WO2002041069A1 - Procede de representation visuelle et de commande interactive d'objets sur un champ visuel de sortie - Google Patents
Procede de representation visuelle et de commande interactive d'objets sur un champ visuel de sortie Download PDFInfo
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- WO2002041069A1 WO2002041069A1 PCT/DE2001/004267 DE0104267W WO0241069A1 WO 2002041069 A1 WO2002041069 A1 WO 2002041069A1 DE 0104267 W DE0104267 W DE 0104267W WO 0241069 A1 WO0241069 A1 WO 0241069A1
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- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/017—Gesture based interaction, e.g. based on a set of recognized hand gestures
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- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/011—Arrangements for interaction with the human body, e.g. for user immersion in virtual reality
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/011—Arrangements for interaction with the human body, e.g. for user immersion in virtual reality
- G06F3/012—Head tracking input arrangements
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/048—Interaction techniques based on graphical user interfaces [GUI]
- G06F3/0481—Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
- G06F3/04815—Interaction with a metaphor-based environment or interaction object displayed as three-dimensional [3D], e.g. changing the user viewpoint with respect to the environment or object
Definitions
- the tactile channel (sense of touch) through haptic signals.
- the following channels are essentially available on the side of the motor properties of the person specified by the output channels:
- the arm, hand and finger or leg and foot motor skills as well as body, head, eye or mouth movements, i.e. physical movements, gestures, gestures and facial expressions for mechanical or optical signals, the speech motor skills for acoustic signals ,
- Signals can be entered into an information system via these channels in order to trigger a desired action by the system.
- VR virtual reality
- VR means the computer-based generation of an intuitive perceptible or sensible scene, consisting of its graphic representation and the interaction options for the user.
- a virtual environment enables a user to access information that would otherwise not be available at the given place or time. It relies on natural aspects of human perception by using visual information in three spatial dimensions. This. For example, information can be changed in a targeted manner or enriched with additional sensory stimuli.
- the essential prerequisites are the control of the perspective in real time and the possibility of active influence on the depicted scene by the user of the system.
- the user can use the type of control that is natural for him. This can include, for example, appropriate arm or leg movements, positioning of the head or eyes, turning the body or walking towards an object.
- the cognitive load during the interaction between man and machine can be reduced. This increases the bandwidth of communication between man and machine and improves the usability of the machine.
- the conventional forms of human-machine communication control the machine in a command-oriented manner, no specific commands have to be re-learned and used when controlling objects in virtual environments: the computer "observes" the user passively and reacts on the basis of whose eye, head and / or hand movements etc. under real-time conditions in an appropriate manner.
- the visual perception not only provides information about the position, movement, shape, structure, contour, texture, color or pattern of objects etc., but also information about the relative body position of the viewer and his movements as well as about the nature of the three-dimensional environment. Synthetically generated environments can be made more realistic if as much as possible of the information occurring in natural environments (movement parallax, vanishing points of the perspective representation, spatial depth effect and plasticity, lighting and shadow cast, concealment, gloss effect, reflection effects and diffuse reflection etc.) is simulated become. How much and what information should be presented depends on the respective task. The differences between the real and virtual world determine how realistic the simulation is perceived.
- the visual information has to be simulated by a computer in order to realize virtual realities. Similar aspects are relevant as in painting.
- the computer-aided simulation of three-dimensional worlds usually simulates the projection of individual light beams. The starting point of such a simulation is the specification of the environment to be simulated. To do this, the individual objects with their properties and their location must be defined. The intensities of individual pixels are then calculated for visualization and projected onto the output medium.
- VR systems basically consist of sensors and actuators and their coupling.
- Important hardware components include the following:
- HMD Head Mounted Displays
- BOOM Boocular Omni-Oriented Monitors
- auditory or tactile displays are also used, which react to acoustic or manual user input.
- Positioning and orientation systems to record the location and perspective of the user. A distinction is made between the determination of the absolute position (“position tracking”) and the measurement of the flexion of joints ("angle measurement”). Electromagnetic, kinematic, acoustic, optical and image processing procedures are used.
- VCS Vehicle Coupled Systems
- a device for determining the user's head and / or gaze movements 3. a source of visual information that depends on the user's head and / or gaze direction.
- Suitable visual components (lenses, semi-transparent mirrors) of high quality are required for visualization, which enable a sharply focused, enlarged image of the image source.
- image sources Various systems come into consideration as image sources; however, cathode ray tubes or LCD screens are most commonly used. High resolution and luminance, high color saturation and high contrast as well as small dimensions of the image source are desirable. Two such image sources are required to visualize three-dimensional objects.
- Tracking head movements is an important part of VR applications. Usually the position and orientation of the head in the room are determined, advanced systems can also follow the direction of the gaze. Most systems use either ultrasound, magnetic or light energy to communicate between the head-mounted transmitters and the receivers. Important technical data that play a role in the selection of these systems are:
- VR applications can be successfully used in practice in a number of different areas. Some possible applications are outlined below as examples.
- the technologies available today for entering information into a data processing system can be divided into four groups according to the sensors used: mechanical (e.g. keyboards, mice, trackballs and joysticks), electrical (e.g. tactile displays and graphics tablets), optical (e.g. light pens) and acoustic (e.g. voice input and Language interpretation systems).
- mechanical e.g. keyboards, mice, trackballs and joysticks
- electrical e.g. tactile displays and graphics tablets
- optical e.g. light pens
- acoustic e.g. voice input and Language interpretation systems
- touch-sensitive information input devices is the capacitively coupled touch panel. This provides a resolution of approximately 100 positions in each direction. If a user touches the conductive coated glass plate of the touchscreen with a finger, the current finger position can be determined based on the change in impedance.
- Other high-resolution panels use two minimally spaced, transparent layers. One is coated with a conductive material, the other with a resistance material. These two layers touch through the pressure of the finger, and the current finger position can then be determined by measuring the resulting voltage drop.
- a lower resolution Send and cheaper variant of this technology uses a grid of fine wires instead of these layers.
- a reflex-like or cognitive sensor-motor-related feedback is particularly important, for example that of receptors in the skin, kinesthetic sensations, the sense of balance as well as visual and / or acoustic sensations. In many cases this results in redundancy, which is not always the case with VR applications. Due to the insufficient sensory feedback in VR applications, learning motor skills is also made more difficult.
- An ideal medium for communication between a user and an information system should be tailored to the sensory and perceptual as well as the motor skills as well as to the specific properties of the human user.
- the information should be structured in such a way that an optimal match between the representation of the information output and the mental model of the user is achieved: If the information to be displayed to the user is presented in such a way that, for example, his spatial perception is addressed users deal with incredibly complex amounts of information per unit of time.
- the information system should be able to record, understand and process as many types of information sent by a user as possible and convert them into corresponding actions. This has the advantage that the user can react more efficiently and quickly to new events and situations. Ease of use and appropriateness of tasks are therefore typical features that an ideal medium has. These characteristics can be expressed as follows:
- the object of the present invention is to improve the existing situation using technical means.
- the invention is therefore primarily devoted to the task of providing comfortable and reliable methods by means of which the user is able to actively control virtual objects, the existing skills of the user being used to transmit information. This object is achieved by a method with features according to claim 1.
- the present invention uses methods of signal or pattern recognition for the detection and processing by the user in the form of signals transmitted by signals. Only through this inventive step does a pure output field of view become an interactively operable input and output field of view 203 that is adapted to the capabilities of the user.
- the properties of objects of a depicted scene 204 that can be manipulated by the user can be, for example, features such as location vector, position, dimensions, viewing perspective, geometric shape, structure, contour or texture of the objects.
- Interaction options are also conceivable, with which the type of representation of the objects is changed, such as color or pattern, brightness, contrast effect against the background, gloss effects, reflections and reflections, shading, etc.
- the actions of Objects of the depicted scene can be about the movement of the objects.
- the movement of the objects can include translation and / or rotation components, the kinematic data of the objects, such as the magnitude and / or direction of its speed or acceleration vector or its angular velocity or angular acceleration vector, individually according to the control commands of the user can be changed.
- the interactive control commands of the user can be registered with the aid of sensors 502 and / or recording devices 501. After the data acquisition, the acquired input data can be fed to an evaluation and control device 503, can be interpreted and processed as control commands.
- the system In order to keep the possibility of misinterpretation of transmitted signals from a user by the data processing system as low as possible and thus to increase the reliability of the system, the system must be adapted to the usual properties of the user. For this reason, the system must be repeatedly "taught" all possible input signals of an individual command set of the user concerned in a training phase. According to these signals interpreted by the system as control commands, it is possible to manipulate or influence the objects of a depicted scene and / or to trigger an action.
- the objects manipulated or influenced in this way and / or the actions triggered thereby can be graphically visualized or acoustically and / or optically displayed to the user on a field of view 203.
- This provides a feedback loop between output and input data, with the aid of which the reaction to changes in objects of a depicted scene 204 can be made possible in almost real time.
- the objects that can be controlled in the context of this method can, for example, be real existing objects in a real environment.
- a typical application example is the radio remote control of a robot to carry out dangerous work in difficult to access and / or distant places, for example to carry out repair work in sewer pipes, to investigate radioactive substances in hermetically sealed high-security rooms or to collect and transmit data for unmanned people Space missions.
- Another typical application example is the possibility of remote control of work and / or
- Household appliances using non-manual input procedures for physically and / or manually disabled people can be based on the individually available
- the objects to be controlled are objects that do not actually exist in a virtual environment of a computer-controlled model.
- the use of systems for interactive control of virtual objects seems to make sense, especially in the training area: by learning how to deal with virtual objects, interactive demonstrations, visualizing abstract concepts, virtual training in behavior in dangerous situations, virtual exploration of distant places or epochs, knowledge can be imparted, creative skills are trained and behavioral patterns are trained.
- Typical areas of application are, for example, flight simulators, with the help of which critical situations in air traffic (engine failures, stalling, emergency landings on the water and on land, etc.) can be trained by trained pilots and learning progress can be assessed quantitatively.
- a natural form of human-machine interaction and the input of information into an information processing system is that of natural language communication. For this reason, this form of input lends itself to exemplary embodiments of the present invention.
- the speech input systems used hitherto and in the foreseeable future make only limited use of natural language communication, by using only words a basic vocabulary fixed by the manufacturer
- Scope plus a user-specific technical vocabulary (usually a few hundred to a thousand words) or combinations of these words are allowed.
- a user has to repeat the basic vocabulary as well as his user-specific technical vocabulary repeatedly in a training phase so that the system responds to the user's voice and any deviations from the normal state of the voice, for example as a result of a cold or Hoarseness of the user can adjust.
- statistical models (usually “hidden Markov models”) are generated by the system during this training phase, with the aid of which, for example, the sequence of individual phonemes or syllables of the words being trained are assigned probability density functions, so that newly spoken words are identified as correct or incorrect with a predictable probability.
- the device 503 for recognizing and interpreting the control commands of the user can be, for example, an automatic recognition system for acoustic signals, especially for speech signals.
- Most of the automatic speech recognition systems used today are, for example, word, syllable or phoneme-based systems that are only designed for context-independent speech recognition. This means that the voice commands consisting of words from a trained vocabulary currently have to be spoken to the system with sufficiently long pauses ("discreet") in order to achieve acceptable word recognition rates in the range of approx. 90% to 95% for the user.
- Commercial polyphonic-based prototypes of context-dependent speech recognition systems for fluently (" " continuously ") spoken language already achieve word recognition rates of approx. 95% to 98%.
- the computing power of the system for continuous context-dependent speech recognition is so great that it can no longer be carried out in real time on current high-performance computers.
- Another form of human-machine communication which accommodates the properties and skills of the user, is the evaluation of optical signals, such as body, head, face, leg, foot, arm, hand and / or finger movements, i.e. gestures, gestures and / or facial expressions.
- optical signals such as body, head, face, leg, foot, arm, hand and / or finger movements, i.e. gestures, gestures and / or facial expressions.
- Sensors 202 and / or recording devices 201 can be used to receive optical signals from the user. Specifically, these can be optical or acoustic distance sensors and / or video cameras.
- the distance sensor can have an ultrasound or high-frequency radiation source as well as a detector and devices that focus the sound or radiation on the measurement object and collect the sound or light waves reflected by the measurement object on the detector. Part of the ambient sound or the ambient radiation can be blocked with the help of filters. So that the sensor system functions reliably regardless of the ambient conditions, compression, coding and modulation of the signals emitted by the signal source and suitable signal processing on the detector side for demodulation, decoding and decompression of the received signals can be provided.
- compression, coding and modulation of the signals emitted by the signal source and suitable signal processing on the detector side for demodulation, decoding and decompression of the received signals can be provided.
- Control commands from a user can also be, for example, an automatic detection system for movement signals, whereby methods of image processing can be used.
- One possibility for example, is to analyze the user's lip movements when speaking in order to increase the recognition reliability of the speech input. Modern studies have shown that the combination of acoustic and optical speech recognition can reduce the word error rate for individual speakers by 30% to 50% compared to only acoustic speech recognition.
- Other embodiments can use the head and / or eye movements to input information. A measurement of the head and / or line of sight is required for this.
- the head position is visually fed back by means of a visor attached in front of an eye.
- a small light source is also attached to the head, the position of which is measured with the help of a video camera, so that head movements around two axes of rotation (horizontal and vertical) can be recorded.
- Another input method based on measuring eye movements has been known since 1987. It is assumed that the selection of an object displayed on an optical display is one of the most common input operations and that the visual fixation of an object to be selected is a normal human behavior. This type of input is particularly recommended for high demands on the speed of input or if the hands are disabled or other tasks are required.
- the output device 505 for displaying a virtual environment can be, for example, a device for generating a so-called "Virtual Retinal Display” (VRD), in which a virtual image area 203 is projected onto the retina 206 of the user.
- VRD Virtual Retinal Display
- a screen or a display device instead of a screen or a display device, only a coherent light source emitting photon radiation is required. This can be a device from the work or leisure area or an orthosis that brings about an expansion of human eyesight.
- a VRD has the following advantages: 1.
- the resolution of the VRD is only limited by the diffraction and optical aberration of the light beam in the human eye, but not by the size of an elementary that is technically feasible for screens or real displays
- Picture element pixel size
- the image brightness that can be achieved with the help of a VRD can be controlled by the intensity of the emitted light beam. When using a laser as a light source, the image brightness of the VRD can be set high enough to be used outdoors.
- VRDs can be operated either in a mode for virtual realities or in a mode for enriched realities ("see-through mode").
- the industrial production of a light source for generating a VRD is relatively simple and can be carried out with low production costs in comparison with conventional screens and display devices. 5. Since a large part of the generated light is focused on the retina of the viewer, VRDs work with a high degree of efficiency and have a low power consumption in comparison to screens and real displays.
- the virtual image surface 401 can have, for example, virtual input-sensitive reference points 404, 405, 406 and 407 and / or surfaces 403 in a virtual image plane of a predetermined spatial direction. These can be flat surfaces with a given area.
- the spatial direction of the virtual image plane can preferably be oriented perpendicular to the viewing direction, that is, such that the normal vector n of the virtual image plane is parallel or antiparallel to the viewing direction vector b.
- Inputs are triggered when a real object (an object or a body part of the user) touches the plane of the virtual display on such an input-sensitive surface 205 or intersects the surface at any entry angle.
- a real object an object or a body part of the user
- the index finger of a user's right hand could be recognized as the only input medium. In this case, interaction is only permitted if this finger intersects or touches an input-sensitive surface in a virtual image plane.
- the distance between the plumb point of the virtual image plane and the point of the sharpest image on the retina of one of the eyes 304 of the viewer or the limitation and spatial orientation of the image surface 303 of the virtual image plane can be determined by the detection of optical signals by the user with the aid of an optical or acoustic distance sensor 502 , a video camera 501 and a downstream evaluation electronics 503.
- the image screen because the information can be encoded in many different ways (text, graphics, images, animation, etc.).
- options for flexible organization of the information are available, with which the required search and selection process of individual objects can be supported.
- 3D displays or 3D glasses can be used to display spatial facts. With all of these optical displays, in addition to the necessary attention of the user, movements of the head and / or eyes are required for the reading.
- projection devices (“head up” displays) can be used, for example in aircraft or vehicle guidance, in which the information to be read is faded into the viewing area onto which the eye perceives the Main task (such as aircraft or vehicle control) is preferably aligned.
- a special form is the design as a helmet-based display device in the form of a "head-mounted display” (HMD), in which the display unit is fastened in the helmet of the user.
- HMD head-mounted display
- Conventional VR applications use HMDs to display virtual worlds via a stereo display system as well as via surround sound systems or headphones coupled to the HMD.
- the head movement In order for the three-dimensional virtual environment to appear stable to the viewer even when the head is moving, the head movement must be recorded in the six degrees of freedom and passed on to the display. This must be done with a sufficiently high frequency of at least 70 Hz.
- a large number of different measuring systems have been used to measure head movement. However, many are either uncomfortable for the viewer or too expensive to procure.
- acoustic or haptic output devices can be provided, since low-intensity acoustic and haptic signals do not cause any visual distraction for the user.
- haptic signal transmitters are currently only widely used as aids for the blind.
- FIG. 1 shows a design sample 101, a schematic diagram 102 and a typical application example 103 of a "Virtual Retinal Display” (VRD) from the user's perspective (source: “Technologies to Watch”, May 2000 edition),
- VRD Virtual Retinal Display
- FIG. 2 shows a schematic representation of the input method via a VRD
- FIG. 3 shows a schematic illustration for recording the distance of the virtual image plane in a VRD
- FIG. 4 shows an example for the acquisition of the virtual corner coordinates 404, 405, 406 and 407 of the image area 401 of a VRD and
- FIG. 5 shows a schematic hardware structure for recording the input and controlling the output of a VRD.
- FIG. 1 shows a design pattern 101 of a Microvision system for generating a VRD, a basic illustration 102 of the functioning of the VRD and a typical application example 103 of a VRD.
- the application example shown is a voltage measurement in the motor vehicle sector, in which the user uses a VRD Serial number, profile, measured values and the measured voltage-time characteristic of the tested component can be displayed.
- FIG. 2 demonstrates the method of input using touch-sensitive buttons 205 for VRDs.
- the image area 203 of the virtual image plane is shown with the partial areas contained therein for the virtual output area 204 and the virtual buttons or switches 205. If the input areas are touched by a finger of the user 207 or an object or are pierced at any entry angle, an input is recognized and the corresponding action is triggered.
- the inputs of the user can be recorded using a video camera 201 and / or a distance sensor 202.
- FIG. 3 illustrates the method for determining the distance of the virtual image plane from the retina of one of the viewer's eyes 304 in a VRD.
- the position and the two orientation vectors of the virtual image plane 303 are determined by the position and spatial orientation of the user's extended palm 305.
- a distance sensor 302 emitting ultrasound or infrared waves, a video camera 301 and a method for signal or pattern recognition can be used.
- the spatial orientation of the virtual image plane is determined by the user in such a way that the normal vector n of the virtual image plane runs parallel or antiparallel to the viewing direction vector b, that is to say the scalar product of the magnitude-standardized vectors n /
- 2 gives the values +1 or -1.
- the distance between the virtual plane and the viewer then results as the distance between the plumb point, that is, the intersection between the virtual image plane and the line of sight, and the point of sharper imaging on the retina of one of the viewer's eyes 304.
- FIG. 4 shows how the boundary points of a virtual polygonal image area 401 are entered.
- a rectangular image area was defined by specifying four corner points.
- the Cartesian coordinates of the image corner points 404, 405, 406 and 407 can be generated at those spatial positions at which, for example, a finger of a hand 408 of the user or an object touches or intersects the virtual image plane 401.
- the arrows indicate the movement of the finger from one corner point to the next corner point of the virtual image surface.
- FIG. 5 shows the feedback circuit between man and machine, which contains the schematic hardware structure for recording the input and controlling the output in a VRD.
- the optical information of the user obtained via a video camera 501 or a distance sensor 502 is fed to a central control unit 503, in which the information is recognized, interpreted and processed. After triggering a corresponding action, the newly determined or calculated data is forwarded to the control unit 504 for controlling the VRD.
- This then takes over the output of the text and / or image data via, for example, a laser-operated VRD 505.
- a new reaction by the user to the changed actual state can then begin.
- the meaning of the symbols denoted by numerals in FIGS. 1 to 5 can be found in the list of reference symbols below.
- touch-sensitive input surfaces virtual keys or virtual switches
- control unit for controlling the VRD
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Abstract
Procédé de visualisation graphique d'objets, à l'aide duquel les objets représentés sur au moins un champ visuel (203) peuvent être manipulés, commandés ou influencés, pour ce qui est de leurs propriétés et / ou de leurs actions, de manière confortable et sure par les instructions de commande interactives d'un utilisateur. Concernant les technologies utilisées pour la saisie des instructions de commande données par l'utilisateur, il peut s'agir, outre les mécanismes des saisie standard manuels, mécaniques ou tactiles tels que le clavier, la souris, la boule de commande, la manette, le tableau graphique et le stylet, les afficheurs tactiles, etc., de dispositifs (501, 502 et 503) pour l'enregistrement, la reconnaissance, l'interprétation et le traitement de signaux acoustiques et / ou optiques d'un utilisateur. L'utilisateur n'est ainsi plus obligé de recourir à des dispositifs matériels supplémentaires pour la saisie manuelle d'instructions de commande. Au lieu ou en plus de cela, l'évaluation des informations saisies peut être effectuée à l'aide de procédés de reconnaissance de signaux ou de modèles. La présente invention permet de transformer un simple champ visuel de sortie, non pourvu de possibilités de commande pour l'utilisateur, en un champ visuel (203) d'entrée et de sortie interactif. A cet effet, le type de procédé de saisie peut être personnalisé selon les capacités individuelles de l'utilisateur.
Applications Claiming Priority (2)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| DE2000156291 DE10056291A1 (de) | 2000-11-14 | 2000-11-14 | Verfahren zur visuellen Darstellung und interaktiven Steuerung von virtuellen Objekten auf einem Ausgabe-Sichtfeld |
| DE10056291.4 | 2000-11-14 |
Publications (1)
| Publication Number | Publication Date |
|---|---|
| WO2002041069A1 true WO2002041069A1 (fr) | 2002-05-23 |
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| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| PCT/DE2001/004267 Ceased WO2002041069A1 (fr) | 2000-11-14 | 2001-11-14 | Procede de representation visuelle et de commande interactive d'objets sur un champ visuel de sortie |
Country Status (2)
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| DE (1) | DE10056291A1 (fr) |
| WO (1) | WO2002041069A1 (fr) |
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| WO2019020608A1 (fr) * | 2017-07-24 | 2019-01-31 | Medivrse Bv | Procédé et système de fourniture d'une expérience de réalité virtuelle sur la base de données ultrasonores |
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| US20050010875A1 (en) * | 2003-05-28 | 2005-01-13 | Darty Mark Anthony | Multi-focal plane user interface system and method |
| DE10337538A1 (de) * | 2003-08-06 | 2005-02-24 | E.G.O. Elektro-Gerätebau GmbH | Vorrichtung und Verfahren zur Bedienung eines Kochsystems |
| DE10349673B4 (de) | 2003-10-24 | 2024-06-13 | Bayerische Motoren Werke Aktiengesellschaft | Vorrichtung und Verfahren zur Dateneingabe in einem Kraftfahrzeug |
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| DE10361341B4 (de) * | 2003-12-18 | 2007-09-13 | E.G.O. Elektro-Gerätebau GmbH | Vorrichtung zur Bedienung eines Kochfeldes |
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| ES2323697T3 (es) * | 2004-12-02 | 2009-07-23 | Swisscom Ag | Sistema y procedimiento para mostrar la imagen de una persona. |
| DE102006032117A1 (de) * | 2006-07-12 | 2008-01-24 | Volkswagen Ag | Informationssystem für ein Verkehrsmittel und Verfahren zum Steuern eines solchen Informationssystems |
| DE102008029736B3 (de) * | 2008-06-23 | 2009-07-16 | Abb Ag | Türklingel oder Türstation |
| DE102008043446B4 (de) * | 2008-11-04 | 2014-07-31 | BSH Bosch und Siemens Hausgeräte GmbH | Haushaltsgerät mit einer Anzeigeeinheit und Verfahren zur Anzeige einer Information auf einer Anzeigeeinheit eines Haushaltsgeräts |
| TWI423112B (zh) | 2009-12-09 | 2014-01-11 | Ind Tech Res Inst | 可攜式虛擬輸入操作裝置與其操作方法 |
| DE102011075467A1 (de) * | 2011-05-06 | 2012-11-08 | Deckel Maho Pfronten Gmbh | Vorrichtung zum bedienen einer automatisierten maschine zur handhabung, montage oder bearbeitung von werkstücken |
| DE102012203163A1 (de) * | 2012-02-29 | 2013-08-29 | Airbus Operations Gmbh | Vorrichtung und Verfahren zum Austauschen von Informationen zwischen mindestens einem Bediener und einer Maschine |
| DE102013013166A1 (de) | 2013-08-08 | 2015-02-12 | Audi Ag | Kraftwagen mit Head-up-Anzeige und zugehöriger Gestenbedienung |
| DE102013021927A1 (de) | 2013-12-20 | 2015-06-25 | Audi Ag | Verfahren und System zum Betreiben einer Anzeigeeinrichtung sowie Vorrichtung mit einer Anzeigeeinrichtung |
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Cited By (6)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| US7312788B2 (en) | 2003-03-11 | 2007-12-25 | Fraunhofer-Gesellschaft Zur Foerderung Der Angewandten Forschung E.V. | Gesture-based input device for a user interface of a computer |
| EP2998781A1 (fr) | 2005-09-08 | 2016-03-23 | Swisscom AG | Dispositif, système et procédé de communication |
| EP2116966A1 (fr) | 2008-05-05 | 2009-11-11 | Rheinmetall Waffe Munition GmbH | Système de soutien guidé par la voix, interactif lors de travaux d'entretien ou analogues |
| DE102008022158A1 (de) * | 2008-05-05 | 2009-12-03 | Rheinmetall Waffe Munition Gmbh | System zur sprachgesteuerten, interaktiven Unterstützung bei Wartungsarbeiten oder dergleichen |
| GB2494907A (en) * | 2011-09-23 | 2013-03-27 | Sony Corp | A Head-mountable display with gesture recognition |
| WO2019020608A1 (fr) * | 2017-07-24 | 2019-01-31 | Medivrse Bv | Procédé et système de fourniture d'une expérience de réalité virtuelle sur la base de données ultrasonores |
Also Published As
| Publication number | Publication date |
|---|---|
| DE10056291A1 (de) | 2002-05-23 |
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