WO2014137517A1 - Interaction of multiple perceptual sensing inputs - Google Patents
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- WO2014137517A1 WO2014137517A1 PCT/US2014/014440 US2014014440W WO2014137517A1 WO 2014137517 A1 WO2014137517 A1 WO 2014137517A1 US 2014014440 W US2014014440 W US 2014014440W WO 2014137517 A1 WO2014137517 A1 WO 2014137517A1
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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
- G06F3/013—Eye tracking input arrangements
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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
- G06F3/03—Arrangements for converting the position or the displacement of a member into a coded form
- G06F3/0304—Detection arrangements using opto-electronic means
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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
- G06F3/048—Interaction techniques based on graphical user interfaces [GUI]
- G06F3/0487—Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser
- G06F3/0488—Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures
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- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F2203/00—Indexing scheme relating to G06F3/00 - G06F3/048
- G06F2203/038—Indexing scheme relating to G06F3/038
- G06F2203/0381—Multimodal input, i.e. interface arrangements enabling the user to issue commands by simultaneous use of input devices of different nature, e.g. voice plus gesture on digitizer
Definitions
- touch screen is a notable example of a relatively new and widely adopted innovation in user experience.
- touch screen technology is only one of several user interaction technologies that are being integrated into consumer electronic devices. Additional technologies such as gesture control, gaze detection, and speech recognition, to name a few, are also becoming increasingly common. As a whole, these different solutions are referred to as perceptual sensing technologies.
- Figure 1 is a diagram illustrating an example environment in which a user interacts with one or more depth cameras and other perceptual sensing technologies.
- Figure 2 is a diagram illustrating an example environment in which a standalone device using multiple perceptual sensing technologies is used to capture user interactions.
- Figure 3 is a diagram illustrating an example environment in which multiple users interact simultaneously with an application designed to be part of an installation.
- Figure 4 is a diagram illustrating control of a remote device through tracking of a user's hands and/or fingers using multiple perceptual sensing technologies.
- Figure 5 is a diagram illustrating an example automotive environment in which perceptual sensing technologies are integrated.
- Figures 6A-6F show graphic illustrations of examples of hand gestures that may be tracked.
- Figure 6A shows an upturned open hand with the fingers spread apart;
- figure 6B shows a hand with the index finger pointing outwards parallel to the thumb and the other fingers pulled toward the palm;
- figure 6C shows a hand with the thumb and middle finger forming a circle with the other fingers outstretched;
- figure 6D shows a hand with the thumb and index finger forming a circle and the other fingers outstretched;
- figure 6E shows an open hand with the fingers touching and pointing upward; and
- figure 6F shows the index finger and middle finger spread apart and pointing upwards with the ring finger and pinky finger curled toward the palm and the thumb touching the ring finger.
- Figures 7A-7D show additional graphic illustrations of examples of hand gestures that may be tracked.
- Figure 7A shows a dynamic wave-like gesture
- figure 7B shows a loosely-closed hand gesture
- figure 7C shows a hand gesture with the thumb and forefinger touching
- figure 7D shows a dynamic swiping gesture.
- Figure 8 is a workflow diagram, describing an example process of tracking a user's hand(s) and finger(s) over a series of frames of captured images.
- Figure 9 illustrates an example of a user interface (Ul) framework based on input from multiple perceptual sensing technologies.
- Figure 10 is a workflow diagram describing a user interaction based on multiple perceptual sensing technologies.
- Figure 1 1 is a workflow diagram describing another user interaction based on multiple perceptual sensing technologies
- Figure 12 is a block diagram of a system used to acquire data about user actions using multiple perceptual sensing technologies and to interpret the data.
- a system and method for using multiple perceptual sensing technologies to capture information about a user's actions and for synergistically processing the information is described.
- perceptual sensing technologies include gesture recognition using depth sensors and/or two-dimensional cameras, gaze detection, and speech or sound recognition.
- the information captured using one type of sensing technology is often not able to be captured with another type of technology.
- using multiple perceptual sensing technologies allows more information to be captured about a user's actions.
- a more natural user interface can be created for a user to interact with an electronic device.
- Perceptual sensing technologies capture information about a user's behavior and actions.
- these technologies include a hardware component - typically some type of sensing device - and also an associated processing module for running algorithms to interpret the data received from the sensing device. These algorithms may be implemented in software or in hardware.
- the sensing device may be a simple RGB (red, green blue) camera, and the algorithms may perform image processing on the images obtained from the RGB camera to obtain information about the user's actions.
- the sensing device may be a depth (or "3D") camera.
- the algorithm processing module processes the videostream obtained from the camera (either RGB or depth video, or both), to interpret the movements of the user's hands and fingers, or his head movements or facial expressions, or any other information that can be extracted from a user's physical movements or posture.
- the sensing device may be a microphone, or a microphone array for converting sounds, such as spoken words or other types of audible communication, into an electrical signal.
- the associated algorithm processing module may process the captured acoustic signal and translate it into spoken words or other communications.
- An additional common perceptual sensing technology is a touch screen, in which case the algorithm processing module processes the data captured by the touch screen to understand the positions and movements of the user's fingers touching the screen.
- a further example is gaze detection, in which a hardware device is used to capture information about where the user is looking, and the algorithm processing module may interpret this data to determine the direction of the user's gaze on a monitor or virtual scene.
- perceptual sensing technologies have broad applications, for example, speech recognition may be used to answer telephone-based queries, and gaze detection may be used to detect driver awareness. However, in the present disclosure, these perceptual sensing technologies will be considered in the context of enabling user interaction with an electronic device.
- Gaze detection solutions determine the direction and orientation of a user's gaze.
- cameras may be used to capture images of the user's face, and then the locations of the user's eyes may be computed from the camera images, based on image processing techniques. Subsequently, the images may be analyzed to compute the direction and orientation of the subject's gaze.
- Gaze detection solutions may rely on active sensor systems, which contain an active illumination source, in addition to the camera.
- the active illumination may project patterns onto the scene that are reflected from the cornea of the eyes, and these reflected patterns may be captured by the camera. Reliance on such an active illumination source may significantly improve the robustness and general performance of the technology.
- Gaze detection can be used as an independent perceptual sensing technology, and can enable certain types of user interactions. For example, a user may rely on gaze detection to select virtual icons on his computer desktop, simply by looking at the icons for a predetermined amount of time. Alternatively, an electronic device, such as a computer, may detect when a user has read all of the available text in a window, and automatically scroll the text so the user can continue reading. However, because gaze detection is limited to tracking the direction of the user's gaze, such systems are unable to determine the goal of more complex user interactions, such as gestures and non-trivial manipulations of a virtual object.
- Touch screens are a perceptual sensing technology that has become quite common in electronic devices. When a user touches a touch screen directly, the touch screen can sense the location on the screen where the user touched it.
- touch screen technologies are available. For example, with a resistive touch screen, the user depresses a top screen so it comes into contact with a second screen beneath the top screen, and the position of the user's finger can then be detected where the two screens touch.
- Capacitive touch screens measure the change in capacitance caused by the touch of a user's finger.
- a surface acoustic wave system is an additional technology used to enable touch screens.
- Ultrasound-based solutions may also be used to enable a touch screen-like experience, and ultrasound may even detect touch screen-like user movements at a distance from the screen. Variations of these technologies, as well as other solutions, may also be used to enable a touch screen experience, and the choice of technology that is implemented may depend on factors such as cost, reliability, or features such as multi-touch, among other considerations.
- Touch screens enable the user to directly touch and effect graphical icons displayed on a screen.
- the position of the user's touch is computed by particular algorithms and used as input to an application, such as a user interface.
- touch screens can also enable a user to interact with the application using gestures, or discrete actions where the user's movements are tracked over several successive frames taken over a period of time. For example, a finger swipe is a gesture, as is a pinch of two fingers touching the screen.
- Touch screens are intuitive interfaces, insofar as they support natural human behavior for, reaching out and touching items.
- touch screens are generally unable to differentiate between the user's different fingers, or even between a user's two hands.
- touch screens only detect the locations of the tips of the fingers, and therefore, are unable to detect the angle of the user's finger while he is touching the screen.
- the user is not in very close proximity to the screen, or if the screen is particularly large, it can be uncomfortable for the user to reach out and touch the screen.
- Speech recognition is yet another perceptive sensing technology for sensing an audible gesture.
- Speech recognition relies on a transducer or sensor that converts a sound to an electrical signal, such as a microphones or microphone array.
- the transducer can capture an acoustic signal, such as a user's voice, and utilize speech recognition algorithms (either in software or in hardware) to process the signal and translate it into discrete words and/or sentences.
- Speech recognition is an intuitive and effective way in which to interact with an electronic device. Through speech, users can easily communicate complicated instructions to an electronic device, and also respond quickly to queries from the system. However, even state-of-the-art algorithms may fail to recognize the user's speech, for example, in noisy environments. In addition, the relevance of just speech for graphical user interaction is evidently limited, especially when considering functions such as moving a cursor over a screen and replacing functions that have a strong visual component, such as resizing a window.
- RGB red-green-blue
- 2D 2D pixel array
- the data generated by RGB cameras may be difficult to interpret accurately and robustly.
- the sensitivity of the data to lighting conditions means that changes in the values of the data may be due to lighting effects, rather than changes in the object's position or orientation.
- the cumulative effect of these multiple problems is that it is generally not possible to track complex hand configurations in a robust, reliable manner.
- depth cameras generate data that can support highly accurate, robust tracking of objects.
- the data from depth cameras may be used to track a user's hands and fingers, even in cases of complex hand articulations.
- a depth camera captures depth images, generally a sequence of successive depth images, at multiple frames per second. Each depth image contains per-pixel depth data, that is, each pixel in the image has a value that represents the distance between a corresponding object in an imaged scene and the camera.
- Depth cameras are sometimes referred to as three-dimensional (3D) cameras.
- a depth camera may contain a depth image sensor, an optical lens, and an illumination source, among other components.
- the depth image sensor may rely on one of several different sensor technologies. Among these sensor technologies are time-of-flight, known as "TOF", (including scanning TOF or array TOF), structured light, laser speckle pattern technology, stereoscopic cameras, active stereoscopic sensors, and shape-from- shading technology.
- TOF time-of-flight
- RGB color
- the data generated by depth cameras has several advantages over that generated by RGB cameras.
- the depth data greatly simplifies the problem of segmenting the background of a scene from objects in the foreground, is generally robust to changes in lighting conditions, and can be used effectively to interpret occlusions.
- U.S. Patent Application No. 13/532,609 entitled “System and Method for Close-Range Movement Tracking” describes a method for tracking a user's hands and fingers based on depth images captured from a depth camera, and using the tracked data to control a user's interaction with devices, and is hereby incorporated in its entirety.
- U.S. Patent Application No. 13/441 ,271 entitled “System and Method for Enhanced Object Tracking", filed April 6, 2012, describes a method of identifying and tracking a user's body part or parts using a combination of depth data and amplitude data from a time-of-flight (TOF) camera, and is hereby incorporated in its entirety in the present disclosure.
- U.S. Patent Application No. 13/676,017 entitled “System and Method for User Interaction and Control of Electronic Devices”, describes a method of user interaction based on depth cameras, and is hereby incorporated in its entirety.
- the position of the camera is an important factor when using a camera to track a user's movements.
- Some of the embodiments described in the present disclosure assume a particular position of the camera and the camera's view from that position. For example, in a laptop, it may be desirable to place the camera at the bottom or top of the display screen. By contrast, in an automotive application, it may be desirable to place the camera on the ceiling of the automobile, looking down at the driver's hands.
- gesture recognition refers to a method for identifying an action or set of actions performed by a user including, but not limited to, specific movements, pose configurations, gazes, spoken words, and generation of sounds.
- gesture recognition may refer to identifying a swipe of a hand in a particular direction having a particular speed, a finger tracing a specific shape on a touch screen, a wave of a hand, a spoken command, and a gaze in a certain direction.
- Gesture recognition is accomplished by first capturing the input data, possibly based on any of the above perceptual sensing technologies, analyzing the captured data to identify features of interest, such as the joints of the user's hands and fingers, the direction of the user's gaze, and/or the user's spoken words; and then, subsequently, analyzing the captured data to identify actions performed by the user.
- features of interest such as the joints of the user's hands and fingers, the direction of the user's gaze, and/or the user's spoken words
- the information captured by the different perceptual sensing technologies is, to a large extent, mutually exclusive. That is, the type of information captured by a particular technology is often not able to be captured by other technologies.
- touch screen technology can accurately determine when a finger is touching the screen, but not which finger it is, or the configuration of the hand during contact with the touch screen.
- the depth camera used for 3D camera- based tracking may be placed at the bottom of the screen, facing the user. In this scenario, the camera's field-of-view may not include the screen itself, and so the tracking algorithms used on the videostream data are unable to compute when the finger touches the screen.
- neither touch screen nor camera-based hand tracking technologies can detect the direction of the user's gaze.
- the present disclosure describes several techniques for combining the information obtained by multiple modalities to create a natural user experience incorporating these different inputs.
- FIG. 1 is a diagram of a user interacting with two monitors at close- range.
- one or more additional perceptual sensing technologies may be used along with the depth cameras.
- the monitor screens may be touch screens, and there may also be gaze detection technology embedded into the monitors.
- the user is able to interact with the screens by moving his hands and fingers, by speaking, by touching the monitors, and by looking at different regions of the monitors.
- different hardware components are used to capture the user's actions and deduce the user's intentions from his actions. Some form of feedback to the user is then displayed on the screens.
- FIG. 2 is a diagram illustrating an example environment in which a standalone device using multiple perceptual sensing technologies is used to capture user interactions.
- the standalone device can contain a single depth camera, or multiple depth cameras, positioned around the periphery.
- microphones can be embedded in the device to capture the user's speech
- gaze detection technology may also be embedded into the device, to capture the direction of the user's gaze.
- Individuals can interact with their environment via the movements of their hands and fingers, with their speech, or by looking at particular regions of the screen.
- the different hardware components are used to capture the user's movements and deduce the user's intentions.
- FIG 3 is a diagram illustrating an example environment in which multiple users interact simultaneously with an application designed to be part of an installation.
- Multiple perceptual sensing technologies may be used to capture the user's interactions.
- there may be microphones embedded in the display to detect the user's speech the display screens may be touch screens, and/or there may be gaze detection technology embedded into the displays.
- Each user may interact with the display by moving his hands, and fingers, by speaking, by touching the touch screen display, and by looking at different regions of the display.
- the different hardware components are used to capture the user's movements and speech and deduce the user's intentions. Some form of feedback to the user is then displayed on the display screens.
- Figure 4 is a diagram illustrating control of a remote device in which a user 410 moves his hands and fingers 430 while holding a handheld device 420 containing a depth camera.
- the depth camera captures data of the user's movements, and tracking algorithms are run on the captured videostream to interpret the user's movements.
- Multiple perceptual sensing technologies may be incorporated into the handheld device 420 and/or the screen 440, such as microphones, a touch screen, and gaze detection technology.
- the different hardware components are used to capture the user's movements and speech and deduce the user's intentions. Some form of feedback to the user is then displayed on the screen 440 in front of the user.
- FIG 5 is a diagram illustrating an example automotive environment in which perceptual sensing technologies are integrated.
- a camera integrated into the automobile, either adjacent to the display screen, or on the ceiling of the automobile, so the driver's movements can be clearly captured.
- the display screen may be a touch screen, and there may be gaze detection technology integrated into the console of the automobile so the direction of the user's gaze may be determined.
- speech recognition technology may also be integrated within this environment.
- Figures 6A-6D are diagrams of several example gestures that can be detected by the camera tracking algorithms.
- Figure 6A shows an upturned open hand with the fingers spread apart; figure 6B shows a hand with the index finger pointing outwards parallel to the thumb and the other fingers pulled toward the palm; figure 6C shows a hand with the thumb and middle finger forming a circle with the other fingers outstretched; figure 6D shows a hand with the thumb and index finger forming a circle and the other fingers outstretched; figure 6E shows an open hand with the fingers touching and pointing upward; and figure 6F shows the index finger and middle finger spread apart and pointing upwards with the ring finger and pinky finger curled toward the palm and the thumb touching the ring finger.
- Figures 7A-7D are diagrams of an additional four example gestures that can be detected by the camera tracking algorithms.
- Figure 7A shows a dynamic wavelike gesture
- figure 7B shows a loosely-closed hand gesture
- figure 7C shows a hand gesture with the thumb and forefinger touching
- figure 7D shows a dynamic swiping gesture.
- the arrows in the diagrams refer to movements of the fingers and hands, where the movements define the particular gesture.
- Figure 8 is a workflow diagram, describing an example process of tracking a user's hand(s) and finger(s) over a series of frames of captured depth images.
- an object is segmented and separated from the background. This can be done, for example, by thresholding the depth values, or by tracking the object's contour from previous frames and matching it to the contour from the current frame.
- the user's hand is identified from the depth image data obtained from the depth camera, and the hand is segmented from the background. Unwanted noise and background data is removed from the depth image at this stage.
- features are detected in the depth image data and associated amplitude data and/or associated RGB images. These features may be, in some embodiments, the tips of the fingers, the points where the bases of the fingers meet the palm, and any other image data that is detectable. The features detected at 820 are then used to identify the individual fingers in the image data at stage 830.
- the 3D points of the fingertips and some of the joints of the fingers may be used to construct a hand skeleton model.
- the skeleton model may be used to further improve the quality of the tracking and assign positions to joints which were not detected in the earlier steps, either because of occlusions, or missed features, or from parts of the hand being out of the camera's field-of-view.
- a kinematic model may be applied as part of the skeleton, to add further information that improves the tracking results.
- U.S. Application No. 13/768,835 entitled "Model-Based Multi- Hypothesis Object Tracker," describes a system for tracking hand and finger configurations based on data captured by a depth camera, and is hereby incorporated in its entirety.
- FIG 9 illustrates an example of a user interface (Ul) framework based on input from multiple perceptual sensing technologies.
- input is obtained from various perceptual sensing technologies.
- depth images may be acquired from a depth camera
- raw images may be acquired from a gaze detection system
- raw data may be acquired from touch screen technology
- an acoustic signal may be acquired from microphones.
- these inputs are processed, in parallel, by the respective algorithms.
- the sensed data which may represent the user's movements (touch, hand/finger movements, and eye gaze movements), and may, in addition, represent his speech, is then processed in two parallel paths, as described below.
- the data representing the user's movements may be used to map or project the subject's hand, finger, and/or eye movements to a virtual cursor.
- Information may be provided on a display screen to provide feedback to the subject.
- the virtual cursor may be a simple graphical element, such as an arrow, or a representation of a hand. It may also simply highlight or identify a Ul element (without the explicit graphical representation of the cursor on the screen), such as by changing the color of the Ul element, or projecting a glow behind it.
- the virtual cursor may also be used to select the screen as an object to be manipulated, as described below.
- the sensed data is used by a gesture recognition component to detect gestures that may be performed by the subject.
- the gesture recognition component may include elements described in U.S. Patent No. 7,970,176, entitled “Method and System for Gesture Classification", and U.S. Application No. 12/707,340, entitled “Method and System for Gesture Recognition", which are fully incorporated herein by reference. In this context, gestures may be detected based on input from any of the perceptual sensing technologies.
- a gesture may be detected based on tracking of the hands and fingers, or tracking of the user's gaze, or based on the user's spoken words.
- a select gesture is a grabbing movement of the hand, where the fingers move towards the center of the palm, as if the subject is picking up a Ul element.
- a select gesture is performed by moving a finger or a hand in a circle, so that the virtual cursor encircles the Ul element that the subject wants to select.
- a select gesture is performed by speaking a word or phrase, such as "this" or "that".
- a select gesture is performed by touching a touch screen at a prescribed position.
- a select gesture is performed by directing the gaze directly at a position on the screen for a prescribed amount of time.
- other gestures may be defined as a select gesture, whether their detection relies on depth cameras, RGB cameras, gaze detection technology, touch screens, speech recognition technology, or any other perceptual sensing technology.
- the system evaluates whether a select gesture was detected at stage 940, and, if, indeed, a select gesture has been detected, at stage 980 the system determines whether a virtual cursor is currently mapped to one or more Ul elements.
- the virtual cursor is mapped to a Ul element when the virtual cursor is positioned over a Ul element. In the case where a virtual cursor has been mapped to a Ul element(s), the Ul element(s) may be selected at stage 995. If a virtual cursor has not been mapped to a Ul element(s), then no Ul element(s) is selected even though a select gesture was detected at stage 960.
- Manipulate gestures may be used to manipulate a Ul element in some way.
- a manipulate gesture is performed by the user rotating his/her hand, which in turn, rotates the Ul element that has been selected, so as to display additional information on the screen.
- the Ul element is a directory of files
- rotating the directory enables the subject to see all of the files contained in the directory.
- Additional examples of manipulate gestures may include turning the Ul element upside down to empty its contents, for example, onto a virtual desktop; shaking the Ul element to reorder its contents, or have some other effect; tipping the Ul element so the subject can "look inside”; squeezing the Ul element, which may have the effect, for example, of minimizing the Ul element; or moving the Ul element to another location.
- a swipe gesture may move the selected Ul element to the recycle bin.
- the manipulate gesture is performed with the user's gaze, for example, for moving an icon around the screen.
- instructions for a manipulate gesture are given based on speech. For example, the user may say "look inside” in order to tip the Ul element and view the contents, or the user may say “minimize” to cause the Ul element to be minimized.
- the system evaluates whether a manipulate gesture has been detected. In the case that a manipulate gesture was detected, then at stage 970, the system checks whether there is a Ul element that has previously been selected. If a Ul element has been selected, it may then be manipulated at stage 990, according to the particular defined behavior of the performed gesture, and the context of the system. In some embodiments, one or more respective cursors identified with the respective fingertips may be managed to enable navigation, command entry or other manipulation of screen icons, objects or data, by one or more fingers. If a Ul element has not been selected, then no Ul element(s) is manipulated even though a manipulate gesture was detected at stage 950.
- a virtual cursor is controlled based on the direction of a user's gaze, and a perceptual sensing technology tracks the user's gaze direction.
- a virtual object is selected when the virtual cursor is mapped to the virtual object and the user performs a pinch gesture or when the user performs a grab gesture. Then the virtual object is moved by the user by gazing toward the direction in which the user wishes the virtual object to move.
- the virtual cursor is controlled based on the tracked direction of a user's gaze, and then an object is selected by the user through a pinch or grab gesture, as performed by the hand. Then the selected object is moved around the screen based on the movements of one or both of the user's hands.
- the virtual cursor is controlled based on the tracked positions of the user's hand and fingers, and certain keywords in the user's speech are used to select the objects. For example, the user can point to an object on the screen and say, "Put this over there", and the object he is pointing to when he says the word "this” is moved to the position on the screen he is pointing to when he says the word "there”.
- FIG. 10 is a workflow diagram describing a user interaction based on multiple perceptual sensing technologies.
- the system includes a touch screen and a camera (either RGB or depth, or both).
- input is acquired from the touch screen.
- the touch screen input is processed at stage 1030 by a touch screen tracking module that applies a touch screen processing algorithm to the touch screen input to compute the position on the screen touched by the user.
- a touch may be detected at stage 1050, and the description of this touch - information describing the screen location, amount of pressure, etc. -- as computed by the touch screen tracking module, is saved.
- this touch description may be a single finger touching the screen.
- this touch description may be two fingers touching the screen in close proximity to one another, forming a pinch gesture.
- this touch description may be four or five of the fingers in close proximity to one another, touching the touch screen.
- touch screen input is acquired at stage 1010
- at stage 1020 input is acquired from the camera(s).
- the camera videostream is processed at stage 1040 by a camera tracking module that applies a camera processing algorithm to the camera input to compute the configuration of the user's hand(s).
- the position of the user's arm is computed at stage 1060 and also identifies which of the user's hands touched the screen. Then, the output of the camera processing algorithm is monitored to detect the hand that touched the screen, as it moves back away from the screen 1070.
- the camera may be positioned such that it has a clear view of the touch screen, and in this case, the hand is visible even at the instant the touch screen is touched. In some embodiments, the camera is positioned either at the top or the bottom of the screen, and may not have a clear view of the user's hand when the hand is in close proximity to the screen.
- the hand may not be detected until the user begins moving it away from the touch screen, and the hand enters the camera's field-of-view.
- the hand may not be detected until the user begins moving it away from the touch screen, and the hand enters the camera's field-of-view.
- the locations of the finger(s) in the missing frames are computed by interpolating the 3D positions of the finger(s) between the known position of the touch screen position computed at stage 1050 and the known positions of the finger(s) computed at stage 1070.
- the interpolation may be linear, or may be based on splines, or on other accepted ways to interpolate data between frames.
- the full set of 3D positions of the fingers may then be transferred to a gesture recognition module which determines at stage 1090 if a gesture was performed based on the 3D positions of the finger(s) over the set of frames.
- a gesture of the finger touching the touch screen and moving back away from the touch screen can be detected.
- this gesture may depend on the velocity of the movements of the finger(s), where a fast movement of the finger(s) away from the screen activates one response from the system, while a slow movement of the finger(s) away from the screen activates a different response from the system.
- the detected gesture may be a pinch at the screen, and then the fingers open while the hand moves away from the screen.
- the detected gesture may be a grabbing motion where the fingers of the hand close toward the palm, with the fingers opening up away from the palm of the hand as the hand moves away from the touch screen.
- FIG. 1 1 is a workflow diagram describing another user interaction based on multiple perceptual sensing technologies.
- the system includes a camera (either RGB or depth, or both) and a touch screen.
- a camera either RGB or depth, or both
- input is acquired from the camera(s).
- the camera input is processed at stage 1 130 by a camera tracking module that receives the videostream from the camera and computes the configurations of the hands and fingers.
- a hand may be detected at stage 1 150, and the 3D positions of the hand's joints are saved as long as they are tracked by the camera.
- a gesture of the hand moving towards a region of the touch screen and touching the screen at that region may be detected. In some embodiments, this gesture may depend on the velocity of the hand as it approaches the touch screen. In some embodiments, a gesture may be performed to indicate a certain action, and then the action is applied to all icons which are subsequently touched. For example, a gesture may be performed to open a new folder, and all objects that are touched after the gesture is performed are moved into the opened folder. In some embodiments, additional information about the user's actions in touching the touch screen, as determined by a camera and camera tracking module, may be incorporated.
- the angle of the user's finger as the screen is touched may be computed by the camera tracking module, and this data can be considered and utilized by the application.
- the camera tracking module can identify which finger of which hand is touching the screen, and incorporate this additional information into the application.
- the present disclosure may also be used to limit the possibility of false positives in the interpretation of the user's intentions.
- virtual objects are selected via a gesture identifiable by a camera, such as a pinch or grab gesture, but the object is selected only if the user's gaze is simultaneously detected as looking at the object to be selected.
- an automobile may be equipped with speech recognition technology to interpret a user's verbal instructions, and a camera to detect the user's hand gestures.
- False positives of the user's speech may be limited by requiring the performance of a gesture to activate the system. For example, the user may be able to command the phone to call someone by using the "Call" voice command and then specifying a name in the phone directory. However, the phone will only initiate the call if the user performs a pre-defined gesture clarifying his intentions.
- camera-based tracking may be used to identify which of multiple users is speaking, to improve the quality of the speech recognition processing, particularly in noisy environments.
- U.S. Patent Application No. 13/310,510 entitled “System and Method for Automatically Defining and Creating a Gesture” discloses a method for creating gestures by recording subjects performing the gesture of interest and relying on machine learning algorithms to classify the gesture based on the subjects' actions in the training data.
- the application is hereby incorporated in its entirety.
- the user's actions as sensed by additional perceptual sensing technologies, such as touch screens, speech recognition, and gaze detection may also be included in the creation of gestures.
- the definition of a gesture(s) can include a specific number of and specific location of touches on the touch screen, certain phrases or sounds to be spoken, and certain gazes to be performed, in addition to hand, finger, and/or other body part movements. Additionally, test sequences and training sequences can be recorded for the user actions to be detected by the multiple perceptual sensing technologies.
- Figure 12 shows a block diagram 1200 of a system used to acquire data about user actions using multiple perceptual sensing technologies and to interpret the data.
- the system may include one or more processors 1210, memory units 1220, display 1230, and sensing technologies that can include a touch screen 1235, a depth camera 1240, a microphone 1250, and/or gaze detection device 1260.
- a processor 1210 may be used to run algorithms for processing the data acquired by the multiple sensing technologies.
- the processor 1210 can also provide feedback to the user, for example on the display 1230.
- Memory 1220 may include but is not limited to, RAM, ROM, and any combination of volatile and non-volatile memory.
- the sensing technologies can include, but is not limited to, a touch screen 1235 that is part of the display 1230, a depth camera 1240 and/or a 2D camera, an acoustical sensing device such as a microphone 1250, and/or a gaze detection system 1260.
- the words “comprise,” “comprising,” and the like are to be construed in an inclusive sense (i.e., to say, in the sense of “including, but not limited to”), as opposed to an exclusive or exhaustive sense.
- the terms “connected,” “coupled,” or any variant thereof means any connection or coupling, either direct or indirect, between two or more elements. Such a coupling or connection between the elements can be physical, logical, or a combination thereof.
- the words “herein,” “above,” “below,” and words of similar import when used in this application, refer to this application as a whole and not to any particular portions of this application.
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Abstract
Description
Claims
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| CN201480007511.4A CN104956292B (en) | 2013-03-05 | 2014-02-03 | The interaction of multiple perception sensing inputs |
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Also Published As
| Publication number | Publication date |
|---|---|
| JP6195939B2 (en) | 2017-09-13 |
| JP2016507112A (en) | 2016-03-07 |
| EP2965174A4 (en) | 2016-10-19 |
| CN104956292B (en) | 2018-10-19 |
| KR20150103278A (en) | 2015-09-09 |
| US20140258942A1 (en) | 2014-09-11 |
| CN104956292A (en) | 2015-09-30 |
| EP2965174A1 (en) | 2016-01-13 |
| KR101688355B1 (en) | 2016-12-20 |
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