Virtual Skeleton Gesture Control for 3D Worlds

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Solution Overview

Problem

Current technologies face challenges in accurately interpreting human movements within images without the use of reflective tags or markers, limiting the ability of computers to control three-dimensional virtual worlds based on human gestures.

Innovation Solution

A virtual skeleton is created using a depth camera to model human movements, allowing for the translation of gestures into machine-readable controls that can interact with a three-dimensional virtual world, eliminating the need for conventional input devices.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If reflective tags or markers are used to track human movements, then measurement precision is improved, but device complexity increases

Engineering Contradiction:
Improvemovement tracking accuracyVSAvoidsystem complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The patent extracts and removes the reflective tags or markers from the tracking system, achieving accurate human movement tracking without requiring these additional components. The depth camera directly captures movement data from the human body, eliminating the need for external markers while maintaining measurement precision.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The human body serves itself as the tracking target without requiring external markers. The depth camera captures the natural shape and movement of the human body directly, allowing the body to provide its own tracking information through its inherent geometric features rather than requiring attached reflective elements.

Inventive Principle:
Principle #25Self-service

2Adaptability or versatility

If conventional input devices are used to control virtual worlds, then ease of operation is maintained, but adaptability decreases

Engineering Contradiction:
Improvegesture control flexibilityVSAvoiduser interaction difficulty
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The patent replaces conventional mechanical input devices (keyboards, mice, controllers) with a gesture-based control system. The depth camera captures human gestures and translates them into control commands for the virtual world, substituting physical mechanical interfaces with optical sensing and computational interpretation of natural human movements.

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

Solution Approach 2:

The system changes the control parameters from fixed device inputs to dynamic gesture parameters. By monitoring the position, orientation, and movement of body parts over time, the system translates continuous gesture data into discrete control commands, allowing flexible adaptation to different interaction scenarios while maintaining ease of use through natural movements.

Inventive Principle:
Principle #35Parameter changes

Applied Scientific Principles

This section explains which scientific principles are used to turn an abstract innovation direction into a practical engineering solution.

Function Achieved in This Case

Enables users to control three-dimensional virtual environments with natural gestures, enhancing user interaction and immersion by interpreting human movements as intuitive controls within gaming and other applications.

Implementation Method 1

a depth camera captures images of the player within an observed scene

Methodology Applied
Scientific EffectDepth sensing: Time of Flight

Data Source

PatentUS9489053B2Skeletal control of three-dimensional virtual world
Publication Date: 2016.11.08 MICROSOFT TECHNOLOGY LICENSING LLC
  • US9489053B2 patent drawing
  • US9489053B2 patent drawing
  • US9489053B2 patent drawing

AI summary

A virtual skeleton includes a plurality of joints and provides a machine readable representation of a human target observed with a three-dimensional depth camera. A relative position of a hand joint of the virtual skeleton is translated as a gestured control, and a three-dimensional virtual world is controlled responsive to the gestured control.