Gesture Recognition Engine for Intuitive Control

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Solution Overview

Problem

Existing computing applications face barriers due to complex and non-intuitive controls, such as game controllers, which can be difficult for users to learn and do not directly correspond to actual actions, creating a disconnect between user intent and application responses.

Innovation Solution

A gesture recognizer system architecture that captures skeletal movement data from users using cameras, allowing for the recognition and interpretation of gestures to control applications, enabling more intuitive and direct user interactions by translating physical movements into application controls.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If traditional controls (controllers, remotes, keyboards, mice) are used to manipulate game characters or application aspects, then application functionality is achieved, but user learning difficulty increases and intuitive correspondence between user actions and application responses is lost

Engineering Contradiction:
Improveease of useVSAvoidcontrol complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The patent replaces traditional mechanical input devices (controllers, keyboards, mice) with a gesture recognition system that uses optical sensors and image processing to detect and interpret natural human movements. The system captures images or video of the user, processes the visual data to recognize gestures, and translates them into application controls, eliminating the need for physical controllers and creating a more intuitive interaction model where user actions directly correspond to application responses.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

2Adaptability or versatility

If traditional controls are used, then application functionality is achieved, but the correspondence between user actions and application actions is lost

Engineering Contradiction:
Improveaction correspondenceVSAvoiduser intent information
Core Design Contradiction:
Adaptability or versatilityVSLoss of information

Solution Approach 1:

The patent creates a virtual representation of the user's physical actions through gesture recognition. The system captures the user's natural movements via camera, processes the visual data to identify gesture patterns, and replicates these movements as corresponding application actions. This copying process preserves the intent behind user actions, as the same physical gesture that the user performs naturally is translated into the equivalent application command, maintaining direct correspondence between user intent and application response.

Inventive Principle:
Principle #26Copying

3Ease of operation

If gesture recognition is implemented, then intuitive user interaction is achieved, but system complexity increases

Engineering Contradiction:
ImproveintuitivenessVSAvoidsystem complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The patent implements a universal gesture recognition platform that can be integrated across multiple applications and devices. The system uses a standardized gesture vocabulary and recognition engine that can interpret various gestures (hand movements, body poses, facial expressions) and translate them into application-specific commands. This multi-functional approach allows the same core technology to serve diverse applications, from gaming to productivity software, reducing overall system complexity through reuse while maintaining high intuitiveness.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Data Source

PatentUS7971157B2Predictive determination
Publication Date: 2011.06.28 MICROSOFT TECHNOLOGY LICENSING LLC
  • US7971157B2 patent drawing
  • US7971157B2 patent drawing
  • US7971157B2 patent drawing

AI summary

Systems, methods and computer readable media are disclosed for a gesture recognizer system architecture. A recognizer engine is provided, which receives user motion data and provides that data to a plurality of filters. A filter corresponds to a gesture, that may then be tuned by an application receiving information from the gesture recognizer so that the specific parameters of the gesture—such as an arm acceleration for a throwing gesture—may be set on a per-application level, or multiple times within a single application. Each filter may output to an application using it a confidence level that the corresponding gesture occurred, as well as further details about the user motion data.