Patent application number | Description | Published |
20080242421 | MULTI-TIER ONLINE GAME PLAY - Online multiplayer games are provided in multiple tiers. A first tier offers limited features and a second tier offers first tier features plus additional features. The additional features are exclusive to the second tier. During game play in the first tier, enticements are provided to participate in the second tier. The first tier requires no subscription to participate therein. Participation in the second tier requires a subscription. In an example configuration, the first tier allows players to host a game on a dedicated server, browse a list of dedicated server games, and join a game from a list of first tier eligible games. And, the second tier offers a variety of additional features, such as the ability to invite other players to join a game session, match making services, and cross-platform game play. | 10-02-2008 |
20100194762 | Standard Gestures - Systems, methods and computer readable media are disclosed for grouping complementary sets of standard gestures into gesture libraries. The gestures may be complementary in that they are frequently used together in a context or in that their parameters are interrelated. Where a parameter of a gesture is set with a first value, all other parameters of the gesture and of other gestures in the gesture package that depend on the first value may be set with their own value which is determined using the first value. | 08-05-2010 |
20100199228 | Gesture Keyboarding - Systems, methods and computer readable media are disclosed for gesture keyboarding. A user makes a gesture by either making a pose or moving in a pre-defined way that is captured by a depth camera. The depth information provided by the depth camera is parsed to determine at least that part of the user that is making the gesture. When parsed, the character or action signified by this gesture is identified. | 08-05-2010 |
20100238182 | CHAINING ANIMATIONS - In applications that display a representation of a user, it may be reasonable to insert a pre-canned animation rather than animating a user's captured motion. For example, in a tennis swing, the ball toss and take back in a serve could be a pre-canned animation, whereas the actual forward swing may be mapped from the user's gestures. An animation of a user's gestures can be chained together into sequences with pre-canned animations, where animation blending techniques can provide for a smoother transition between the animation types. Techniques for blending animations, that may comprise determining boundaries and transition points between pre-canned animations and animations based on captured motion, may improve animation efficiency. Gesture history, including joint position, velocity, and acceleration, can be used to determine user intent, seed parameters for subsequent animations and game control, and determine the subsequent gestures to initiate. | 09-23-2010 |
20100241998 | VIRTUAL OBJECT MANIPULATION - Systems, methods and computer readable media are disclosed for manipulating virtual objects. A user may utilize a controller, such as his hand, in physical space to associate with a cursor in a virtual environment. As the user manipulates the controller in physical space, this is captured by a depth camera. The image data from the depth camera is parsed to determine how the controller is manipulated, and a corresponding manipulation of the cursor is performed in virtual space. Where the cursor interacts with a virtual object in the virtual space, that virtual object is manipulated by the cursor. | 09-23-2010 |
20100277489 | DETERMINE INTENDED MOTIONS - It may be desirable to apply corrective data to aspects of captured image or the user-performed gesture for display of a visual representation that corresponds to the corrective data. The captured motion may be any motion in the physical space that is captured by the capture device, such as a camera. Aspects of a skeletal or mesh model of a person, that is generated based on the image data captured by the capture device, may be modified prior to animation. The modification may be made to the model generated from image data that represents a target or a target's motion, including user gestures, in the physical space. For example, certain joints of a skeletal model may be readjusted or realigned. A model of a target may be modified by applying differential correction, magnetism principles, binary snapping, confining virtual movement to defined spaces, or the like. | 11-04-2010 |
20100278393 | ISOLATE EXTRANEOUS MOTIONS - 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. | 11-04-2010 |
20100281432 | SHOW BODY POSITION - A capture device may capture a user's motion and a display device may display a model that maps to the user's motion, including gestures that are applicable for control. A user may be unfamiliar with a system that maps the user's motions or not know what gestures are applicable for an executing application. A user may not understand or know how to perform gestures that are applicable for the executing application. Providing visual feedback representing instructional gesture data to the user can teach the user how to properly gesture. The visual feedback may be provided in any number of suitable ways. For example, visual feedback may be provided via ghosted images, player avatars, or skeletal representations. The system can process prerecorded or live content for displaying visual feedback representing instructional gesture data. The feedback can portray the deltas between the user's actual position and the ideal gesture position. | 11-04-2010 |
20100281438 | ALTERING A VIEW PERSPECTIVE WITHIN A DISPLAY ENVIRONMENT - Disclosed herein are systems and methods for altering a view perspective within a display environment. For example, gesture data corresponding to a plurality of inputs may be stored. The input may be input into a game or application implemented by a computing device. Images of a user of the game or application may be captured. For example, a suitable capture device may capture several images of the user over a period of time. The images may be analyzed and processed for detecting a user's gesture. Aspects of the user's gesture may be compared to the stored gesture data for determining an intended gesture input for the user. The comparison may be part of an analysis for determining inputs corresponding to the gesture data, where one or more of the inputs are input into the game or application and cause a view perspective within the display environment to be altered. | 11-04-2010 |
20100281439 | Method to Control Perspective for a Camera-Controlled Computer - Systems, methods and computer readable media are disclosed for controlling perspective of a camera-controlled computer. A capture device captures user gestures and sends corresponding data to a recognizer engine. The recognizer engine analyzes the data with a plurality of filters, each filter corresponding to a gesture. Based on the output of those filters, a perspective control is determined, and a display device displays a new perspective corresponding to the perspective control. | 11-04-2010 |
20100306261 | Localized Gesture Aggregation - Systems, methods and computer readable media are disclosed for a localized gesture aggregation. In a system where user movement is captured by a capture device to provide gesture input to the system, demographic information regarding users as well as data corresponding to how those users respectively make various gestures is gathered. When a new user begins to use the system, his demographic information is analyzed to determine a most likely way that he will attempt to make or find it easy to make a given gesture. That most likely way is then used to process the new user's gesture input. | 12-02-2010 |
20100306712 | Gesture Coach - A capture device may capture a user's motion and a display device may display a model that maps to the user's motion, including gestures that are applicable for control. A user may be unfamiliar with a system that maps the user's motions or not know what gestures are applicable for an executing application. A user may not understand or know how to perform gestures that are applicable for the executing application. User motion data and/or outputs of filters corresponding to gestures may be analyzed to determine those cases where assistance to the user on performing the gesture is appropriate. | 12-02-2010 |
20100306713 | Gesture Tool - Systems, methods and computer readable media are disclosed for a gesture tool. A capture device captures user movement and provides corresponding data to a gesture recognizer engine and an application. From that, the data is parsed to determine whether it satisfies one or more gesture filters, each filter corresponding to user-performed gesture. The data and the information about the filters is also sent to a gesture tool, which displays aspects of the data and filters. In response to user input corresponding to a change in a filter, the gesture tool sends an indication of such to the gesture recognizer engine and application, where that change occurs. | 12-02-2010 |
20100306714 | Gesture Shortcuts - Systems, methods and computer readable media are disclosed for gesture shortcuts. A user's movement or body position is captured by a capture device of a system, and is used as input to control the system. For a system-recognized gesture, there may be a full version of the gesture and a shortcut of the gesture. Where the system recognizes that either the full version of the gesture or the shortcut of the gesture has been performed, it sends an indication that the system-recognized gesture was observed to a corresponding application. Where the shortcut comprises a subset of the full version of the gesture, and both the shortcut and the full version of the gesture are recognized as the user performs the full version of the gesture, the system recognizes that only a single performance of the gesture has occurred, and indicates to the application as such. | 12-02-2010 |
20100306715 | Gestures Beyond Skeletal - Systems, methods and computer readable media are disclosed for gesture input beyond skeletal. A user's movement or body position is captured by a capture device of a system. Further, non-user-position data is received by the system, such as controller input by the user, an item that the user is wearing, a prop under the control of the user, or a second user's movement or body position. The system incorporates both the user-position data and the non-user-position data to determine one or more inputs the user made to the system. | 12-02-2010 |
20110035666 | SHOW BODY POSITION - A capture device may capture a user's motion and a display device may display a model that maps to the user's motion, including gestures that are applicable for control. A user may be unfamiliar with a system that maps the user's motions or not know what gestures are applicable for an executing application. A user may not understand or know how to perform gestures that are applicable for the executing application. Providing visual feedback representing instructional gesture data to the user can teach the user how to properly gesture. The visual feedback may be provided in any number of suitable ways. For example, visual feedback may be provided via ghosted images, player avatars, or skeletal representations. The system can process prerecorded or live content for displaying visual feedback representing instructional gesture data. The feedback can portray the deltas between the user's actual position and the ideal gesture position. | 02-10-2011 |
20110109617 | Visualizing Depth - An image such as a depth image of a scene may be received, observed, or captured by a device. The image may then be analyzed to identify one or more targets within the scene. When a target is identified, vertices may be generated. A mesh model may then be created by drawing lines that may connect the vertices. Additionally, a depth value may also be calculated for each vertex. The depth values of the vertices may then be used to extrude the mesh model such that the mesh model may represent the target in the three-dimensional virtual world. A colorization scheme, a texture, lighting effects, or the like, may be also applied to the mesh model to convey the depth the virtual object may have in the virtual world. | 05-12-2011 |
20120157203 | SKELETAL CONTROL OF THREE-DIMENSIONAL VIRTUAL WORLD - A virtual skeleton includes a plurality of joints and provides a machine readable representation of a human target observed with a three-dimensional depth camera. A relative position of a hand joint of the virtual skeleton is translated as a gestured control, and a three-dimensional virtual world is controlled responsive to the gestured control. | 06-21-2012 |
20120293518 | DETERMINE INTENDED MOTIONS - It may be desirable to apply corrective data to aspects of captured image or the user-performed gesture for display of a visual representation that corresponds to the corrective data. The captured motion may be any motion in the physical space that is captured by the capture device, such as a camera. Aspects of a skeletal or mesh model of a person, that is generated based on the image data captured by the capture device, may be modified prior to animation. The modification may be made to the model generated from image data that represents a target or a target's motion, including user gestures, in the physical space. For example, certain joints of a skeletal model may be readjusted or realigned. A model of a target may be modified by applying differential correction, magnetism principles, binary snapping, confining virtual movement to defined spaces, or the like. | 11-22-2012 |
20140168075 | Method to Control Perspective for a Camera-Controlled Computer - Systems, methods and computer readable media are disclosed for controlling perspective of a camera-controlled computer. A capture device captures user gestures and sends corresponding data to a recognizer engine. The recognizer engine analyzes the data with a plurality of filters, each filter corresponding to a gesture. Based on the output of those filters, a perspective control is determined, and a display device displays a new perspective corresponding to the perspective control. | 06-19-2014 |
20140380254 | GESTURE TOOL - Systems, methods and computer readable media are disclosed for a gesture tool. A capture device captures user movement and provides corresponding data to a gesture recognizer engine and an application. From that, the data is parsed to determine whether it satisfies one or more gesture filters, each filter corresponding to user-performed gesture. The data and the information about the filters is also sent to a gesture tool, which displays aspects of the data and filters. In response to user input corresponding to a change in a filter, the gesture tool sends an indication of such to the gesture recognizer engine and application, where that change occurs. | 12-25-2014 |