Wide-Angle Lens Mapping for Undistorted Motion Input

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Solution Overview

Problem

Existing entertainment devices, such as video game machines, are limited in interaction types due to physical controllers that primarily rely on button-pushing or specific actions, lacking the ability to interpret complex body motions effectively.

Innovation Solution

A method and apparatus utilizing a wide-angle image capture and processing system, where a controller with a wide-angle lens and imaging means captures and maps images onto flat planes, allowing for the interpretation of image features as inputs to software, enabling more nuanced interactions by analyzing motion within an environment.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If traditional physical controllers (joysticks, keypads) are used, then the device structure is simple and easy to manufacture, but the interaction capability is limited to button-pushing or specific actions

Engineering Contradiction:
Improveinteraction capabilityVSAvoidcontroller structure
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent replaces physical mechanical controllers with an optical imaging system. A camera captures images of the environment, and image processing algorithms analyze motion and gestures, substituting mechanical button-pushing with optical detection and computational analysis.

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

Solution Approach 2:

The patent introduces an image processing system as an intermediary between the user and the games machine. The camera and image analysis software act as mediators that translate physical gestures into digital commands, enabling new interaction modes without direct mechanical contact.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Adaptability or versatility

If optical controllers like Eye Toy are used, then body motion control is enabled, but the field of view is limited and requires specific positioning

Engineering Contradiction:
Improvemotion recognition capabilityVSAvoidpositioning requirement
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The patent transitions from 2D image analysis to 3D environmental mapping by mapping image regions to facets of a cube. This dimensional transformation enables comprehensive spatial awareness and motion tracking from multiple virtual perspectives, eliminating positioning constraints.

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

Solution Approach 2:

The patent divides the wide-angle image into multiple regions and maps each region to a corresponding facet of a cube. This segmentation allows independent analysis of different spatial zones, enabling robust motion recognition regardless of camera positioning.

Inventive Principle:
Principle #1Segmentation

3Area of stationary object

If wide-angle imaging is used, then environmental coverage is increased, but image distortion increases requiring complex processing

Engineering Contradiction:
Improvefield of viewVSAvoidimage processing complexity
Core Design Contradiction:
Area of stationary objectVSDevice complexity

Solution Approach 1:

The patent maps distorted wide-angle image regions onto flat facets of a cube, transforming the distorted 2D projection into undistorted planar representations. This dimensional transformation corrects distortion while preserving the expanded field of view.

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

Data Source

PatentUS8241125B2Apparatus and method of interaction with a data processor
Publication Date: 2012.08.14 SONY INTERACTIVE ENTERTAINMENT LLC
  • US8241125B2 patent drawing
  • US8241125B2 patent drawing
  • US8241125B2 patent drawing

AI summary

A method of interaction with a data processor such as a games machine comprises the steps of capturing a wide angle image of an environment, obtaining image features from the wide angle image, and then interpreting these image features as inputs to software running on the games machine. The step of obtaining image features from the wide angle image further comprises the step of mapping one or more regions of the wide-angle image to corresponding one or more flat image planes, and obtaining image features from one or more of said planes of the mapped wide-angle image. Advantageously, the planes can be arranged to reflect the topology of a room or the positioning of players, and allow a consistent representation of image features and consequently of input motion to a process such as a game, without position dependent distortions of the features inherent in the wide angle image.