Gesture Control System Using Skeletal Model Correction
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Solution Overview
Problem
Existing computing applications face challenges in providing intuitive controls for users, as conventional input methods like controllers and keyboards can be difficult to learn and may not directly correspond to actual actions, leading to a barrier between users and applications.
Innovation Solution
A system that captures user motion in a physical space using a capture device, generates a model such as a skeletal model, and modifies it to create a visual representation on a screen, allowing users to control applications with gestures that map directly to in-game or application actions, using techniques like differential correction and magnetism to enhance realism and accuracy.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If conventional controls like controllers and keyboards are used, then applications can be operated, but the controls are difficult to learn and create a barrier between users and applications
Solution Approach 1:
The patent replaces conventional mechanical input devices (controllers, keyboards) with a motion capture system that uses cameras and computer vision to detect and interpret user gestures. This substitution eliminates the learning curve associated with conventional controls by allowing direct physical interaction with the application through natural body movements.
Solution Approach 2:
The system enables users to control applications through their natural physical gestures without requiring separate control mechanisms. The motion capture system automatically interprets the user's body movements as input commands, making the interface self-adaptive to the user's natural behavior patterns.
2Ease of operation
If controls are simplified for ease of use, then the learning curve is reduced, but the precision and accuracy of input may be compromised
Solution Approach 1:
The motion capture system divides the user's body into multiple tracked segments (joints, limbs, torso) and independently analyzes the movement of each segment. This segmentation allows the system to capture precise positional and orientational data while maintaining the simplicity of natural gesture input. The skeletal model representation further segments the body into hierarchical structures for accurate motion analysis.
Solution Approach 2:
The system provides real-time visual feedback by displaying the captured motion as a skeletal model or avatar that mirrors the user's gestures. This feedback mechanism allows users to adjust their movements for greater precision while maintaining the intuitive nature of the interface, as they can observe the direct translation of their physical actions into digital representations.
3Ease of operation
If physical gestures are mapped directly to application actions, then intuitiveness is improved, but the ability to represent complex actions accurately may be limited
Solution Approach 1:
The system employs dynamic scaling and interpolation of gesture data to accurately represent complex actions. The skeletal model allows for flexible deformation and transformation of captured motions, enabling the system to adapt natural gestures to match the precise requirements of application actions, whether simple or complex in nature.
Solution Approach 2:
The motion capture system transforms physical gesture parameters (position, orientation, speed, duration) into corresponding digital action parameters. By changing and mapping these parameters through the skeletal model representation, the system maintains high accuracy in representing complex actions while preserving the intuitiveness of direct gesture input.
Data Source
AI summary
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.


