Vision-Based Projection System Gesture Detection

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Solution Overview

Problem

Current projector systems face challenges in user interaction, as users often stand far from the computer controlling the projection, making it difficult to coordinate operations, and external devices are often confusing and of limited utility.

Innovation Solution

A projection system that captures images of a user in front of a display screen, analyzing shadows and brightness variations across pixels to infer the user's interaction state, using a combination of front and back lights and a camera to determine if the user is approaching, hovering, or touching the screen, allowing for improved user interaction.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If a traditional projector system is used without interaction detection, then the system is simple to operate, but the user cannot interact with the projected content intuitively

Engineering Contradiction:
Improveuser interaction capabilityVSAvoidsystem complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The patent replaces traditional mechanical interaction devices (like remote controls or touch screens) with an optical field-based system. A camera captures images of the user's hand, and image processing algorithms detect touch gestures on the projected surface, enabling interaction through hand movements without physical contact with electronic interfaces.

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

Solution Approach 2:

The patent introduces an intermediary system consisting of a camera and image processing unit that mediates between the user's physical actions and the projected content. This intermediary detects hand positions and gestures by analyzing brightness variations and shadow patterns in captured images, translating physical movements into control signals for the projection system.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Ease of operation

If external interaction devices are used, then user interaction is enabled, but the devices are confusing and of limited utility

Engineering Contradiction:
Improveinteraction intuitivenessVSAvoiddevice utility
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The patent creates a universal interaction system where a single camera-based system can detect multiple types of gestures and touch patterns. The system adapts to different user interaction styles and can recognize various hand configurations, making it versatile for different应用场景 without requiring multiple specialized devices.

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

Solution Approach 2:

The system uses the user's own body (hand) as the interaction interface, eliminating the need for separate control devices. The camera captures the user's hand movements, and the system processes these movements to generate appropriate responses, making the user themselves the primary interaction tool.

Inventive Principle:
Principle #25Self-service

3Area of stationary object

If the user stands far from the computer controlling the projection, then the projection can be viewed by multiple users, but it becomes difficult to coordinate operations

Engineering Contradiction:
Improveprojection viewing areaVSAvoidoperation coordination
Core Design Contradiction:
Area of stationary objectVSEase of operation

Solution Approach 1:

The patent adds a spatial dimension to the interaction system by using a camera positioned at a distance to capture hand gestures. This allows users to interact with the projected content from afar without needing to be physically close to a computer, maintaining both the large viewing area and ease of operation through remote gesture-based control.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

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 enhanced user interaction with the projection system by accurately determining the user's state of interaction, allowing for intuitive control of projected content, such as selecting or moving icons, similar to a touch screen interface, without the need for external devices.

Implementation Method 1

a camera (120) configured to image the screen during the front-light illumination (to produce a first image) and to further image the screen during the back-light illumination (to produce a second image)

Methodology Applied
Scientific EffectLight reflection: Reflection

Implementation Method 2

The front light can be configured to illuminate a region in front of the display screen, such that an object (e.g., a fingertip) hovering over the screen is surrounded by substantially no shadow in an image captured during the illumination by the camera

Methodology Applied
Scientific EffectLight illumination: Light

Implementation Method 3

The back light can be configured to illuminate the display screen, such that the object hovering over the screen is surrounded by a shadow in an image captured during the illumination by the camera

Methodology Applied
Scientific EffectLight illumination: Light

Implementation Method 4

An image of a user in front of a display screen is captured. An inference can then be made as to whether a user is touching a display screen based on an analysis of shadows and/or variation of brightness (i.e., intensities) across pixels in the image

Methodology Applied
Scientific EffectBrightness variation analysis: Image Processing

Data Source

PatentUS9030445B2Vision-based interactive projection system
Publication Date: 2015.05.12 QUALCOMM INC
  • US9030445B2 patent drawing
  • US9030445B2 patent drawing
  • US9030445B2 patent drawing

AI summary

Techniques are provided to improve interaction between a user and a projection system. In some embodiments, an image of a user in front of a display screen is captured. An inference can then be made as to whether a user is touching a display screen based on an analysis of shadows and/or variation of brightness (i.e., intensities) across pixels in the image. For example, it may be inferred that the object is: (1) approaching the screen when a region surrounding a top of the object is characterized by a relatively small brightness variation; (2) hovering near the screen when the brightness variation is large and the region includes a dark extremum (caused by a shadow); and (3) touching the screen when the brightness variation is large and the region includes a light extremum.