with unknown parameters, and hidden parameters are determined from the observable data), as well as other functionality required to solve particular instances of gesture recognition.
Filters 519 are loaded and implemented on top of the base recognizer engine 517 and can utilize services provided by the engine 517 to all filters 519. In an embodiment, the base recognizer engine 517 processes received data to determine whether it meets the requirements of any filter 519. Since these provided services, such as parsing the input, are provided once by the base recognizer engine 517 rather than by each filter 519, such a service need only be processed once in a period of time as opposed to once per filter 519 for that period, so the processing required to determine gestures is reduced.
An application may use the filters 519 provided by the recognizer engine 190, or it may provide its own filter 519, which plugs in to the base recognizer engine 517. In an embodiment, all filters 519 have a common interface to enable this plug-in characteristic. Further, all filters 519 may utilize parameters 528, so a single gesture tool as described below may be used to debug and tune the entire filter system 519.
These parameters 528 may be tuned for an application or a context of an application by a gesture tool 521. In an embodiment, the gesture tool 521 comprises a plurality of sliders 523, each slider 523 corresponding to a parameter 528, as well as a pictorial representation of a body 524. As a parameter 528 is adjusted with a corresponding slider 523, the body 524 may demonstrate both actions that would be recognized as the gesture with those parameters 528 and actions that would not be recognized as the gesture with those parameters 528, identified as such. This visualization of the parameters 528 of gestures provides an effective means to both debug and fine tune a gesture.
In these examples, a depth camera 608 captures a scene in a physical space 601 in which a user 602 is present. The user 602 in the physical space 601 is the target captured by the depth camera 608 that processes the depth information and/or provides the depth information to a computer, such as computer 610 shown in
According to one embodiment, image data may include a depth image or an image from a depth camera 608 and/or RGB camera, or an image on any other detector. For example, camera 608 may process the image data and use it to determine the shape, colors, and size of a target. Each target or object that matches the human pattern may be scanned to generate a model such as a skeletal model, a mesh human model, or the like associated therewith. For example, a skeletal model of the user 602, such as that shown in
Image data and/or depth information may be used in to identify target characteristics. Such target characteristics for a human target may include, for example, height and/or arm length and may be obtained based on, for example, a body scan, a skeletal model, the extent of a user 602 on a pixel area or any other suitable process or data. The computing system 610 may interpret the image data and may size and shape the visual representation of the user 602 according to the size, shape and depth of the user's 602 appendages. The target characteristics may comprise any other features of the target, such as: eye size, type, and color; hair length, type, and color; skin color; clothing and clothing colors. For example, colors may be identified based on a corresponding RGB image. The depth information and target characteristics may also be combined with additional information including, for example, information that may be associated with a particular user 602 such as a specific gesture, voice recognition information, or the like. The model may then be provided to the computing device 610 such that the computing device 610 may track the model, render an avatar associated with the model, and/or determine which controls to perform in an application executing on the computing device 610 based on, for example, the model.
The system 600 may provide the user 602 with the ability to interact with the onscreen visual representation for modifying the visual representation. For example, the system 600 may track the model of the user 602 and identify a gesture performed by user 602 that corresponds to a modification of the visual representation. The user 602 can gesture to customize the characteristics of the visual representation. For example, the user 602 may customize the avatar by adding hairstyle, skin tone, body build, etc. The user 602 may change eye shape, rearrange facial features, extend limbs, squash or elongate a body part, make the representation skinnier or fatter, taller or shorter, or the like. An avatar may also be provided with clothing, accessories, emotes, animations, and the like. The modification may include the addition, removal, or change in color or size of accessories or clothing, or the like, worn by the avatar. The visual representation may be of another target in the physical space 601, such as another user or a non-human object, or the visual representation may be a partial or entirely virtual object, as described in more detail below. The user 602 may make modifications to any such visual representations. For example, if the visual representation is of a chair in the physical space 601, the user 602 may perform modifications gestures that are recognized to change the characteristics of the chair.
The user 602 may opt for a visual representation that is mapped to the features of the user 602, where the user's 602 own characteristics, physical or otherwise, are represented by the visual representation. The visual representation of the user 602, also called an avatar, may be initialized based on the user's 602 features, such as body proportions; facial features, etc. For example, the skeletal model may be the base model for the generation of a visual representation of the user 602, modeled after the user's 602 proportions, length, weight of limbs, etc. Then, hair color, skin, clothing, and other detected features of the user 602 may be added to the model. The user 602 may customize the model of the user 602 to vary from the detected features.
The visual representation of a target in the physical space 601 can take any form. The visual representation of the target, such as a user 602, may initially be a digital lump of clay that the user 602 can sculpt into desired shapes and sizes. The visual representation may be a combination of the user's 602 features and an animation or stock model. For example, the user 602 may opt for a visual representation that is a stock model provided with the system 600 or application. The user 602 may select from a variety of stock models that are provided by a game application. For example, in a baseball game application, the options for visually representing the user 602 may take any form, from a representation of a well-known baseball player to a piece of taffy or an elephant to a fanciful character or symbol, such as a cursor or hand symbol. The stock model may be specific to an application, such as packaged with a program, or the stock model may be available across-applications or available system-wide.
Whether the visual representation is mapped to the features of the user 602 or not, the user 602 may perform gestures that result in a modification of the visual representation. The gestures in the virtual space may act as controls of an application such as an electronic game, but also correspond to the control of modifications to the display 612. For example, the tracked motions of a user 602 may be used to move an on-screen 612 character or avatar in an electronic role-playing game, to control an on-screen 612 vehicle in an electronic racing game, to control the building or organization of objects in a virtual environment, or to perform any other suitable controls of an application, such as modifying aspects of the display 612. In an example embodiment, the motion in the physical space 601 may be representative of a gesture recognized as a request to modify the visual representation of a target.
Thus, a gesture may be recognized as a request for avatar modification.
The gesture 603 depicted in
In another example embodiment, shown in
An indication may be provided to indicate that a gesture has been recognized that corresponds to a modification or to the initialization of a modification. For example, the indication may be visual or auditory, such as an indicator on the screen or a voice-over, and may indicate that the user is about to perform a modification to a visual representation. In an example embodiment, the indication that an initializing modification gesture has been recognized is the display of a glow over the portion of the visual representation that would be affected by the modification. For example, as shown in
The display device 612a, 612b in
In this example, each time the gesture 603 is performed it causes a corresponding step-wise change to the avatar's arm 616, such as from 616a to 616b, to 616c. The amount of change at each step may vary depending on the context, the gesture, the modification, the application, or the like. The resulting modification may depend on how dramatically the gesture is performed. For example, if the user's back and forth gesture 603 in
In another example, the user 602a may perform a gesture such as gesture 603 once and the modification may continue to occur until the user performs a gesture that completes the modification. For example, the user could perform a single back and forth gesture 603, and the limb of the avatar may begin extending in increments. When the limb 616 of the avatar 615 has reached the desired length, the user 602a may perform a stop modification gesture to stop the modification. For example, the stop modification gesture may be an open hand from the user's outstretched arm that indicates a desire to stop the modification.
In
As modifications are applied to the visual representation, additional animation may be added to the mapped motion depending on the modification and/or the form of the modified avatar. The onscreen character, for example, may have physics-based reactions to the modification. For example, when the motion of a user 602a touching his or her nose is translated into the four foot arm 616d of the avatar 615b touching the avatar's nose, the four foot arm 616d may be displayed with wobbly motion with a depression in the middle of the four foot length, representing the awkwardness of moving a four foot arm and the effects of gravity on such a long limb. If the modification comprises adding weight to the user's avatar, the avatar may display a shift in posture. For example, if the modification adds weight to the avatar's stomach, the avatar may display a change in posture to represent a change in the avatar's center of gravity due to the weight imbalance. The avatar may also respond vocally as a modification is applied to the avatar, such as humorous noises that correspond to a modification. For example, if the modification stretches out the neck of an avatar, the avatar may respond by saying “ow” or “heeeeheee.” In another example, if the user rearranges the avatar's facial features by selecting eyes ears and mouth and positioning them in different spots on the avatar's head, the avatar may respond and say “Where is my nose?” or “I look weird!”
In
As described above, the system may continue to map the user's 602c motions to the elephant avatar 619, as modified with the longer trunk, and gestures performed by the user 602c may continue to control aspects of the system or an executing application, for example. However, the system 600 may modify the mapping of the user's 602c motion to the avatar 619 to reflect the user's 602c motion as it would translate to the modification and to the form that the visual representation 619 takes.
In another example, consider if the user were visually represented as a piece of taffy. The user may select to be visually represented by taffy from stock model options, for example, or the user may choose to sculpt himself or herself into a piece of taffy by gesturing in the physical space to form a mound of digital clay into taffy. The user may perform gestures in the physical space that, therefore, map to a piece of taffy. The visual representation of the user's motion may be translated to represent a realistic motion of a piece of taffy. Thus, the user's motions may be mapped to the avatar with some added animation to reflect the avatar's modified form. For example, if the user jumps up and down, the taffy that represents the user may map to the user's motion with added animation to represent what taffy would look like if taffy were jumping up and down. The taffy may be displayed as having flex, stretching out and elongating as the user jumps up and then snapping upwards to correspond to the users “up” motion. Then, to correspond to the users “down” motion, the taffy may be displayed elongating back downwards, where the volume of the taffy gathers towards the floor to correspond to the user's “down” motion, and then the display of the taffy may return to the original taffy shape, where the volume of the taffy becomes balanced again, at the completion of the user's motion.
A particular gesture or gestures may correspond to the erasing of a modification. In some cases, the user may not have desired the modification or does not like the appearance of the avatar following the modification. A gesture may correspond to the erasure of that modification. For example, if the user shown in
It is noted that the examples above are discussed with respect to a human target in the physical space 601 and a modification of a visual representation of that user, such as the avatar 615 that represents the user 602a in
The virtual space may comprise a representation of a three-dimensional space that a user may affect—say by moving an object—through user input. That virtual space may be a completely virtual space that has no correlation to a physical space of the user—such as a representation of a castle or a classroom not found in physical reality. That virtual space may also be based on a physical space that the user has no relation to, such as a physical classroom in Des Moines, Iowa that a user has never seen or been inside. The virtual space may comprise a representation of some part of the user's physical space. A depth camera that is capturing the user may also capture the environment that the user is physically in, parse it to determine the boundaries of the space visible by the camera as well as discrete objects in that space, and create virtual representations of all or part of that, which are then presented to the user as a virtual space. Thus, it is contemplated that other aspects of the display may represent objects or other users in the physical space.
In an embodiment, the virtual object corresponds to a physical object. The depth camera may capture and scan a physical object and display a virtual object that maps directly to the image data of the physical object scanned by the depth camera. This may be a physical object in the possession of the user. For instance, if the user has a chair, that physical chair may be captured by a depth camera and a representation of the chair may be inserted into the virtual environment. Where the user moves the physical chair, the depth camera may capture this, and display a corresponding movement of the virtual chair.
With respect to the example in
The user 602d may gesture to make modifications to the display of the physical object. For example, the user may touch a chair in the physical space. The capture device can detect the collision of the user's hand with the physical dimensions of the chair. A particular gesture may correspond to a modification of the visual representation of that chair. For example, the user may touch the back of the chair and then motion quickly upwards, moving his or her hand off of the chair and into a space above the chair. The gesture may correspond to a lengthening of the chair back for display purposes. In
The user may interact with an actual physical object in the user's physical space that is identified by the capture device and can be displayed in relation to an avatar in the game space as shown in
In
It is noted that an object in the physical space may have characteristics that are not directly captured for display, but rather simulate aspects of an object that the capture device can capture and scan to display a desired virtual object. The object may have physical characteristics that are only partially representative of a physical object. The physical object may correspond to a displayed virtual object such that interaction with the physical object translates to certain movement in the virtual space. For example, a mat on the floor may include a layout of a balance beam, having dimensions that map, in proportion, to the dimensions of the surface of the balance beam in the virtual space. However, the mat may be laid out on a flat surface such that the user performs the balance beam actions on a flat surface rather than on an actual physical balance beam. A physical object, modified from the desired object to be displayed, may be desirable where the physical object would be too big for the physical space, or is fanciful in nature. In the gymnastics example, it may be desirable to use a mat to simulate the use of a balance beam to eliminate the risk of a user falling off an actual balance beam.
The detected features of a target in the physical space may become part of a profile. The profile may be specific to a particular physical space or a user, for example. Avatar data, including modifications made, may become part of the user's profile. A profile may be accessed upon entry of a user into a capture scene. If a profile matches a user based on a password, selection by the user, body size, voice recognition or the like, then the profile may be used in the determination of the user's visual representation.
History data for a user may be monitored, storing information to the user's profile. For example, the system may detect features specific to the user, such as the user's behaviors, speech patterns, emotions, sounds, or the like. The system may apply modifications to the user's avatar that correspond to the detected features. For example, if the user makes a modification to an avatar and the avatar makes a noise, as described above, the noise may be patterned from the user's speech patterns or may even be a recording of the user's own voice.
User specific information may also include tendencies in modes of play by one or more users. For example, if a user tends to use broad or sweeping gestures in to control a computing environment, elements of the computing or gaming experience may adapt to ignore fine or precise gestures by the user. As another example, if a user tends to use fine or precise motions only, the computing or gaming system may adapt to recognize such gestures utilize more fine or precise gestures in control of the computing environment. As a further example, if, in one handed applications, a user tends to favor one hand over the other, the gaming system may adapt to recognize gestures from one hand and ignore gestures from the other. The user specific information could include age information or predict an age and apply a set of gestures to the user's motions that are consistent with the age or predicted age. For example, if a user is young, the noises made by the avatar may be representative of how a younger person talks and may limit certain words that are not suitable for a young child.
As illustrated in
The control defined by the gestures may be directed to modifications of a displayed item, such as a visual representation of a target. In the example embodiment shown in
In another example embodiment, the modification mode may not interrupt the application, but may still break the link from the user's control of the application and direct the user's control to a modification of the avatar. Upon recognition of a gesture intended to modify the visual representation or trigger entry into a modification mode, the gesture can cause a change in the form of the visual representation. Thus, the gesture that the user performs to initiate modifications may cause a break in the gesture control of the application, and instead apply gestures performed by the user to the control of characteristics and modifications made to the avatar.
The modification to the visual representation may break the link that displays the user's motions mapping directly to the visual representation of the user. For example, if the user gestures to lengthen a limb by shaking out the user's leg, the avatar's leg may not shake during modification mode, but simply represent the modification of a lengthening limb. In another example embodiment, the modification mode has no effect on the system or executing application and it continues to run as normal while modifications are made.
The system or application may require a specific gesture that indicates entry into a modification mode. Entry into a modification mode that interrupts the application or breaks the link of the user's control of the application may prevent confusion between gestures that are defined for modifications and those gestures that are meant to control other aspects of the executing application. If a distinct modification mode results, similar gestures that apply to control of the executing application may be kept separate from those that apply to modifications. This may prevent frustration on the part of the user if a modification gesture is close to a control gesture, and modifications are applied to the avatar instead of performing the control intended by the user. Also, a separate modification mode, with an entire separate set of gesture filters for modification, may provide for an increase in the number of gestures and types of modifications that can be implemented.
The modification mode may not result in a pause to the application, and the application may continue to execute while the user makes modifications. For example, the example modifications represented by
The modification trigger gesture may vary between applications, between systems, between users, or the like. For example, the same gesture in a tennis gaming application may not be the same modification trigger gesture in a bowling game application. Following entry in the modification mode, the system may recognize a plurality of modification gestures, each representing a particular modification. For example, depending on the number of modifications and gestures that are applicable system-wide or for a particular application, it may be desirable to have numerous modification trigger gestures. Each modification trigger gesture may trigger entry into a modification mode, packaged with an independent set of gestures that correspond to the modification mode entered into as a result of the modification trigger gesture. The package could be a system-wide package, an application-specific package, or a gesture-specific package. A different modification trigger gesture could be used for entry into an application-specific modification mode versus a system-wide modification mode.
Once in the modification mode, the user's visual representation may change into a cursor or hand-selection display. The cursor, for example, may correspond to the tracked motions of the user's hand in the physical space, and the user may use gestures for making selections for modification to the avatar based on available options. For example, a tennis gaming application may come with options to select different rackets or a different logo on the avatar's clothes, or the options may be to change the visual representation of the user to have the physique and likeliness of a well-known tennis player. The user's gesture may comprise a clutching motion in line with a visual representation of the modification, such that the modification is applied upon recognition of the clutching motion, for example.
Many modifications may be made, and each may correspond to at least one gesture. A user may wish to sculpt the body of the user's avatar by making the avatar thinner. The motion for a gesture to make the avatar thinner may comprise each hand, right and left, making a patting motion on the user's right and left hip, respectively. The capture device may capture data representative of the motion, and the gesture recognition engine may identify that the motion corresponds to a gesture for avatar modification. The gesture may cause the avatar to get thinner at the waist. If the user continues performs the gesture, the avatar may get thinner and thinner. The user may choose to stop performing the gesture when the avatar is at the point of thinness desired by the user.
A program or application may impose limits as to the visual representations that may be modified. For example, not all physical objects in a scene are mapped to a visual representation for display. Some objects are virtual only and do not represent an object in the physical space. The user may not have the option to make modifications to some of these visual representations of physical or virtual objects. Certain applications may not allow modifications to the user's avatar, such as a game where features of the user's avatar may correspond to a success or failure in the game. In other applications, the number and type of modifications made may depend on a user's skill level. The visual representation of the user may be customized or modified only at selected times or, alternately, be available for customization or modification at any time.
According to an example embodiment, the target may be a human target, a human target with an object, two or more human targets, or the like that may be scanned to generate a model such as a skeletal model, a mesh human model, or any other suitable representation thereof. The model may then be used to interact with an application that may be executed by the computing environment 12 described above with respect to
According to one embodiment, a computer-controlled camera system, for example, may measure depth information related to a user's gesture. For example, the target recognition, analysis, and tracking system 10 may include a capture device such as the capture device 20 described above with respect to
At 810, the capture device or a computing device coupled to the capture device may recognize a modification gesture from the user's motions. A modification mode may be triggered and entered into, at 815, as a result of the modification gesture. The modification may be applied to a visual representation of a target that corresponds to the modification gesture at 820. For example, if the modification gesture applies to a visual representation of the user, such as an avatar, the modification may be made to the user's avatar. If the modification gesture applies to a visual representation of a virtual object, the modification may be made to the visual representation of the virtual object.
At 825, additional animations may be applied to the modified visual representation. For example, noises may be played during the modification to the visual representation. If the modification gesture caused entry into a modification mode, the user may exit the modification mode at 830. Following the modification of the visual representation of a target, the image data captured with respect to the target may then be mapped to the modified visual representation at 835.
It is noted that the target recognition, analysis, and tracking system 10 is described with regards to an application, such as a game. However, it should be understood that the target recognition, analysis, and tracking system 10 may interpret target movements for controlling aspects of an operating system and/or application that are outside the realm of games. For example, virtually any controllable aspect of an operating system and/or application may be controlled by movements of the target such as the user 18.
It should be understood that the configurations and/or approaches described herein are exemplary in nature, and that these specific embodiments or examples are not to be considered limiting. The specific routines or methods described herein may represent one or more of any number of processing strategies. As such, various acts illustrated may be performed in the sequence illustrated, in other sequences, in parallel, or the like. Likewise, the order of the above-described processes may be changed.
Furthermore, while the present disclosure has been described in connection with the particular aspects, as illustrated in the various figures, it is understood that other similar aspects may be used or modifications and additions may be made to the described aspects for performing the same function of the present disclosure without deviating therefrom. The subject matter of the present disclosure includes all novel and non-obvious combinations and sub-combinations of the various processes, systems and configurations, and other features, functions, acts, and/or properties disclosed herein, as well as any and all equivalents thereof. Thus, the methods and apparatus of the disclosed embodiments, or certain aspects or portions thereof, may take the form of program code (i.e., instructions) embodied in tangible media, such as floppy diskettes, CD-ROMs, hard drives, or any other machine-readable storage medium. When the program code is loaded into and executed by a machine, such as a computer, the machine becomes an apparatus configured for practicing the disclosed embodiments.
In addition to the specific implementations explicitly set forth herein, other aspects and implementations will be apparent to those skilled in the art from consideration of the specification disclosed herein. Therefore, the present disclosure should not be limited to any single aspect, but rather construed in breadth and scope in accordance with the appended claims. For example, the various procedures described herein may be implemented with hardware or software, or a combination of both.