Augmented Reality (AR) Pen / Hand Tracking
The system identifies hand poses and dynamically generates haptic feedback on objects in AR systems, addressing the lack of immersive haptic feedback in AR applications by correlating hand poses with haptic signals using machine learning, thereby enhancing user interaction.
Patent Information
- Application Number
- JP2024506715
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Priority Date
- 2021-08-03
- Filing Date
- 2022-07-01
- Publication Date
- 2025-09-10
- Estimated Expiration
- 2042-07-01
AI Technical Summary
Existing augmented reality systems lack effective methods for providing haptic feedback based on the pose of a hand holding an object, limiting the immersive experience in AR applications such as computer games.
A system that identifies the pose of a hand holding an object using image recognition and generates haptic feedback on the object based on the identified pose, utilizing machine learning models to correlate hand poses with haptic signals and adjust feedback dynamically.
Enhances the immersive experience in AR environments by providing context-specific haptic feedback that mimics the tactile sensations of interacting with virtual objects, improving user interaction and engagement.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present application relates to technically inventive and unconventional solutions that are necessarily rooted in computer technology and result in concrete technical improvements. [Background technology]
[0002] As understood herein, augmented reality (AR) computer simulations, such as AR computer games, can be enhanced using haptic feedback. Summary of the Invention
[0003] The method includes identifying a pose of a hand holding an object from the image. The method also includes identifying haptic feedback based at least in part on the pose, and implementing the haptic feedback on the object.
[0004] In some embodiments, the pose is a first pose, the haptic feedback is a first haptic feedback, and the method further includes identifying a second pose of the hand holding the object. The method may also include identifying the second haptic feedback based at least in part on the second pose and implementing the second haptic feedback on the object. The object on which the second haptic feedback is implemented may be the same as or different from the object on which the first haptic feedback is implemented.
[0005] In example implementations, the method may include modifying at least one user interface (UI) based at least in part on the pose. If desired, the method may include identifying a hand size based on a size of the object and presenting a virtualized hand on at least one display using the hand size. In some examples, the method may include tracking a portion of an object occluded by the hand in the image based at least in part on the image, and presenting a virtualized object on at least one display based at least in part on the tracking.
[0006] In another aspect, an apparatus includes an augmented reality (AR) head-mounted display (HMD). The apparatus further includes at least one physical object including at least one haptic generator and at least one camera for imaging a hand of a wearer of the HMD holding the object. The image is provided to at least one processor, and the haptic generator can be used to generate a haptic signal responsive to a pose of the hand in the image.
[0007] In another aspect, the device includes at least one computer storage device including instructions executable by at least one processor to receive at least a first image rather than a transient signal, the instructions being executable to identify a first pose of a hand holding a first object from the first image, correlate the first pose with a first haptic signal, and implement the first haptic signal on the first object.
[0008] The details of the present application, both as to its structure and operation, can best be understood in reference to the accompanying drawings, in which like reference numerals refer to like parts and in which: [Brief explanation of the drawings]
[0009] [Figure 1] 1 is a block diagram of an example of a system including an embodiment according to the present principles; [Figure 2] A specific system that follows this principle is shown. [Figure 3] Examples of hand poses and object types are shown. [Figure 4] Examples of hand poses and object types are shown. [Figure 5] Examples of hand poses and object types are shown. [Figure 6] An example of the logic is shown in flowchart form. [Figure 7] A user interface based on this principle is shown. [Figure 8] 1 illustrates the training steps for training a machine learning model. [Figure 9] An example of adding logic in accordance with the present principles is given below. [Figure 10] An example of adding logic in accordance with the present principles is given below. DETAILED DESCRIPTION OF THE INVENTION
[0010] The present disclosure generally relates to computer ecosystems that include features of consumer electronics (CE) device networks, including but not limited to computer gaming networks. Systems herein may include server and client components that can be connected via a network to allow data to be exchanged between the client and server components. The client components may include one or more computing devices, including gaming consoles such as Sony PlayStation®, gaming consoles manufactured by manufacturers such as Microsoft Corporation and Nintendo, virtual reality (VR) headsets, augmented reality (AR) headsets, portable televisions (e.g., smart TVs, Internet-enabled televisions), portable computers such as laptops and tablet computers, and mobile devices such as smartphones, as well as additional examples described below. These client devices may operate in a variety of operating environments. For example, some client computers may employ the Linux operating system, Microsoft operating systems, Unix operating systems, and operating systems from Apple and Google. These operating environments may be used to run one or more browsing programs, such as browsers manufactured by Microsoft, Google, or Mozilla, or other browser programs that can access websites hosted by Internet servers, as described below. An operating environment according to the present principles may also be used to run one or more computer gaming programs.
[0011] The server and / or gateway may include one or more processors that execute instructions that configure the server to receive and transmit data over a network such as the Internet. Alternatively, the client and server may be connected by a local intranet or a virtual private network. The server or controller may be instantiated by a gaming console such as a Sony PlayStation®, a personal computer, etc.
[0012] Information may be exchanged between the client and the server over a network. For this purpose and for security, the server and / or the client may include firewalls, load balancers, temporary storage, proxies, and other network infrastructure for reliability and security. One or more servers may form an apparatus that implements a method for providing a secure community for network members, such as an online social website.
[0013] The processor may be a single-chip or multi-chip processor capable of implementing logic through various lines such as address lines, data lines, control lines, registers, shift registers, etc.
[0014] Components included in one embodiment may be used in other embodiments in any suitable combination. For example, any of the various components described herein and / or illustrated in the drawings may be combined, substituted, or excluded from other embodiments.
[0015] "A system having at least one of A, B, and C" (and similarly "a system having at least one of A, B, and C," "a system having at least one of A, B, and C") includes systems having A only, B only, C only, A and B, A and C, B and C, and / or A, B, and C.
[0016] 1 , an example system 10 is shown, which may include one or more of the example devices described above and further described below in accordance with the present principles. The first example device included in system 10 is a consumer electronics (CE) device, such as an audio-video device (AVD) 12, such as an Internet-enabled TV with a TV tuner (equivalently, a set-top box that controls the TV). AVD 12 may alternatively be a computer-controlled Internet-enabled (“smart”) phone, a tablet computer, a notebook computer, an HMD, a wearable computing device, a computer-controlled Internet-enabled music player, a computer-controlled Internet-enabled headphones, a computer-controlled Internet-enabled implantable device such as an implantable skin device, or the like. In any event, it should be understood that AVD 12 is configured to implement the present principles (e.g., to communicate with other CE devices to implement the present principles, to execute the logic described herein, and to perform other functions and / or operations described herein).
[0017] Accordingly, to realize these principles, the AVD 12 may be established with some or all of the components shown in FIG. 1 . For example, the AVD 12 may include one or more displays 14, which may be implemented with high-definition or ultra-high-definition (4K) or higher flat screens and may be touch-enabled for receiving user input signals via touch on the display. The AVD 12 may also include one or more speakers 16 for outputting audio in accordance with the present principles and at least one additional input device 18, such as an audio receiver / microphone, for inputting audible commands to the AVD 12 for controlling the AVD 12. The exemplary AVD 12 may also include one or more network interfaces 20 for communicating over at least one network 22, such as the Internet, a WAN, or a LAN, under the control of one or more processors 24. A graphics processor may also be included. Accordingly, the interface 20 may be, but is not limited to, a Wi-Fi transceiver, e.g., a mesh network transceiver, which is an example of a wireless computer network interface. It should be understood that processor 24 controls AVD 12 to carry out the present principles, including other elements of AVD 12 described herein, such as controlling display 14 to present images and receiving input therefrom. It should further be noted that network interface 20 may be a wired or wireless modem or router, or other suitable interface, such as a wireless telephone transceiver, the Wi-Fi transceiver mentioned above, etc.
[0018] In addition to the above, AVD 12 may include one or more input and / or output ports 26, such as a High-Definition Multimedia Interface (HDMI) port or a USB port, for physically connecting to other CE devices, and / or a headphone port for connecting headphones to AVD 12 to provide audio from AVD 12 to a user via the headphones. For example, input port 26 may be connected, either wired or wirelessly, to a cable or satellite source 26a of audio-video content. Thus, source 26a may be a separate or integrated set-top box or satellite receiver. Alternatively, source 26a may be a game console or disc player containing content. When implemented as a game console, source 26a may include some or all of the components described below in connection with CE device 44.
[0019] AVD 12 may further include one or more computer memories 28, such as disk-based or solid-state storage that is not a transitory signal, possibly embodied in the AVD's chassis as a standalone device, or as a personal video recording device (PVR) or video disc player, either internal or external to the AVD's chassis, for playing AV programs, or as removable memory media. In some embodiments, AVD 12 may also include a location or position receiver, such as, but not limited to, a cellular receiver, a GPS receiver, and / or an altimeter 30, configured to receive geographic location information from a satellite or cellular tower and provide that information to processor 24 and / or to determine the altitude at which AVD 12 is located in conjunction with processor 24. Component 30 may also be implemented by an inertial measurement unit (IMU), typically including a combination of accelerometers, gyroscopes, and magnetometers, to determine the location and orientation of AVD 12 in three dimensions.
[0020] Continuing with the description of AVD 12, in some embodiments, AVD 12 may include one or more cameras 32, such as an infrared camera, a digital camera such as a webcam, and / or a camera integrated into AVD 12 and controllable by processor 24, capable of collecting photographs / images and / or video in accordance with the present principles. AVD 12 may also include a Bluetooth® transceiver 34 and other near field communication (NFC) elements 36 for communicating with other devices using Bluetooth® and / or NFC technology, respectively. An example of an NFC element may be a radio frequency identification (RFID) element.
[0021] Additionally, the AVD 12 may include one or more auxiliary sensors 38 (e.g., motion sensors such as an accelerometer, gyroscope, cyclometer, or magnetic sensor; infrared (IR) sensor; optical sensor; speed and / or cadence sensor; gesture sensor (e.g., for sensing gesture commands)) that provide input to the processor 24. The AVD 12 may include an OTA television broadcast port 40 for receiving OTA television broadcasts that provide input to the processor 24. In addition to the above, it should be noted that the AVD 12 may also include an infrared (IR) transmitter and / or an IR receiver and / or an IR transceiver 42, such as an IR data association (IRDA) device. A battery (not shown) may be provided to power the AVD 12, and may also be a kinetic energy harvester that converts kinetic energy into power to charge the battery and / or power the AVD 12. A graphics processing unit (GPU) 44 and a field-programmable gate array 46 may also be included. One or more tactile generators 47 may be provided to generate tactile signals that can be sensed by a person holding or touching the device.
[0022] Continuing with reference to FIG. 1 , in addition to the AVD 12, the system 10 may include one or more other CE device types. In one example, the first CE device 48 may be a computer game console that can be used to transmit computer game audio and video to the AVD 12 via commands sent directly to the AVD 12 and / or via a server, as described below, while the second CE device 50 may include components similar to the first CE device 48. In the illustrated example, the second CE device 50 may be configured as a computer game controller operated by a player or a head-mounted display (HMD) worn by a player. While only two CE devices are shown in the illustrated example, it should be understood that a fewer or greater number of devices may be used. Apparatuses herein may implement some or all of the components shown for the AVD 12. Any of the components shown in the following figures may incorporate some or all of the components shown for the AVD 12.
[0023] Referring now to the aforementioned at least one server 52, it includes at least one server processor 54, at least one tangible computer-readable storage medium 56, such as disk-based or solid-state storage, and at least one network interface 58 that, under the control of the server processor 54, enables communication with other devices of Figure 1 via network 22, and indeed can facilitate communication between the server and client devices in accordance with the present principles. It should be noted that the network interface 58 may be, for example, a wired or wireless modem or router, a Wi-Fi transceiver, or any other suitable interface, such as a wireless telephone transceiver.
[0024] Thus, in some embodiments, server 52 may be an entire Internet server or server "farm" and may include and execute "cloud" functionality such that, for example, in an exemplary embodiment for a network gaming application, devices of system 10 may access the "cloud" environment via server 52. Alternatively, server 52 may be implemented on one or more gaming consoles or other computers in the same room or nearby as the other devices shown in FIG. 1 .
[0025] The components shown in the following figures may include some or all of the components shown in FIG.
[0026] 2 illustrates CE device 50 of FIG. 1 implemented as an augmented reality (AR) or virtual reality (VR) HMD worn by person 200, second CE device 48 implemented as a computer simulation console such as a computer game console, AVD 12 implemented as a display device, and server 52 implemented as a source of computer simulations for presentation on display 12. The components discussed herein may include some or all of the components discussed above, including processors, communications interfaces, computer storage, cameras, etc., and may communicate with each other using wired and / or wireless communications paths in implementing the principles described herein.
[0027] As shown in Figure 2, person 200 is holding an object 204, such as a cane, stick, pen, electronic drumstick, electronic ruler, or other elongated object, in hand 202, which is posed as a fist. However, it should be further understood that objects of other shapes can be used in accordance with the present principles. Also, object 204 need not necessarily be symmetrical, but in one particular example may span at least the length of an average person's hand, from the bottom of the palm to the tip of the middle finger, for more accurate identification via a camera.
[0028] Thus, a camera mounted on any of devices 12, 48, 50 can be used to generate images of hand 202 and object 204, which can be processed by one or more processors implemented in any of the devices herein to track hand 202 and object 204, including the pose of hand 202. In other words, image recognition / computer vision (CV) algorithms employed by the processor recognize the pose of the fingers and hand relative to object 204, so that different hand poses can be distinguished from one another based on the hand's interaction with the object. For example, hand 202 posed holding pen 300 (FIG. 3) is distinguishable from hand 202 posed holding utensil 400 (FIG. 4) and hand 202 posed holding cane 500 (FIG. 5). These are non-limiting examples of the types of hand poses that can be used in accordance with the present principles.
[0029] It is further noted, however, that the hand pose and specific hand contact points along the object 204 can be determined using a variety of other sensors in any suitable combination, in addition to or instead of the cameras. For example, pressure sensors or capacitive or resistive touch sensors located at various points along the exterior of the object's housing can be used to determine the hand pose / contact points. Ultrasonic transceivers within the object 204 can also be used to probe the surface of the object 204 to determine the hand pose / contact points, and strain sensors can also be used to identify where the object's housing is warped, in order to infer contact points at the warp points.
[0030] A fingerprint reader may also be located on the housing of object 204 for similar purposes, and may even be used in certain instances to specifically distinguish a person's thumb (via a registered thumbprint) from a person's pinky (via a registered pinky fingerprint). For example, person 200 may be identified as virtually revving a virtual motorcycle by pressing their thumb against object 204 and virtually braking the virtual motorcycle using other fingers and / or a clasp around object 204. The fingerprint reader may even specifically distinguish between skin patterns on the palm of the hand and skin patterns on the back of the hand in certain instances.
[0031] Similarly, various poses / orientations of the object 204 itself may be determined using other sensors in the object 204 in addition to or instead of using a camera. These other sensors may include motion sensors such as gyroscopes, accelerometers, magnetometers, etc. Lights on the object 204, such as infrared (IR) light-emitting diodes (LEDs), may also be used to track the position, orientation, and / or pose of the object 204 using an IR camera. Other, possibly unique, identifiers placed on different parts of the object 204's housing, such as a unique stamp or QR code, may also be used to enhance object tracking using a non-IR or IR camera. It is further noted that different shaped parts of the object 204 may also be tracked while being recognized using a camera to determine the object's orientation / pose.
[0032] Figure 6 further illustrates the present principles. First, in block 600, the hand is imaged and the pose identified in block 602 is identified using a camera and image recognition / CV techniques (and / or using other sensors as described above). If desired, the object being held by the hand is also imaged in block 604, and its type and pose / orientation are identified in block 606. Note that other sensors as described above can also be used to identify the pose / orientation of the object in block 606. Next, based on the pose of the hand and, if desired, the type and pose / orientation of the object, haptic feedback is identified in block 608. Next, in block 610, a signal is sent to the object to activate one or more haptic generators or vibrators in the object to implement haptic feedback on the object.
[0033] Thus, one or a series of haptic feedbacks can be felt while holding a physical object in a certain way. For example, if the hand pose is configured to hold a pen as shown in Figure 3, haptic feedback can be generated on the pen / object to mimic the tactile sensation of writing or erasing on a surface (e.g., transverse to the actual or virtual writing surface itself). The pen tip may also experience additional resistance from the direction of the actual or virtual writing surface, possibly along the longitudinal axis of the pen. In contrast, if the hand pose is a fist as shown in Figure 2, haptic feedback can be generated on the grasped object to mimic the tactile sensation of an object being held in the hand (e.g., haptic feedback occurs along the length and circumference of the portion of the object identified as being grasped, but not other object configurations). Examples of haptic feedback that can be associated with hand pose and, if desired, object type include intermittent buzzing sounds, continuous shaking, and occasional thuds.
[0034] Additionally, as indicated by block 612 in Figure 6, an on-screen controller or interface such as that shown in Figure 7 may change based on a change in hand pose (in the illustrated example, from a user interface (UI) that facilitates on / off to a UI that facilitates shaking or poking an object in the simulated world). For example, an on / off UI is presented in response to the object being held as a pen, while a shaking or poking UI is presented in response to the object being held as a wand. Note that the UI may be presented on any display described herein, such as on an HMD or an AVDD12.
[0035] 8 illustrates training steps for training a machine learning (ML) model, such as one or more neural networks, including convolutional neural networks (CNNs) and / or recurrent neural networks (RNNs). At block 800, a training set of hand / object pose images and haptic feedback pairs corresponding to each pose combination is input to the ML model. The ML model is trained using the training set at block 802.
[0036] The training set of images may include 3D images of human hands in various poses from various viewpoints while holding respective objects consistent with the present principles, along with respective ground truth haptic feedback that is desirably correlated with the pose. In some implementations, the specific contact points where different parts of the hand contact the object at a given pose may be correlated with specific ground truth haptic feedback spatial distributions along the object, and possibly at the contact points themselves. In one particular example, the type of object may also be included in the training set, such that the ML model, when executing the logic of FIG. 6, takes the type of object into account when selecting haptic feedback, e.g., hard or dense objects may generate stronger haptic feedback than soft or less dense objects.
[0037] Accordingly, it should be understood that the present principles may employ a variety of machine learning models, including deep learning models. Machine learning models use a variety of algorithms trained using methods including supervised learning, unsupervised learning, semi-supervised learning, reinforcement learning, feature learning, self-learning, and other forms of learning. Examples of such algorithms that may be implemented by computer circuitry include one or more neural networks, such as convolutional neural networks (CNNs), recurrent neural networks (RNNs) that may be suitable for learning information from a series of images, and a type of RNN known as a long short-term memory (LSTM) network. Support vector machines (SVMs) and Bayesian networks may also be considered examples of machine learning models.
[0038] As understood herein, performing machine learning may include accessing training data and then training a model on the training data so that the model can process additional data and make predictions. A neural network may include an input layer, an output layer, and multiple hidden layers in between that are configured and weighted to make inferences regarding the appropriate output.
[0039] In this way, using the above, an ML model can be trained for dynamic, in-situ haptic feedback generation over time along various points on the object itself, depending on the hand pose, the hand's known contact points / grips with various configurations of the object, and / or the pose / orientation of the object itself (as the object's pose may change over time). Thus, known object physics for haptic feedback for a given object, either pre-programmed by a developer or provided by the computer simulation itself, may be applied differently for a given computer-simulated effect, depending on which combination of hand pose / object pose is used, which points on the object the human hand is contacting, and / or the desired effect itself, depending on what is being haptically simulated as part of the computer simulation.
[0040] In other words, specific haptics that would be felt at various discrete points along an object for each corresponding hand pose / grip combination may be preprogrammed to generate predetermined haptics corresponding to a particular virtual action. These haptics may then be applied to the identified contact points themselves according to a similar hand pose. Other haptics for other poses / hand grips (but potentially the same virtual action) may be inferred using this preprogramming and the trained ML model itself. Thus, haptic feedback for the same computer-simulated effect may be rendered differently depending on the actual contact points of the hand, the hand pose, and the pose of the object itself, such that the rendered haptics vary based on whether the object is being grasped, for example, with the palm, the open hand, or just the fingers.
[0041] It should also be noted that the haptic feedback itself may be generated using various vibration generators located at various locations on the object itself. Each vibration generator may include, for example, an electric motor connected to an off-center and / or off-balance weight via a rotatable shaft of the motor, such that the shaft rotates under the control of the motor (or may be controlled by a processor such as processor 24), to generate simulated vibrations of various frequencies and / or amplitudes, as well as forces in various directions. Thus, the haptics generated by the vibration generators may mimic similar vibrations / forces on corresponding virtual elements of the simulation itself, represented by real-world objects. Again, it should be noted that the simulation may be, for example, a computer game or other three-dimensional simulation, a VR simulation, or the like.
[0042] FIG. 9 illustrates further principles. First, in block 900, hand and object images are used to identify hand pose and object type. Moving to block 902, as the hand moves, unseen portions of an object held by the hand can be tracked along with imaged portions of the object, and in block 904, a fusion of the unseen and imaged portions of the object can be used to present a virtualized object in a computer simulation, e.g., as if seen through a transparent hand. In this regard, it should be appreciated that an ML model trained according to the above principles on a training set of images of hand poses holding objects, with unseen portions of the object in the hand represented in a ground truth representation, can be used. Also, in block 902, it should be noted that CVs based on the visible portions of the hand pose, visible contact points, and / or visible object portions can be used to extrapolate unseen hand contact points to perform haptic rendition as described herein.
[0043] FIG. 10 illustrates that the size of a hand 202 can be calibrated, assuming the size of the object being held is known. First, at block 1000, an image of the hand and object is captured. At block 1002, the object is identified using image recognition and the object's size is identified by accessing a data structure that associates object IDs with sizes. The hand's pose may also be identified. At block 1004, the object's size and hand pose are used to identify the hand's size. This can be done using an ML model trained on images of hands holding objects of known sizes in various poses and a training set of ground truth hand sizes. At block 1006, the hand size may be used in a computer simulation to, for example, correctly size virtual hands holding various virtual objects.
[0044] Note that information about the position, orientation, and type of object being grasped may be used to refine hand tracking, if desired, without additional electronics, relying solely on the CV-based system. Thus, for example, distinguishing between palm and back of the hand, or between pinky and thumb, can be performed based on CV-based tracking combined with hand grasp and object orientation, even when parts of the hand or object are outside the camera's field of view.
[0045] Additionally, the grip pose and object pose can be used to distinguish fine motor interactions from gross motor interactions with virtual objects in a simulation based on how and in what orientation the corresponding real-world object is grasped, helping the device determine what type of motor interaction is being performed. For example, holding an object like a spoon and picking up a virtual object from a virtual ground when playing a video game may require fine motor skills, whereas holding an object with the entire palm of one's hand and quickly swinging it down for virtual combat may require gross motor skills. A virtual handshake with a virtual character may also require fine motor skills, and in some examples, haptics may be generated on the real-world object itself being grasped to mimic the real-world object being the virtual character's hand being shaken. In this way, haptics may be dynamically generated and sensitive to the context of the simulation, as well as the context of what a person is doing and how they are holding the real-world object.
[0046] While the present principles have been described with reference to several exemplary embodiments, it will be understood that these are not intended to be limiting and that various alternative arrangements can be used to implement the subject matter claimed herein.
Claims
1. identifying a pose of a hand holding an object from at least an image; identifying haptic feedback based at least in part on the pose; Implementing haptic feedback on the object; identifying a size of the hand based on a size of the object; presenting a virtual hand on at least one display using the hand size; and 10. A method executed by at least one processor, comprising:
2. the pose is a first pose, the haptic feedback is a first haptic feedback, identifying a second pose of the hand holding an object; identifying a second haptic feedback based at least in part on the second pose; Implementing the second haptic feedback on the object; and The method of claim 1 further comprising:
3. The method of claim 2 , wherein the object on which the second haptic feedback is implemented is the same object as the object on which the first haptic feedback is implemented.
4. The method of claim 2 , wherein the object on which the second haptic feedback is implemented is a different object than the object on which the first haptic feedback is implemented.
5. The method of claim 1 , comprising modifying at least one user interface (UI) based at least in part on the pose.
6. tracking portions of the object occluded by the hand in the image based at least in part on the image; presenting, on at least one display, the object virtualized based at least in part on the tracking; The method of claim 1 , comprising:
7. Augmented reality (AR) head-mounted display (HMD), at least one physical object including at least one haptic generator; at least one camera that images a hand of a wearer of the HMD holding the object to generate an image that is provided to at least one processor, and that generates, using a haptic generator, a haptic signal responsive to a pose of the hand in the image; Equipped with The apparatus, wherein the size of the hand is identified based on the size of the object in the image and used to present a visualized hand on the HMD.
8. 8. The apparatus of claim 7, wherein the pose is a first pose, the haptic signal is a first haptic signal, and a second haptic signal is generated by a haptic generator in response to the hand being in a second pose.
9. The device of claim 7 , wherein the pose causes a change in at least one user interface (UI) presented on the HMD.
10. The device of claim 7 , wherein a portion of the object that is occluded by the hand in the image is tracked to present a virtualized version of the object on the HMD based at least in part on the image.
11. Receiving at least a first image; identifying a first pose of a hand holding a first object from the first image; Associating the first pose with a first haptic signal; implementing the first haptic signal on the first object; Identifying a size of the hand based on a size of the first object; a device comprising at least one computer storage device including instructions executable by at least one processor to present a virtual hand on at least one display using the hand size;
12. The instruction: receiving at least a second image; identifying a second pose of the hand holding a tool from the second image; associating the second pose with a second haptic signal; The device of claim 11 , wherein the device is operable to mount the second tactile signal on the mounting.
13. The device of claim 11 , wherein the implementation is the first object.
14. The device of claim 11 , wherein the implementation is a second object different from the first object.
15. The device of claim 11 , wherein the instructions are executable to modify at least one user interface (UI) based at least in part on the first pose.
16. The instructions identify a size of the hand based on a size of the first object; The device of claim 11 , wherein the device is operable to present a virtualized version of the hand on at least one display using the size of the hand.
17. The instructions track, based at least in part on the first image, a portion of the object occluded by the hand in the image; The device of claim 11 , wherein the device is executable to present on at least one display the first object virtualized based at least in part on the tracking.
18. The device of claim 11 comprising the at least one processor.
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