JP6810048B2 - モバイル機器のバーチャルボールのシミュレーションおよびコントロールの方法 - Google Patents
モバイル機器のバーチャルボールのシミュレーションおよびコントロールの方法 Download PDFInfo
- Publication number
- JP6810048B2 JP6810048B2 JP2017542256A JP2017542256A JP6810048B2 JP 6810048 B2 JP6810048 B2 JP 6810048B2 JP 2017542256 A JP2017542256 A JP 2017542256A JP 2017542256 A JP2017542256 A JP 2017542256A JP 6810048 B2 JP6810048 B2 JP 6810048B2
- Authority
- JP
- Japan
- Prior art keywords
- image
- virtual ball
- screen
- ball
- virtual
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Active
Links
- 230000003993 interaction Effects 0.000 claims description 32
- 238000000034 method Methods 0.000 claims description 23
- 238000010586 diagram Methods 0.000 claims description 9
- 230000009471 action Effects 0.000 claims description 3
- 230000009191 jumping Effects 0.000 claims description 3
- 230000003190 augmentative effect Effects 0.000 description 8
- 238000004458 analytical method Methods 0.000 description 6
- 238000004364 calculation method Methods 0.000 description 5
- 238000005516 engineering process Methods 0.000 description 4
- 230000000694 effects Effects 0.000 description 3
- 230000008569 process Effects 0.000 description 3
- 238000007796 conventional method Methods 0.000 description 2
- 238000011161 development Methods 0.000 description 2
- 230000005484 gravity Effects 0.000 description 2
- 238000012986 modification Methods 0.000 description 2
- 230000004048 modification Effects 0.000 description 2
- 238000012545 processing Methods 0.000 description 2
- 238000004088 simulation Methods 0.000 description 2
- 241001270131 Agaricus moelleri Species 0.000 description 1
- 230000001133 acceleration Effects 0.000 description 1
- 239000003086 colorant Substances 0.000 description 1
- 238000001514 detection method Methods 0.000 description 1
- 238000003672 processing method Methods 0.000 description 1
- 230000000284 resting effect Effects 0.000 description 1
- 230000001755 vocal effect Effects 0.000 description 1
Images
Classifications
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/002—Specific input/output arrangements not covered by G06F3/01 - G06F3/16
- G06F3/005—Input arrangements through a video camera
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/011—Arrangements for interaction with the human body, e.g. for user immersion in virtual reality
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/213—Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
- A63F13/426—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/57—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
- A63F13/573—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using trajectories of game objects, e.g. of a golf ball according to the point of impact
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/017—Gesture based interaction, e.g. based on a set of recognized hand gestures
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/03—Arrangements for converting the position or the displacement of a member into a coded form
- G06F3/0304—Detection arrangements using opto-electronic means
- G06F3/0325—Detection arrangements using opto-electronic means using a plurality of light emitters or reflectors or a plurality of detectors forming a reference frame from which to derive the orientation of the object, e.g. by triangulation or on the basis of reference deformation in the picked up image
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/03—Arrangements for converting the position or the displacement of a member into a coded form
- G06F3/041—Digitisers, e.g. for touch screens or touch pads, characterised by the transducing means
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/03—Arrangements for converting the position or the displacement of a member into a coded form
- G06F3/041—Digitisers, e.g. for touch screens or touch pads, characterised by the transducing means
- G06F3/042—Digitisers, e.g. for touch screens or touch pads, characterised by the transducing means by opto-electronic means
- G06F3/0425—Digitisers, e.g. for touch screens or touch pads, characterised by the transducing means by opto-electronic means using a single imaging device like a video camera for tracking the absolute position of a single or a plurality of objects with respect to an imaged reference surface, e.g. video camera imaging a display or a projection screen, a table or a wall surface, on which a computer generated image is displayed or projected
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/048—Interaction techniques based on graphical user interfaces [GUI]
- G06F3/0481—Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
- G06F3/04812—Interaction techniques based on cursor appearance or behaviour, e.g. being affected by the presence of displayed objects
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/048—Interaction techniques based on graphical user interfaces [GUI]
- G06F3/0484—Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
- G06F3/04845—Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range for image manipulation, e.g. dragging, rotation, expansion or change of colour
-
- G—PHYSICS
- G09—EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
- G09G—ARRANGEMENTS OR CIRCUITS FOR CONTROL OF INDICATING DEVICES USING STATIC MEANS TO PRESENT VARIABLE INFORMATION
- G09G5/00—Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators
Landscapes
- Engineering & Computer Science (AREA)
- Theoretical Computer Science (AREA)
- General Engineering & Computer Science (AREA)
- Human Computer Interaction (AREA)
- Multimedia (AREA)
- Physics & Mathematics (AREA)
- General Physics & Mathematics (AREA)
- Computer Hardware Design (AREA)
- User Interface Of Digital Computer (AREA)
- Processing Or Creating Images (AREA)
- Computer Vision & Pattern Recognition (AREA)
Description
(1)ボールが画像内の色の境界と剛体衝突する。
(2)ボールがスクリーンの左、右、下方の境界と剛体衝突する。
(3)スクリーンにおいて、ボールがスクリーンの上方から垂直にスクリーンの下方に向かうバーチャル重力場の作用によりスクリーンの下方に「落下」する。
(4)ボールが利用者の指と剛体衝突し、衝突時にボールと指が衝突する角度、力度を考慮する。
(5)ボールが上方にスクリーンの範囲を超えて飛び出すことができ、スクリーンの範囲から飛び出した後、スクリーンの下方への自由落体運動のみを行う。
(6)ボールの下半分のみについて画像の内容および利用者の指との間の衝突を考慮し、ボールの上半分については考慮しない。
(7)「ボール」は、口頭の一般的な用語としてのみバーチャル球体を呼ぶのに用い、実際にスクリーンに表示されるのは正円形である。
図4はボール近傍の画像エッジを演算する方法を示すフローチャート図である。ボール近傍の画像エッジを演算する原理は下記のとおりである。本発明では、ボールの下半分の色が一種類でなければならないと考える。2種類又はそれ以上のグレースケールが現れた場合には、他の物体が球体の範囲内に進入し、ボールとインタラクションしたと考える。具体的な演算プロセスはヒストグラムの演算および確率図の生成に係わる。
図5は他の物体が球体の範囲内に入っていない場合を示すグレースケールマップである。図中の灰色領域はカラーヒストグラムを計算する範囲を示す。カラーヒストグラムの計算方法は下記のとおりである。
図6は他の物体が球体の範囲内に入った場合のグレースケールマップを示す。上記のように演算してHを得た後に、本発明では、出現回数が多いグレースケールはメインバックグラウンドのグレースケールであり、その他のグレースケールの画素は球体の範囲内に進入したインタラクション物体を示していると考える。
本発明では、前ステップで生成した出現確率図Dにおいて、インタラクション物体である確率がより高い領域の重心は、インタラクション物体とボールのインタラクションポイントPintであり、Pintの球心に対する横座標および縦座標(画素)の差は、横方向および縦方向におけるインタラクションの強さを示し、横方向および縦方向の二方向における速度は互いに独立している。
PInt(XC,YC)
本発明では、ボールの位置は初期の静止状態から始まり、横方向および縦方向の二方向における独立した運動に分かれると考える。横方向においては、インタラクション(手への接触、画像のエッジへの接触、スクリーンエッジへの接触)が発生する毎に、インタラクションの後に接触速度VXで均一速度の直線運動を行う。縦方向においては、インタラクションが発生した後に、接触速度VYを初期速度として垂直に上方に投げられる運動を行う(http://baike.baidu.com/link?url=tJ8e6IfmpCZqSxfLM98X7_qCWeuq2JQBHDCRJfb8GxDqZHhCqxeHuJ_9GokBCSzZを参照)。
バーチャルボールを現在位置X,Yでスクリーンに表示させれば、全ての操作が終了する。
Claims (4)
- モバイル機器のバーチャルボールのシミュレーションおよびコントロールの方法であって、
前記モバイル機器の画像収集部材を用いて画像を収集し、連続した画像シーケンスを得るステップと、
画像の内容を分析するステップと、
前記バーチャルボールを、収集された画像シーケンス内で所定のルールに従って、利用者及び前記利用者に関連する情報と互いに独立している画像の内容とインタラクションさせるステップと、
インタラクションの結果を前記モバイル機器のスクリーンに表示させるステップと、
を含み、
画像の内容を分析するステップは、
前記バーチャルボール近傍の画像エッジを演算するステップと、
衝突後の前記バーチャルボールの速度および方向を演算するステップと、
前記バーチャルボールの位置を更新するステップと、
前記バーチャルボールを表示するステップと、
を含み、
前記衝突後の前記バーチャルボールの速度は、横方向と縦方向の二方向における速度が互いに独立しており、かつ横方向の速度が横方向における接触点から前記バーチャルボールの球心までの距離に正比例し、縦方向の速度が縦方向における接触点から球心までの距離に反比例する、
方法。 - 請求項1に記載の方法であって、
前記所定のルールは、前記バーチャルボールが画像内の色の境界と剛体衝突すること、前記バーチャルボールがスクリーンの左、右、下方の境界と剛体衝突すること、スクリーンにおいて、前記バーチャルボールがスクリーンの上方から垂直にスクリーンの下方に向かうバーチャル重力場の作用によりスクリーンの下方に「落下」すること、前記バーチャルボールが利用者の指と剛体衝突し、衝突時に前記バーチャルボールと指が衝突する角度、力度を考慮すること、前記バーチャルボールが上方にスクリーンの範囲を超えて飛び出すことができ、スクリーンの範囲から飛び出した後、スクリーンの下方への自由落体運動のみを行うこと、前記バーチャルボールの下半分と画像の内容および利用者の指との衝突のみを考慮すること、から選ばれた少なくとも一つを含む、
方法。 - 請求項1に記載の方法であって、
前記バーチャルボール近傍の画像エッジを演算するステップは、
入力画像をグレースケールマップに変換するステップと、
前記バーチャルボールの下半分のグレースケールヒストグラムを演算するステップと、
前記ヒストグラムを用いてグレースケール確率図を生成するステップと、
生成された確率図をエッジ判断の根拠とするステップと、
を含む方法。 - 請求項3に記載の方法であって、
前記画像のエッジは、グレースケールの確率が異なる領域の境界である、
方法。
Applications Claiming Priority (3)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
CN201410619473.X | 2014-11-06 | ||
CN201410619473.XA CN104407696B (zh) | 2014-11-06 | 2014-11-06 | 移动设备的虚拟球模拟及控制的方法 |
PCT/CN2015/093735 WO2016070800A1 (zh) | 2014-11-06 | 2015-11-03 | 移动设备的虚拟球模拟及控制的方法 |
Publications (2)
Publication Number | Publication Date |
---|---|
JP2017534135A JP2017534135A (ja) | 2017-11-16 |
JP6810048B2 true JP6810048B2 (ja) | 2021-01-06 |
Family
ID=52645333
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
JP2017542256A Active JP6810048B2 (ja) | 2014-11-06 | 2015-11-03 | モバイル機器のバーチャルボールのシミュレーションおよびコントロールの方法 |
Country Status (6)
Country | Link |
---|---|
US (1) | US10401947B2 (ja) |
JP (1) | JP6810048B2 (ja) |
CN (1) | CN104407696B (ja) |
HK (1) | HK1204690A1 (ja) |
RU (1) | RU2667720C1 (ja) |
WO (1) | WO2016070800A1 (ja) |
Families Citing this family (5)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
CN104407696B (zh) * | 2014-11-06 | 2016-10-05 | 北京京东尚科信息技术有限公司 | 移动设备的虚拟球模拟及控制的方法 |
CN108735052B (zh) * | 2018-05-09 | 2021-01-08 | 北京航空航天大学青岛研究院 | 一种基于slam的增强现实自由落体实验方法 |
CN110278446B (zh) * | 2019-06-20 | 2022-01-28 | 北京字节跳动网络技术有限公司 | 确定虚拟礼物展现信息的方法、装置及电子设备 |
CN113867523B (zh) * | 2021-09-08 | 2024-05-28 | 北京工业大学 | 一种基于虚拟现实体感交互的现代冰壶运动模拟***和方法 |
CN114001731B (zh) * | 2021-10-12 | 2023-03-07 | 苏州大学 | 虚拟圆球模型下极区惯性导航相位调制阻尼方法及*** |
Family Cites Families (25)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP3463379B2 (ja) * | 1994-10-19 | 2003-11-05 | カシオ計算機株式会社 | 画像制御装置及び画像制御方法 |
JP2002082751A (ja) * | 2000-09-08 | 2002-03-22 | Mitsubishi Electric Corp | 仮想空間とのインタラクション装置およびこれを応用した仮想空間システム |
JP2005253871A (ja) * | 2004-03-15 | 2005-09-22 | Vr Sports:Kk | 通信対戦型バーチャルリアリティテニスゲームシステム |
US7847808B2 (en) * | 2006-07-19 | 2010-12-07 | World Golf Tour, Inc. | Photographic mapping in a simulation |
JP4883774B2 (ja) * | 2006-08-07 | 2012-02-22 | キヤノン株式会社 | 情報処理装置及びその制御方法、プログラム |
RU2451982C1 (ru) * | 2008-06-24 | 2012-05-27 | Олег Станиславович Рурин | Способ воздействия на виртуальные объекты |
JP5288375B2 (ja) * | 2008-09-08 | 2013-09-11 | 国立大学法人広島大学 | 印加力推定装置及び方法 |
EP2193825B1 (en) * | 2008-12-03 | 2017-03-22 | Alcatel Lucent | Mobile device for augmented reality applications |
US20110107216A1 (en) * | 2009-11-03 | 2011-05-05 | Qualcomm Incorporated | Gesture-based user interface |
US20110199302A1 (en) * | 2010-02-16 | 2011-08-18 | Microsoft Corporation | Capturing screen objects using a collision volume |
CN101893935B (zh) * | 2010-07-14 | 2012-01-11 | 北京航空航天大学 | 基于真实球拍的协同式增强现实乒乓球***构建方法 |
US20120117514A1 (en) * | 2010-11-04 | 2012-05-10 | Microsoft Corporation | Three-Dimensional User Interaction |
US9529424B2 (en) * | 2010-11-05 | 2016-12-27 | Microsoft Technology Licensing, Llc | Augmented reality with direct user interaction |
US8717318B2 (en) * | 2011-03-29 | 2014-05-06 | Intel Corporation | Continued virtual links between gestures and user interface elements |
US9152306B2 (en) * | 2011-03-29 | 2015-10-06 | Intel Corporation | Techniques for touch and non-touch user interaction input |
US9183676B2 (en) * | 2012-04-27 | 2015-11-10 | Microsoft Technology Licensing, Llc | Displaying a collision between real and virtual objects |
US9041622B2 (en) * | 2012-06-12 | 2015-05-26 | Microsoft Technology Licensing, Llc | Controlling a virtual object with a real controller device |
JP2014006820A (ja) * | 2012-06-26 | 2014-01-16 | Honda Motor Co Ltd | 車両周辺監視装置 |
US9741145B2 (en) * | 2012-06-29 | 2017-08-22 | Disney Enterprises, Inc. | Augmented reality simulation continuum |
CN102902355B (zh) * | 2012-08-31 | 2015-12-02 | 中国科学院自动化研究所 | 移动设备的空间交互方法 |
US9466121B2 (en) * | 2012-09-11 | 2016-10-11 | Qualcomm Incorporated | Devices and methods for augmented reality applications |
US9552673B2 (en) * | 2012-10-17 | 2017-01-24 | Microsoft Technology Licensing, Llc | Grasping virtual objects in augmented reality |
US9367136B2 (en) * | 2013-04-12 | 2016-06-14 | Microsoft Technology Licensing, Llc | Holographic object feedback |
US20150185826A1 (en) * | 2013-12-30 | 2015-07-02 | Daqri, Llc | Mapping gestures to virtual functions |
CN104407696B (zh) | 2014-11-06 | 2016-10-05 | 北京京东尚科信息技术有限公司 | 移动设备的虚拟球模拟及控制的方法 |
-
2014
- 2014-11-06 CN CN201410619473.XA patent/CN104407696B/zh active Active
-
2015
- 2015-05-29 HK HK15105142.9A patent/HK1204690A1/xx unknown
- 2015-11-03 RU RU2017119469A patent/RU2667720C1/ru active
- 2015-11-03 JP JP2017542256A patent/JP6810048B2/ja active Active
- 2015-11-03 WO PCT/CN2015/093735 patent/WO2016070800A1/zh active Application Filing
- 2015-11-03 US US15/524,858 patent/US10401947B2/en active Active
Also Published As
Publication number | Publication date |
---|---|
CN104407696A (zh) | 2015-03-11 |
WO2016070800A1 (zh) | 2016-05-12 |
US10401947B2 (en) | 2019-09-03 |
US20170315609A1 (en) | 2017-11-02 |
CN104407696B (zh) | 2016-10-05 |
JP2017534135A (ja) | 2017-11-16 |
HK1204690A1 (en) | 2015-11-27 |
RU2667720C1 (ru) | 2018-09-24 |
Similar Documents
Publication | Publication Date | Title |
---|---|---|
JP6810048B2 (ja) | モバイル機器のバーチャルボールのシミュレーションおよびコントロールの方法 | |
US9690982B2 (en) | Identifying gestures or movements using a feature matrix that was compressed/collapsed using principal joint variable analysis and thresholds | |
Orchard et al. | Converting static image datasets to spiking neuromorphic datasets using saccades | |
CN104573706B (zh) | 一种物体图像识别方法及其*** | |
US9886094B2 (en) | Low-latency gesture detection | |
TWI512645B (zh) | 使用深度影像之手勢辨識裝置及方法 | |
US20160328604A1 (en) | Systems and methods of monitoring activities at a gaming venue | |
CN108292362A (zh) | 用于光标控制的手势识别 | |
EP3072033B1 (en) | Motion control of a virtual environment | |
US20130077820A1 (en) | Machine learning gesture detection | |
JP2017529635A5 (ja) | ||
CN103314391A (zh) | 基于自然姿势的用户接口方法及*** | |
CN103020885A (zh) | 深度图像压缩 | |
CN106716331A (zh) | 模拟触摸显示器的实时响应性 | |
Jiang et al. | Online robust action recognition based on a hierarchical model | |
US20170124430A1 (en) | Apparatus, method and program for classifying crowd | |
KR102063408B1 (ko) | 가상 객체와의 상호 작용을 위한 방법 및 장치 | |
CN104732570B (zh) | 一种图像生成方法及装置 | |
Wang | Research on the evaluation of sports training effect based on artificial intelligence technology | |
CN111860086A (zh) | 基于深度神经网络的手势识别方法、装置及*** | |
Ghodichor et al. | Virtual mouse using hand gesture and color detection | |
CN114547905A (zh) | 一种行人轨迹仿真方法、装置、设备及可读存储介质 | |
CN104219587A (zh) | 一种用于对应用进行操控的方法和装置 | |
Singhvi et al. | Virtual Gaming Using Gesture Recognition Model | |
Lee et al. | Framework for vision-based sensory games using motion estimation and collision responses |
Legal Events
Date | Code | Title | Description |
---|---|---|---|
A621 | Written request for application examination |
Free format text: JAPANESE INTERMEDIATE CODE: A621 Effective date: 20170629 |
|
A977 | Report on retrieval |
Free format text: JAPANESE INTERMEDIATE CODE: A971007 Effective date: 20180510 |
|
A131 | Notification of reasons for refusal |
Free format text: JAPANESE INTERMEDIATE CODE: A131 Effective date: 20180515 |
|
A521 | Request for written amendment filed |
Free format text: JAPANESE INTERMEDIATE CODE: A523 Effective date: 20180814 |
|
A02 | Decision of refusal |
Free format text: JAPANESE INTERMEDIATE CODE: A02 Effective date: 20190205 |
|
A521 | Request for written amendment filed |
Free format text: JAPANESE INTERMEDIATE CODE: A523 Effective date: 20190604 |
|
C60 | Trial request (containing other claim documents, opposition documents) |
Free format text: JAPANESE INTERMEDIATE CODE: C60 Effective date: 20190604 |
|
C11 | Written invitation by the commissioner to file amendments |
Free format text: JAPANESE INTERMEDIATE CODE: C11 Effective date: 20190611 |
|
A911 | Transfer to examiner for re-examination before appeal (zenchi) |
Free format text: JAPANESE INTERMEDIATE CODE: A911 Effective date: 20190722 |
|
C21 | Notice of transfer of a case for reconsideration by examiners before appeal proceedings |
Free format text: JAPANESE INTERMEDIATE CODE: C21 Effective date: 20190723 |
|
A912 | Re-examination (zenchi) completed and case transferred to appeal board |
Free format text: JAPANESE INTERMEDIATE CODE: A912 Effective date: 20190913 |
|
C211 | Notice of termination of reconsideration by examiners before appeal proceedings |
Free format text: JAPANESE INTERMEDIATE CODE: C211 Effective date: 20190924 |
|
C22 | Notice of designation (change) of administrative judge |
Free format text: JAPANESE INTERMEDIATE CODE: C22 Effective date: 20200519 |
|
C22 | Notice of designation (change) of administrative judge |
Free format text: JAPANESE INTERMEDIATE CODE: C22 Effective date: 20200609 |
|
C13 | Notice of reasons for refusal |
Free format text: JAPANESE INTERMEDIATE CODE: C13 Effective date: 20200707 |
|
A521 | Request for written amendment filed |
Free format text: JAPANESE INTERMEDIATE CODE: A523 Effective date: 20200923 |
|
C22 | Notice of designation (change) of administrative judge |
Free format text: JAPANESE INTERMEDIATE CODE: C22 Effective date: 20201006 |
|
C23 | Notice of termination of proceedings |
Free format text: JAPANESE INTERMEDIATE CODE: C23 Effective date: 20201020 |
|
C03 | Trial/appeal decision taken |
Free format text: JAPANESE INTERMEDIATE CODE: C03 Effective date: 20201201 |
|
C30A | Notification sent |
Free format text: JAPANESE INTERMEDIATE CODE: C3012 Effective date: 20201201 |
|
A61 | First payment of annual fees (during grant procedure) |
Free format text: JAPANESE INTERMEDIATE CODE: A61 Effective date: 20201210 |
|
R150 | Certificate of patent or registration of utility model |
Ref document number: 6810048 Country of ref document: JP Free format text: JAPANESE INTERMEDIATE CODE: R150 |
|
R250 | Receipt of annual fees |
Free format text: JAPANESE INTERMEDIATE CODE: R250 |