Contactless Gesture Input for 3D Gaming Interaction
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Solution Overview
Problem
Conventional input devices for electronic gaming systems, such as mice and touch screens, can lead to physical discomfort, germ transmission, and a mismatch between visual and physical interactions, failing to engage players over extended periods.
Innovation Solution
A contactless gesture input interface using contactless sensor devices to detect and analyze anatomical feature movements, allowing players to interact with game components in a 3D space, enhancing ergonomics and hygiene while providing a more immersive experience.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If conventional input devices (mice and touch screens) are used, then the gaming system can detect player input, but physical discomfort and germ transmission occur
Solution Approach 1:
The patent introduces an intermediary system consisting of optical sensors and image processing algorithms that detect hand gestures in the air without requiring physical contact. This intermediary layer translates airborne gestures into digital commands, eliminating the need for mice or touch screens while maintaining reliable input detection
Solution Approach 2:
The patent replaces mechanical input devices (mice, touch screens) with an optical sensing system that uses cameras and image processing to detect hand movements. This substitution eliminates physical contact entirely, preventing germ transmission and physical discomfort while preserving input functionality
2Ease of operation
If conventional input devices are used, then input commands can be recognized, but visual and physical interactions do not match
Solution Approach 1:
The patent creates a visual copy of the player's hand in the game display through real-time image processing and rendering. This allows the player to see their hand directly in the game world, creating a natural visual-physical correspondence where the visual representation matches the physical gesture exactly
Solution Approach 2:
The patent extends the interaction space from 2D touch screens to 3D airborne space by detecting hand gestures in three-dimensional space and mapping them to game commands. This adds a spatial dimension to the interaction, allowing natural hand movements in 3D space to control 2D or 3D game elements
3Productivity
If conventional input devices are used, then the game can be played, but player engagement decreases over extended periods
Solution Approach 1:
The patent introduces dynamic and expressive hand gesture recognition that can detect various gestures, speeds, and movements, allowing players to interact with games in more natural and varied ways. This dynamic interaction increases engagement by making the gaming experience more physically expressive and less repetitive
Solution Approach 2:
The system uses the player's own hand as the input device, eliminating the need for external controllers. This self-service approach increases engagement by making the player's body the interface, creating a more immersive and personally engaging experience that can be maintained over extended periods
Data Source
AI summary
A method for controlling a wagering gaming apparatus includes rendering a 3-dimensional display of a game, comprising visually projecting a game component out of a screen of a display device and into a 3-dimensional space between the screen and a player; receiving, from a contactless sensor device, location information indicative of a location of an anatomical feature of a player of the wagering game apparatus; generating a virtual object corresponding to the anatomical feature of the player; rendering the virtual object in the 3-dimensional space, comprising visually projecting the virtual object out of the screen of the display device and into the 3-dimensional space between the screen and the player; associating a virtual vector field in the 3-dimensional space with the virtual object; and causing the game component to move in the 3-dimensional space in response to the virtual vector field associated with the virtual object.


