CROSS-REFERENCE TO RELATED APPLICATIONThis non-provisional utility application claims priority to U.S. provisional application Ser. No. 61/480,046, entitled “Manual and Camera-based Game Control” and filed on Apr. 28, 2011, which is incorporated herein in its entirety by reference.
BACKGROUNDExisting video and computer game control systems use hand held controllers which incorporate buttons and joysticks to enable a player to control an avatar or other objects depicted at a game display. Design of these types of hand held controllers seeks to enable fine grained control of game play in robust, easy to use and intuitive manners.
More recently, some computer game control systems use voice recognition technology and gesture recognition to enable a player to control a game interface. In this situation gamers have no hand held controller and are able to interact with the game in a straightforward manner without being restricted by physical user input devices such as hand held controllers.
The embodiments described below are not limited to implementations which solve any or all of the disadvantages of known game control systems
SUMMARYThe following presents a simplified summary of the disclosure in order to provide a basic understanding to the reader. This summary is not an extensive overview of the disclosure and it does not identify key/critical elements or delineate the scope of the specification. Its sole purpose is to present a selection of concepts disclosed herein in a simplified form as a prelude to the more detailed description that is presented later.
Manual and camera-based game control is described. In one embodiment, a game system receives an image stream depicting a player of a game and also receives manual input from a hand operated controller used by the player. In an example, the manual input may be used to control an avatar and the image stream is used to recognize gestures of the player and control background objects in the game using the recognized gestures. For example, by using gestures such as head rotations the player's hands are free to continue operating a hand-held controller and the player has increased control and an immersive game play experience. In various embodiments, methods for detecting head gestures from image streams in real time are described such as tracking velocity of player's heads and motion through quadrants of an image stream.
Many of the attendant features will be more readily appreciated as the same becomes better understood by reference to the following detailed description considered in connection with the accompanying drawings.
DESCRIPTION OF THE DRAWINGSThe present description will be better understood from the following detailed description read in light of the accompanying drawings, wherein:
FIG. 1 is a schematic diagram of a player holding a game controller and sitting before a game apparatus having a depth camera;
FIG. 2 is a schematic diagram of a game system incorporating an image capture device, a hand held controller, a computing device and a display;
FIG. 3 is a plan view of a hand held controller;
FIG. 4 is a perspective view of the hand held controller ofFIG. 3;
FIG. 5 is a schematic diagram of a display during game play;
FIG. 6 is a flow diagram of a method of operation of a game system;
FIG. 7 is a flow diagram of another method of operation of a game system;
FIG. 8 is a schematic diagram of a head tracking process;
FIG. 9 illustrates an exemplary computing-based device in which embodiments of a game system may be implemented.
Like reference numerals are used to designate like parts in the accompanying drawings.
DETAILED DESCRIPTIONThe detailed description provided below in connection with the appended drawings is intended as a description of the present examples and is not intended to represent the only forms in which the present example may be constructed or utilized. The description sets forth the functions of the example and the sequence of steps for constructing and operating the example. However, the same or equivalent functions and sequences may be accomplished by different examples.
Although the present examples are described and illustrated herein as being implemented in a game system for two dimensional side-scrolling platformer games, the system described is provided as an example and not a limitation. As those skilled in the art will appreciate, the present examples are suitable for application in a variety of different types of game systems.
Reference is first made toFIG. 1, which illustrates anexample control system100 for controlling a computer game. In this example, the control system comprises both a hand-held controller and a camera-based control system. By integrating both types of control a game player experiences the benefits of both types of control system. Integration is achieved as described herein to enable fine grained control of game systems in a robust, easy to use manner which enhances the player experience.FIG. 1 shows auser102 playing, in this illustrative example, a two dimensional side-scrolling platformer game. This type of game is may be clearly depicted in two dimensional drawings; however, the methods described herein are also applicable to three dimensional games, augmented reality applications and games of other types. In some examples, camera-basedcontrol system100 can be used to, among other things, determine body pose, bind, recognize, analyze, track, associate to a human target, provide feedback, and/or adapt to aspects of a human target such as user102 (also referred to herein as a player). In this example one player is depicted for clarity. However, two or more players may also use the control system at the same time.
The camera-basedcontrol system100 comprises acomputing device104. Thecomputing device104 can be a general purpose computer, gaming system or console, or dedicated image processing device. Thecomputing device104 can include hardware components and/or software components such that thecomputing device104 can be used to execute applications such as gaming applications and/or non-gaming applications. The structure of thecomputing device104 is discussed hereinafter with reference toFIG. 9.
The camera-basedcontrol system100 further comprises acapture device106. Thecapture device106 can be, for example, an image sensor or detector that can be used to visually monitor one or more users (such as user102) such that gestures performed by the one or more users can be captured, analyzed, processed, and tracked to perform one or more controls or actions within a game or application, as described in more detail below.
The camera-basedcontrol system100 can further comprise adisplay device108 connected to thecomputing device104. The computing device can be a television, a monitor, a high-definition television (HDTV), or the like that can provide game or application visuals (and optionally audio) to theuser102.
In operation, theuser102 can be tracked using thecapture device106 such that the position, movements and size ofuser102 can be interpreted by the computing device104 (and/or the capture device106) as controls that can be used to affect the application being executed bycomputing device104. As a result, theuser102 can move his or her body (or parts of his or her body) to control an executed game or application.
In the illustrative example ofFIG. 1, the application executing on thecomputing device104 is a two dimensional side-scrolling platformer game that theuser102 is playing. In this example, thecomputing device104 controls thedisplay device108 to provide a visual representation of a terrain comprising a landscape, tree, and the sun to theuser102. Thecomputing device104 also controls thedisplay device108 to provide a visual representation of a user avatar that theuser102 can control with his or her movements and/or by using a hand heldcontroller110. For example, thecomputing device104 can comprise a body pose estimator that is arranged to recognize and track different body parts of the user, and map these onto the avatar. In this way, the avatar copies the movements of theuser102 such that if theuser102, for example walks in physical space, this causes the user avatar to walk in game space.
However, only copying user movements in game space limits the type and complexity of the interaction between the user and the game. For example, many in-game controls are momentary actions or commands, which may be triggered using button presses in traditional gaming systems. Examples of these include actions such as punch, shoot, change weapon, throw, kick, jump, and/or crouch. Such actions or commands may be controlled by recognizing that the user is performing one of these actions and triggering a corresponding in-game action, rather than merely copying the user's movements. In addition, combinations of user inputs at the hand held controller and user inputs via the camera-based control system may be used to control the game apparatus.
Reference is now made toFIG. 2, which illustrates a schematic diagram of thecapture device106 that can be used in the camera-basedcontrol system100 ofFIG. 1. In the example ofFIG. 2 thecapture device106 is configured to capture video images with depth information. Such a capture device can be referred to as a depth camera. The depth information can be in the form of a depth image that includes depth values, i.e. a value associated with each image element of the depth image that is related to the distance between the depth camera and an item or object located at that image element. Note that the term “image element” is used to refer to a pixel, group of pixels, voxel, group of voxels or other higher level component of an image.
The depth information can be obtained using any suitable technique including, for example, time-of-flight, structured light, stereo image, or the like. In some examples, thecapture device106 can organize the depth information into “Z layers,” or layers that may be perpendicular to a Z-axis extending from the depth camera along its line of sight.
As shown inFIG. 2, thecapture device106 comprises at least oneimaging sensor200. In the example shown inFIG. 2, theimaging sensor200 comprises adepth camera202 arranged to capture a depth image of a scene. The captured depth image can include a two-dimensional (2-D) area of the captured scene where each image element in the 2-D area represents a depth value such as a length or distance of an object in the captured scene from thedepth camera202.
The capture device can also include anemitter204 arranged to illuminate the scene in such a manner that depth information can be ascertained by thedepth camera202. For example, in the case that thedepth camera202 is an infra-red (IR) time-of-flight camera, theemitter204 emits IR light onto the scene, and thedepth camera202 is arranged to detect backscattered light from the surface of one or more targets and objects in the scene. In some examples, pulsed infrared light can be emitted from theemitter204 such that the time between an outgoing light pulse and a corresponding incoming light pulse can be detected by the depth camera and measured and used to determine a physical distance from thecapture device106 to a location on the targets or objects in the scene. Additionally, in some examples, the phase of the outgoing light wave from theemitter204 can be compared to the phase of the incoming light wave at thedepth camera202 to determine a phase shift. The phase shift can then be used to determine a physical distance from thecapture device106 to a location on the targets or objects. In a further example, time-of-flight analysis can be used to indirectly determine a physical distance from thecapture device106 to a location on the targets or objects by analyzing the intensity of the reflected beam of light over time via various techniques including, for example, shuttered light pulse imaging.
In another example, thecapture device106 can use structured light to capture depth information. In such a technique, patterned light (e.g., light displayed as a known pattern such as spot, grid, or stripe pattern, which may also be time-varying) can be projected onto the scene using theemitter204. Upon striking the surface of one or more targets or objects in the scene, the pattern becomes deformed. Such a deformation of the pattern can be captured by thedepth camera202 and then be analyzed to determine a physical distance from thecapture device106 to a location on the targets or objects in the scene.
In another example, thedepth camera202 can be in the form of two or more physically separated cameras that view a scene from different angles, such that visual stereo data is obtained that can be resolved to generate depth information. In this case theemitter204 can be used to illuminate the scene or can be omitted.
In some examples, in addition or alternative to thedepth camera202, thecapture device106 can comprise a video camera, which is referred to as anRGB camera206. TheRGB camera206 is arranged to capture sequences of images of the scene at visible light frequencies, and can hence provide images that can be used to augment the depth images. In some examples, theRGB camera206 can be used instead of thedepth camera202. Thecapture device106 can also optionally comprise amicrophone207 or microphone array (which can be directional and/or steerable), which is arranged to capture sound information such as voice input from the user and can be used for speech recognition.
Thecapture device106 shown inFIG. 2 further comprises at least oneprocessor208, which is in communication with the imaging sensor200 (i.e.depth camera202 andRGB camera206 in the example ofFIG. 2), theemitter204, and themicrophone207. Theprocessor208 can be a general purpose microprocessor, or a specialized signal/image processor. Theprocessor208 is arranged to execute instructions to control theimaging sensor200,emitter204 andmicrophone207 to capture depth images, RGB images, and/or voice signals. Theprocessor208 can also optionally be arranged to perform processing on these images and signals, as outlined in more detail hereinafter.
Thecapture device106 shown inFIG. 2 further includes amemory210 arranged to store the instructions that for execution by theprocessor208, images or frames of images captured by thedepth camera202 orRGB camera206, or any other suitable information, images, or the like. In some examples, thememory210 can include random access memory (RAM), read only memory (ROM), cache, Flash memory, a hard disk, or any other suitable storage component. Thememory210 can be a separate component in communication with theprocessor208 or integrated into theprocessor208.
Thecapture device106 also comprises anoutput interface212 in communication with theprocessor208 and is arranged to provide data to thecomputing device104 via a communication link. The communication link can be, for example, a wired connection (such as USB, Firewire, Ethernet or similar) and/or a wireless connection (such as WiFi, Bluetooth or similar). In other examples, theoutput interface212 can interface with one or more communication networks (such as the internet) and provide data to thecomputing device104 via these networks.
Acontroller110 is also provided as part of the capture device. The controller may be a hand held controller as depicted schematically inFIG. 1 or may be integral with another larger device that is not hand held. The controller comprises a plurality of user input devices such as buttons, joysticks, touch pads, switches and enables a player to make input to a game system. User input data is sent from the controller to thecomputing device104 by a wired connection and/or a wireless connection.
Thecomputing device104 executes a number of functions relating to the camera-based gesture recognition, such as an optional body poseestimator214 and agesture recognition engine216. The body poseestimator214 is arranged to use computer vision techniques to detect and track different body parts of the user. An example of a body pose estimator is given in US patent publication US-2010-0278384-A1 “Human body pose estimation” filed 20 May 2009. The body poseestimator214 can provide an output to the gesture recognition engine in the form of a time-series of data relating to the user's body pose. This can be in the form of a fully tracked skeletal model of the user, or a more coarse identification of the visible body parts of the user. For example, these time-series sequences can comprise data relating to a time-varying angle between at least two body parts of the user, a rate of change of angle between at least two body parts of the user, a motion velocity for at least one body part of the user, or a combination thereof. The different types of data (angles between certain body parts, velocities, etc.) are known as “features”. In other examples, the body poseestimator214 can derive other data sequences (i.e. other features) from the changing pose of the user over time. In further examples, thegesture recognition engine216 can utilize input (i.e. features) derived from different sources other than the body pose estimator.Application software218 can also be executed on thecomputing device104 and controlled using the gestures. The application software is arranged to control display of the game at adisplay220.
FIG. 3 is a plan view of an example hand heldcontroller110. It has a generally winged shape with each wing or shoulder122 being316 being sized and shaped to be clasped in one hand. The controller comprises a housing supporting a plurality of buttons, switches and joysticks as now described in more detail. However, this is an example only and other types ofcontroller110 may be used.
Fourdigital actions buttons302 are provided on the right face of the controller comprising a green A button, red B button, blue X button and amber Y button. Twoanalog joysticks310 and312 are provided. These joysticks may also be depressed or clicked in to active a digital button beneath each joystick.Digital start306, back308 and guide304 buttons are centrally positioned on the housing. For example, the guide button is used to turn on the controller and access a menu.
FIG. 4 is a perspective view of the controller and shows aleft bumper406 and aright bumper404 each of which are buttons that may be pressed by the user. Aleft trigger400 and aright trigger402 which are both analog are given on the underside of the controller (visible inFIG. 4). Aconnect408 may be provided to enable wired connection to thecomputing device104.
FIG. 5 is a schematic diagram of a display during gameplay for example, atdisplay screen108. In this example the game is a two dimensional side-scrolling platformer game. A player controls anavatar500 using amanual controller110 in order to proceed through an environment which in this example comprises a landscape in daylight due to presence of asun504. In this example a plurality ofenemies502 are shown blocking the path of theavatar500. Around some of these enemies weapons are represented as clouds of danger. The player may advance in the game by avoiding the enemies such as by jumping over them. In this example it is difficult for the player to succeed because of the great number of enemies in the avatar's path.
In addition to controlling theavatar500 using a manual controller, a player is able to control the game system using the camera-based control system. In the example ofFIG. 5 a player may make a particular gesture in order to control the game system. For example, a player may rotate his or her head in order to make thesun504 set and theenemies502 sleep. Once the enemies sleep the player may advance theavatar500 without attack from the enemies.
FIG. 6 is a flow diagram of a method of operation of a game system. A game is displayed600 such as atdisplay screen108. An image stream is received602 depicting at least one player of the game. For example, the image stream is obtained from theimage capture system106 and may comprise depth images and color images.Gesture recognition606 is carried out on the image stream, for example, using body poseestimator214 andgesture recognition engine216. The output of the gesture recognition process is used to influence608 the course of the game. In addition, manual input from acontroller604 is used to influence the course of the game. The game is displayed610 and the display continues according to rules of the game in combination with the player's manual input, the image stream and other optional factors such as time, random elements, and other factors. By enabling hybrid control of the game system by both manual player input and gesture input the player has increased control of the game system and is immersed in the game experience.
In some examples the camera-based control of the game system is used to control only background objects in the avatar's environment. Background objects are any objects in the game without an associated physics model. For example, theavatar500 andenemies502 ofFIG. 5 are not background objects but thesun504 is a background object. In some examples, the camera-based control of the game system is available only at particular states of the game and only using specified gestures. For example, the specified gestures may be gestures which may be performed by a player at the same time as holding a manual controller. A non-exhaustive list of examples of such gestures is: full head rotation, partial head rotation, leg movement, foot movement, knee movement.
FIG. 7 is a flow diagram of a method of operation of a game system using both manual and gesture-based control. An avatar is displayed in an environment with at least one background object. For example, the background object may be a sun, a tree, a building, a clock. Manual input is received702 from a player of the game. The manual input is used to control704 the avatar. A specified background object such as a sun is highlighted if a particular game state is reached706. The game state may be a scripted movement in the game or may be a state which is activated by the player using a manual input at the controller. To highlight the background object, the sun may change color and/or pulsate. However, this is not essential. Other ways of highlighting the background object may be used. Motion of at least part of the player's body is tracked708 using the image stream and gesture recognition. Motion of the specified object (such as the sun) is displayed710 according to the tracked motion of the player's body or body part. For example, the display of the sun in the game moves in a manner matching movement of the player's head. This provides an indication to the player that he or she has control of the background object by moving his or her body or body part. If a specified gesture is detected712 then the game state is changed714 by changing the state of at least the specified object. For example, the sun sets and the enemies sleep.
In the examples described above one player operates the game system. However, it is also possible to have a plurality of players playing the game at the same time. In this case the image stream depicts a plurality of players and the players are segmented from the image stream as part of the gesture recognition process. In other examples a plurality of players play the game with each player having his or her own game system with camera-based and manual control. Combinations of these approaches are also possible.
In an example, a head rotation is detected by the gesture recognition system as now described with reference toFIG. 8. Theimage stream800 is divided into fourquadrants802 “cut” corner to corner and meeting in the center. The player's head position is typically in the top quadrant and this is illustrated at804 inFIG. 8. If the player's head moves through each of the quadrants in a clockwise direction and in a specified time, then a particular gesture is detected. This is illustrated inFIG. 8 by the head positions804,806,808 and810. Other ways of detecting a head movement gesture may be used. For example taking a point in real-world space below the player's head and tracking the player's head position relative to that; or detecting horizontal motion of the player's head and assuming correct vertical motion. In other examples gestures of the head are detected by monitoring velocity of motion of the head in the image stream and comparing that to a threshold.
FIG. 9 illustrates various components of anexemplary computing device104 which may be implemented as any form of a computing and/or electronic device, and in which embodiments of the above-described game control techniques may be implemented.
Computing device104 comprises one ormore processors902 which may be microprocessors, controllers or any other suitable type of processors for processing computing executable instructions to control a game system. In some examples, for example where a system on a chip architecture is used, theprocessors902 may include one or more fixed function blocks (also referred to as accelerators) which implement a part of the game control methods in hardware (rather than software or firmware).
The computing-baseddevice104 also comprises aninput interface904 arranged to receive input from one or more devices, such as thecapture device106 ofFIG. 2 and/or the controller ofFIG. 3 andFIG. 4. Anoutput interface906 is also provided and arranged to provide output to, for example, a display system integral with or in communication with the computing-based device (such asdisplay device108 or220). The display system may provide a graphical user interface, or other user interface of any suitable type although this is not essential. Acommunication interface908 may optionally be provided, which can be arranged to communicate with one or more communication networks (e.g. the internet).
The computer executable instructions may be provided using any computer-readable media that is accessible by computing baseddevice104. Computer-readable media may include, for example, computer storage media such asmemory910 and communications media. Computer storage media, such asmemory910, includes volatile and non-volatile, removable and non-removable media implemented in any method or technology for storage of information such as computer readable instructions, data structures, program modules or other data. Computer storage media includes, but is not limited to, RAM, ROM, EPROM, EEPROM, flash memory or other memory technology, CD-ROM, digital versatile disks (DVD) or other optical storage, magnetic cassettes, magnetic tape, magnetic disk storage or other magnetic storage devices, or any other non-transmission medium that can be used to store information for access by a computing device. In contrast, communication media may embody computer readable instructions, data structures, program modules, or other data in a modulated data signal, such as a carrier wave, or other transport mechanism. As defined herein, computer storage media does not include communication media. Therefore, a computer storage medium should not be interpreted to be a propagating signal per se. Although the computer storage media (memory910) is shown within the computing-baseddevice104 it will be appreciated that the storage may be distributed or located remotely and accessed via a network or other communication link (e.g. using communication interface908).
Platform software comprising anoperating system912 or any other suitable platform software may be provided at the computing-based device to enableapplication software218 to be executed on the device. Thememory910 can store executable instructions to implement the functionality of the body poseestimator214 and thegesture recognition engine216. Thememory910 can also provide adata store914, which can be used to provide storage for data used by theprocessors902 when performing the game control techniques, such as for any stance templates, thresholds, parameters, screen space mapping functions, or other data.
The term ‘computer’ is used herein to refer to any device with processing capability such that it can execute instructions. Those skilled in the art will realize that such processing capabilities are incorporated into many different devices and therefore the term ‘computer’ includes PCs, servers, mobile telephones, personal digital assistants and many other devices.
The methods described herein may be performed by software in machine readable form on a tangible storage medium e.g. in the form of a computer program comprising computer program code means adapted to perform all the steps of any of the methods described herein when the program is run on a computer and where the computer program may be embodied on a computer readable medium. Examples of tangible (or non-transitory) storage media include disks, thumb drives, memory etc and do not include propagated signals. The software can be suitable for execution on a parallel processor or a serial processor such that the method steps may be carried out in any suitable order, or simultaneously.
This acknowledges that software can be a valuable, separately tradable commodity. It is intended to encompass software, which runs on or controls “dumb” or standard hardware, to carry out the desired functions. It is also intended to encompass software which “describes” or defines the configuration of hardware, such as HDL (hardware description language) software, as is used for designing silicon chips, or for configuring universal programmable chips, to carry out desired functions.
Those skilled in the art will realize that storage devices utilized to store program instructions can be distributed across a network. For example, a remote computer may store an example of the process described as software. A local or terminal computer may access the remote computer and download a part or all of the software to run the program. Alternatively, the local computer may download pieces of the software as needed, or execute some software instructions at the local terminal and some at the remote computer (or computer network). Those skilled in the art will also realize that by utilizing conventional techniques known to those skilled in the art that all, or a portion of the software instructions may be carried out by a dedicated circuit, such as a DSP, programmable logic array, or the like.
Any range or device value given herein may be extended or altered without losing the effect sought, as will be apparent to the skilled person.
Although the subject matter has been described in language specific to structural features and/or methodological acts, it is to be understood that the subject matter defined in the appended claims is not necessarily limited to the specific features or acts described above. Rather, the specific features and acts described above are disclosed as example forms of implementing the claims.
It will be understood that the benefits and advantages described above may relate to one embodiment or may relate to several embodiments. The embodiments are not limited to those that solve any or all of the stated problems or those that have any or all of the stated benefits and advantages. It will further be understood that reference to ‘an’ item refers to one or more of those items.
The steps of the methods described herein may be carried out in any suitable order, or simultaneously where appropriate. Additionally, individual blocks may be deleted from any of the methods without departing from the spirit and scope of the subject matter described herein. Aspects of any of the examples described above may be combined with aspects of any of the other examples described to form further examples without losing the effect sought.
The term ‘comprising’ is used herein to mean including the method blocks or elements identified, but that such blocks or elements do not comprise an exclusive list and a method or apparatus may contain additional blocks or elements.
It will be understood that the above description is given by way of example only and that various modifications may be made by those skilled in the art. The above specification, examples and data provide a complete description of the structure and use of exemplary embodiments. Although various embodiments have been described above with a certain degree of particularity, or with reference to one or more individual embodiments, those skilled in the art could make numerous alterations to the disclosed embodiments without departing from the spirit or scope of this specification.