Method for controlling man-machine interaction and application thereof
Abstract
A method for controlling man-machine interaction is disclosed. A user controls an avatar in a virtual environment to implement a corresponding, permissible virtual action by implementing a permissible user micro-action, including the following steps: 1) creating an avatar in a virtual world; 2) performing a micro-action without the body of the user leaving the position of the user; 3) tracking and identifying the micro-action performed by the user, and allowing his body to stay in the position of the user when the user performs any micro-action; and 4) having the avatar perform an amplified micro-action of the user. The method for controlling man-machine interaction has the effect of amplifying actions and enables the user to control the movement of the corresponding part of the avatar in the virtual environment by moving his body part only slightly.

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4 claims: 4 independent, 0 dependent
- 1A human-computer interaction control method, characterized in that a user implements a corresponding virtual permission action by implementing a user permission micro-action to control a self-role in a virtual environment, which includes the following steps:1.一种人机互动的控制方法, 其特征在于, 用户通过实施用户允许微动作以控制虚拟环境中 的自我角色实施相应的虚拟允许动作, 它包括以下步骤: 1 ) Create a self-role in the virtual world;1 )在虚拟世界中创建自我角色;
- 22) The user's body does not need to leave the user's location to perform micro-actions;2)用户身体无需离开用户所在位置执行微动作; 3 ) Track and identify the user to perform micro-actions;and make the user do not need to leave the user's location when performing any micro-actions;3 )跟踪并识别用户执行微动作; 并使用户执行任意微动作时, 其身体都无需离开用户 所在位置;
- 34) Enlarge the self-role to execute the user's micro-actions. 4)使自我角色放大执行用户的微动作。 2. The method for controlling human-computer interaction according to claim 1, wherein:the range of movement of the user's limbs is restricted, so that the restricted corresponding part can completely perform micro-actions without the body leaving the location. 2.如权利要求 1所述的一种人机互动的控制方法, 其特征在于: 限制用户肢体的活动幅度, 使被限制的相应部分能完全执行微动作而身体不离开所在位置。 3. A human-machine interaction control method according to claim 1 or 2, wherein: the user allows the micro-action scheme to set a maximum amplitude M of the user or prop to execute the micro-action, corresponding to the self-character The maximum allowable action amplitude is N, and the amplitude of the user performing the micro-action at time t is Mt, and the corresponding allowable action amplitude of the corresponding self-execution is Nt, then the system satisfies: When Mt^M, Nt=N;When MtNt>Mt. 3.如权利要求 1或 2所述的一种人机互动的控制方法, 其特征在于: 所述用户允许微动作方 案设有用户或道具执行该微动作的最大幅度 M、 对应自我角色执行相应允许动作的最大幅度 为 N,设在 t时间点上用户执行该微动作的幅度为 Mt,对应自我角色执行相应允许动作的幅度 为 Nt,则该系统满足: 当 Mt^M时, Nt=N;当 MtNt>Mt。 4. A method for controlling human-computer interaction according to claim 3, characterized in that: the user is allowed to allow micro-motion schemes, and when the user completes any micro-motion with the maximum amplitude M, the palm of the body is removed The angle change of any two parts adjacent to the sole of the foot is less than 30 degrees. 4.如权利要求 3所述的一种人机互动的控制方法, 其特征在于: 限制所述用户允许微动作方 案, 使用户以所述最大幅度 M完成任一微动作时, 躯干上除手掌和脚掌外的任意相邻的两部 份的角度变化值小于 30度。 5. A method for controlling human-computer interaction according to any one of claims 1, wherein: the self character and the user are in one of the head, the palm including the wrist, and the palm including the ankle Multiple locations perform actions of the same motion amplitude. 5.如权利要求 1任一权利要求所述的一种人机互动的控制方法, 其特征在于: 使自我角色与 用户在头部、 包括手腕的手掌、 包括脚腕的脚掌其中的一处或多处部位执行相同运动幅度的 动作。 6. The method for controlling human-computer interaction according to claim 1, further comprising at least one or more of the following step features: 6.如权利要求 1所述的一种人机互动的控制方法, 它至少还包括以下一个或多个步骤特征: 1 ) When any object in the virtual world acts on a part or some parts of the self-character, the corresponding part of the user will be activated according to the action characteristics of the object;1 )当虚拟世界中的任一物方作用于自我角色的某部位或某些部位时,用户的相应部位会 根据该物方动作特征被作用; 2) When the self-character acts on any object in the virtual world, firstly, according to the action characteristics of the self-character and the real-time status of the object, the part and reaction effect of the self-character that is judged by the self-character are judged. The effect is applied;2)当自我角色作用于虚拟世界任一物方时,首先根据自我角色的动作特征及该物方的即 时状态, 判断的自我角色被反作用的部位及反作用效果, 使用户相应的部位以等因子效果被 作用; 3 ) Create one or more sets of user allowed micro-action schemes and one or more sets of virtual allowed movement schemes that can be recognized by computers;3 )创建可被机算机识别的一套或一套以上的用户允许微动作方案和一套或一套以上的虚 拟允许动作方案; 4) The user can only see the animation of the virtual world but not his body during the human-computer interaction;4) 使用户在人机互动过程中只能看到虚拟世界的动画而看不到自己的身体;
- 45) Make the picture of the virtual world cover the user's perspective. 5) 使虚拟世界的画面覆盖用户的视角。 7. The method for controlling human-machine interaction according to claim 6, wherein:according to the fatigue degree or the maximum exercise ability of the self-character, the corresponding part of the user is subjected to a corresponding proportion and the user can accept the load. 7.如权利要求 6所述的一种人机互动的控制方法, 其特征在于: 可根据自我角色的疲劳程度 或最大运动能力, 使用户的相应部位受到相应比例且用户能接受的载荷作用。 8. The method for controlling human-computer interaction according to claim 1, characterized in that it also adopts a selection method and/or a combination method;the selection method is when the user does not have a corresponding active part of the self role, allowing The user selects other active parts instead. The combination method is that when the number of active parts of the user is less than the number of active parts of the self character, a shared active bit is set on the user to control more than one active part of the self character. 8. 如权利要求 1所述的一种人机互动的控制方法,其特征在于: 它还采用了选择法和 /或组合 法; 所述是选择法是当用户不具有自我角色相应活动部位时, 允许用户自行选择其他活动部 位以代替; 所述组合法是当用户活动部位数量少于自我角色的活动部位数量时, 在用户身上 设共享活动位以控制自我角色身上一个以上的活动部位。 9. The method for controlling human-computer interaction according to claim 8, wherein the combination method further includes one or more of the following step features: 9.如权利要求 8所述的一种人机互动的控制方法, 其特征在于: 所述组合法还包括以下一个 或多个步骤特征: 1 )When it is necessary to switch the active part of the self-character, different active parts can be selected and executed through the third command or other active joints;1 )当需切换自我角色活动部位时, 可通过第 3命令或利用其他活动关节共伺选择执行不 同的活动部位; 2) Combine the shared activity bit with one or more other activity parts to jointly control the activity plan of the self-role. 2) 使共享活动位与其他一个或多个活动部位组合, 共同控制自我角色的活动方案。 10. The method for controlling human-computer interaction according to claim 1, characterized in that it further comprises at least one or more of one of a method for tracking a user's micro-action, a method for determining a scene in which a self character is located, and a method for controlling reverse action ;10. 如权利要求 1 所述的一种人机互动的控制方法, 其特征在于: 它至少还包括跟踪用户微 动作方法、 自我角色所在场景的确定方法和反向动作控制方法其中之一个或多个方法; 1 ) The method of tracking the user's micro-action is to set positioning sensors on the N1, N2~Nn parts of the user, and to set three or more distance measuring devices at the locations of the user's environment that are not on the same straight line, and execute The following steps: 1 ) 所述跟踪用户微动作方法是在用户的 Nl、 N2〜Nn部位上分别设置定位感应件, 在 用户所在环境内的不在同一直线上的位置设三个或三个以上测距装置, 并执行以下步骤: 1.1 Build a virtual three-dimensional coordinate system, and determine the coordinates of each distance measuring device, measure the distance of each arbitrary positioning sensor to three distance measuring devices at any time, and calculate the time of each positioning sensor at that time 3D coordinates of points;1.1建一虚拟三维坐标系, 并确定各测距装置的坐标,测出任意时间上每个任意定位感应 件到三个测距装置上的距离, 从出计算出每个定位感应件在该时间点的三维坐标; 1.2 Tracking the change of three-dimensional coordinates of the positioning sensor Ν1, Ν2··Νη within any time period t;1.2跟踪在任意时间段 t内, 定位感应件 Ν1、 Ν2···Νη三维坐标变化; 1.3 According to the change of the three-dimensional coordinates of different positioning sensors over time, describe the activities of the corresponding parts of the user during the time period t, and make the corresponding parts of the self role synchronously enlarge the execution range of the activity;1.3根据不同定位感应件的三维坐标随时间的变化, 描述在 t时段内用户相应部位的活动 情况, 并使自我角色的相应部位同步放大执行活动幅度; 2) The method for determining the scene of the self-role includes the following steps: 2) 所述自我角色所在场景的确定方法包括以下步骤: 2.1 First determine the positioning element that is placed on the user's head or indirectly on the user's head and can be displaced in synchronization with the head;at least three positions on the positioning element that are not in the same line can be determined in the virtual world, so that The user's head position and face orientation in the virtual world can be determined;2.1先确定设在用户头部或间接设于用户头部的, 能与头部同步发生位移的定位件; 所述 定位件上至少有不在同一直线的三点在虚拟世界的位置可确定, 使得用户的头部在虚拟世界 中的位置及面部朝向均可确定; 2.2 Tracking the position and face orientation of the user's head in the virtual world, and determining the virtual world picture by the position and face orientation of the user's head in the virtual world, that is, the display screen of the imaging device;2.2跟踪用户头部在虚拟世界中的位置及面部朝向,并通过用户头部在虚拟世界中的位置 及面部朝向确定虚拟世界画面 , 即成像设备的显示画面; 3 ) The reverse action control method is to make the scene of the self character in the virtual world perform the vector action opposite to the head direction of the self character and the same vector value, and the two are coordinated by the same vector action and time as the coordinate axis, respectively In the system, the vector action time diagram has an axisymmetric relationship with the time coordinate axis. 3 )所述反向动作控制方法, 是使虚拟世界中自我角色所在场景执行与自我角色头部方向 相反而矢量值相同的矢量动作, 且两者在分别以同一矢量动作和时间为坐标轴的坐标系中, 其矢量动作时间图以时间坐标轴呈轴对称关系。 11. A human-computer interaction control system, in which a user implements micro-actions to control self-characters in a virtual environment to implement corresponding virtual allowed actions, which is characterized by: It includes: an imaging device that displays a virtual world, and the user allows identification of micro-action schemes The capture device and the synchronous control system that controls the synchronization of the user's actions with the self role, and the synchronous control system that controls the synchronization of the user's actions with the self role. 11. 一种人机互动的控制系统, 用户通过实施微动作以控制虚拟环境中的自我角色实施相应 的虚拟允许动作, 其特征在于: 它包括: 显示虚拟世界的成像设备、 用户允许微动作方案的 识别捕捉设备和控制用户与自我角色动作同步的同步控制系统, 控制用户与自我角色动作同 步的同步控制系统。 12. The human-machine interaction control system according to claim 11, wherein: the imaging device displaying the virtual world makes the virtual world's picture cover the user's perspective, and the user can only see the virtual world during the human-machine interaction Animation without seeing his body. 12. 如权利要求 11所述的一种人机互动的控制系统, 其特征在于: 显示虚拟世界的成像设备 使虚拟世界的画面覆盖用户的视角, 并且用户在人机互动过程中只能看到虚拟世界的动画而 看不到自己的身体。 13. The human-machine interaction control system according to claim 11, wherein: the identification and capture device is provided with a plurality of positioning sensors with different distinguishing characteristics, so that the computer can identify the user part corresponding to the positioning point . 13. 如权利要求 11所述的一种人机互动的控制系统, 其特征在于: 所述识别捕捉设备设有多 个具有不同的区别特征的定位感应件, 以使计算机可识别定位点所对应用户部位。 14. The human-machine interactive control system according to claim 13, further comprising: a wearable fixed-point control device, including a palm kit, an arm kit, a head kit, a foot kit, a leg kit, and a hip One or more of the kit and the waist kit;each kit is provided with one or more positioning sensors. 14. 如权利要求 13所述的一种人机互动的控制系统, 其特征在于: 它还包括一穿套式定点控 制设备, 包括手掌套件、 手臂套件、 头部套件、 脚掌套件、 腿部套件、 臀部套件和腰部套件 中一种或多种; 各套件上均设有一个或一个以上定位感应件。 15. A human-machine interaction control system according to claim 11 or 12 or 13 or 14, characterized in that: it is provided with a barrier setting system, the barrier setting system is provided with a limit mechanism, which is restricted by the limit mechanism The range of movement of the user's limb allows the restricted corresponding part to perform the allowable action with the maximum amplitude M, and satisfies that the user does not need to leave the position when performing any allowable action. 15.如权利要求 11或 12或 13或 14所述的一种人机互动的控制系统, 其特征在于: 它设有 一设障系统, 所述设障系统设有限位机构, 通过限位机构限制用户肢体的活动幅度, 使被限 制的相应部位能以最大幅度 M实施允许动作, 并满足用户执行任意允许动作时, 身体无需离 开所在位置。 16. A human-machine interaction control system according to claim 15, characterized in that: the barrier setting system is further provided with a reaction sensing device and/or a sensed device;16.如权利要求 15所述的一种人机互动的控制系统, 其特征在于: 所述设障系统还设有反作 用感知装置和 /或被作用感知装置; Through the affected sensing device, when any object in the virtual world acts on a part or parts of the self-character, the barrier-setting system will act on the corresponding part of the user according to the action characteristics of the object;通过所述被作用感知装置, 使虚拟世界中的任一物方作用于自我角色的某部位或某些部 位时, 设障系统会根据该物方动作特征作用于用户的相应部位上; When the self-role acts on any object in the virtual world through the reaction perception device, the barrier-setting system first judges the location and reaction effect of the self-role based on the action characteristics of the self-role and the immediate state of the object, The barrier-setting system acts on corresponding parts of the user with equal factor effects. 通过所述反作用感知装置, 使自我角色作用于虚拟世界任一物方时, 设障系统首先根据 自我角色的动作特征及该物方的即时状态, 判断的自我角色被反作用的部位及反作用效果, 所述设障系统则以等因子效果作用于用户相应的部位上。 17. The human-machine interaction control system according to claim 16, wherein the barrier setting system can change the reaction perception device and the affected perception device according to the fatigue degree or the maximum exercise ability of the self character Load on users 18. A human-computer interaction control system according to claim 16 or 17, characterized in that it also has at least one or more of the following features: 17. 如权利要求 16所述的一种人机互动的控制系统, 其特征在于: 所述设障系统可根据自我 角色的疲劳程度或最大运动能力, 改变所述反作用感知装置和所述被作用感知装置对用户的 荷载 18.如权利要求 16或 17所述的一种人机互动的控制系统, 其特征在于: 它至少还具有以下 一个或多个特征: 1 ) The identification and capture device is provided with positioning sensors with different distinguishing features, so that the computer can identify the user part corresponding to the positioning point;1 )所述识别捕捉设备设有不同的区别特征的定位感应件, 以使计算机可识别定位点所对 应用户部位; 2) It also includes one or more of the olfactory system, tactile system and stochastic barrier-setting system for physical fatigue;2) 它还包括嗅觉系统、 触觉系统和体力疲劳的随机设障系统中一种或多种; 3 ) It also has a wearable fixed-point control device, including palm kit, arm kit, head kit, foot kit, leg kit, hip kit and waist kit;each kit is equipped with one or more induction positioning pieces. 3 ) 它还设有一穿套式定点控制设备, 包括手掌套件、 手臂套件、 头部套件、 脚掌套件、 腿部套件、 臀部套件和腰部套件; 各套件上均设有一个或一个以上感应定位件。 19. A game method, characterized in that: the virtual environment according to claim 1 further includes at least one or more virtual environments of a future environment, a past environment, and a dream environment. 19.一种游戏方法, 其特征在于: 如权利要求 1 所述虚拟环境至少还设有未来环境、 过去环 境、 梦境其中一种或多种虚拟环境。 20. A game method, which is characterized in that: it pays to the method that the self character has super power, including the following steps: 20. 一种游戏方法, 其特征在于: 它付于自我角色具有超能力的方法, 包括以下步骤: 1 ) Create super-capable virtual allowed action plan of self-character in addition to amplifying user's physical ability;1 ) 创建自我角色除放大用户体能以外的超能力虚拟允许动作方案; 2) Track the changes of the user's allowable micro-actions, and determine the role target of the self-role super-capable virtual allowable actions;2) 跟踪用户允许微动作变化, 确定自我角色超能力虚拟允许动作的作用目标; 3 ) Evaluate the superpower function value of the self-character when the super-power virtual permission action is implemented, and change the shape of the target and other factors. 3 )评价在实施超能力虚拟允许动作时, 自我角色的超能力机能值, 使被作用目标等因子 作形态变化。 21. A game method according to claim 19 or 20, characterized in that it opens the user's authority to reset object parameters in the virtual environment, allowing users to construct, adjust, and delete virtual environments themselves. 21.如权利要求 19或 20所述的一种游戏方法, 其特征在于: 它开放了用户在虚拟环境中重 设物方参数的权限, 使用户可自行构建、 调整、 删除虚拟环境。 22. 一种空间设计或空间样品的观摩方法, 其特征在于它包括以下步骤: twenty two. A space design or space sample observation method, characterized in that it includes the following steps: 1 ) 3D modeling of space design or space samples;1 ) 就空间设计或空间样品进行 3d建模; 2) The user is allowed to use the human-machine interaction control method as claimed in claims 1-4 to control the self-character to implement virtual actions within the space design or the 3D modeling of the space sample. 2)使用户运用如权利要求 1-4所述的人机互动的控制方法, 控制自我角色在空间设计或 空间样品的 3D建模内实施虚拟动作。 23. —种电影拍摄方法: 、 1 ) 对电影场景进行 3D建模; twenty three. -A variety of movie shooting methods:, 1) 3D modeling of movie scenes;2) Let the actor use the human-computer interaction control method according to claims 1-4 to control the self-character to implement virtual actions within the 3D modeling described in 1);2)使演员运用权利要求 1-4所述的人机互动的控制方法, 控制自我角色在 1 )所述的 3D 建模内实施虚拟动作; 3 ) Record the scenes required for 3D modeling and the virtual movements of self characters. 3 ) 录制 3D建模内所需场景及自我角色实施虚拟动作的画面。 24. A method of simulation experiment: 24.一种模拟实验的方法: 1 ) Collect the known natural laws and establish the algorithm f[xl(xll, xl2~xln), x2(x21 x22~x2n)~xn(xnl, xn2~xnn)] = yl(yll, yl2~yln), y2 (y21, y22"'y2n"yn (ynl, yn2~ynn), where xn is the reaction subject before the law occurs, xnn is the calculation parameter of xn;yn is the new body after the law occurs, ynn is the calculation parameter of yn;f is the law is the calculation formula;1 )收录己知自然规律,并建立运算法则 f[xl(xll、 xl2〜xln)、 x2(x21 x22〜x2n)〜xn(xnl、 xn2〜xnn)]= yl(yll、 yl2〜yln)、 y2 (y21、 y22"'y2n "yn(ynl、 yn2〜ynn),其中 xn是规律发 生前的反应主体, xnn是 xn的计算参数; yn是规律发生后的新主体, ynn是 yn的计算参数; f是规律是运算公式; 2) The user-based human-computer interaction control method according to claim 21: adjusting the xnn value of xn to a user-set value;3) the user-based human-computer interaction control method according to claims 1-3, Controlling self characters to perform fl actions on xn in a virtual environment;2)用户根据如权利要求 21所述的人机互动的控制方法:调整 xn的 xnn值至用户设定值; 3)使用户根据如权利要求 1-3所述的人机互动的控制方法, 控制自我角色在虚拟环境中 就 xn进行 fl动作; 4) Calculate and record the value of n and its ynn according to the algorithm described in Step 1. 4) 根据步聚 1所述运算法则计算并记录 n及其 ynn值。 25. -Kinds of travel methods: 25. —种旅游方法: 1 ) 3D modeling of tourist areas;1 ) 对旅游区进行 3d建模; 2) The user uses the game method according to claims 1-4 to control the self character to perform virtual actions within the 3D modeling. 2) 使用户运用如权利要求 1-4所述的游戏方法, 控制自我角色在 1 ) 所述 3D建模内实 施虚拟动作。
Independent claims4
192 paragraphs, as filed
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Disadvantages: The user needs to have a large movement space, and the movement has limitations, such as: When the user has moved to the wall, but the next action of the avatar also requires the user to move forward against the wall. In order to avoid this situation, some existing technologies reduce the space of the avatar (note that the avatar is not the user), so that the user does not need to move or minimize the activity during the control process, but this method makes the game available The playability is greatly reduced, and its application value is also very limited. There are also some existing technologies that allow users to move to the same location through treadmills and other solutions, but there are also: users need to continue physical energy consumption, so it is difficult to continue human-machine interaction for a long time, and users are also difficult to exercise at will. The existing technology to reduce the space of the avatar also includes the control of mobile tools, such as tanks, but the control parts on the tanks are actually no longer connected, but this traditional way, in addition to the above defects<img file="WO2012106978A1_D0002.tif" />
The object of the present invention is to provide a method and device for allowing a user to enter the virtual world in an immersive manner; this method allows the user to continuously control the self-role regardless of the duration and physical limitations.
In order to facilitate understanding of the present invention, the following terms are specifically explained for each term involved:
Self-role: refers to a virtual character that can be manipulated by the user in the virtual world and considered by the user to be his or her own, but can be a human or any moving object.
The user allows the micro-action scheme: When the user implements one or a group of qualified micro-actions, he can issue a control command to the computer; the micro-actions here especially refer to the user's small-scale movements, such as: the corresponding arbitrary joint movement displacement is less than 20cm, the specific performance is as follows: the arm slightly moves, the foot slightly bends; the above-mentioned conditions of the present invention, especially include limiting the situation where no command is issued.
Virtual allowed action scheme: The virtual world gives actions or action schemes that the self character or appliance in the virtual world can perform, and the action scheme includes continuous action combinations, action strength, speed, and the like.
Active joints: Not all joints of the user can control the activities of my self-character, especially when the self-character is non-human, there are no joints on the user. Therefore, the "active joint" in the present invention refers to the virtual The world assigns self-movable parts to correspond to the actual joints of the user's body. On the other hand, when there are more active parts of the self-character than the actual number of active joints of the user, other methods introduced by the present invention are used; in addition, the active joints referred to in this article are not limited to the skeleton joints, it generally refers to the movable body Any part of the body, such as any point on the entire upper arm.
Reverse action: The virtual world scene where the self-character is located performs a vector action with the same vector value but opposite direction as the instruction issued by the user; the vector action of the present invention particularly refers to displacement changes and volume changes at any point in time, as shown in the figure As shown in 1: The coordinate system is established by using vector actions as the ordinate and time as the abscissa, then the command issued by the user and the corresponding graph of the virtual world scene where the self character is located have an axisymmetric relationship with the abscissa, such as: from time tl At time t2, when the user wants to advance 5 meters to the southeast direction, it can be achieved by moving the scene of the self character to the northwest direction by 5 meters in this time period; Another example: From time tl to time t2, the user wants If the proportion of one's own body becomes 2 times larger, the scene where the self character is located will shrink twice in the same time period. In particular, it is pointed out here: In the user's transformation or transformation instructions, priority can be given to whether the changes of the eyes and the distance between the eyes are included. If there is no change in the distance between the eyes, the scene will not change in volume, that is, the volume vector action of the scene and the volume vector action of the distance between the eyes of the self character and the eyes have the following relationships: the vector values are the same and the directions are opposite. The user instruction may be preferably associated with a motion vector and a visual vector of the head of the self-character, such as the speed and displacement; the visual vector is: a volume change of the self-character.
Palms: As shown in FIG. 2, the joints on the palm 1 including the wrist 11 of the palm 1, such as the finger 12.
Feet: As shown in FIG. 2, the joints on the sole 2 including the ankle 21, such as the toe 22, are included in the sole 2.
Indicators for evaluating the amplitude of movement: It can be the displacement and direction of the tracked part, the angle between the tracked part at two time points, etc.
Action amplification: In order to strive for the user's true feelings and synchronization requirements in the interaction process, the following two rules are set: 1. Within the scope of human perception, action amplification preferably only amplifies the user's action amplitude and strength; 2. When the range of human perception is exceeded, the action amplification can also amplify the user's action speed.
To achieve the above objective, the technical solution of the present invention is:
1. The user does not need to shift and continuously executes various controls in the same "control position", and is not limited by the space and time of the virtual world:
The present invention adopts an action amplification method to achieve the above technical effect. The action amplification method includes:
1) Create a self-role in the virtual world;
2) The user's body does not need to leave the user's location to perform micro-actions;
3) Track and recognize the user performing micro-actions; and when the user performs any micro-actions, his body does not need to leave the user's location;
4) Enlarge the self-role to execute the user's micro-actions.
Optimization plan h
Set the maximum amplitude M of the user or virtual world prop to perform any user allowed action, the maximum amplitude of the virtual allowable action corresponding to the self character in the virtual world is N, and the amplitude of the user or virtual world prop to perform the allowed action at time t Is Mt, and the amplitude of the corresponding allowable action performed by the person or thing in the virtual world is Nt, then the system satisfies: when Mt M, Nt=N; when Mt<M, N>Nt>Mt, such as: user When the arm is raised by 5 degrees, the self-character fully lifts the arm. When the angle of the users arm-lift is greater than 5 degrees, the self-character fully lifts the arm. Here, we call 5 degrees as the maximum amplitude of the users arm lift. Obviously the user The arm can not only lift 5 degrees.
In particular, it is pointed out here that when the user performs an allowed action, the actual motion limit is greater than the maximum allowable action, and in order to more effectively achieve the technical effect, when the virtual world process uses an action amplification system, it is best to limit the user's limb It is only allowed to perform small amplitude micro-actions.
The user allows the micro-motion scheme to satisfy: When the user completes any micro-motion with the maximum amplitude M, the angle change value of any two adjacent parts on the torso except the palm and the sole of the foot is less than 30 degrees. For example, a certain allowable micro-motion scheme involves the angles of the upper arm and the lower arm. Before and after performing the motion, the angles are 120 degrees and 140 degrees, then the change in the angle between the two adjacent parts is +20 degrees. Obviously, the form (posture) of the user and the self-character does not need to be the same or similar.
In addition, the present invention can provide a continuous action command. When the user continues to act on the elastic device, the user can keep turning and other actions. Therefore, the user can control any action plan of the self character in any posture. In the present invention, the maximum amplitude M is preferably within plus or minus 5 degrees.
In addition, we have found through experiments that when the self-character and the user perform one or more motions with the same motion range on one or more parts of the head, palm including the wrist, and sole including the ankle, the user can more easily grasp the control method of the present invention.
Optimization 2:
Limit the range of movement of the user's limbs, so that the corresponding part of the restriction can fully perform micro-actions without the body leaving the location. One or more of the following optimization schemes can also be optimized:
1) When any object in the virtual world acts on a part or some parts of the self-character, the corresponding part of the user will be activated according to the action characteristics of the object;
2) When the self-character acts on any object in the virtual world, first, according to the action characteristics of the self-character and the real-time status of the object, the parts and effects of the self-character that are affected by the self-character are judged. The effect is applied;
3) According to the fatigue degree or maximum exercise ability of the self-character, the corresponding part of the user can be subjected to the corresponding proportion and the user can accept the load.
Second, the method of receiving user instructions in the virtual world:
It is through the action positioning point control system to determine the actions performed by the user, through the related actions to determine the content of the instructions issued by the user, and then to control the activities of the self role on the active part.
The action positioning point control system: is provided with one or more positioning sensors on the user or on the props, and the position (three-dimensional coordinates) of each positioning sensor changes with time, so that the user can be determined Changes in temporal posture or movement within a certain period of time.
The following describes one by one the "determination method of the position change of the positioning sensor", "the method of controlling the self-role action through the position change of the positioning sensor" and the correspondence between the positioning sensor or its change and the self-role action or active part. method".
(1) The method for determining the position change of the positioning sensor includes the following steps:
1) Establish a virtual three-dimensional coordinate system and determine the coordinates of three or more distance measurement points that are not on the same straight line in the coordinate system;
2) Measure the distance from the positioning sensor to each of the above distance measurement points, to calculate the three-dimensional coordinates of each positioning sensor at any point in time.
(2) The method of controlling the movement of the self-character by changing the position of the positioning sensor is to give the virtual world a total of n individually movable parts Al, A2~An, which can be controlled according to the following two situations:
1) When the N movable parts can be found on the user to correspond to the corresponding movable joint, then the user sets N positioning sensors in each corresponding movable joint, Nl, N2~Nn, and tracks at any time t When, the three-dimensional position of Nl, N2~Nn changes; the three-dimensional position of each positioning sensor changes, and the corresponding part of the self-character is controlled to perform related actions; 2) When the N movable parts cannot be found on the user to correspond to the corresponding movable joint Assuming that there are a number of active parts Mx that cannot find the corresponding relationship, first, the user's active joint Nx can choose Mxl, Mxl ~ Mxs total s active parts to control the self role, and use one or all of the selection method and the combination method to Select and control the specific active part Mx; the selection method means that after determining the corresponding control active part of the movable joint Nx, it can be directly controlled separately; the group ^" method means that when the active part needs to be replaced, the third order can be passed Or use other movable joints to jointly choose to perform different moving parts, for example: the user's arm can choose to control the arms and wings of the self character, the movable joint is set to the toe, when the toe curls up, the user controls the wings, loose Open to control the arm; when the third command refers to a command menu, a selection interface will pop up, and the active part to be controlled is determined by selection.
"Method of controlling self-character movement by changing the position of the positioning sensor" also includes dividing the movable part and the immovable part on the user's body and props, and setting the position sensing parts for the movable part separately; among them, the props and the virtual world Corresponding to items or appliances, when operating props, the corresponding items or appliances in the virtual world can be operated accordingly. In other words, positioning sensors are used to control the objects (people or things) in the corresponding virtual world.
(3) The corresponding method of the positioning sensor or its change to the action or active part of the self character is to make the positioning sensor on different joints of the user have different distinguishing characteristics, and correspond to the active part of the self character or different through different distinguishing characteristics action.
The distinguishing feature is the different dot density or dot rule on the positioning sensor. When the system recognizes the fatigue of the self-character, the greater the load placed on the part by the obstacle setting mechanism on the corresponding part, the harder it is for the user to perform the action, and it has a similar feeling, and the game is more realistic.
4. The present invention also introduces a sleeve-type fixed-point control device suitable for the above-mentioned virtual world method:
It includes a palm kit, an arm kit, a head kit, a foot kit, a leg kit, a hip kit, and a waist kit; each kit has one or more sensing positioning points.
It also satisfies: three joints of each finger, wrist joints, elbow joints, shoulder joints, three points on the head that are not on the same straight line, one joint of each toe, ankle joint, calf, thigh, There are one or more induction positioning points on the hips and the midpoint of the spine.
The device is intended to completely determine the position and posture of the user at any point in time through the location of the sensing positioning points located on the user. The device is also limited to the allocation scheme of the sensing positioning points at the joints.
5. The invention also provides a method for the user to see his body enter the virtual world:
The implementation method is to use the exposure system, the panorama system and the scene movement system at the same time. The following introduces each system one by one. (1) The scene movement system uses the reverse vector action of the scene where the self character is in the virtual world to give the user the illusion that they are making various movements or transformations (body shrinkage or enlargement or shape change);
The method for determining the scene where the self-role is located includes:
1) Directly or indirectly set a positioning member on the user's head that can be displaced in synchronization with the head; at least three points on the positioning member that are not in the same line can be determined in the virtual world, thereby determining the user's head Position and face orientation in the virtual world;
2) Determine the virtual world picture by the position of the user's head in the virtual world and the face orientation;
The reverse action is to cause the scene where the self character in the virtual world performs a vector action opposite to the head direction of the self character and the same vector value, and the two are in a coordinate system with the same vector action and time as the coordinate axis, The vector action time diagram has an axisymmetric relationship with the time coordinate axis.
(2) The panoramic system allows the user to see only the scenes in the virtual world, but not the scenes in the real world, and the virtual world scenes cover the entire visual range of the user; this system especially refers to the user wearing full 3D glasses The screen on the glasses and its virtual world screen cover the user's full visual range.
(3) The above-mentioned exposure system satisfies that the position of the user and the self-role is the same in the virtual world and the user's body and the self-role activity are synchronized, so that when the user wants to see his body, he can see his various actions in the virtual world .
The benefits of the above technical solutions are:
In the present invention, since the user's body does not need to leave the location, the user can lie down or sit during the operation, so the user can easily complete various controls for a long time without being forced to suspend because of lack of physical strength; It is extremely adaptable to the crowd, and all people with active muscle energy can perform corresponding human-machine interaction through the present invention; in particular, the present invention adopts the selection method and the combination method to enable persons with physical disabilities to pass through the parts with active muscle energy Through combination application, to achieve the position where the self-role free active user has lost the active muscle energy.
Since the user uses micro-actions to control the self-role, various actions that cannot be completed in reality can be completed, such as making the self-angle ^ ^ perform the lower back movement as shown in FIG. 3 while also punching.
The "action amplifying system" introduced by the present invention enables the user's body to realize all the functions or abilities endowed by the entire virtual world without displacement or only slight displacement, so that the user can only control the position at the same place throughout the virtual world At the same time, it is also convenient to realize that the user's movement parts are consistent with the movement parts of the virtual world characters, making it easy for users to get started.
The three-point positioning method introduced by the present invention enables the computer to function at a speed that the human body cannot perceive, so that the self-character and the user can implement various actions synchronously, thus solving the problem of the lag in the picture, and then allowing the user to complete the human-machine interaction more freely. Of course There will be no user dizziness.
The "wearing-type fixed-point control device" introduced by the present invention allows the user to directly control the actions of various parts of the body after wearing, and can control related commands corresponding to the "sensor positioning point", so that the user can see himself or himself. The equipment controlled in the virtual world performs related actions. The use of the device effectively shortens the preparation time before the user enters the virtual world, and simplifies the required preparation process, so that the user can perform the virtual world in a very convenient way.
The "inductive positioning point system" introduced by the present invention enables the system to control the self-role action by tracking each vector change (including: displacement, speed, direction) that occurs at each positioning point; this solution can effectively simplify the "sleeve-type fixed-point control" "Equipment", which is purely mechanical structure, without the need to be equipped with any electronic system, to avoid the physical damage caused by electronic short circuit to the user; at the same time, because the user is in use, each positioning point is located at the corresponding part of the user, Moreover, the user only performs micro-actions, so the movement displacement of each positioning point is very small, so zero damage to the device can be achieved to ensure the service life of the device.
The "selection method" and "combination method" introduced by the present invention can realize that the number of active parts on the self role is greater than the number of induction positioning points. The present invention will be further described below with reference to the drawings and specific embodiments. Figure 1 is a vector action time diagram of the scene where the self character is located in the virtual world and the self character head with the same vector action, where t: time, V: volume, S: displacement
Curve A is the displacement or volume vector action time chart of the scene where the self character is in the virtual world
Curve B is a time diagram of the displacement or volume vector action of the head of the self character.
Figure 2 is a schematic diagram of the user's joints. <img file="WO2012106978A1_D0003.tif" />
Embodiment 1 A control method of human-computer interaction
A control method for human-computer interaction, which establishes "User Micro-Action Database" and "Self-role Virtual Action Data"; and specifies "Action Amplification Rules" and "Human-Computer Interaction Rules".
The "user micro-action database" also includes "use ^ allow micro-action scheme database". 1. User micro-action database:
1.1) Use the head, neck, waist, upper arm, lower arm, wide part, upper leg, lower leg, palm and foot as the keywords to establish a database; aim to determine the active part of the user who can control the movement of the self character;
1.2) stipulate the description parameters of the movable joint, including: displacement, angle change value of adjacent joints, moving speed; aim to specify the form of issuing commands for the movable part;
1.3) Specify the upper limit of the description parameters; determine the upper limit of the micro-action amplitude to ensure that the user can continuously execute any control action without leaving the "control position".
2. The user allows the micro-action scheme database:
2.1) Circumstances where no control command is issued;
2.2) Prescribe the conditions of the situation where the stunt is issued; when the user performs actions or combinations of actions that meet the conditions, the self-character performs the stunt actions, etc.; in particular, it states that the authority specified in the conditions can be opened so that different users can formulate according to their own habits.
3. Self-role virtual action database
3.1) The virtual action part corresponding to the user's active part stipulating the self character, that is, the part of the self character that can be controlled;
3.2) Motion parameters of virtual motion parts: shift, speed, strength; determine the magnification of the motion amplitude of each virtual motion part relative to the motion amplitude of the user's active part.
4. Action interaction rules
Associate "User Micro-Action Database" with "Self-role Virtual Action Data" in the following relationship:
4.1) The "active part" of "User Micro-Action Database" is associated with the "virtual action part" of "Self Character Virtual Action Data";
4.2) "Movable joint description parameters" of "User Micro-Motion Database" is related to "Motion Parameters of Virtual Motion Parts" of "Self-Character Virtual Motion Data".
5. Man-machine magnification rules, 5.1) Limitation of 4.1) of "Interaction Rules of Action" by "Prescribed upper limit of description parameters" of "User Micro-Action Database";
5.2) Set the maximum amplitude M of any allowable action performed by the user or virtual world prop, corresponding to the maximum allowable action of the person or thing in the virtual world to be performed is N, and the user or virtual world prop executes this at time t The allowable action amplitude is Mt, and the corresponding allowed action i|| ten thousand degrees corresponding to the execution of a person or thing in the virtual world is Nt, then the system satisfies: When Mt^M, Nt=N; When Mt<M, N>Nt>Mt.
6. In order to ensure synchronization of human-machine interaction, this embodiment also provides a human-machine synchronization system, where the human-machine synchronization system includes: a user micro-action recognition system and a micro-action matching command rule system.
6.1) The user's micro-motion recognition system: It specifies the active and inactive parts of the user's body or props, and has different positioning features for different active parts; build a virtual three-dimensional coordinate system, and in Three or more than three known coordinate points that are not on the same straight line are used to fix the distance measuring device; the specific identification method is as follows:
a) At any point in time, measure the distance from the positioning sensor to the above-mentioned distance measuring points, so as to calculate the three-dimensional coordinates of each positioning sensor;
b) By tracking the changes of the position (three-dimensional coordinates) of each positioning sensor with time, to determine the user's posture at any time or the movement of a certain period of time.
The user micro-motion recognition system described in this embodiment is designed to track the movement of the user's limbs from time to time. It may also be provided with two or more positioning sensors on any active part, at least two of which are at x, y, The coordinate values on the z-axis are not the same, so that the horizontal or vertical rotation angle of the active part within a certain period of time can be determined.
6.2) The micro-action matching command rule system: The user controls the movement of the limb to cause a certain regular displacement change of the sensing positioning point on the limb, and matches the action plan of the self character, which includes:
Rule 1:
Specifically, they include: "Corresponding method of positioning sensor or its change and self-character action or active part" and "Corresponding method of positioning sensor or its change and self-character action or active part", which are introduced one by one below. Rule 1.1 The method of controlling self-role movement through the position change of the positioning sensor:
A total of n individually movable parts A are assigned to the virtual world for the virtual world Al, A2~An, and Axl, Ax2~Axm are provided for a total of m kinds of allowable actions, and Axx is any allowed action , Control according to the following two situations.
Scenario 1 When all the n movable parts can find corresponding movable joints on the user to perform correspondence:
1) Fix ΔΓ, A2' -An' to n sensing positioning points A'on the n individually movable parts of the user, and track the three-dimensional position change of any sensing positioning point Ax' at any time t , And match which kind of activity rule belongs to m among ΑχΓ, Αχ2'~Axm', let Axx' be any activity rule;
2) Make the self-character's individually movable part A-one corresponding to the induction positioning point A'on the user's body, the allowed action Axx of any individually movable part Ax can be at and only at the induction positioning point Ax' Press Axx' activity rule The action is started, such as: The displacement of Ax with changes at various time points corresponds to the change of Ax' with changes at various time points. Another example: The strength of Ax implementation corresponds to Ax' Corresponding to the degree of bending of the joint and the jitter frequency of the joint, the conditions for the maximum use strength of Ax are: when the user's Ax' reaches the maximum amplitude; in addition, Ax should also consider the tension, movement speed and execution time corresponding to Ax', to Realize users to control the virtual world more naturally, and make the movement of self characters conform to the laws of nature as much as possible;
3) The joints described in this embodiment are intended to completely determine the position and posture of the user at any point in time by the positions of the sensing positioning points positioned on the user. Here, the inventor specifically lists one of them to meet this purpose. Sum of joints: three joints of each finger, wrist joints, elbow joints, shoulder joints, three points on the head that are not on the same straight line, one joint of each toe, ankle joint, calf, thigh, buttocks , Midpoint of the spine.
Scenario 2 When the n movable parts cannot be found on the user's corresponding movable joints completely: Assuming that there are several movable parts Ay that cannot find the corresponding relationship, first, the user's movable joints Ay' can choose to control Ayl, Ay2~ Ays has a total of s active parts Ay, and one or both of the selection method and the combination method are used to select and control the specific active part Ay; the selection method refers to the active joint Ay' after determining the corresponding control active part, it can be directly controlled separately The combination method means that when the active parts need to be replaced, different active parts can be selected and executed through the third command or using other active joints, for example: the users arm can choose to control the arm and wings of the self-character, The movable joint is set as a toe finger. When the toe finger curls up, the user controls the wings and releases the arm. When the third command refers to a certain command menu, the selection interface will pop up, and the active part will be controlled by selection.
In addition, the method of controlling the movement of the self-character by changing the position of the positioning sensor also includes dividing the movable part and the immovable part on the user's body and props, and setting the position sensing parts for the movable part separately; among them, the props and the items in the virtual world Or appliance correspondence, so that when operating props, the corresponding items or appliances in the virtual world can be operated accordingly. In other words, positioning sensors are used to control the objects (people or things) in the corresponding virtual world.
Rule 1.2 Corresponding methods for locating the sensor or its changes and the actions or active parts of self characters:
The positioning sensors on different joints of the user all have different distinguishing characteristics, and correspond to the active parts of the self character or different actions through the different distinguishing characteristics.
The distinguishing feature is the different dot density or dot rule on the positioning sensor. For example, when the dot density is d or the positioning sensor with dot rule 1 changes in position, a certain active part of the self-role performs the corresponding Allowed actions; smear density or smudge rules can be achieved by stamping.
Rule 2:
Rules that do not promote orders.
In this embodiment, a rule that does not prompt a command is preferred, and of course, it may be a rule that prompts a command.
The sensing positioning point described in this embodiment can be applied to the following two solutions:
1) Apply the detectable paint as an inductive positioning point on the sensitive points of the muscles. Through the tension and movement speed of the muscles, the inductive positioning points on each flesh can judge the user's intention, so as to effectively respond to the virtual world. instruction;
2) The induction positioning point is fixed on each active part of the sleeve-type fixed-point control device. After the user wears it directly, the movement of each part of the body can control the corresponding command of the "induction positioning point", so that The user sees that he or the device he or she controls in the virtual world perform related actions. The use of the device effectively shortens the preparation time before the user enters the virtual world, making the required preparation process simpler, so that the user can do it in a very convenient way. Make a virtual world.
The above two solutions are not limited to "action amplification system", especially for playing virtual worlds that do not require displacement of the user's body, such as: racing virtual world.
In this embodiment, a sleeve-type fixed-point control device can also be implanted with a controller, so that the manipulator senses various vector changes (including: displacement, speed, direction) at each positioning point; but combined with the "sensing" introduced in the present invention "Locating point system" can effectively simplify the "sleeve-type fixed-point control device", so that it is purely mechanical structure without any electronic system, because in the virtual world process, each part of the user only performs micro-actions, so it can be used as a device zero Damage, that is, to ensure the service life of the device, and to prevent possible electronic short circuits in the electronic system from causing physical harm to the user.
The wearable fixed-point control device in this embodiment includes a palm kit, an arm kit, a head kit, a foot kit, a leg kit, a hip kit, and a waist kit; each kit is provided with one or more sensing positioning points.
It also satisfies: three joints of each finger, wrist joints, elbow joints, shoulder joints, three points on the head that are not on the same straight line, one joint of each toe, ankle joint, calf, thigh, There are one or more induction positioning points on the hips and the midpoint of the spine.
The device is intended to completely determine the position and posture of the user at any point in time through the location of the sensing positioning points located on the user. The device is also limited to the allocation scheme of the sensing positioning points at the joints.
7. To improve the bionic effect, this embodiment also provides a human-machine interaction system, which includes: a reaction perception device and an affected perception device; the human-machine interaction system is mainly used for correction: the maximum allowable micro motion range of the user Mm , The ratio of the maximum virtual allowable action amplitude Nm to the self role Mm/Nm; when the Mm/Nm value is larger than normal, that is, when the reaction sensing device and the activated sensing device work, Nm decreases according to the following factors.
7.1) When human-computer interaction is promoted by self-role, it can be achieved as follows:
7.1.1) Method one to lock the user's target:
To facilitate the user's eye positioning device, when the user's line of sight passes through an object and the action direction of the limb or prop is toward the object, give the system an instruction that the limb or prop should act on the object; then the system issues a command, The self-role has locked the target; where the tracking of the user's line of sight can use the application method of "201110411809.X" applied by the inventor: "Method of Certainly Recognizing the Eye and Object", or any existing technology, such as : Patent No. "02829315.0" "Tracking the direction and position of twisted eyes";
Method Two:
By accurately judging the main target locked by the user on the eye image collection device, the eye image collection device may be realized by various existing technologies, such as the "eye image collection device" with the patent number "200610072961.9";
7.1.2) After the action has acted on the target, since ^; the "action speed" and "action amplitude" of the role must be changed due to the reaction; the system provides feedback to the user through the reaction sensing device to limit the corresponding load to the user, or Change the virtual maximum amplitude of the corresponding part, so that the user can see the effect of self-role, and produce the same or similar illusion of reaction perception device through vision;
7.1.3) Calculate the morphological changes of the target after being applied, including deformation (posture change, irreversible deformation, especially damage), and kinetic energy change (kinetic energy value + kinetic energy direction).
7.2) When human-machine interaction is effected by other objects in the virtual world, and the self-character is passively entered into the interaction, it can be achieved as follows:
7.2.1) When the self-character is acted on and produces an effect, automatically lock the object that implements the action as the goal;
7.2.2) The effect produced by the self-role is: the morphological changes and kinetic energy changes after the self-role is activated; the effect produced by the self-role is fed back to the user through the sensed device, or the corresponding part is changed The virtual maximum amplitude allows the user to see the effect of self-role, and visually produce the same or similar illusion of the sensed device.
The following is an example:
If the ego character wants to attack a game character, first lock the target, when the ego character hits a punch, and acts on the opponents arm, and is affected by the reaction of the opponents arm, it is especially pointed out here: No matter whether the opponent has a punk or not, as long as the ego When the character hits the target, according to the principle of acting force and reaction force, the self role must be subjected to reaction force; when the target is blocked, the self role is also affected by the arm of the target block, then the setting of the effect sensing device is superimposed effect.
In particular:
1) In order to ensure the effectiveness of the action amplification system, the allowable action execution condition of the self-role is not to sense the position of the positioning point at a certain time, but to change the position relative to the previous time;
2) The distance measuring point is fixed or its coordinates can be calculated and determined;
3) In some virtual worlds, in order to reduce the occupation of computer resources, only a few specific actions of the self-character are given. In this case, the actions or combined actions of certain parts of the user should be satisfied, and the self-character should be controlled for continuous Accustomed allowed action;
4) The action amplification system and action positioning point control system can be used in combination or independently;
5) The present invention also includes a voice control system, so that the user can issue instructions through voice to control the allowed actions of the self character and various basic operations of the virtual world, such as: exit and save. The system also includes a voice recognition system, for example, the user's voice can be pre-recorded and matched with various instructions.
other instructions:
After the user is ready, he will find his own position when he quit the virtual world last time, and the scene changes caused by various actions are completely from this position as the starting point.
This virtual world allows self-characters to have the ability to deform. What should be done when the parts to be controlled after deformation are larger than the number of human joints? The "selection method" can be used. When performing a select command action, a joint can be selected to control the specific movement part of the object in the virtual world; the "combination method" can also be used, that is, two or more joints perform a specific It can also achieve the same effect during action.
The virtual world method also allows the user to have super capabilities such as fetching objects from the air. The starting condition of the instruction is: the sensing positioning points on the user's arm are set on the same straight line, and the sensing positioning points on the palm are integrated into a claw shape and face the item; When the virtual world judges the magnitude of suction, it can first pre-determine the maximum suction force of the self-character, and the condition of the value can be the frequency of finger shaking. When the frequency decreases, the suction decreases accordingly.
When the virtual world receives the user's intention, it will calculate and compare the suction power and the difficulty of the item being sucked. When the gravity of the item is too large or the suction force of the original position is too large, the user is required to increase the "catch". At this time, the bending degree of the finger will be strengthened, and the shaking of the finger will increase, which will intensify the shaking of the sensing positioning point on the finger, and the computer will receive the user's increased suction power, so as to further judge whether the absorption can be completed.
How does the positioning sensor correspond to the part to be controlled? If each joint corresponds to a positioning sensor, in the virtual world with rich allowable movements, users need to prepare for a long time before they can enter the virtual world. To this end, the present invention also provides a sleeve-type fixed-point control device", the user Only with the corresponding gloves, foot covers, bracket covers and helmet, you can control the induction positioning point that is tied to each joint of the whole body, so it is very practical.
Due to the action magnification method, the position and posture of each limb of the users body and self-character do not exactly correspond to each other, so it cannot be determined solely by sensing the location of the anchor point, but the heads of the two (from their eyes) in the virtual world The position and orientation are the same. How does it show that users can also determine coordinates in the virtual world? First of all, the user's vision is obtained through the glasses. The coordinates of the glasses in the virtual world can be determined because the relative position of the eyeball and the glasses is always the same. Therefore, the coordinates of the user's eyeballs in the virtual world can be determined.
Example 2-a kind of virtual device
It includes: exposure system, panoramic system, scene movement system, motion judgment system and motion magnification system.
A. Action judgment system: The existing technology can be used, such as the technical solution introduced in the application number "97198214.7".
B. Action amplification system: See Example 1 for details.
C. Panoramic system
The panoramic system refers to the process of the virtual world, where the virtual world picture always covers the user's entire visual range, so that the user can only see the scene in the virtual world, but not the real scene; the screen on the glasses and its virtual world The pictures cover the entire visual range of the user; the technology can use existing technology such as "A Mobile Video Glasses with Integrated CMMB Receiver Module" with the patent number "200810066897.2". D. Exposure system
The presence system satisfies that the position of the user and the self-character are the same in the virtual world, and the users physical activity is synchronized with the self-character activity. When the user looks at the body of the self-character, he will mistakenly think that he is his real body The method of synchronizing the activities with the self-role activities is to determine the actions performed by the user through the action positioning point control system, determine the content of the instructions issued by the user through the related actions, and then control the activities of the self-role on the active parts.
E. Scene moving system
The scene movement system uses the reverse action of the scene where the self character is in the virtual world to give the user the illusion that various movements or transformations (body reduction or enlargement or shape change) are being performed; the determination of the scene where the self character is located Methods include:
1) A positioning member capable of synchronous displacement with the head is directly provided on the user's head; the positioning member is provided with three positioning sensing members that are not in the same line, and the positioning sensing member satisfies the position of the virtual world to be determined , So as to determine the position and face orientation of the user's head in the virtual world;
2) Determine the virtual world picture by the position of the user's head in the virtual world and the face orientation.
In this embodiment, the installation position of the positioning member focuses on satisfying the position that can be synchronized with the head, so various appliances on the user's head can also be installed.
In this embodiment, the synchronization relationship between the user and the self-character applied to the face may also adopt a motion amplification system.
In this embodiment, to make the virtual world more realistic, it includes one or more of a random barrier-setting system such as an olfactory system, a haptic system, and physical fatigue;
The stochastic obstacle setting system for physical fatigue can be combined with a sleeve-type fixed-point control device, such as a retractable propulsion mechanism connected to the sole kit, and a retractable hand grip in the palm kit.
The obstacle setting system includes a reaction sensing device and an activated sensing device; the activated sensing device satisfies: When any object in the virtual world acts on a part or some parts of the self character, the obstacle setting system will The action feature of the object acts on the corresponding part of the user; the reaction sensing device satisfies: when the self-role acts on any object in the virtual world, the system first judges the self based on the action feature of the self-role and the immediate state of the object The part where the character is reacted and the reaction effect, the barrier setting system acts on the corresponding part of the user with an equal factor effect. The barrier setting system changes the load on the user of the reaction sensing device and the affected sensing device according to the fatigue degree or the maximum exercise ability of the self-role.
The following is introduced through examples:
Before the virtual world, the user must be fixed in a certain control position (such as: bed), the user moves any limb, and the corresponding character in the virtual world performs a complete action, the purpose is that the user can perform any action in the same place The manipulation position is performed, and the position of the body will not change after the action, thereby reducing the user's movement space.
Allow the user to lie or sit on the console, so that the barrier-setting system limits the maximum range of movement of the user's torso, such as: the foot plate device elastically contacts the user's foot plate; the arm limit device fits over the user's arm with an interference fit.
The barrier-setting mechanism is located above the part allowed by the user to move, and normally keeps the barrier-setting mechanism and the user's torso at a certain distance (called free space), so that each part of the user does not contact the barrier-setting mechanism , It can carry out any micro-action without action; the barrier-setting mechanism has an elastic load activity area (called load space). When the user's torso contacts the barrier-setting mechanism and continues to move in the opposite direction of the elastic force, the corresponding part needs to be overcome Stretch to do work. Its functions correspond as follows:
1) The user's movable sum in free space and load space corresponds to the user's maximum allowable micro motion range;
2) When the user's torso acts on the barrier-setting mechanism and its actions comply with the computer recognition command; the self-role continues to perform virtual allowable actions, such as: continuous turning;
3) When the user promotes human-computer interaction, the barrier-setting institution behaves as the target's reaction to the user;
4) When the self-character is affected by the object in the virtual world, the barrier-setting mechanism reduces the free space and acts on the user's corresponding torso;
5) When the self-role motor ability value increases, the load of the barrier-setting mechanism decreases;
6) When the self-role motor ability value is weakened, such as: fatigue, the load of the barrier-setting mechanism increases.
The video device of the present invention is not limited to facilities for viewing through the eyes. For example, the "Human Electronic Implant and Its Artificial Vision System" with the patent number "00820024.6" has given a method for obtaining images of the brain through non-eyes. Embodiment 3-a game method
A game method, which pays to the method that the self character has super ability, including the following steps:
1) Create a super-capable virtual allowable action plan for self-characters in addition to amplifying the user's physical fitness;
2) Track the changes of the user's allowable micro-actions, and determine the role target of the self-role super-capable virtual allowable actions;
3) Evaluate the superpower function value of the self-character and change the shape of the affected target and other factors when implementing the super-power virtual permission action.
The morphological changes described in this embodiment include changes in position, shape, state, and substance, where the shapes include changes between deformation, flow, and particles; state changes include: transitions between gas, solid, and liquid states; and positions include: Displacement, movement speed, acceleration and other movement conditions change.
The virtual environment in the present invention further includes at least one or more virtual environments in the future environment, the past environment, and the dream environment. The invention can open the user's authority to reset object parameters in the virtual environment, and the user can construct, adjust and delete the virtual environment by himself. Therefore, it is very easy for users to materialize imaginary objects, which has unimaginable transcendence over traditional tools.
Example 4: A space design or space sample observation method
A space design or space sample observation method, which includes the following steps:
1) 3D modeling of space design or space samples;
2) The user uses the human-computer interaction control method as claimed in claims 1-4 to control the self-character to implement virtual actions within the space design or 3D modeling of the space sample.
Embodiment 5: a film shooting method
A method of filming:
1) 3D modeling of movie scenes;
2) Let the actors use the human-computer interaction control method of claims 1-4 to control the self-character to implement virtual actions within the 3D modeling described in 1);
3) Record the scenes required for 3D modeling and the virtual movements of self characters. Example 6: A method of simulation experiment
A method of simulation experiment:
1) Collect the known natural laws, and establish the algorithm f[xl(xll xl2 xln), x2 (x21 x22 <sub>X</sub>2n)~ xn(xnl xn2 )]= yl(yll yl2"'yln), y2 (y21 y22"'y2n "yn(ynl yn2 ynn), where xn is the main body of the reaction before the law occurs, and xnn is the calculation parameter of xn Yn is the new subject after the law occurs, ynn is the calculation parameter of yn; f is the law is the calculation formula;
2) The user's control method for human-computer interaction according to claim 20: adjusting the xnn value of xn to a user-set value;
3) The user controls the self-character to perform fl actions on xn in the virtual environment according to the human-to-human interactive control method as claimed in claims 1-3;
4) Calculate and record the values of yn and nn according to the algorithm described in step 1.
In this embodiment, when an experiment requires a regular multiple reaction, or multiple regular multiple reactions, steps 2) to 4) are repeated as needed.
This experimental method not only does not create a risk of harming users, but also has zero cost and extremely high experimental accuracy.
Example 7: a kind of travel method
A travel method:
1) 3D modeling of tourist areas;
2) The user uses the game method according to claims 1-4 to control the self character to perform virtual actions within the 3D modeling.
6 sheets
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Every citation, both waysCites: the store holds 11 of 12
| Document | Relation | Office | Category | Cited during |
|---|---|---|---|---|
| CN00820024A | Cites | China | – | Applicant |
| CN02829315A | Cites | China | – | Applicant |
| CN101890237A | Cites | China | X | International search |
| CN1231753A | Cites | China | A | International search |
| CN200610072961A | Cites | China | – | Applicant |
| CN200810066897A | Cites | China | – | Applicant |
| CN201110411809A | Cites | China | – | Applicant |
| US5577981A | Cites | United States of America | A | International search |
| US5913727A | Cites | United States of America | Y | International search |
| US7205979B2 | Cites | United States of America | Y | International search |
| CN97198214A | Cites | China | – | Applicant |
27 members in 6 offices
Priority claims8
| Document | Office | Kind | Date |
|---|---|---|---|
| 201110036356 | China | A | |
| 201110036356 | China | A | |
| 201110458168 | China | A | |
| 201110458168 | China | A | |
| 2011100363567 | – | – | – |
| 2011104581683 | – | – | – |
| CN2011136356 | – | – | – |
| CN20111458168 | – | – | – |
Members27
| Document | Office | Kind | |
|---|---|---|---|
| CN102541260A | China | A | |
| CN102631781A | China | A | |
| WO2012106978A1This record | World Intellectual Property Organization (WIPO) | A1 | |
| CN102681655A | China | A | |
| CN102541260B | China | B | |
| US2013331964A1 | United States of America | A1 | |
| EP2674204A1 | European Patent Office (EPO) | A1 | |
| JP2014510336A | Japan | A | |
| KR20140049503A | Republic of Korea | A | |
| EP2674204A4 | European Patent Office (EPO) | A4 | |
| KR101679805B1 | Republic of Korea | B1 | |
| CN102631781B | China | B | |
| CN102681655B | China | B | |
| CN106943742A | China | A | |
| CN106943743A | China | A | |
| CN106964150A | China | A | |
| CN106984041A | China | A | |
| CN107050852A | China | A | |
| JP6193764B2 | Japan | B2 | |
| JP2018022498A | Japan | A | |
| US10058773B2 | United States of America | B2 | |
| JP2019061707A | Japan | A | |
| JP6722624B2 | Japan | B2 | |
| JP6749384B2 | Japan | B2 | |
| CN106964150B | China | B | |
| CN106984041B | China | B | |
| EP3950076A1 | European Patent Office (EPO) | A1 |
5 legal events, as 4 offices reported them to INPADOC
Over the term
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| Event | Code | Office | |
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| Entry into the national phaseENP | ENP | KR | |
| Wipo information: entry into national phaseWWE | WWE | WO | |
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| Non-entry into the national phaseNENP | NENP | DE | |
| Ep: the epo has been informed by wipo that ep was designated in this application121 | 121 | WO |
Numbers
- Publication
- 2012/106978
- Publication, DOCDB
- 2012106978
- Publication, EPODOC
- WO2012106978
- Application
- 108
- Application, DOCDB
- 2012000108
- Application, EPODOC
- WO2012CN00108
Titles2
- English
- METHOD FOR CONTROLLING MAN-MACHINE INTERACTION AND APPLICATION THEREOF
- French
- PROCÉDÉ DE COMMANDE D'INTERACTION HOMME - MACHINE ET APPLICATION DUDIT PROCÉDÉ
Classification
- CPC, 20
- A63F13/212
- A63F13/55
- A63F13/23
- A63F13/428
- A63F13/20
- G06F3/01
- G06F3/0481
- A63F13/803
- G06F3/011
- G06F2203/012
- A63F2300/1087
- A63F2300/5553
- A63F2300/6045
- G06F3/04815
- A63F2300/6054
- A63F2300/6607
- A63F13/21
- G06F3/002
- A63F13/422
- G06F30/20
- IPC, 2
- A63F13 00
- G06F3 01
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