Isolate extraneous motions
AssigneeMicrosoft Corporation
InventorsGregory Nelson Snook, Relja Markovic, Stephen Gilchrist Latta, Kevin Geisner
Life of this patent
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AssigneeMicrosoft Corporation
InventorsGregory Nelson Snook, Relja Markovic, Stephen Gilchrist Latta, Kevin Geisner
Estimating the term…
A system may receive image data and capture motion with respect to a target in a physical space and recognize a gesture from the captured motion. It may be desirable to isolate aspects of captured motion to differentiate random and extraneous motions. For example, a gesture may comprise motion of a user's right arm, and it may be desirable to isolate the motion of the user's right arm and exclude an interpretation of any other motion. Thus, the isolated aspect may be the focus of the received data for gesture recognition. Alternately, the isolated aspects may be an aspect of the captured motion that is removed from consideration when identifying a gesture from the captured motion. For example, gesture filters may be modified to correspond to the user's natural lean to eliminate the effect the lean has on the registry of a motion with a gesture filter.
A method comprising:
A system comprising:
A computer-readable storage device having stored thereon computer-executable instructions comprising instructions for:
Dependencies are inferred from the claim text.
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Movements or behaviour, e.g. gesture recognition: recognition of whole body movements, e.g. for sport training
Characterised by their sensors, purposes or types: comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
Input arrangements or combined input and output arrangements for interaction between user and computer: arrangements for interaction with the…
Input arrangements or combined input and output arrangements for interaction between user and computer: gesture based interaction, e.g. based on a…
About 6 years 3 months of term left · ends 27 Jan 2033 (estimated)
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 system may receive image data and capture motion with respect to a target in a physical space and interpret the received data for visually representing the target and/or recognizing gestures from the captured motion. Gestures recognized from the motion may control certain aspects of an operating system or executing application. For example, a user's motion may be tracked and the visual representation may be an avatar displayed on a monitor. A user may perform gestures in the physical space, where the gestures are translated to a control in a gesture-based system and/or in the virtual space, such as to open a file or to execute a punch in a punching game.
It may be desirable to isolate aspects of captured motion to differentiate random and extraneous motions. For example, a gesture may comprise motion of a user's right arm, and it may be desirable to isolate the motion of the user's right arm and exclude an interpretation of other motion, such as motion of the user's left arm. Thus, the isolated aspect may be the focus of the received data representative of the captured motion.
The systems, methods, and computer readable media for a gesture recognizer system architecture in accordance with this specification are further described with reference to the accompanying drawings in which:
FIGS. 1A and 1B illustrate an example embodiment of a target recognition, analysis, and tracking system with a user playing a game.
FIG. 2 illustrates an example embodiment of a capture device that may be used in a target recognition, analysis, and tracking system and incorporate chaining and animation blending techniques.
It may be desirable to isolate aspects of captured motion to differentiate random and extraneous motions. The isolated aspects may be removed from the visual representation that map to the motion of a user. A user may perform gestures in the physical space, where the gestures are translated to a control in a gesture-based system and/or in the virtual space, such as to open a file or to execute a punch in a punching game. The isolated aspects may be removed prior to a comparison of the captured motion to gesture filters for gesture recognition. The system may identify gestures by employing, for example, a gesture recognition engine, that compares the captured motion against gesture filters. A gesture recognizer engine, the architecture of which is described more fully below, may be used to determine when a particular gesture has been made by a target, such as a user.
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. The image data may include data representative of 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, such as a human or an object, in the physical space. The image data may include data representative of a gesture that translates to a control in an operating system or application. The motion or the gesture may be dynamic, such as a running motion, or the motion may be static, such as a user that is posed with little movement.
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 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 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.