TW201351202A - Virtual interactive communication method - Google Patents
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Abstract
Description
本發明提供一種虛擬互動溝通方法,特別是採用遠距連線結合Kinect體感電玩技術建立一種有助於與高齡者關懷互動的虛擬互動溝通平台的方法。
The invention provides a virtual interactive communication method, in particular to adopt a remote connection and Kinect somatosensory video game technology to establish a virtual interactive communication platform which is helpful for the interaction with elderly people.
隨著時代快速變遷,現今醫學與科技快速蓬勃發展,因此人們的環境衛生與生活品質也隨之大幅提升,使人類平均壽命普遍延長。美國人口普查局(U.S. Census Bureau)指出第二次世界大戰結束後出生率大幅度提升,俗稱戰後嬰兒潮(Post-war baby boomer),而從1945年開始至1964年為嬰兒潮人口高峰期,這意味著1945年至1964年出生者現今已逐漸邁向退休期,導致台灣從2010至2029年加速進入人口高齡化階段,因此人口高齡化趨勢已被視為一重要議題。
由於現代社會生活與工作型態的變遷,子女往往無法常伴於老年人左、右,根據台北市政府衛生局的調查報告,臺灣65歲以上高齡者與配偶同住者僅佔22.20%,獨居者則有13.66%,子女可能因為升學、結婚或工作而離去,或者老伴故逝,都會造成高齡者產生獨居之現象。許多研究指出高齡者會隨著親人、子女的離去,而造成難以緩解的孤獨與憂鬱感,如此不僅容易導致高齡者生活品質下降,也會間接影響高齡者的健康狀況。
目前遠距溝通工具已成為高齡者與遠方親人、朋友之間最常使用的通訊方式,例如市面上廣泛使用的手機、視訊或Skype等,高齡者與遠方親人、朋友可於不同地區狀態下,透過遠距溝通工具傳送聲音與影像,並且利用遠距溝通工具相互連繫;特別是對於戰後嬰兒潮時期出生的高齡者,他們有高教育水準與使用現代科技產品的能力,加上對於科技產品的接受度高,所以能藉由遠距溝通工具實現與遠方子女、親人或朋友相互溝通之目的,有助於高齡者維持健全的人際關係,以避免孤獨所帶來的負面影響。
為了維持高齡者與遠方親人、朋友間的人際關係,溝通是最常見的方法之一,除了面對面的溝通之外,還可透過遊戲之虛擬世界來實現遠距離互動;其中,社交存在感是遊戲中實現遠距離互動不可或缺的,社交存在感主要是評估社交互動與參與狀態下,玩家對遊戲體驗之影響,社交存在感可分為三個構面,包括同理心(Empathy)、負面情緒(Negative feelings)、以及參與行為(Behavioural involvement)等。
近期,Xbox360 Kinect開啟了新一代遠距溝通模式,Xbox360 Kinect以低成本形式克服傳統面對面溝通方式上的不便性,也由於操作簡單,使每個人都能夠輕易使用;參與者只需操控於3D虛擬環境影像中的虛擬角色(Avatar),就可透過網路聯繫彼此,並同時於遠距虛擬環境影像中進行交流。
雖然Avatar Kinect開啟了新一代遠距溝通模式,但參與者尚無法操控虛擬角色在虛擬環境影像與另一參與者操控之虛擬角色做肢體接觸,這對提升高齡者內心之關懷與降低孤獨感的幫助仍然而限。有鑑於此,如何克服上述使用上的問題,將是在此領域技術者所欲解決之困難所在。
With the rapid changes of the times, today's medicine and technology are booming rapidly, so people's environmental sanitation and quality of life have also increased significantly, and the average life expectancy of human beings has been generally extended. The US Census Bureau pointed out that the birth rate increased significantly after the end of the Second World War, commonly known as the Post-war baby boomer, and from 1945 to 1964, the peak of the baby boom population, This means that the birth of the people from 1945 to 1964 has gradually moved to retirement, which has led to the accelerated aging of the population from 2010 to 2029. Therefore, the trend of population aging has been regarded as an important issue.
Due to the changes in modern social life and work style, children are often unable to accompany the elderly left and right. According to the investigation report of the Taipei Municipal Government Health Bureau, Taiwan’s elderly people over the age of 65 and spouses only account for 22.20%. There are 13.66% of the homeowners. Children may leave because of their studies, marriage or work, or their wives may die, causing the elderly to live alone. Many studies have pointed out that elderly people will have a sense of loneliness and depression that is difficult to alleviate with the departure of their loved ones and children. This will not only lead to a decline in the quality of life of the elderly, but also indirectly affect the health of the elderly.
At present, telematics tools have become the most commonly used communication methods between elderly people and distant relatives and friends, such as mobile phones, video or Skype, which are widely used in the market. Older people and distant relatives and friends can be in different regions. Transmitting sound and video through telematics tools and using remote communication tools to connect with each other; especially for older people born after the baby boom, they have high educational standards and the ability to use modern technology products, plus technology The product is highly accepted, so it can communicate with distant children, relatives or friends through remote communication tools, which helps the elderly to maintain sound interpersonal relationships and avoid the negative impact of loneliness.
In order to maintain the interpersonal relationship between elderly people and distant relatives and friends, communication is one of the most common methods. In addition to face-to-face communication, remote interaction can be realized through the virtual world of games. Among them, social presence is a game. The realization of long-distance interaction is indispensable. The social presence is mainly to evaluate the influence of players on the game experience under social interaction and participation. The social presence can be divided into three facets, including empathy and negative. Negative feelings, and Behavioural involvement.
Recently, the Xbox360 Kinect has opened up a new generation of long-distance communication mode. The Xbox360 Kinect overcomes the inconvenience of traditional face-to-face communication in a low-cost manner, and because of its simple operation, it can be easily used by everyone; participants only need to control 3D virtual The virtual characters (Avatar) in the environmental image can communicate with each other through the network and communicate at the same time in the remote virtual environment image.
Although Avatar Kinect has opened up a new generation of long-distance communication mode, participants are still unable to control the virtual character's physical contact with the virtual character controlled by another participant in the virtual environment image, which enhances the inner care of the elderly and reduces loneliness. Help is still limited. In view of this, how to overcome the above problems in use will be the difficulty that the technicians in this field want to solve.
為了改善上述問題,本發明之目的旨在提出一種虛擬互動溝通方法,特別是採用遠距連線結合體感電玩技術建立一種有助於與高齡者關懷互動的虛擬互動溝通平台的方法,從遊戲過程中,令高齡者與遠方親人或朋友之間透過身體動作來操控遊戲人物進行互動,並可間接藉由虛擬環境影像中不同的肢體接觸與遊戲形態增加彼此的社交互動與話題,進而縮短高齡者與遠方親人、朋友之間心靈的距離,並從中撫慰高齡者內心的孤獨。
為達成上述目的,本發明一種虛擬互動溝通方法,包含:
採用一第一運算器經由一第一影音設備播放一虛擬環境影像、一位於該虛擬環境影像內的第一虛擬角色、以及一位於該虛擬環境影像內的第二虛擬角色,並採用一第二運算器經由一第二影音設備播放該虛擬環境影像、所述位於該虛擬環境影像內的第一虛擬角色、以及所述位於該虛擬環境影像內的第二虛擬角色;
使用一第一動態感測器擷取一第一參與者之身體與四肢的移動狀態,並經由該第一運算器讀取所述第一參與者之身體與四肢的移動狀態而控制所述第一虛擬角色與第一參與者同步動作,同時使用一第二動態感測器擷取一第二參與者之身體與四肢的移動狀態,並經由該第二運算器讀取所述第二參與者之身體與四肢的移動狀態而控制所述第二虛擬角色與第二參與者同步動作;及
令第一參與者依據所述第一虛擬角色與第二虛擬角色的相對位置,而控制該第一虛擬角色移動並接觸該第二虛擬角色,且令第二參與者依據所述第二虛擬角色與第一虛擬角色的相對位置,而控制該第二虛擬角色移動並接觸該第一虛擬角色,致使所述第一虛擬角色與第二虛擬角色於該虛擬環境影像中呈現出互動狀態。
藉由上述,高齡者只需使用所述第一動態感測器與第一運算器驅動位於3D虛擬環境影像中的第一虛擬角色,而遠方親人、朋友只需藉由所述第二動態感測器與第二運算器驅動位於虛擬環境影像中的第二虛擬角色,彼此間就可於該虛擬環境影像內一同做運動或肢體接觸,例如擁抱、握手等肢體動作,如此可促進高齡者與遠方親人、朋友進行遠距離互動,並使高齡者與遠方親人或朋友能夠即時聯繫、互動、分享生活與心情,進而聯繫彼此的心靈。
據此,本發明創造一個更有魅力的社交遊戲環境平台,同時結合遠距遊戲與體感技術,讓高齡者與遠方親人、朋友藉由虛擬角色一同融入虛擬環境影像中,並透過身體動作操控虛擬角色而彼此產生肢體接觸,不僅能滿足高齡者不能真實擁抱親友的心情,也能促進雙方心中對彼此的關懷,進而達到互動溝通與休閒味之雙重目的,並擴展的社交網絡。
此外,本發明另一種虛擬互動溝通方法,包含:
採用一第一運算器經由一第一影音設備播放一虛擬環境影像、一位於該虛擬環境影像內的第一虛擬角色、一位於該虛擬環境影像內的第二虛擬角色、以及一位於該虛擬環境影像內的姿勢框架影像,並採用一第二運算器經由一第二影音設備播放該虛擬環境影像、所述位於該虛擬環境影像內的第一虛擬角色、所述位於該虛擬環境影像內的第二虛擬角色、以及所述位於該虛擬環境影像內的姿勢框架影像;
使用一第一動態感測器擷取一第一參與者之身體與四肢的移動狀態,並經由該第一運算器讀取所述第一參與者之身體與四肢的移動狀態而控制所述第一虛擬角色與第一參與者同步動作,同時使用一第二動態感測器擷取一第二參與者之身體與四肢的移動狀態,並經由該第二運算器讀取所述第二參與者之身體與四肢的移動狀態而控制所述第二虛擬角色與第二參與者同步動作;及
令第一參與者依據所述第一虛擬角色與姿勢框架影像的相對位置,而控制該第一虛擬角色移動至該姿勢框架影像內,並擺出相符於該姿勢框架影像的姿勢,且令第二參與者依據所述第二虛擬角色與姿勢框架影像的相對位置,而控制該第二虛擬角色移動至該姿勢框架影像內,並擺出相符於該姿勢框架影像的姿勢,致使所述第一虛擬角色與第二虛擬角色於該虛擬環境影像中呈現出互動狀態。
藉由上述,結合肢體接觸與靜態人行框之姿勢框架影像的設計,令高齡者與遠方親人、朋友需驅動虛擬角色,並且在相異姿勢框架影像的限制下,擺出擁抱、握手或摸頭等姿勢,除了彼此要維持姿勢於姿勢框架影像內,還要共同思考如何創造彼此碰觸對方身上得分點的機會,所以在互動過程中,不僅間接促進彼此的話題與互動外,也間接輔助降低高齡者心靈上的孤獨。其中:
該姿勢框架影像包含一供給該第一虛擬角色擺出姿勢的第一姿勢框,以及一供給該第二虛擬角色擺出姿勢的第二姿勢框,所述第一姿勢框與第二姿勢框相互連通。
所述第一虛擬角色與第二虛擬角色碰觸姿勢框架影像而呈現不同視覺反饋,且姿勢框架影像為動態生成,所述第一虛擬角色與第二虛擬角色移至姿勢框架影像內一預設時間後,該姿勢框架影像會消失,而新的姿勢框架影像立即動態生成。
以下進一步說明本發明的具體實施方式:
依據上述主要結構特徵,所述第一虛擬角色與第二虛擬角色之各關節上分置有一得分點,所述第一虛擬角色與第二虛擬角色在做不同肢體接觸時,能經由肢體接觸得分點而呈現不同視覺反饋。
依據上述主要結構特徵,所述第一運算器與第二運算器為Xbox 360。
依據上述主要結構特徵,所述第一動態感測器與第二動態感測器為Kinect。
然而,為能明確且充分揭露本發明,併予列舉較佳實施之圖例,以詳細說明其實施方式如後述:
In order to improve the above problems, the object of the present invention is to propose a virtual interactive communication method, in particular to use a remote connection combined with a somatosensory video game technology to establish a virtual interactive communication platform that helps to care for the elderly, from the game. In the process, the elderly and the distant relatives or friends can control the game characters through the body movements to interact, and indirectly increase the social interaction and topic of each other through different physical contact and game forms in the virtual environment image, thereby shortening the senior age. The distance between the soul and the distant relatives and friends, and soothe the loneliness of the elderly.
To achieve the above object, the present invention provides a virtual interactive communication method comprising:
Using a first computing device to play a virtual environment image, a first virtual character located in the virtual environment image, and a second virtual character located in the virtual environment image through a first audio device, and adopting a second The computing device plays the virtual environment image, the first virtual character located in the virtual environment image, and the second virtual character located in the virtual environment image via a second audio device;
Using a first dynamic sensor to capture the movement state of the body and limbs of a first participant, and controlling the movement state of the body and limbs of the first participant via the first operator to control the first a virtual character synchronizes with the first participant, while using a second dynamic sensor to capture the movement state of the body and limbs of the second participant, and reading the second participant via the second operator Controlling the movement of the body and the limbs to control the second virtual character to synchronize with the second participant; and causing the first participant to control the first position according to the relative position of the first virtual character and the second virtual character The virtual character moves and contacts the second virtual character, and causes the second participant to control the second virtual character to move and contact the first virtual character according to the relative position of the second virtual character and the first virtual character, so that the second virtual character moves The first virtual character and the second virtual character exhibit an interactive state in the virtual environment image.
By the above, the elderly person only needs to use the first dynamic sensor and the first computing device to drive the first virtual character located in the 3D virtual environment image, and the distant relatives and friends only need to use the second dynamic sense The second virtual character in the virtual environment image is driven by the detector and the second computing device, and the movement or physical contact between the virtual environment image, such as a hug, a handshake, and the like, can be promoted, thereby promoting the elderly and the Remote relatives and friends carry out long-distance interaction, and enable the elderly and distant relatives or friends to instantly contact, interact, share life and mood, and then connect with each other's hearts.
Accordingly, the present invention creates a more attractive social game environment platform, and combines remote game and somatosensory technology to enable elderly people to integrate with distant relatives and friends into virtual environment images through virtual characters, and manipulate through body movements. The virtual characters and the physical contact with each other not only satisfy the feeling that the elderly can not truly embrace the relatives and friends, but also promote the care of each other's hearts, thereby achieving the dual purpose of interactive communication and casual taste, and expanding the social network.
In addition, another virtual interactive communication method of the present invention includes:
Playing a virtual environment image, a first virtual character located in the virtual environment image, a second virtual character located in the virtual environment image, and a virtual environment in the virtual environment image by using a first computing device a gesture frame image in the image, and playing the virtual environment image, the first virtual character located in the virtual environment image, and the first virtual character image in the virtual environment image by using a second computing device a virtual character, and the gesture frame image located in the virtual environment image;
Using a first dynamic sensor to capture the movement state of the body and limbs of a first participant, and controlling the movement state of the body and limbs of the first participant via the first operator to control the first a virtual character synchronizes with the first participant, while using a second dynamic sensor to capture the movement state of the body and limbs of the second participant, and reading the second participant via the second operator Controlling the movement of the body and the limbs to control the second virtual character to synchronize with the second participant; and causing the first participant to control the first virtual according to the relative position of the first virtual character and the gesture frame image The character moves into the pose frame image and poses a gesture conforming to the pose frame image, and causes the second participant to control the second virtual character move according to the relative position of the second virtual character and the pose frame image. Placing a gesture conforming to the image of the pose frame to the pose frame image, causing the first virtual character and the second virtual character to interact in the virtual environment image State.
Through the above, combined with the design of the posture frame image of the limb contact and the static pedestrian frame, the elderly person and the distant relatives and friends need to drive the virtual character, and under the restriction of the image of the different posture frame, the hug, the handshake or the touch is put up. Posture, in addition to maintaining each other's posture in the pose frame image, we must also think about how to create opportunities to touch each other's score points, so in the process of interaction, not only indirectly promote each other's topics and interactions, but also indirectly help reduce the age The loneliness of the soul. among them:
The pose frame image includes a first gesture frame for providing a posture of the first virtual character, and a second gesture frame for providing a gesture for the second virtual character, the first gesture frame and the second posture frame are mutually Connected.
The first virtual character and the second virtual character touch the pose frame image to present different visual feedback, and the pose frame image is dynamically generated, and the first virtual character and the second virtual character move to a preset in the pose frame image. After the time, the pose frame image disappears and the new pose frame image is dynamically generated immediately.
Specific embodiments of the invention are further described below:
According to the above main structural features, each of the joints of the first virtual character and the second virtual character is divided into a score point, and the first virtual character and the second virtual character can score through physical contact when making different physical contact. Different visual feedback is presented at the point.
According to the above main structural features, the first operator and the second operator are Xbox 360.
According to the above main structural features, the first dynamic sensor and the second dynamic sensor are Kinect.
However, in order to clearly and fully disclose the present invention, the preferred embodiments are illustrated, and the detailed description of the embodiments will be described as follows:
請參閱圖1所示,揭示出本發明第一種實施例的配置示意圖,圖2揭示出圖1實施例之另一配置示意圖,圖3揭示出圖1實施例之配置型態方塊圖,圖4揭示出圖1實施例之一使用形態圖,圖5揭示出圖1實施例之方法流程方塊圖,並配合圖1至圖5說明本發明之虛擬互動溝通方法,係採用Kinect為基礎建構有助於與高齡者關懷互動的虛擬互動溝通平台,包含建構虛擬角色之外皮與結合骨骼系統、使用Kinect驅動之虛擬角色、以及對高齡者之虛擬互動溝通平台之遠距連線架構。其中:
採用Xbox 360作為本發明之運算器,並採用Kinect for Xbox 360作為本發明之動態感測器,Kinect for Xbox 360,簡稱Kinect,是由微軟開發,可應用於Xbox 360等運算器周邊的一種動態感測器,Kinect讓玩家不需要手持或踩踏控制器,而是使用語音指令或手勢來操作Xbox 360 的系統介面,且Kinect也能捕捉玩家之身體與四肢的動作,如此可利用身體與四肢來操作並進行遊戲,帶給玩家有如身歷其境的娛樂體驗,Kinect除了能夠捕捉使用者的肢體動作,也能夠進行臉部辨識。
Kinect是一種外型類似網路攝影機的動態感測器,具有三個鏡頭,中間的鏡頭是 RGB 彩色攝影機,左右兩邊的鏡頭分別為紅外線發射器和紅外線CMOS 攝影機所構成的3D結構光深度感應器,Kinect還搭配了追焦技術,其底座馬達會隨著對焦物體移動跟著轉動。
然而,所述Xbox 360與Kinect僅為本發明一較佳實施例而已,事實上本發明並未因此而受限;換言之,凡使用其他採用體感控制技術之運算器(舉如Wii)與動態感測器,均可為本發明所利用。
目前3D虛擬環境影像之數位原型一般是以CAD軟體或3D動畫建模軟體建構,舉如採用Inventor、Solid works、3ds Max、Cinema 4D等3D動畫建模軟體建構;在本實施上,係採用Cinema 4D動畫建模軟體建構虛擬環境影像與虛擬環境影像內所需虛擬物件,同時建構虛擬角色的皮膚與骨架。
使用Unity 3D建構遠距離關懷互動之虛擬互動溝通平台,包含使用Kinect驅動Unity 3D內部Avatar之Java Script。其詳細過程與系統架構如下所示:
一、建構虛擬角色之外皮與結合骨骼系統:
所述虛擬互動溝通平台之虛擬環境影像20中,設有複數個虛擬角色,其建構方式分別依序為下列三項步驟:
1.建構虛擬角色之外皮:採用Cinema 4D幾何模型來建構虛擬環境影像20中的虛擬角色10之外皮100(如圖4所示),並透過材質球或UV貼圖美化虛擬角色10之外皮100,使虛擬角色10外觀更加栩栩如生。
2.建構虛擬角色之骨骼系統:根據Prime Sense所提供Kinect範例”Stick Figure”示意圖(如圖4所示),當作Cinema 4D建立虛擬角色10之骨骼系統的參考,並且依照各骨骼之間的關係階層,建構虛擬角色10之全身骨骼系統101。
3.整合虛擬角色之骨架系統與外皮:將虛擬角色10之外皮100與骨骼系統101建置完成後,為了使參與者能夠驅動虛擬角色10,需先於Cinema 4D中整合虛擬角色10之外皮100與骨骼系統101,並透過位移或旋轉工具來確認骨骼系統101與外皮100是否整合完成。
二、使用Kinect驅動之虛擬角色:
採用Kinet驅動虛擬環境影像20內的虛擬角色10前,需先安裝驅動Kinect之軟體,目前開放的軟體有OpenNI和Microsoft所推出的Kinect SDK,本發明將採用OpenNI,由於OpenNI能產生15個關節點102位置資料,包含關節點102的相對位置、角度與質心等,所述關節點102分佈於虛擬角色10之手、腳關節、頭部、肩部、腹部與腰部,讓我們在做扭腰或擺動手、腳時,Unity 3D之虛擬環境影像20內的虛擬角色10也能與參與者達到同樣之動作。
OpenNI擷取至參與者身上15個關節點102的相關資訊後,會將這些資訊存至暫存資料庫,再由Unity 3D撰寫程式碼呼叫暫存資料庫裡的15個關節點102相關資訊;同時將我建製好骨骼系統101的虛擬角色10儲存至Unity 3D之虛擬環境影像20內,並把虛擬角色10之各關節點102對應至程式碼呼叫暫存資料庫內所述參與者之15個關節點102位置。
三、對高齡者之虛擬互動溝通平台之遠距連線架構:
為了讓高齡者能以簡單及方便的形式加入遠方親人、朋友所建立之遊戲,本發明是將遊戲建立者的資訊傳送給主伺服器,當高齡者要尋找遠方親人、朋友所建立之遊戲時,系統便自動向該主伺服器尋求有哪些遊戲房間可加入,高齡者只需選擇認識的遠方親人、朋友所開的遊戲房間,即可進行連線遊戲。
該主伺服器是利用Unity 3D提供的主伺服器資源所建立,須撰寫相關程式將遊戲建立者的資訊傳遞給主伺服器,包含創建IP、限制連線人數與遊戲房間名稱等。
另外,遠距連線不外乎兩地資料需同步傳送,所以連線遊戲時資料同步傳輸是很重要的,於Unity 3D,讓資料彼此同步傳輸的元件為Network View,如果遠距關懷互動平台未添加Network View,則彼此就無法於虛擬環境影像20中看到對方所操控的虛擬角色10。
由於目前尚未有以Avatar Kinect為設計主軸的研究,本發明利用遠距操控虛擬環境影像20內之虛擬角色10的方法,間接提升對高齡者內心之關懷,並降低高齡者內心之孤獨,因此,本發明一種虛擬互動溝通方法,包含下列實施步驟:
步驟S01:採用一第一運算器31經由一第一影音設備41播放一虛擬環境影像20、一位於該虛擬環境影像20內的第一虛擬角色11、以及一位於該虛擬環境影像20內的第二虛擬角色12。所述第一虛擬角色11、第二虛擬角色12等同於該虛擬角色10。
步驟S02:並採用一第二運算器32經由一第二影音設備42播放該虛擬環境影像20、所述位於該虛擬環境影像20內的第一虛擬角色11、以及所述位於該虛擬環境影像20內的第二虛擬角色12。
所述第一影音設備41與第二影音設備42可為任何具有螢幕之顯示裝置,舉如:電腦、電視,且家中與看護中心擁有螢幕之顯示裝置皆可;所述第一運算器31與第二運算器32可為Xbox 360。
步驟S03:使用一第一動態感測器51擷取一第一參與者71之身體與四肢的移動狀態,並經由該第一運算器31讀取所述第一參與者71之身體與四肢的移動狀態而控制所述第一虛擬角色11與第一參與者71同步動作。該第一參與者71可為高齡者。
步驟S04:同時使用一第二動態感測器52擷取一第二參與者72之身體與四肢的移動狀態,並經由該第二運算器32讀取所述第二參與者72之身體與四肢的移動狀態而控制所述第二虛擬角色12與第二參與者72同步動作。所述第一動態感測器51與第二動態感測器52可為Kinect,該第二參與者72可為高齡者之親人、朋友。
步驟S05:令第一參與者71依據所述第一虛擬角色11與第二虛擬角色12的相對位置,而控制第一虛擬角色11移動並接觸第二虛擬角色12。
步驟S06:且令第二參與者72依據所述第二虛擬角色12與第一虛擬角色11的相對位置,而控制第二虛擬角色12移動並接觸第一虛擬角色11。
如此,並藉由Kinect捕捉高齡者與遠距親人、朋友的肢體動作,而驅動虛擬環境影像20中之第一虛擬角色11、第二虛擬角色12,致使所述第一虛擬角色11與第二虛擬角色12於虛擬環境影像20中呈現出擁抱、握手或摸頭等互動狀態。
藉由上述,高齡者只需使用所述第一動態感測器51與第一運算器31驅動位於3D虛擬環境影像20中的第一虛擬角色11,而遠方親人、朋友只需藉由所述第二動態感測器52與第二運算器31驅動位於虛擬環境影像20中的第二虛擬角色12,彼此間就可藉由所述第一虛擬角色11及第二虛擬角色12於虛擬環境影像20內一同做運動或肢體接觸,例如擁抱、握手或摸頭等肢體動作,如此可促進高齡者與遠方親人、朋友進行遠距離互動,並使高齡者與遠方親人或朋友能夠即時聯繫、互動、分享生活與心情,進而聯繫彼此的心靈。
值得一提的是,本發明能夠鼓勵高齡者與孫子女和諧參與兩代互動社交遊戲,如此不僅提升高齡者與孫子女之間的社交機會,彼此也間接從虛擬互動溝通平台上達到伸展肢體之運動目的。
此外,家長也可透過遠距連線操作虛擬環境影像20中的虛擬角色10與父母或子女間共同遊戲,讓高齡者能夠與遠距離操控虛擬環境影像20中虛擬角色10的真實玩家做互動。
使用時,所述第一虛擬角色11與第二虛擬角色12之各關節上分置有一得分點103(Hot Points),所述得分點103可分別設於手掌、手肘、肩膀、腳踝、膝蓋、頭部與腰部,皆包含左、右兩邊,而形成一種肢體接觸之得分點103模式,讓高齡者與遠方親人、朋友藉由所述第一虛擬角色11與第二虛擬角色12在做不同肢體接觸時,能經由肢體接觸得分點103而呈現不同視覺反饋,例如當高齡者控制第一虛擬角色11的手碰觸親人、朋友控制之第二虛擬角色12的頭部得分點103時,就會出現愛心或火花等視覺反饋,如此讓高齡者與遠方親人、朋友藉由不同肢體動作,表現彼此當下心中的心情與思情。
作為所述第一動態感測器51與第二動態感測器52之Kinect也能內建陣列式麥克風或外接麥克風61、62,用以識別語音指令;如此,本發明不僅能間接達到肢體運動效果,高齡者與與遠方親人、朋友亦可經由麥克風61、62透過語音Skype進行遠距離視訊對話,藉以提升彼此溝通互動。
實際使用上,高齡者與遠距親人、朋友兩端皆可採用HDMI傳輸線連結個人、筆記型電腦或電視,並於所述電腦內安裝Unity3D軟體與驅動Kinect之相關軟體,包含OpenNI、Prime Sense與NITE等,而遠距Skype語音通話連結可透過頭戴式耳機麥克風。
請參閱圖6所示,揭示出本發明第二種實施例的配置示意圖,圖7揭示出圖6實施例之另一配置示意圖,圖8揭示出圖6實施例之方法流程方塊圖,並配合圖6至圖8說明本發明另一種虛擬互動溝通方法,包含下列實施步驟:
步驟S01a:採用第一運算器31經由第一影音設備41(參閱圖3所示)播放一虛擬環境影像20、一位於虛擬環境影像20內的第一虛擬角色11、一位於虛擬環境影像20內的第二虛擬角色12、以及一位於虛擬環境影像20內的姿勢框架影像13,且姿勢框架影像13包含一供給第一虛擬角色11擺出姿勢的第一姿勢框131,以及一供給第二虛擬角色12擺出姿勢的第二姿勢框132,所述第一姿勢框131與第二姿勢框132相互連通。
步驟S02a:並採用第二運算器32經由第二影音設備42播放該虛擬環境影像20、所述位於虛擬環境影像20內的第一虛擬角色11、所述位於虛擬環境影像20內的第二虛擬角色12、以及所述位於虛擬環境影像20內的姿勢框架影像13。
步驟S03a:使用第一動態感測器51擷取第一參與者71之身體與四肢的移動狀態,並經由第一運算器31讀取所述第一參與者71之身體與四肢的移動狀態而控制所述第一虛擬角色11與第一參與者71同步動作。
步驟S04a:同時使用第二動態感測器52擷取第二參與者72之身體與四肢的移動狀態,並經由第二運算器32讀取所述第二參與者72之身體與四肢的移動狀態而控制所述第二虛擬角色12與第二參與者72同步動作。
步驟S05a:令第一參與者71依據所述第一虛擬角色11與姿勢框架影像13的相對位置,而控制第一虛擬角色11移動至姿勢框架影像13之第一姿勢框131內,並擺出相符於姿勢框架影像13之第一姿勢框131的姿勢。
步驟S06a:且令第二參與者72依據所述第二虛擬角色12與姿勢框架影像13的相對位置,而控制第二虛擬角色12移動至姿勢框架影像13之第二姿勢框132內,並擺出相符於姿勢框架影像13之第二姿勢框132的姿勢。
該姿勢框架影像13為供給所述第一虛擬角色11與第二虛擬角色12之肢體相互接觸之靜態人形框(Posture Frame, PF),本發明以Avatar Kinect為設計基礎,發展多人靜態人形框遊戲(Multi-player game),該姿勢框架影像13是由3D繪圖軟體CINEMA 4D建構呈三維矩形,且姿勢框架影像13可藉由所述第一姿勢框131與第二姿勢框132限制所述第一虛擬角色11及第二虛擬角色12的擺出擁抱或握手等姿勢。
如此,讓高齡者與遠方親人、朋友站於Kinect前方,彼此跟隨姿勢框架影像13之型態而動作,進行擁抱、握手等肢體接觸,致使所述第一虛擬角色11與第二虛擬角色12於虛擬環境影像20中呈現出互動狀態。
採用本發明虛擬互動溝通方法的虛擬互動溝通平台結合靜態人行框(PF),可引導及約束高齡者與遠方親人、朋友操控遊戲中的虛擬角色之肢體動作,於互動過程中都要避免碰觸到靜態人形框之姿勢框架影像13,並於時間內需試圖接觸彼此身上之得分點103(Hot Points)。
相對遊戲過程中,所述第一虛擬角色11與第二虛擬角色12碰觸姿勢框架影像13而呈現不同視覺反饋,例如失火、冒煙等,進而產生特殊的遊戲效果,提升遊戲樂趣。
該姿勢框架影像13可為動態生成,所述第一虛擬角色11與第二虛擬角色12移至姿勢框架影像13內一預設時間(可為數秒鐘或數分鐘)後,該姿勢框架影像13就會消失,而新的姿勢框架影像則立即動態生成。
所以在遊戲過程中,高齡者與遠方親人、朋友必須共同思考、共同完成置身於姿勢框架影像13內,同時避免所述第一虛擬角色11與第二虛擬角色12碰觸姿勢框架影像13。
藉由上述,結合肢體接觸與靜態人行框之姿勢框架影像13的設計,令高齡者與遠方親人、朋友需驅動虛擬角色,並且在相異姿勢框架影像13的限制下,擺出擁抱、握手或摸頭等姿勢,除了彼此要維持姿勢於姿勢框架影像13內,還要共同思考如何創造彼此碰觸對方身上得分點103的機會,所以在互動過程中,不僅間接促進彼此的話題與互動外,也間接輔助降低高齡者心靈上的孤獨。
據此,本發明創造一個更有魅力的社交遊戲環境平台,同時結合遠距遊戲與體感技術,讓高齡者與遠方親人、朋友藉由虛擬角色一同融入虛擬環境影像中,並透過身體動作操控虛擬角色而彼此產生肢體接觸,不僅能滿足高齡者不能真實擁抱親友的心情,也能促進雙方心中對彼此的關懷,進而達到互動溝通與休閒味之雙重目的,並擴展的社交網絡。
綜上所陳,僅為本發明之較佳實施例而已,並非用以限定本發明;凡其他未脫離本發明所揭示之精神下而完成的等效修飾或置換,均應包含於後述申請專利範圍內。
Referring to FIG. 1 , a schematic diagram of a configuration of a first embodiment of the present invention is disclosed, FIG. 2 is a schematic diagram showing another configuration of the embodiment of FIG. 1 , and FIG. 3 is a block diagram showing the configuration of the embodiment of FIG. 1 . 4 is a schematic diagram of the use of the embodiment of FIG. 1 , and FIG. 5 is a block diagram showing the method of the embodiment of FIG. 1 , and the virtual interactive communication method of the present invention is described with reference to FIG. 1 to FIG. 5 , which is based on Kinect. A virtual interactive communication platform that facilitates interaction with senior citizens, including a remote connection structure that constructs virtual character skins and skeletal systems, uses Kinect-driven virtual characters, and virtual interactive communication platforms for senior citizens. among them:
The Xbox 360 is used as the computing device of the present invention, and the Kinect for Xbox 360 is used as the dynamic sensor of the present invention. The Kinect for Xbox 360, referred to as Kinect, is developed by Microsoft and can be applied to a dynamic surrounding the computing device such as the Xbox 360. The sensor, Kinect allows the player to operate the Xbox 360's system interface using voice commands or gestures without the need to hold or step on the controller, and Kinect can also capture the player's body and limb movements so that the body and limbs can be used Operate and play the game, giving the player an immersive entertainment experience. In addition to capturing the user's physical movements, Kinect can also recognize the face.
Kinect is a dynamic sensor with a similar appearance to a webcam. It has three lenses. The middle lens is an RGB color camera. The left and right lenses are respectively a 3D structured light depth sensor composed of an infrared emitter and an infrared CMOS camera. Kinect also works with the tracking technology, and its base motor will follow the movement of the focusing object.
However, the Xbox 360 and the Kinect are only a preferred embodiment of the present invention. In fact, the present invention is not limited thereby; in other words, other operators (such as Wii) and dynamics using somatosensory control techniques are used. Sensors can be utilized for the present invention.
At present, the digital prototype of 3D virtual environment image is generally constructed by CAD software or 3D animation modeling software, such as Inventor, Solid works, 3ds Max, Cinema 4D and other 3D animation modeling software construction; in this implementation, the system is based on Cinema The 4D animation modeling software constructs virtual environment images and virtual objects in the virtual environment image, and constructs the skin and skeleton of the virtual character.
Use Unity 3D to build a virtual interactive communication platform for long-distance care interaction, including using Javascript to drive Unity 3D internal Avatar. The detailed process and system architecture are as follows:
First, construct a virtual character skin and combine the skeleton system:
The virtual environment image 20 of the virtual interactive communication platform is provided with a plurality of virtual characters, and the construction methods thereof are respectively the following three steps:
1. Construct a virtual character skin: use the Cinema 4D geometric model to construct the virtual character 10 skin 100 in the virtual environment image 20 (as shown in FIG. 4), and beautify the virtual character 10 skin 100 through the shader or UV map. Make the virtual character 10 look more realistic.
2. Construct the skeletal system of the virtual character: according to the Kinect example "Stick Figure" provided by Prime Sense (as shown in Figure 4), as a reference for the skeletal system of Cinema 4D to create the virtual character 10, and according to the The hierarchical class constructs the whole body skeletal system 101 of the virtual character 10.
3. Integrating the skeleton system and skin of the virtual character: After the virtual character 10 skin 100 and the skeleton system 101 are completed, in order to enable the participant to drive the virtual character 10, the virtual character 10 is required to be integrated in the Cinema 4D. It is confirmed with the skeletal system 101 and through the displacement or rotation tool whether the skeletal system 101 and the outer skin 100 are integrated.
Second, use the Kinect-driven virtual character:
Before using Kinet to drive the virtual character 10 in the virtual environment image 20, it is necessary to install the software that drives Kinect. Currently, the open software includes OpenNI and Microsoft's Kinect SDK. The present invention will use OpenNI, and OpenNI can generate 15 joint points. 102 position data, including the relative position, angle and centroid of the joint point 102, which is distributed in the hand, the foot joint, the head, the shoulder, the abdomen and the waist of the virtual character 10, let us twist Or when swinging hands and feet, the virtual character 10 in the virtual environment image 20 of Unity 3D can also achieve the same action as the participants.
After OpenNI retrieves information about 15 joint points 102 on the participant, it will save the information to the temporary database, and then Unity 3D writes the code to call the 15 joint points 102 in the temporary database. The virtual character 10 of the skeletal system 101 is stored in the virtual environment image 20 of the Unity 3D, and the joint points 102 of the virtual character 10 are corresponding to the 15 joints of the participants in the code call temporary database. Point 102 position.
Third, the remote connection architecture for the virtual interactive communication platform for the elderly:
In order to enable the elderly to join the game established by distant relatives and friends in a simple and convenient manner, the present invention transmits the information of the game founder to the main server, when the elderly person is looking for a game established by a distant relative or friend. The system will automatically seek out which game rooms can be joined to the main server, and the elderly can simply select the distant relatives and friends to open the game room to connect the game.
The main server is built using the main server resources provided by Unity 3D. The relevant program must be written to pass the game builder's information to the main server, including creating IP, limiting the number of connected people and the name of the game room.
In addition, the long-distance connection is nothing more than the simultaneous transmission of data between the two places, so it is very important to synchronize the data transmission during the connection game. In Unity 3D, the components that allow the data to be transmitted synchronously with each other are Network View, if the remote care interactive platform If the Network View is not added, the virtual character 10 controlled by the other party cannot be seen in the virtual environment image 20.
Since there is no research on the design spindle of Avatar Kinect, the present invention utilizes the method of remotely manipulating the virtual character 10 in the virtual environment image 20, thereby indirectly improving the care for the elderly and reducing the loneliness of the elderly. Therefore, The invention provides a virtual interactive communication method, which comprises the following implementation steps:
Step S01: playing a virtual environment image 20, a first virtual character 11 located in the virtual environment image 20, and a first virtual character image 20 in the virtual environment image 20 via a first audio device 41. Two virtual characters 12. The first virtual character 11 and the second virtual character 12 are equivalent to the virtual character 10.
Step S02: playing the virtual environment image 20, the first virtual character 11 located in the virtual environment image 20, and the virtual environment image 20 by using a second computing device 32 via a second audio device 42. The second virtual character 12 within.
The first audio-visual device 41 and the second audio-visual device 42 may be any display device having a screen, such as a computer or a television, and a display device having a screen in the home and the care center; the first computing device 31 and The second operator 32 can be an Xbox 360.
Step S03: Using a first dynamic sensor 51 to capture the movement state of the body and limbs of a first participant 71, and reading the body and limbs of the first participant 71 via the first operator 31 The first virtual character 11 is controlled to move in synchronization with the first participant 71 while moving. The first participant 71 can be an elderly person.
Step S04: Simultaneously use a second dynamic sensor 52 to capture the movement state of the body and limbs of a second participant 72, and read the body and limbs of the second participant 72 via the second operator 32. The movement state of the second virtual character 12 is controlled to synchronize with the second participant 72. The first dynamic sensor 51 and the second dynamic sensor 52 may be Kinect, and the second participant 72 may be a relative of a senior person or a friend.
Step S05: The first participant 71 is caused to control the first virtual character 11 to move and contact the second virtual character 12 according to the relative positions of the first virtual character 11 and the second virtual character 12.
Step S06: The second participant 72 is caused to control the second virtual character 12 to move and contact the first virtual character 11 according to the relative position of the second virtual character 12 and the first virtual character 11.
In this way, the first virtual character 11 and the second virtual character 12 in the virtual environment image 20 are driven by Kinect to capture the physical actions of the elderly and distant relatives and friends, so that the first virtual character 11 and the second are caused. The virtual character 12 presents an interactive state of hug, handshake, or touch in the virtual environment image 20.
By the above, the elderly person only needs to use the first dynamic sensor 51 and the first computing unit 31 to drive the first virtual character 11 located in the 3D virtual environment image 20, and the distant relatives and friends only need to use the The second dynamic sensor 52 and the second computing unit 31 drive the second virtual character 12 located in the virtual environment image 20, and the virtual image of the virtual environment can be obtained by the first virtual character 11 and the second virtual character 12 Exercise or physical contact within 20, such as hugging, shaking hands or touching the body, so as to promote the long-distance interaction between the elderly and distant relatives and friends, and enable the elderly to communicate, interact and share with distant relatives or friends. Life and mood, and then connect with each other's mind.
It is worth mentioning that the present invention can encourage elderly people and grandchildren to participate in two generations of interactive social games in a harmonious manner, so as not only enhance the social opportunities between the elderly and the grandchildren, but also indirectly extend the limbs from the virtual interactive communication platform. The purpose of the exercise.
In addition, the parent can also play the virtual character 10 in the virtual environment image 20 to play with the parent or child through the remote connection, so that the elderly can interact with the real player of the virtual character 10 in the virtual environment image 20 remotely.
In use, the joints of the first virtual character 11 and the second virtual character 12 are respectively provided with a score point 103 (Hot Points), and the score points 103 can be respectively set in the palm, the elbow, the shoulder, the ankle, the knee. The head and the waist include both the left and the right sides, and form a pattern 103 of the physical contact scores, so that the elderly person and the distant relatives and friends are different by the first virtual character 11 and the second virtual character 12 When the limb is in contact, different visual feedback can be presented via the limb contact score point 103, for example, when the elderly person controls the hand of the first virtual character 11 to touch the loved one, the head score point 103 of the second virtual character 12 controlled by the friend, There will be visual feedback such as love or sparks, so that the elderly and distant relatives and friends can express their feelings and feelings in the hearts of each other through different physical movements.
The Kinect as the first dynamic sensor 51 and the second dynamic sensor 52 can also build an array microphone or an external microphone 61, 62 for recognizing voice commands; thus, the present invention can not only indirectly achieve limb movement The effect is that elderly people and distant relatives and friends can also conduct long-distance video conversations via voice Skype via microphones 61 and 62 to enhance mutual interaction.
In actual use, the elderly and distant relatives and friends can use HDMI transmission lines to connect individuals, notebook computers or TVs, and install Unity3D software and Kinect related software in the computer, including OpenNI, Prime Sense and NITE, etc., and the long-distance Skype voice call connection can be through the headset microphone.
Referring to FIG. 6, a schematic diagram of a configuration of a second embodiment of the present invention is disclosed. FIG. 7 is a schematic diagram showing another configuration of the embodiment of FIG. 6. FIG. 8 is a block diagram showing the method of the embodiment of FIG. 6 to 8 illustrate another virtual interactive communication method of the present invention, which includes the following implementation steps:
Step S01a: The first computing device 31 is used to play a virtual environment image 20, a first virtual character 11 located in the virtual environment image 20, and a virtual environment image 20 via the first audio device 41 (see FIG. 3). a second virtual character 12, and a pose frame image 13 located in the virtual environment image 20, and the pose frame image 13 includes a first pose frame 131 for feeding the first virtual character 11 and a second virtual frame The second posture frame 132 of the character 12 poses, and the first posture frame 131 and the second posture frame 132 communicate with each other.
Step S02a: The second virtual machine 32 is used to play the virtual environment image 20, the first virtual character 11 located in the virtual environment image 20, and the second virtual virtual image 20 in the virtual environment image 20. The character 12 and the gesture frame image 13 located within the virtual environment image 20.
Step S03a: The first dynamic sensor 51 is used to capture the movement state of the body and limbs of the first participant 71, and the movement state of the body and limbs of the first participant 71 is read via the first operator 31. The first virtual character 11 is controlled to synchronize with the first participant 71.
Step S04a: Simultaneously using the second dynamic sensor 52 to capture the movement state of the body and limbs of the second participant 72, and reading the movement state of the body and limbs of the second participant 72 via the second operator 32. The second virtual character 12 is controlled to synchronize with the second participant 72.
Step S05a: The first participant 71 is caused to control the first virtual character 11 to move into the first posture frame 131 of the posture frame image 13 according to the relative position of the first virtual character 11 and the posture frame image 13 The posture of the first posture frame 131 corresponding to the posture frame image 13 is matched.
Step S06a: and causing the second participant 72 to control the second virtual character 12 to move into the second posture frame 132 of the posture frame image 13 according to the relative position of the second virtual character 12 and the posture frame image 13 A posture corresponding to the second posture frame 132 of the pose frame image 13 is displayed.
The posture frame image 13 is a static humanoid frame (PF) for supplying the first virtual character 11 and the second virtual character 12 to each other. The present invention is based on Avatar Kinect and develops a multi-person static humanoid frame. The multi-player game 13 is constructed by the 3D drawing software CINEMA 4D in a three-dimensional rectangle, and the posture frame image 13 can be restricted by the first posture frame 131 and the second posture frame 132. A virtual character 11 and a second virtual character 12 pose a hug or handshake.
In this way, the elderly person and the distant relatives and friends stand in front of the Kinect, and follow the posture of the posture frame image 13 to perform physical contact such as hugs and handshakes, so that the first virtual character 11 and the second virtual character 12 are The virtual environment image 20 presents an interactive state.
The virtual interactive communication platform adopting the virtual interactive communication method of the present invention, combined with a static pedestrian frame (PF), can guide and constrain the elderly and distant relatives and friends to control the physical actions of the virtual characters in the game, and avoid touching during the interaction process. Go to the pose frame image 13 of the static humanoid frame and try to contact the score points 103 (Hot Points) on each other during the time.
During the game, the first virtual character 11 and the second virtual character 12 touch the gesture frame image 13 to present different visual feedbacks, such as fire, smoke, etc., thereby generating a special game effect and improving game fun.
The pose frame image 13 may be dynamically generated. After the first virtual character 11 and the second virtual character 12 move to the pose frame image 13 for a predetermined time (which may be seconds or minutes), the pose frame image 13 It will disappear and the new pose frame image will be dynamically generated immediately.
Therefore, during the game, the elderly person and the distant relatives and friends must think together and work together to complete the posture frame image 13 while avoiding the first virtual character 11 and the second virtual character 12 touching the posture frame image 13.
By the above, combined with the design of the posture frame image 13 of the limb contact and the static pedestrian frame, the elderly person and the distant relatives and friends need to drive the virtual character, and under the restriction of the different posture frame image 13, a hug, a handshake or In the gestures such as touching the head, in addition to maintaining each other's posture in the pose frame image 13, it is also necessary to think together to create an opportunity to touch each other's score points 103, so in the interaction process, not only indirectly promotes each other's topics and interactions, but also Indirect assistance reduces the loneliness of the elderly.
Accordingly, the present invention creates a more attractive social game environment platform, and combines remote game and somatosensory technology to enable elderly people to integrate with distant relatives and friends into virtual environment images through virtual characters, and manipulate through body movements. The virtual characters and the physical contact with each other not only satisfy the feeling that the elderly can not truly embrace the relatives and friends, but also promote the care of each other's hearts, thereby achieving the dual purpose of interactive communication and casual taste, and expanding the social network.
The invention is not intended to limit the invention, and other equivalent modifications or substitutions that are not departing from the spirit of the invention are intended to be included in the appended claims. Within the scope.
10...虛擬角色10. . . Virtual role
100...外皮100. . . Outer skin
101...骨骼系統101. . . Skeletal system
102...關節點102. . . Off node
103...得分點103. . . Score point
11...第一虛擬角色11. . . First virtual character
12...第二虛擬角色12. . . Second virtual character
13...姿勢框架影像13. . . Posture frame image
131...第一姿勢框131. . . First pose box
132...第二姿勢框132. . . Second posture frame
20...虛擬環境影像20. . . Virtual environment image
31...第一運算器31. . . First operator
32...第二運算器32. . . Second operator
41...第一影音設備41. . . First audio and video equipment
42...第二影音設備42. . . Second audio and video equipment
51...第一動態感測器51. . . First dynamic sensor
52...第二動態感測器52. . . Second dynamic sensor
61、62...麥克風61, 62. . . microphone
71...第一參與者71. . . First participant
72...第二參與者72. . . Second participant
圖1是本發明第一種實施例的配置示意圖;
圖2是圖1實施例之另一配置示意圖;
圖3是圖1實施例之配置型態方塊圖;
圖4是圖1實施例之一使用形態圖;
圖5是圖1實施例之方法流程方塊圖;
圖6是本發明第二種實施例的配置示意圖;
圖7是圖6實施例之另一配置示意圖;
圖8是圖6實施例之方法流程方塊圖。
1 is a schematic view showing the configuration of a first embodiment of the present invention;
Figure 2 is a schematic view showing another configuration of the embodiment of Figure 1;
Figure 3 is a block diagram showing the configuration of the embodiment of Figure 1;
Figure 4 is a view showing the use of one of the embodiments of Figure 1;
Figure 5 is a block diagram of the method of the embodiment of Figure 1;
Figure 6 is a schematic view showing the configuration of a second embodiment of the present invention;
Figure 7 is a schematic view showing another configuration of the embodiment of Figure 6;
Figure 8 is a block diagram showing the flow of the method of the embodiment of Figure 6.
11...第一虛擬角色11. . . First virtual character
12...第二虛擬角色12. . . Second virtual character
20...虛擬環境影像20. . . Virtual environment image
31...第一運算器31. . . First operator
41...第一影音設備41. . . First audio and video equipment
51...第一動態感測器51. . . First dynamic sensor
61...麥克風61. . . microphone
71...第一參與者71. . . First participant
Claims (8)
採用一第一運算器經由一第一影音設備播放一虛擬環境影像、一位於該虛擬環境影像內的第一虛擬角色、以及一位於該虛擬環境影像內的第二虛擬角色,並採用一第二運算器經由一第二影音設備播放該虛擬環境影像、所述位於該虛擬環境影像內的第一虛擬角色、以及所述位於該虛擬環境影像內的第二虛擬角色;
使用一第一動態感測器擷取一第一參與者之身體與四肢的移動狀態,並經由該第一運算器讀取所述第一參與者之身體與四肢的移動狀態而控制所述第一虛擬角色與第一參與者同步動作,同時使用一第二動態感測器擷取一第二參與者之身體與四肢的移動狀態,並經由該第二運算器讀取所述第二參與者之身體與四肢的移動狀態而控制所述第二虛擬角色與第二參與者同步動作;及
令第一參與者依據所述第一虛擬角色與第二虛擬角色的相對位置,而控制該第一虛擬角色移動並接觸該第二虛擬角色,且令第二參與者依據所述第二虛擬角色與第一虛擬角色的相對位置,而控制該第二虛擬角色移動並接觸該第一虛擬角色,致使所述第一虛擬角色與第二虛擬角色於該虛擬環境影像中呈現出互動狀態。A virtual interactive communication method, comprising:
Using a first computing device to play a virtual environment image, a first virtual character located in the virtual environment image, and a second virtual character located in the virtual environment image through a first audio device, and adopting a second The computing device plays the virtual environment image, the first virtual character located in the virtual environment image, and the second virtual character located in the virtual environment image via a second audio device;
Using a first dynamic sensor to capture the movement state of the body and limbs of a first participant, and controlling the movement state of the body and limbs of the first participant via the first operator to control the first a virtual character synchronizes with the first participant, while using a second dynamic sensor to capture the movement state of the body and limbs of the second participant, and reading the second participant via the second operator Controlling the movement of the body and the limbs to control the second virtual character to synchronize with the second participant; and causing the first participant to control the first position according to the relative position of the first virtual character and the second virtual character The virtual character moves and contacts the second virtual character, and causes the second participant to control the second virtual character to move and contact the first virtual character according to the relative position of the second virtual character and the first virtual character, so that the second virtual character moves The first virtual character and the second virtual character exhibit an interactive state in the virtual environment image.
採用一第一運算器經由一第一影音設備播放一虛擬環境影像、一位於該虛擬環境影像內的第一虛擬角色、一位於該虛擬環境影像內的第二虛擬角色、以及一位於該虛擬環境影像內的姿勢框架影像,並採用一第二運算器經由一第二影音設備播放該虛擬環境影像、所述位於該虛擬環境影像內的第一虛擬角色、所述位於該虛擬環境影像內的第二虛擬角色、以及所述位於該虛擬環境影像內的姿勢框架影像;
使用一第一動態感測器擷取一第一參與者之身體與四肢的移動狀態,並經由該第一運算器讀取所述第一參與者之身體與四肢的移動狀態而控制所述第一虛擬角色與第一參與者同步動作,同時使用一第二動態感測器擷取一第二參與者之身體與四肢的移動狀態,並經由該第二運算器讀取所述第二參與者之身體與四肢的移動狀態而控制所述第二虛擬角色與第二參與者同步動作;及
令第一參與者依據所述第一虛擬角色與姿勢框架影像的相對位置,而控制該第一虛擬角色移動至該姿勢框架影像內,並擺出相符於該姿勢框架影像的姿勢,且令第二參與者依據所述第二虛擬角色與姿勢框架影像的相對位置,而控制該第二虛擬角色移動至該姿勢框架影像內,並擺出相符於該姿勢框架影像的姿勢,致使所述第一虛擬角色與第二虛擬角色於該虛擬環境影像中呈現出互動狀態。A virtual interactive communication method, comprising:
Playing a virtual environment image, a first virtual character located in the virtual environment image, a second virtual character located in the virtual environment image, and a virtual environment in the virtual environment image by using a first computing device a gesture frame image in the image, and playing the virtual environment image, the first virtual character located in the virtual environment image, and the first virtual character image in the virtual environment image by using a second computing device a virtual character, and the gesture frame image located in the virtual environment image;
Using a first dynamic sensor to capture the movement state of the body and limbs of a first participant, and controlling the movement state of the body and limbs of the first participant via the first operator to control the first a virtual character synchronizes with the first participant, while using a second dynamic sensor to capture the movement state of the body and limbs of the second participant, and reading the second participant via the second operator Controlling the movement of the body and the limbs to control the second virtual character to synchronize with the second participant; and causing the first participant to control the first virtual according to the relative position of the first virtual character and the gesture frame image The character moves into the pose frame image and poses a gesture conforming to the pose frame image, and causes the second participant to control the second virtual character move according to the relative position of the second virtual character and the pose frame image. Placing a gesture conforming to the image of the pose frame to the pose frame image, causing the first virtual character and the second virtual character to interact in the virtual environment image State.
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