Virtual Puppeteering Using Portable Device Camera
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Children's play experiences with traditional toys lack direct interaction, as physical dolls are inert and non-interactive, while virtual characters in games provide indirect interaction due to control methods like buttons or joysticks, lacking the one-to-one physical engagement of traditional toys.
Innovation Solution
The development of virtual puppeteering systems and methods using portable devices that allow children to hold and move virtual characters, mimicking the experience of handling physical toys, by combining tangible motion interfaces with sophisticated animations, utilizing augmented reality (AR) and virtual reality (VR) to create immersive interactions.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If physical dolls are used, then direct physical interaction is provided, but interactivity and animation capabilities are lost
Solution Approach 1:
The patent creates a virtual copy of the physical doll that replicates its appearance and physical interaction properties while adding animation and intelligence. The virtual doll mirrors the physical doll's visual characteristics but enables interactive behaviors that the physical version cannot provide, such as responding to commands, performing animations, and engaging in simulated play scenarios.
Solution Approach 2:
The system merges the physical doll with virtual animation and interaction capabilities through a computing device. By combining the physical object's visual presence with digital animation systems and processing capabilities, the patent creates a hybrid entity that maintains the tactile appeal of physical toys while incorporating the interactivity of video game characters.
2Adaptability or versatility
If virtual characters are used, then animation and interactivity are improved, but direct physical engagement is lost
Solution Approach 1:
The computing device serves as an intermediary between the child and the virtual doll. It receives physical inputs from the child (such as movements or gestures) and translates them into commands that control the virtual doll's actions. This mediator preserves the direct physical engagement feel while enabling sophisticated virtual responses and animations.
Solution Approach 2:
The patent replaces traditional mechanical control interfaces (buttons, joysticks) with direct physical interaction mechanisms. Instead of requiring the child to press buttons to control a character, the system responds directly to the child's physical movements and gestures, substituting mechanical input devices with intuitive physical interaction that feels more natural and engaging.
3Measurement precision
If motion tracking is used, then control precision is improved, but one-to-one interaction is lost
Solution Approach 1:
The system enables the virtual doll to respond autonomously to the child's physical actions without requiring complex control mechanisms. The doll's movements and responses are directly triggered by the child's physical interactions, creating a self-service control system where the physical action itself serves as the command, eliminating the need for separate control interfaces and preserving one-to-one interaction.
Data Source
AI summary
A virtual puppeteering system includes a portable device including a camera, a display, a hardware processor, and a system memory storing an object animation software code. The hardware processor is configured to execute the object animation software code to, using the camera, generate an image in response to receiving an activation input, using the display, display the image, and receive a selection input selecting an object shown in the image. The hardware processor is further configured to execute the object animation software code to determine a distance separating the selected object from the portable device, receive an animation input, identify, based on the selected object and the received animation input, a movement for animating the selected object, generate an animation of the selected object using the determined distance and the identified movement, and render the animation of the selected object.


