[go: up one dir, main page]
More Web Proxy on the site http://driver.im/

WO2015105919A2 - Methods and apparatus recognition of start and/or stop portions of a gesture using an auxiliary sensor and for mapping of arbitrary human motion within an arbitrary space bounded by a user's range of motion - Google Patents

Methods and apparatus recognition of start and/or stop portions of a gesture using an auxiliary sensor and for mapping of arbitrary human motion within an arbitrary space bounded by a user's range of motion Download PDF

Info

Publication number
WO2015105919A2
WO2015105919A2 PCT/US2015/010533 US2015010533W WO2015105919A2 WO 2015105919 A2 WO2015105919 A2 WO 2015105919A2 US 2015010533 W US2015010533 W US 2015010533W WO 2015105919 A2 WO2015105919 A2 WO 2015105919A2
Authority
WO
WIPO (PCT)
Prior art keywords
sensors
gesture
space
human body
bounded
Prior art date
Application number
PCT/US2015/010533
Other languages
French (fr)
Other versions
WO2015105919A3 (en
Inventor
Anusaker ELAGOVAN
Harsh MENON
William Mitchell BRADLEY
Original Assignee
Nod, Inc.
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Nod, Inc. filed Critical Nod, Inc.
Publication of WO2015105919A2 publication Critical patent/WO2015105919A2/en
Publication of WO2015105919A3 publication Critical patent/WO2015105919A3/en

Links

Classifications

    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input 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
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/03Arrangements for converting the position or the displacement of a member into a coded form
    • G06F3/033Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor
    • G06F3/0346Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor with detection of the device orientation or free movement in a 3D space, e.g. 3D mice, 6-DOF [six degrees of freedom] pointers using gyroscopes, accelerometers or tilt-sensors
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input 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
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/011Arrangements for interaction with the human body, e.g. for user immersion in virtual reality
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input 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
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/016Input arrangements with force or tactile feedback as computer generated output to the user
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input 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
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/017Gesture based interaction, e.g. based on a set of recognized hand gestures
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input 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
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/03Arrangements for converting the position or the displacement of a member into a coded form
    • G06F3/033Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor
    • G06F3/0354Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor with detection of 2D relative movements between the device, or an operating part thereof, and a plane or surface, e.g. 2D mice, trackballs, pens or pucks
    • G06F3/03547Touch pads, in which fingers can move on a surface
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input 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
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/03Arrangements for converting the position or the displacement of a member into a coded form
    • G06F3/041Digitisers, e.g. for touch screens or touch pads, characterised by the transducing means
    • G06F3/042Digitisers, e.g. for touch screens or touch pads, characterised by the transducing means by opto-electronic means
    • G06F3/0425Digitisers, e.g. for touch screens or touch pads, characterised by the transducing means by opto-electronic means using a single imaging device like a video camera for tracking the absolute position of a single or a plurality of objects with respect to an imaged reference surface, e.g. video camera imaging a display or a projection screen, a table or a wall surface, on which a computer generated image is displayed or projected
    • G06F3/0426Digitisers, e.g. for touch screens or touch pads, characterised by the transducing means by opto-electronic means using a single imaging device like a video camera for tracking the absolute position of a single or a plurality of objects with respect to an imaged reference surface, e.g. video camera imaging a display or a projection screen, a table or a wall surface, on which a computer generated image is displayed or projected tracking fingers with respect to a virtual keyboard projected or printed on the surface
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F2203/00Indexing scheme relating to G06F3/00 - G06F3/048
    • G06F2203/033Indexing scheme relating to G06F3/033
    • G06F2203/0331Finger worn pointing device

Definitions

  • This disclosure relates to using the human body as an input mechanism, and, in particular, recognition of start and/or stop portions of a gesture using an auxiliary sensor, as well as mapping of arbitrary human motion within an arbitrary space bounded by a user's range of motion.
  • an auxiliary sensor such as a capacitive touch sensor or a MEMS sensor.
  • power savings features are included to preserve the energy stored on the battery of a sensing device, which power savings features are enhanced using an auxiliary sensor, such as a capacitive touch sensor or a MEMS sensor.
  • methods and apparatus are described for projecting arbitrary human motion in a 3-dimensional coordinate space into a 2-dimensional plane to enable interacting with 2-dimensional user interfaces.
  • mapping of a 3D keyboard onto a 2D interface there is described the specific use case of mapping of a 3D keyboard onto a 2D interface.
  • Figure 1 (A) illustrates the skeletal rendering of the human with various nodes, and the usage of many different sensors according to the embodiments.
  • Figure 1(B) 1 illustrates a system diagram according to an embodiment.
  • Figure 1(B)2 illustrates a system diagram according to another embodiments.
  • Figure 1 (B)3 illustrates system diagram according to a further embodiment.
  • Figure 1 (B)4 illustrates a system diagram according to an embodiment
  • Figure 1 (B)5 illustrates a system diagram according to another embodiments.
  • Figure 2 illustrates that the system allows for the sensor 3 to be used for one gesture one pointing to a light (1) as shown in Fig. 2, and another gesture when pointing at the computer (2) as shown.
  • FIGS. 3, 4, and 5 show embodiments for micro-gesture recognition according to the
  • Figure 6 shows an illustration of micro-gestures detected within a subspace that has its own relative coordinate system.
  • Figure 7 illustrates a 3D exterior view of a single ring sensor.
  • Figure 8 illustrates a more detailed view of the ring sensor of Figure 7.
  • Figure 9 illustrates a computer sensor & receiver according to the embodiments
  • Figure 10 illustrates a flow chart of operation using the capacitive touch sensor and low power modes.
  • Figure 1 1 illustrates conversion of a 3D space to a 2D dimension according to embodiments.
  • Figures 12(a)-(b) and 13 illustrate flow charts for the 3D space to 2D dimension conversion according to embodiments.
  • Figure 14(a)-(b) illustrate a keyboard implementation according to embodiments.
  • Various devices such as computers, televisions, electronic devices and portable handheld devices can be controlled by input devices such as a computer mouse or keyboard.
  • Various sensors such as accelerometers, gyroscopes, compasses and cameras can be collectively used (all from a substantially single point such as if disposed on a single ring; or from multiple different locations or in a head mounted device, or in a capsule either directly mounted on the body or enclosed in a garment or clothing) to estimate and/or derive a gesture that is intended to have some significant meaning, and in order to allow for mapping of arbitrary human motion within an arbitrary space bounded by a user's range of motion, and specifically for interacting with a 2D interface, as well as for mapping to and interacting with a 3D user interface such as a holograph or some other 3D display, drawing or manufacturing interface.
  • sensors dynamically provide data for varying periods of time when located in the associated space for sensing, and preferably stop or go into a low power mode when not in the associated space.
  • various calculations may be employed to reconstruct the skeletal structure without all the sensor data.
  • Various poses and gestures of the human skeleton over a period of time can be aggregated to derive information that is interpreted (either at the sensor or at the device) and communicated over wireless channels such as WiFi, Bluetooth or Infrared to control various devices such as computers, televisions, portable devices and other electronic devices, as described further herein and in the previously filed U.S. Patent Application No. 14/487,039 filed September 14, 2014, which claims priority to U.S. Provisional Patent Application 61/877,933 filed September 13, 2013, and entitled "Methods and Apparatus for using the Human Body as an Input Device".
  • MEMS sensors and preferably a plurality of them within a substantially single location such as on a ring, or in a head mounted device, or in a capsule either directly mounted on the body or enclosed in a garment or clothing, or some other wearable form factor are used, in combination with a capacitive touch sensor or a tactile switch or sensors used for recognition of start and/or stop portions of the gesture, MEMS sensors provide the advantage of not requiring a separate detector compared to conventional camera based depth sensors and don't have to be in the very restricted viewing area of a conventional depth camera. A plurality of MEMS sensors can be used ' to obtain further information than would be possible with a single such sensor, as described herein. When further used in combination with accelerometers, gyroscopes, compasses, the data from the various sensors can be fused and interpreted to allow for sensing of micro-gestures, as described herein,
  • Such a single sensing device having multiple sensors can be integrated into everyday objects such as clothing, jewelry and wearable devices like fitness monitors, virtual reality headsets, or augmented reality glasses in order to use of the human body as a real-time input device that can interact with a machine in its surroundings.
  • Processing of all the data generated to accurately detect the pose of the human body in real-time includes engineering desiderata of event stream interpretation and device power management, as well as usage of algorithms such as Kalman filtering, complementary filters and other conventional algorithms used to fuse the sensor data into coherent pose estimates,
  • the filtering algorithms used are based on the locality of the sensor and factor in the human anatomy and the joint angles of the bones the sensors are tracking,
  • the fused data is then processed to extract micro- gestures - small movements in the human body which could signal an intent, as described herein.
  • Gestures such as waving your arm from one side to another or micro-gestures such as swiping your index finger from one side to another are mapped to functions, such as changing channels on a TV or advancing the song being played.
  • More complex gestures such as interacting with the User Interface of a tablet computer are also possible using micro-gestural primitives to generate a more complex macro intent that machines in the environment can understand, All of these gestures, however, must have start points and stop points, which need to be detected in some manner,
  • an aspect of the system includes assembling a movement sequence (aka gesture) that could be used to indicate a command, for example, which has a start point and a stop point.
  • a movement sequence aka gesture
  • Each gesture can also take on a different meaning depending on which device it is communicating with.
  • pointing to a Television and moving your hand from one direction to another can imply changing the channel while a similar such gesture could imply changing the light intensity when done pointing to a light bulb, with each of the Television and. the light bulb being separate subspaces that are detected as such by an overall detector, for example.
  • Efficient power management strategy is also provided, such that the sensor device doesn't require a power on or power off switch, This involves determining the current state of gestural detection and further includes the ability to turn off components such as the gestural detection unit, or various sensors to save power, and in particular using a capacitive touch sensor or a tactile switch or a specific gesture or any combination of the three as described hereinafter to accomplish certain of these power savings, It is noted that the single sensing device is a battery-operated device, yet it docs not necessarily have a power button.
  • capacitive touchpads and tactile switches as described, which can be programmed to activate and/or de-activate the single sensing device, thereby ensuring that the device is in use only when the user intends for it to be and keeping it energy-efficient.
  • an auxiliary sensor such as a capacitive touchpad or a tactile switch on the wearable input platform, also referred to as single sensing device or ring herein, upon receiving a specific input (i.e. tactile, capacitive touch, gesture or combination thereof) from the user, enables the communication and connectivity channels on the platform and signals to the gesture acquisition engine to start acquiring gesture data and manipulating such gesture data to interact with a specific application device.
  • a specific input i.e. tactile, capacitive touch, gesture or combination thereof
  • the same or different touch input when applied to the touchpad, can disable (or send into an idle state) the communication and connectivity channels on the platform to signify an end to the interaction with the device, thereby stopping the gesture acquisition engine from continuing to acquire data.
  • This capacitive touch sensor and tactile switch feature takes the uncertainty out of the gesture acquisition engine, whereby it is not trying to interpret a random gesture, unless expressly instructed to do so, via the touch input imparted to the capacitive touchpad or tactile button, Additionally, the capacitive touch sensor feature ensures that the single sensing device is energy efficient and active only as needed for the duration of the interaction. Similarly, the gesture acquisition engine is not “always-on” and in use only when needed, thereby conserving energy,
  • the specific input imparted to the touchpad can vary, depending on additional touch gestures that could be programmed, depending on the use case, If the wearable input platform is purely intended for gesture control, then any kind of input would suffice for the purpose of starting and stopping the gesture acquisition. However, there may be instances, where the wearable input platform could be used to control a music player on a smartphone or some similar device, thereby requiring more than one type of input. In such an instance, a long contact with the touchpad could signal the start of the device control using the input platform. Further, a short contact with the touchpad could indicate pausing the track, a swipe to the left could mean going to the previous track, etc.
  • the preceding touch inputs are meant to be an example of what is possible for a given use case. Hence, in such a scenario, it is important that the start/stop gesture detection inputs are sufficiently distinguished from other device operation touch inputs.
  • Figure 1 (A) illustrates the skeletal rendering of the human with various nodes, and the usage of many different sensors: one on the glasses (1), another on the belt (2), a third of a number of different sensors for fingers (3), one for the wrist (4) and one on an ankle bracelet or attached to the bottom of the pants worn (5).
  • Figures l(B)(l-3) shows a similar space and rendering, and points out specific sub-spaces associated with different objects; each of which can have their own relative coordinate system if needed.
  • Figure 1 (B) 1 illustrates a system diagram with a laptop as a third
  • FIG. 1 (B)2 illustrates a system diagram with a laptop as well, but this laptop shown only as having an interaction plane, and operate upon a distributed system (such as with cloud processing).
  • Figure 1 (B)3 illustrates an even simpler, which does not include the laptop at all within it. As is apparent, many different combinations are possible and within the contemplated scope herein.
  • the system allows for the sensor 3 to be used for one gesture one pointing to a light (1) as shown in Fig. 2, and another gesture when pointing at the computer (2) as shown,
  • Figures 3, 4, and 5 show embodiments for micro-gesture recognition that include usage of 1 , 2 and 3 finger rings, respectively, as shown. Other configurations are possible and within the intended scope herein.
  • Figure 6 shows an illustration of micro-gestures that are detected within a subspace around a computer, which sub-space can have its own relative coordinate system, rather than being based upon absolute coordinates.
  • radio strength can also be used to detect distance from a relative reference point, such as the screen of the computer.
  • the relative coordinate system can be based on the part of the body to which the single sensing device is attached, with a ring on a finger having as a relative coordinate system the portion of the arm from the elbow to the wrist as one axis.
  • Fig 7 illustrates a 3D exterior view of a single ring sensor
  • Figure 8 illustrates that ring sensor in a more detailed view, with the significant electronic components identified, and which are connected together electrically as a system using a processor, memory, software as described herein, including other conventional components, for controlling the same.
  • the processor controls the different sensors on the ring device and is in charge of detecting activity in the various sensors, fusing the data in them and sending such data (preferably fused, but in other embodiments not) to other aggregators for further processing, While shown as a ring sensor, this combination of elements can also be used for the other sensors shown in Figure 1 - though other combinations can also be used. Note that while only a single capacitive touch sensor is shown, that multiple capacitive touch sensors can be included and with tactile switches
  • Figure 9 illustrates a Computer Sensor & Receiver as shown in Figure 1 (Bl).
  • a processor, memory and display that are used as is conventionally known,
  • the processor controls the different sensors on the various devices and can fuse the data from disparate devices that has been aggregated previously or not, and send such data (preferably fused, but in other embodiments not) to other aggregators for further processing as well as send control signals based on the what has been detected to control devices such as the light or television as shown in Figure 1.
  • I/O devices as known are also included, as well as what is labeled a Gesture Input/Output Device and an Aggregator coupled thereto (which Aggregator may be part of the Computer Sensor and Receiver or could be located elsewhere, such as on a wrist sensor as described above).
  • the Aggregator can be implemented in hardware or software to process the various streams of data being received from the various sensors.
  • the Aggregator factors in location of the sensor (e.g: on the finger or wrist etc.) and calculates what data is relevant from this sensor. This is then passed on to the Gesture Input/Output Device (which could also reside across a wireless link) to control various computing devices.
  • the device that could be worn on the ring could possess a Capacitive Touch surface or a tactile switch on the exterior of the device (preferably the entire exterior surface or an entire portion of an exterior surface associated with a single Capacitive Touch Sensor or multiple touch-sensitive areas of varying lengths and sizes) and a Capacitive Touch Sensor enclosed in the inside of the device,
  • the device can also possess a haptic actuator and associated circuitry to be able to provide a haptic feedback based on user engagement with a computing device.
  • the device can also support various forms of wireless networking such as NFC, Bluetooth and/or WiFi to be able to interact with various other devices in its surroundings.
  • Multiple sensors can interact with each other providing a stream of individually sensed data.
  • a sensor worn on the ring can communicate with a wrist worn device or a smartphone in the pocket, This data could then be aggregated on the smartphone or wrist worn device factoring in the human anatomy. This aggregation may factor in range of motion of the human skeletal joints, possible limitations in the speed human bones could move relative to each other, and the like.
  • These factors when processed along with other factors such as compass readings, accelerometer and gyroscope data, can produce very accurate recognition of gestures that can be used to interact with various computing devices nearby,
  • Figure 10 illustrates a flowchart of the preferred operation using the capacitive touch sensor and low power modes, which is implemented in application software loaded onto the memory and executed by the processor, in conjunction with the gesture input/output device, aggregator, and sensors.
  • the processor for understanding, operation of a single sensing device is explained, but it will readily be appreciated that the same operations are used for multiple sensing devices, with then one of the sensing devices and/or control devices being the master device,
  • step 1010 of Figure 10 shows the single sensor device being in the "on" state and charged sufficiently for operation. If not charged, then a separate charging station (not shown) can be used to charge the device.
  • step 1012 follows, with entry into a low power mode. In this low power mode, the minimum operations are performed, and as many of the MEMS sensors and the like are put into a sleep state in order to preserve power, with the auxiliary sensor, such as the capacitive touch sensor, being periodically awaken and scanned to see if an event has occurred, in steps 1014. Further, other start events (such as tactile or gestural input) can be programmed, and this is shown as step 1016.
  • start events such as tactile or gestural input
  • the low power mode has a tactile only input to wake up from deep sleep, and all other sensors are off, as well as wireless transmission/reception. In both the medium and low power modes, wireless transmission/reception is preferably off. If in either of steps 1014 or 1016 a start signal is detected, then, steps 1018 follows, with the single sensor device entering the regular power mode, such that full functionality is possible, though even within full mode power savings procedures can be put in place to conserve power.
  • step 1020 One step as shown in the regular power mode is indicated as step 1020 in which gesture and other data are detected, until a stop signal is detected.
  • Other full functionality steps can also occur, such as Processing /transforming the gestures and other sensor data such as acceleration and orientation; transmitting the processed data over a wireless medium to enable interaction with the smart device (TV, smart phone, tablet, etc.)
  • Steps 1022, 1024 and 1026 all follow, which are each detecting the existence of the end of the gesture. Usage of the capacitive touch sensor to detect a specific stop gesture is shown in step 1022, whereas step 1024 shows that an end of gesture can be detected based upon the gesture data (based on a pre-programmed, unique gesture), Step 1026 indicates that a time limit or other stop trigger (such as a tactile switch) can also be used to generate the stop signal at the end of a gesture.
  • a time limit or other stop trigger such as a tactile switch
  • step 1028 Upon detection of a stop signal in any of steps 1022, 1024 and 1026, step 1028 follows, and a medium power mode is preferably entered into, in which case the, for example, no further gesture data collection is performed, the MEMS sensors are turned off, and processing of the the gesture data collected already is finished using time-keeping, so as to then perform operations in accordance with such processed gesture data.
  • Other functions that may still occur in a medium power mode, that would preferably not occur in a low power mode, are keeping all the sensors sensing (in standby) and waiting for some combination or one of touch/gesture/tactile input for quick startup.
  • step 1030 in which a preferably programmed determination of whether to then enter into the low power mode 1012, the regular power mode 1 018, or stay in the medium power mode 1028.
  • the partial skeletal pose related to the gesture/hand movement is reconstructed by aggregating various data from, various sensors, These sensors are preferably worn on the finger, hand (front or palm), wrist or forearm or in a head mounted device, or in a capsule either directly mounted on the body or enclosed in a garment or clothing or
  • MEMS sensors and preferably a plurality of them within a substantially single location such as on a ring worn on a finger of a human hand, the front or palm of the hand, the wrist of a human arm, the arm, or combinations of these, are used .
  • MEMS sensors provide the advantage of not requiring a separate detector compared to conventional camera based depth sensors.
  • a plurality of MEMS sensors can be used to obtain further information than would be possible with a single such sensor, as described herein.
  • accelerometers, gyroscopes, compasses the data from the various sensors can be fused, in one embodiment including human skeletal constraints as described further herein and in the previously filed U.S. Patent Application No, 14/487,039 filed
  • Processing of all the data generated to accurately detect the pose of a portion of the human body in real-time and in 3D includes engineering desiderata of event stream interpretation and device power management, as well as usage of algorithms such as Kalman filtering, complementary filters and other conventional algorithms used to fuse the sensor data into coherent pose estimates.
  • the filtering algorithms used are based on the locality of the sensor and factor in the human anatomy and the joint angles of the bones the sensors are tracking,
  • the fused data is then processed to extract micro-gestures - small movements in the human body which could signal an intent, as described further herein.
  • the user wearing the input platform makes gestures/hand movements in three dimensions that are: a) arbitrary, in that they are not constrained in any form within the area bounded by the user's range of motion, also referred to as reach; b) preferentially extracted/pinpointed over the surrounding "noise" that exists in 3D including noise from gestures due to the fingers/hand/arm constantly moving in a way that has nothing to do with the gesture being made. c) fully mapped, i.e., coordinates are determined and refreshed continuously
  • the 3D coordinates are instantaneously converted to 2D via projection onto an imaginary plane. This involves projection of human skeletal motion, which is predominantly rotational onto a flat plane as described and shown further herein. Simultaneously, the coordinates are sized proportional to the dimensions of the plane, i.e., they can be projected onto a small surface such as a smartphone or a large surface such as a television, as will be described in more detail below.
  • a typical application where user interaction is with a 2D interface is for interaction with devices such as computer monitors, tablets, smartphones, televisions, etc.
  • the user can make hand gestures in 3D that project onto the user interface in 2D and can be used to exercise different types of device control such as: a) replacing the function of a mouse - navigating to an icon/object and clicking on it, scrolling, etc.
  • Figure 1(A) illustrates the skeletal rendering of the human with various nodes, and the usage of many different sensors, and specifically on the fingers, hands, wrists and arms of a human as described above.
  • Figures 1 (B)(4 ⁇ 5) also shows a two different 2D sub-spaces associated with different devices having 2D user interfaces, as well as a 3D holograph subspace
  • Figure 1 (B) illustrates a system diagram with a laptop as one of the devices having 2D user interfaces , but this laptop is shown only as having an interaction plane, and operate upon a distributed system (such as with cloud processing).
  • a distributed system such as with cloud processing
  • Figures 3, 4, and 5 show embodiments for micro-gesture recognition that include usage of 1 , 2 and 3 finger rings, respectively, as shown. Other configurations are possible and within the intended scope herein.
  • Figure 6 shows an illustration of micro- gestures that are detected within a subspace around a computer, which sub-space can have its own relative coordinate system, rather than being based upon absolute coordinates.
  • the relative coordinate system can also be based upon the sensor locations used for gesture sensing, such as using the elbow to wrist as a primary axis, irrespective of its actual location within the 3D space.
  • acceleration can also be used to detect distance from a relative reference point, such as the screen of the computer.
  • Fig 7 illustrates a 3D exterior view of a single ring sensor
  • Figure 8 illustrates that ring sensor in a more detailed view, with the significant electronic components identified, and which are connected together electrically as a system using a processor, memory, software as described herein, including other conventional components, for controlling the same
  • the processor controls the different sensors on the ring device and is in charge of detecting activity in the various sensors, fusing the data in them and sending such data (preferably fused, but in other embodiments not) to other aggregators for further processing, While shown as a ring sensor, this combination of elements can also be used for the other sensors described herein, such as the wrist sensors shown in Figure 1 - though other combinations can also be used.
  • Figure 9 illustrates a Computer Sensor & Receiver as shown in Figure 1 (B1).
  • a processor, memory and display that are used as is conventionally known.
  • the processor controls the different sensors on the various devices and can fuse the data from disparate devices that has been aggregated previously or not, and send such data (preferably fused, but in other embodiments not) to other aggregators for further processing as well as send control signals based on the what has been detected to control devices such as the light or television as shown in Figure 1.
  • I/O devices as known are also included, as well as what is labeled a Gesture Input/Output Device and an Aggregator coupled thereto (which Aggregator may be part of the Computer Sensor and Receiver or could be located elsewhere, such as on a wrist sensor as described above).
  • the Aggregator can be implemented in hardware or software to process the various streams of data being received from the various sensors.
  • the Aggregator factors in location of the sensor (e.g: on the finger or wrist etc) and calculates what data is relevant from this sensor. This is then passed on to the Gesture Input/Output Device (which could also reside across a wireless link) to control various computing devices.
  • a sensor worn on the ring can communicate with a wrist worn device or a smartphone in the pocket. This data could then be aggregated on the smartphone or wrist worn device factoring in the human anatomy. This aggregation may factor in range of motion of the human skeletal joints, possible limitations in the speed human bones could move relative to each other, and the like.
  • a 3D space that is bounded by the reach of the human's arm, hands and fingers is converted into a 2D space
  • the 3D coordinates within this space are instantaneously converted to 2D using a software application that projects the 3D coordinates onto an imaginary plane, using the system illustrated in Figure 9, Simultaneously, the coordinates are sized proportional to the dimensions of the plane, i.e., they can be projected onto a small surface such as a smartphone or a large surface such as a television.
  • Fig, 1 la is directed to one embodiment of a first time set-up of the system, in particular setting-up the initial conditions in which the device will typically operate.
  • step 1 1 10 the number of sensors are input
  • step 1 1 12 the size of the 2D interface display is input. This can be achieved, for instance, by being pulled directly from a "smart" device or could be defined by the user using some combination of gestures and/or touch (e.g., pointing to the four corners of the screen or tracing the outline of the UI), using a simple LxW input of dimensional input, or in some other manner.
  • step 1 1 14 the size of the bounded gesture area in input, preferably by the user taking each arm and stretching it up, down, left, right, back and forth, so as to create a 3D subspace, different for each arm/wrist/hand/fmgers,
  • step 1 16 the "noise" within the 3D environment is determined in a rough manner, which can then be fine- tuned for various embodiments as described further herein. With respect to the initial determination of noise, the system will account for and remove by filtering out minor tremors in fingers/hands, such as due to a person's pulse or other neurological conditions.
  • a minimum threshold for a detectable gesture is defined as used as a reference.
  • step 1 1 mapping of a set of predetermined gestures may occur, so that the system can learn for that user the typical placement of the user's arm/wrist/hand/fmgers for certain predetermined gestures useful for this particular interaction space.
  • An alternate set-up implementation is shown in the flowchart of Fig 12(b), where there is no initial set-up required from the perspective of the user. As shown, once each sensor devise is charged, sensors are automatically detected and the 2D display size is detected once a connection is established, in step 1 150.
  • step 1 152 the gesture area is approximated, which is invisible to the user.
  • the possible range of a finger gesture can be approximated (e.g., one can't bend the finger at an unnatural angle).
  • the size of the screen can be utilized as feedback to the user indicating that the user is gesturing at an extremity of the screen, thus indicating to re-positi on their arm/finger for gestural input.
  • Step 1 154 follows, in which the single sensing device is calibrated automatically, particularly when the device is not in motion there is then recalibration. It is noted that specific calibration of individual sensor data is not needed in one embodiment, and such sensor data is fused without requiring calibration to determine gestures, it in a way that such calibrations are not necessary
  • step 1212 a further refinement of the subspace is obtained based on the particular specific usage.
  • the software can further refine its interpretation of the gesture data by having the user automatically define a size and 3D orientevtion of the particular sub-space (e.g., an easel tilted at an angle, a horizontal table top or a vertical whiteboard or large television with a touch screen) of the UI plane, based on user's first gestures or other factors, if only a specific sub-space is of interest and the user will use that particular sub-space as a crutch when gesturing (i.e.
  • step 1214 gesture data is input, and in step 1216 gesture data is converted to 2D via projection.
  • step 1218 the now 2D gesture data is interpreted by the software application for implementation of the desired input to the user interface, As shown, steps 1214, 1216 and 1218 are continuously repeated, If sensors detect a purposeful gesture (based on noise- detection/filtering as described herein), the gesture is converted from 3D to 2D and this dta is then sent to the input of the display device with which there is interaction, using, for example, Bluetooth or similar communication channel. This continues for the duration of the interaction and stops/pauses when a "major disturbance" is detected, i,e, 5 user having stopped interacting.
  • the extent of the gestures that can occur within the gesture space as defined can vary considerably. Certain users, for the same mapping, may confine their gestures to a small area, whereas other users may have large gestures and in both instances they are indicative of the same movement,
  • the present invention accounts for this during both the set-up as described, as well as by continually monitoring and building a database with respect to a particular user's movements, so as to be able to better track them, over time. For example a user playing around with a device worn as a ring and touching all surfaces periodically will train the algorithm to the touch pattern caused and the device will ignore such touches.
  • the software can also have the ability to account for a moving frame of reference. For instance, if the UI is a tablet/mobile phone screen and is held in one's hand and moving with the user, the ring detects that the device (which has a built-in compass or similar sensor) is moving as well and that the user is continuing to interact with it.
  • mapping of a 3D keyboard onto a 2D interface using the principles as described above.
  • the user wears an input platform that enables gesture control of remote devices.
  • the user intends to use a virtual keyboard to enter data on a device such as a tablet, smartphone, computer monitor, etc.
  • the user would use a specific gesture or touch input on their wearable input platform to bring up a 2D keyboard on the UI of the display of the conventional touch-based device, though it is noted that It is not necessary for the UI to have a touch-based input.
  • a Smart TV where the user is trying to search for a movie or TV show, the user will still interact remotely, but the screen would pop-up a keyboard image (typically in 2D) on it,
  • the user uses a modifier key, such as a special gesture indicating a throwback of the keyboard, whereby the special gesture drops the keyboard into perspective view and in a preferred embodiment gives the user a perceived depth to the keyboard with the impression of a 3D physical keyboard, as shown in Fig 14b,
  • a modifier key such as a special gesture indicating a throwback of the keyboard
  • the special gesture drops the keyboard into perspective view and in a preferred embodiment gives the user a perceived depth to the keyboard with the impression of a 3D physical keyboard, as shown in Fig 14b
  • This specific perspective view can then be particularly accounted for in the step 1212 further refinement of the subspace of Fig. 13, where in this instance the subspace is the 3D physical keyboard, and the gesture space of the user specifically includes that depth aspect.
  • the keyboard space can be configured such that the space bar is in the front row of the space, and each of the 4 or five rows behind that are shown as behind in the depth perception,
  • a projection of a keyboard can be made upon the special gesture occurring, allowing the use to actually "see” a keyboard and type based on that.
  • Other algorithms such as tracing of letter sequences can also be used to allow for recognition of the sequence of keys that have been virtually pressed.
  • the ability to switch between 2D and 3D virtual keyboards using the specific gesture such that the user can switch back and forth between the physical touching of the touch-sensitive interface on the display of the device and the 3D virtual keyboard as described, or tracing the outline of a word remotely using gestures as in the case of a smart TV (which does not have a touch-sensitive input).

Landscapes

  • Engineering & Computer Science (AREA)
  • General Engineering & Computer Science (AREA)
  • Theoretical Computer Science (AREA)
  • Human Computer Interaction (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Multimedia (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

Described are apparatus and methods for reconstructing a gesture by aggregating various data from various sensors, including data for recognition of start and/or stop portions of the gesture using an auxiliary sensor, such as a capacitive touch sensor or a MEMS sensor. Also described are apparatus and methods for reconstructing a partial skeletal pose by aggregating various data from various sensors, In particular are described methods and apparatus for mapping of arbitrary human motion within an arbitrary space bounded by a user's range of motion. In particular embodiments, methods and apparatus are described for projecting arbitrary human motion in a 3-dimensional coordinate space into a 2-dimensional plane to enable interacting with 2-dimensional user interfaces,

Description

METHODS AND APPARATUS RECOGNITION OF START AND/OR STOP PORTIONS OF A GESTURE USING AN AUXILIARY SENSOR AND FOR MAPPING OF ARBITRARY HUMAN MOTION WITHIN AN ARBITRARY SPACE BOUNDED BY
A USER'S RANGE OF MOTION
Field of the Art
This disclosure relates to using the human body as an input mechanism, and, in particular, recognition of start and/or stop portions of a gesture using an auxiliary sensor, as well as mapping of arbitrary human motion within an arbitrary space bounded by a user's range of motion..
Background
Many conventional gestural systems attempt to detect gestures that resemble characters or words. Such conventional gestural systems, however, offer very poor recognition rates.
Further, many conventional positional depth sensors use camera-based 3D technology and the associated post-processing required in such conventional depth sensing technologies can be substantial. Such technologies, while adequate for certain purposes, have problems, including field-of-view issues, occlusion and poor performance in outdoor and brightly light areas,
Summary
Described are apparatus and methods for reconstructing a gesture by aggregating various data from various sensors, including data for recognition of start and/or stop portions of the gesture using an auxiliary sensor, such as a capacitive touch sensor or a MEMS sensor.
In a specific embodiment, power savings features are included to preserve the energy stored on the battery of a sensing device, which power savings features are enhanced using an auxiliary sensor, such as a capacitive touch sensor or a MEMS sensor.
Also described are apparatus and methods for reconstructing a partial skeletal pose by aggregating various data from various sensors, In particular are described methods and apparatus for mapping of arbitrary human motion within an arbitrary space bounded by a user's range of motion.
In particular embodiments, methods and apparatus are described for projecting arbitrary human motion in a 3-dimensional coordinate space into a 2-dimensional plane to enable interacting with 2-dimensional user interfaces.
In a specific implementation, there is described the specific use case of mapping of a 3D keyboard onto a 2D interface.
Brief Description of the Drawings
Figure 1 (A) illustrates the skeletal rendering of the human with various nodes, and the usage of many different sensors according to the embodiments.
Figure 1(B) 1 illustrates a system diagram according to an embodiment.
Figure 1(B)2 illustrates a system diagram according to another embodiments.
Figure 1 (B)3 illustrates system diagram according to a further embodiment.
Figure 1 (B)4 illustrates a system diagram according to an embodiment,
Figure 1 (B)5 illustrates a system diagram according to another embodiments.
Figure 2 illustrates that the system allows for the sensor 3 to be used for one gesture one pointing to a light (1) as shown in Fig. 2, and another gesture when pointing at the computer (2) as shown.
Figures 3, 4, and 5 show embodiments for micro-gesture recognition according to the
embodiments.
Figure 6 shows an illustration of micro-gestures detected within a subspace that has its own relative coordinate system. Figure 7 illustrates a 3D exterior view of a single ring sensor.
Figure 8 illustrates a more detailed view of the ring sensor of Figure 7.
Figure 9 illustrates a computer sensor & receiver according to the embodiments,
Figure 10 illustrates a flow chart of operation using the capacitive touch sensor and low power modes.
Figure 1 1 illustrates conversion of a 3D space to a 2D dimension according to embodiments.
Figures 12(a)-(b) and 13 illustrate flow charts for the 3D space to 2D dimension conversion according to embodiments.
Figure 14(a)-(b) illustrate a keyboard implementation according to embodiments.
Detailed Description of the Preferred Embodiment
Various devices such as computers, televisions, electronic devices and portable handheld devices can be controlled by input devices such as a computer mouse or keyboard. Various sensors such as accelerometers, gyroscopes, compasses and cameras can be collectively used (all from a substantially single point such as if disposed on a single ring; or from multiple different locations or in a head mounted device, or in a capsule either directly mounted on the body or enclosed in a garment or clothing) to estimate and/or derive a gesture that is intended to have some significant meaning, and in order to allow for mapping of arbitrary human motion within an arbitrary space bounded by a user's range of motion, and specifically for interacting with a 2D interface, as well as for mapping to and interacting with a 3D user interface such as a holograph or some other 3D display, drawing or manufacturing interface.. These sensors dynamically provide data for varying periods of time when located in the associated space for sensing, and preferably stop or go into a low power mode when not in the associated space. When sensor data is unavailable, various calculations may be employed to reconstruct the skeletal structure without all the sensor data. Various poses and gestures of the human skeleton over a period of time can be aggregated to derive information that is interpreted (either at the sensor or at the device) and communicated over wireless channels such as WiFi, Bluetooth or Infrared to control various devices such as computers, televisions, portable devices and other electronic devices, as described further herein and in the previously filed U.S. Patent Application No. 14/487,039 filed September 14, 2014, which claims priority to U.S. Provisional Patent Application 61/877,933 filed September 13, 2013, and entitled "Methods and Apparatus for using the Human Body as an Input Device".
START/STOP
Described are apparatus and methods for reconstructing a gesture by aggregating various data from various sensors, including data for recognition of start and/or stop portions of the gesture using an auxiliary sensor, such as a capacitive touch sensor or a MEMS sensor,
In a preferred embodiment, MEMS sensors, and preferably a plurality of them within a substantially single location such as on a ring, or in a head mounted device, or in a capsule either directly mounted on the body or enclosed in a garment or clothing, or some other wearable form factor are used, in combination with a capacitive touch sensor or a tactile switch or sensors used for recognition of start and/or stop portions of the gesture, MEMS sensors provide the advantage of not requiring a separate detector compared to conventional camera based depth sensors and don't have to be in the very restricted viewing area of a conventional depth camera. A plurality of MEMS sensors can be used' to obtain further information than would be possible with a single such sensor, as described herein. When further used in combination with accelerometers, gyroscopes, compasses, the data from the various sensors can be fused and interpreted to allow for sensing of micro-gestures, as described herein,
Such a single sensing device having multiple sensors can be integrated into everyday objects such as clothing, jewelry and wearable devices like fitness monitors, virtual reality headsets, or augmented reality glasses in order to use of the human body as a real-time input device that can interact with a machine in its surroundings. Processing of all the data generated to accurately detect the pose of the human body in real-time includes engineering desiderata of event stream interpretation and device power management, as well as usage of algorithms such as Kalman filtering, complementary filters and other conventional algorithms used to fuse the sensor data into coherent pose estimates, The filtering algorithms used are based on the locality of the sensor and factor in the human anatomy and the joint angles of the bones the sensors are tracking, The fused data is then processed to extract micro- gestures - small movements in the human body which could signal an intent, as described herein.
Gestures such as waving your arm from one side to another or micro-gestures such as swiping your index finger from one side to another are mapped to functions, such as changing channels on a TV or advancing the song being played. More complex gestures, such as interacting with the User Interface of a tablet computer are also possible using micro-gestural primitives to generate a more complex macro intent that machines in the environment can understand, All of these gestures, however, must have start points and stop points, which need to be detected in some manner,
Thus an aspect of the system includes assembling a movement sequence (aka gesture) that could be used to indicate a command, for example, which has a start point and a stop point. Each gesture can also take on a different meaning depending on which device it is communicating with. Thus, pointing to a Television and moving your hand from one direction to another can imply changing the channel while a similar such gesture could imply changing the light intensity when done pointing to a light bulb, with each of the Television and. the light bulb being separate subspaces that are detected as such by an overall detector, for example.
Efficient power management strategy is also provided, such that the sensor device doesn't require a power on or power off switch, This involves determining the current state of gestural detection and further includes the ability to turn off components such as the gestural detection unit, or various sensors to save power, and in particular using a capacitive touch sensor or a tactile switch or a specific gesture or any combination of the three as described hereinafter to accomplish certain of these power savings, It is noted that the single sensing device is a battery-operated device, yet it docs not necessarily have a power button. It does, however, have capacitive touchpads and tactile switches as described, which can be programmed to activate and/or de-activate the single sensing device, thereby ensuring that the device is in use only when the user intends for it to be and keeping it energy-efficient.
As described further herein, an auxiliary sensor, such as a capacitive touchpad or a tactile switch on the wearable input platform, also referred to as single sensing device or ring herein, upon receiving a specific input (i.e. tactile, capacitive touch, gesture or combination thereof) from the user, enables the communication and connectivity channels on the platform and signals to the gesture acquisition engine to start acquiring gesture data and manipulating such gesture data to interact with a specific application device. Similarly, the same or different touch input, when applied to the touchpad, can disable (or send into an idle state) the communication and connectivity channels on the platform to signify an end to the interaction with the device, thereby stopping the gesture acquisition engine from continuing to acquire data.
This capacitive touch sensor and tactile switch feature takes the uncertainty out of the gesture acquisition engine, whereby it is not trying to interpret a random gesture, unless expressly instructed to do so, via the touch input imparted to the capacitive touchpad or tactile button, Additionally, the capacitive touch sensor feature ensures that the single sensing device is energy efficient and active only as needed for the duration of the interaction. Similarly, the gesture acquisition engine is not "always-on" and in use only when needed, thereby conserving energy,
The specific input imparted to the touchpad can vary, depending on additional touch gestures that could be programmed, depending on the use case, If the wearable input platform is purely intended for gesture control, then any kind of input would suffice for the purpose of starting and stopping the gesture acquisition. However, there may be instances, where the wearable input platform could be used to control a music player on a smartphone or some similar device, thereby requiring more than one type of input. In such an instance, a long contact with the touchpad could signal the start of the device control using the input platform. Further, a short contact with the touchpad could indicate pausing the track, a swipe to the left could mean going to the previous track, etc. The preceding touch inputs are meant to be an example of what is possible for a given use case. Hence, in such a scenario, it is important that the start/stop gesture detection inputs are sufficiently distinguished from other device operation touch inputs.
These various aspects are shown in the diagrams attached. Figure 1 (A) illustrates the skeletal rendering of the human with various nodes, and the usage of many different sensors: one on the glasses (1), another on the belt (2), a third of a number of different sensors for fingers (3), one for the wrist (4) and one on an ankle bracelet or attached to the bottom of the pants worn (5).
Figures l(B)(l-3) shows a similar space and rendering, and points out specific sub-spaces associated with different objects; each of which can have their own relative coordinate system if needed. As shown, Figure 1 (B) 1 illustrates a system diagram with a laptop as a third
controllable device, which laptop includes an interaction plane and is labeled as Computer Sensor & Receiver to illustrate that it can operate the software needed to fuse different sensor data together, as described elsewhere herein, Figure 1 (B)2 illustrates a system diagram with a laptop as well, but this laptop shown only as having an interaction plane, and operate upon a distributed system (such as with cloud processing). Figure 1 (B)3 illustrates an even simpler, which does not include the laptop at all within it. As is apparent, many different combinations are possible and within the contemplated scope herein.
As described above, the system allows for the sensor 3 to be used for one gesture one pointing to a light (1) as shown in Fig. 2, and another gesture when pointing at the computer (2) as shown,
Figures 3, 4, and 5 show embodiments for micro-gesture recognition that include usage of 1 , 2 and 3 finger rings, respectively, as shown. Other configurations are possible and within the intended scope herein.
Figure 6 shows an illustration of micro-gestures that are detected within a subspace around a computer, which sub-space can have its own relative coordinate system, rather than being based upon absolute coordinates. In addition to the MEMS sensor data in each ring, radio strength can also be used to detect distance from a relative reference point, such as the screen of the computer. Additionally, the relative coordinate system can be based on the part of the body to which the single sensing device is attached, with a ring on a finger having as a relative coordinate system the portion of the arm from the elbow to the wrist as one axis. Fig 7 illustrates a 3D exterior view of a single ring sensor, and Figure 8 illustrates that ring sensor in a more detailed view, with the significant electronic components identified, and which are connected together electrically as a system using a processor, memory, software as described herein, including other conventional components, for controlling the same. The processor controls the different sensors on the ring device and is in charge of detecting activity in the various sensors, fusing the data in them and sending such data (preferably fused, but in other embodiments not) to other aggregators for further processing, While shown as a ring sensor, this combination of elements can also be used for the other sensors shown in Figure 1 - though other combinations can also be used. Note that while only a single capacitive touch sensor is shown, that multiple capacitive touch sensors can be included and with tactile switches
Figure 9 illustrates a Computer Sensor & Receiver as shown in Figure 1 (Bl). As illustrated in Figure 9, included are a processor, memory and display that are used as is conventionally known, The processor controls the different sensors on the various devices and can fuse the data from disparate devices that has been aggregated previously or not, and send such data (preferably fused, but in other embodiments not) to other aggregators for further processing as well as send control signals based on the what has been detected to control devices such as the light or television as shown in Figure 1. I/O devices as known are also included, as well as what is labeled a Gesture Input/Output Device and an Aggregator coupled thereto (which Aggregator may be part of the Computer Sensor and Receiver or could be located elsewhere, such as on a wrist sensor as described above). The Aggregator can be implemented in hardware or software to process the various streams of data being received from the various sensors. The Aggregator factors in location of the sensor (e.g: on the finger or wrist etc.) and calculates what data is relevant from this sensor. This is then passed on to the Gesture Input/Output Device (which could also reside across a wireless link) to control various computing devices.
The device that could be worn on the ring could possess a Capacitive Touch surface or a tactile switch on the exterior of the device (preferably the entire exterior surface or an entire portion of an exterior surface associated with a single Capacitive Touch Sensor or multiple touch-sensitive areas of varying lengths and sizes) and a Capacitive Touch Sensor enclosed in the inside of the device, The device can also possess a haptic actuator and associated circuitry to be able to provide a haptic feedback based on user engagement with a computing device. The device can also support various forms of wireless networking such as NFC, Bluetooth and/or WiFi to be able to interact with various other devices in its surroundings.
Multiple sensors can interact with each other providing a stream of individually sensed data. For example a sensor worn on the ring can communicate with a wrist worn device or a smartphone in the pocket, This data could then be aggregated on the smartphone or wrist worn device factoring in the human anatomy. This aggregation may factor in range of motion of the human skeletal joints, possible limitations in the speed human bones could move relative to each other, and the like. These factors, when processed along with other factors such as compass readings, accelerometer and gyroscope data, can produce very accurate recognition of gestures that can be used to interact with various computing devices nearby,
Figure 10 illustrates a flowchart of the preferred operation using the capacitive touch sensor and low power modes, which is implemented in application software loaded onto the memory and executed by the processor, in conjunction with the gesture input/output device, aggregator, and sensors. For understanding, operation of a single sensing device is explained, but it will readily be appreciated that the same operations are used for multiple sensing devices, with then one of the sensing devices and/or control devices being the master device,
In operation, step 1010 of Figure 10 shows the single sensor device being in the "on" state and charged sufficiently for operation. If not charged, then a separate charging station (not shown) can be used to charge the device. After step 1010, step 1012 follows, with entry into a low power mode. In this low power mode, the minimum operations are performed, and as many of the MEMS sensors and the like are put into a sleep state in order to preserve power, with the auxiliary sensor, such as the capacitive touch sensor, being periodically awaken and scanned to see if an event has occurred, in steps 1014. Further, other start events (such as tactile or gestural input) can be programmed, and this is shown as step 1016. In a preferred embodiment, the low power mode has a tactile only input to wake up from deep sleep, and all other sensors are off, as well as wireless transmission/reception. In both the medium and low power modes, wireless transmission/reception is preferably off. If in either of steps 1014 or 1016 a start signal is detected, then, steps 1018 follows, with the single sensor device entering the regular power mode, such that full functionality is possible, though even within full mode power savings procedures can be put in place to conserve power.
One step as shown in the regular power mode is indicated as step 1020 in which gesture and other data are detected, until a stop signal is detected. Other full functionality steps can also occur, such as Processing /transforming the gestures and other sensor data such as acceleration and orientation; transmitting the processed data over a wireless medium to enable interaction with the smart device (TV, smart phone, tablet, etc.)
Steps 1022, 1024 and 1026 all follow, which are each detecting the existence of the end of the gesture. Usage of the capacitive touch sensor to detect a specific stop gesture is shown in step 1022, whereas step 1024 shows that an end of gesture can be detected based upon the gesture data (based on a pre-programmed, unique gesture), Step 1026 indicates that a time limit or other stop trigger (such as a tactile switch) can also be used to generate the stop signal at the end of a gesture.
Upon detection of a stop signal in any of steps 1022, 1024 and 1026, step 1028 follows, and a medium power mode is preferably entered into, in which case the, for example, no further gesture data collection is performed, the MEMS sensors are turned off, and processing of the the gesture data collected already is finished using time-keeping, so as to then perform operations in accordance with such processed gesture data. Other functions that may still occur in a medium power mode, that would preferably not occur in a low power mode, are keeping all the sensors sensing (in standby) and waiting for some combination or one of touch/gesture/tactile input for quick startup.
Following step 1028 is a step 1030, in which a preferably programmed determination of whether to then enter into the low power mode 1012, the regular power mode 1 018, or stay in the medium power mode 1028.
BOUNDED SPACE
Described are apparatus and methods specifically for mapping of arbitrary human motion within an arbitrary space bounded by a user's range of motion, and, in specific embodiments, for projecting arbitrary human gestures/hand movements in a 3 -dimensional coordinate space into a 2-dimensional plane to enable interacting with 2-dimensional user interfaces, as well as for mapping to and interacting with a 3D user interface such as a virtual reality scene, a holograph or some other 3D display, drawing/manufacturing interface.
In a preferred embodiment the partial skeletal pose related to the gesture/hand movement is reconstructed by aggregating various data from, various sensors, These sensors are preferably worn on the finger, hand (front or palm), wrist or forearm or in a head mounted device, or in a capsule either directly mounted on the body or enclosed in a garment or clothing or
combinations of these including all of the human body, though can also be in the immediate environment such as a 3D depth sensor attached to a computer or television.
In a preferred embodiment, MEMS sensors, and preferably a plurality of them within a substantially single location such as on a ring worn on a finger of a human hand, the front or palm of the hand, the wrist of a human arm, the arm, or combinations of these, are used , MEMS sensors provide the advantage of not requiring a separate detector compared to conventional camera based depth sensors. A plurality of MEMS sensors can be used to obtain further information than would be possible with a single such sensor, as described herein, When further used in combination with accelerometers, gyroscopes, compasses, the data from the various sensors can be fused, in one embodiment including human skeletal constraints as described further herein and in the previously filed U.S. Patent Application No, 14/487,039 filed
September 14, 2014 and entitled "Methods and Apparatus for using the Human Body as an Input Device" referred to above and interpreted to allow for sensing of micro-gestures, as described herein.
Processing of all the data generated to accurately detect the pose of a portion of the human body in real-time and in 3D includes engineering desiderata of event stream interpretation and device power management, as well as usage of algorithms such as Kalman filtering, complementary filters and other conventional algorithms used to fuse the sensor data into coherent pose estimates. The filtering algorithms used are based on the locality of the sensor and factor in the human anatomy and the joint angles of the bones the sensors are tracking, The fused data is then processed to extract micro-gestures - small movements in the human body which could signal an intent, as described further herein.
As described, the user wearing the input platform makes gestures/hand movements in three dimensions that are: a) arbitrary, in that they are not constrained in any form within the area bounded by the user's range of motion, also referred to as reach; b) preferentially extracted/pinpointed over the surrounding "noise" that exists in 3D including noise from gestures due to the fingers/hand/arm constantly moving in a way that has nothing to do with the gesture being made. c) fully mapped, i.e., coordinates are determined and refreshed continuously
Further, in certain embodiments where user interaction is with a 2D interface, the 3D coordinates are instantaneously converted to 2D via projection onto an imaginary plane. This involves projection of human skeletal motion, which is predominantly rotational onto a flat plane as described and shown further herein. Simultaneously, the coordinates are sized proportional to the dimensions of the plane, i.e., they can be projected onto a small surface such as a smartphone or a large surface such as a television, as will be described in more detail below.
A typical application where user interaction is with a 2D interface is for interaction with devices such as computer monitors, tablets, smartphones, televisions, etc. The user can make hand gestures in 3D that project onto the user interface in 2D and can be used to exercise different types of device control such as: a) replacing the function of a mouse - navigating to an icon/object and clicking on it, scrolling, etc. b) replacing the function of a keyboard - by utilizing an on-screen virtual keyboard and remotely interacting with the same c) replacing the touch function on a touch-enabled device such as a tablet or a smartphone - swiping through screens, clicking on icons, interacting with apps, etc, d) replacing the input device for a smart TV or a TV connected to a set-top box - by entering text remotely (using an on-screen virtual keyboard), swiping through images, entertainment choices, etc. e) Adding body presence in Virtual Reality or Augmented Reality applications
The above list is only a representative set of use cases; there are many other possibilities, where the basic premise applies, and is applicable.
These various aspects are shown in the diagrams attached, Figure 1(A) illustrates the skeletal rendering of the human with various nodes, and the usage of many different sensors, and specifically on the fingers, hands, wrists and arms of a human as described above. Figures 1 (B)(4~5) also shows a two different 2D sub-spaces associated with different devices having 2D user interfaces, as well as a 3D holograph subspace Figure 1 (B) illustrates a system diagram with a laptop as one of the devices having 2D user interfaces , but this laptop is shown only as having an interaction plane, and operate upon a distributed system (such as with cloud processing). As is apparent, many different combinations are possible and within the contemplated scope herein.
Figures 3, 4, and 5 show embodiments for micro-gesture recognition that include usage of 1 , 2 and 3 finger rings, respectively, as shown. Other configurations are possible and within the intended scope herein.
Figure 6 shows an illustration of micro- gestures that are detected within a subspace around a computer, which sub-space can have its own relative coordinate system, rather than being based upon absolute coordinates. In a particular aspect, the relative coordinate system can also be based upon the sensor locations used for gesture sensing, such as using the elbow to wrist as a primary axis, irrespective of its actual location within the 3D space. In addition to the MEMS sensors in each ring, acceleration can also be used to detect distance from a relative reference point, such as the screen of the computer.
Fig 7 illustrates a 3D exterior view of a single ring sensor, and Figure 8 illustrates that ring sensor in a more detailed view, with the significant electronic components identified, and which are connected together electrically as a system using a processor, memory, software as described herein, including other conventional components, for controlling the same, The processor controls the different sensors on the ring device and is in charge of detecting activity in the various sensors, fusing the data in them and sending such data (preferably fused, but in other embodiments not) to other aggregators for further processing, While shown as a ring sensor, this combination of elements can also be used for the other sensors described herein, such as the wrist sensors shown in Figure 1 - though other combinations can also be used.
Figure 9 illustrates a Computer Sensor & Receiver as shown in Figure 1 (B1). As illustrated in Figure 9, included is a processor, memory and display that are used as is conventionally known. The processor controls the different sensors on the various devices and can fuse the data from disparate devices that has been aggregated previously or not, and send such data (preferably fused, but in other embodiments not) to other aggregators for further processing as well as send control signals based on the what has been detected to control devices such as the light or television as shown in Figure 1. I/O devices as known are also included, as well as what is labeled a Gesture Input/Output Device and an Aggregator coupled thereto (which Aggregator may be part of the Computer Sensor and Receiver or could be located elsewhere, such as on a wrist sensor as described above). The Aggregator can be implemented in hardware or software to process the various streams of data being received from the various sensors. The Aggregator factors in location of the sensor (e.g: on the finger or wrist etc) and calculates what data is relevant from this sensor. This is then passed on to the Gesture Input/Output Device (which could also reside across a wireless link) to control various computing devices.
Multiple sensors can efficiently interact with each other providing a stream of individually sensed data. For example a sensor worn on the ring can communicate with a wrist worn device or a smartphone in the pocket. This data could then be aggregated on the smartphone or wrist worn device factoring in the human anatomy. This aggregation may factor in range of motion of the human skeletal joints, possible limitations in the speed human bones could move relative to each other, and the like. These factors, when processed along with other factors such as compass readings, accelerometer and gyroscope data, can produce very accurate recognition of gestures that can be used to interact with various computing devices nearby, In a particular aspect, as shown in Fig, 1 1, a 3D space that is bounded by the reach of the human's arm, hands and fingers, is converted into a 2D space, The 3D coordinates within this space are instantaneously converted to 2D using a software application that projects the 3D coordinates onto an imaginary plane, using the system illustrated in Figure 9, Simultaneously, the coordinates are sized proportional to the dimensions of the plane, i.e., they can be projected onto a small surface such as a smartphone or a large surface such as a television.
In particular, as shown in the flowcharts of Figs, 12(a-b) and 13, the following steps are implemented by the software application in which 3D coordinates are instantaneously converted to 2D, In particular, Fig, 1 la is directed to one embodiment of a first time set-up of the system, in particular setting-up the initial conditions in which the device will typically operate.
In step 1 1 10 the number of sensors are input, In step 1 1 12, the size of the 2D interface display is input. This can be achieved, for instance, by being pulled directly from a "smart" device or could be defined by the user using some combination of gestures and/or touch (e.g., pointing to the four corners of the screen or tracing the outline of the UI), using a simple LxW input of dimensional input, or in some other manner. In step 1 1 14, the size of the bounded gesture area in input, preferably by the user taking each arm and stretching it up, down, left, right, back and forth, so as to create a 3D subspace, different for each arm/wrist/hand/fmgers, In step 1 1 16, the "noise" within the 3D environment is determined in a rough manner, which can then be fine- tuned for various embodiments as described further herein. With respect to the initial determination of noise, the system will account for and remove by filtering out minor tremors in fingers/hands, such as due to a person's pulse or other neurological conditions. In a particular implementation, a minimum threshold for a detectable gesture is defined as used as a reference. Other instances of noise include ambient magnetic fields influencing the magnetometer/compass sensor, resulting in spurious data that is also filtered out. Another significant noise filtering is determining when the user has stopped interacting or sending purposeful gestures. In step 1 1 18, mapping of a set of predetermined gestures may occur, so that the system can learn for that user the typical placement of the user's arm/wrist/hand/fmgers for certain predetermined gestures useful for this particular interaction space. An alternate set-up implementation is shown in the flowchart of Fig 12(b), where there is no initial set-up required from the perspective of the user. As shown, once each sensor devise is charged, sensors are automatically detected and the 2D display size is detected once a connection is established, in step 1 150. Then in step 1 152, the gesture area is approximated, which is invisible to the user. For example for a ring sensing device, the possible range of a finger gesture can be approximated (e.g., one can't bend the finger at an unnatural angle). Additionally, the size of the screen can be utilized as feedback to the user indicating that the user is gesturing at an extremity of the screen, thus indicating to re-positi on their arm/finger for gestural input. Step 1 154 follows, in which the single sensing device is calibrated automatically, particularly when the device is not in motion there is then recalibration. It is noted that specific calibration of individual sensor data is not needed in one embodiment, and such sensor data is fused without requiring calibration to determine gestures, it in a way that such calibrations are not necessary
During use, as shown in Fig. 13, initial conditions from the Fig. 12(a-b) set-up are verified in step 1210. In step 1212, a further refinement of the subspace is obtained based on the particular specific usage. In particular, the software can further refine its interpretation of the gesture data by having the user automatically define a size and 3D orientevtion of the particular sub-space (e.g., an easel tilted at an angle, a horizontal table top or a vertical whiteboard or large television with a touch screen) of the UI plane, based on user's first gestures or other factors, if only a specific sub-space is of interest and the user will use that particular sub-space as a crutch when gesturing (i.e. confining movement by making gestures at the particular user interface, rather than in space and separate from it). With respect to the Figure 12b embodiment above, it is noted that this further refinement occurs when the user has started engaging with a display device. So when the user is very close to a TV the arms must reach wider to reach the edges of the TV display, whereas if the user is further away a smaller distance is moved for interaction with the same TV display. Using this feature, along with distance measurements that are approximated between different single sensing devices and the display device, the size of an interaction plane is predicted, and then the sensor data is calibrated for that. It is noted that this interaction plane is preferably dynamically updated based on human motion.
In step 1214, gesture data is input, and in step 1216 gesture data is converted to 2D via projection. In step 1218, the now 2D gesture data is interpreted by the software application for implementation of the desired input to the user interface, As shown, steps 1214, 1216 and 1218 are continuously repeated, If sensors detect a purposeful gesture (based on noise- detection/filtering as described herein), the gesture is converted from 3D to 2D and this dta is then sent to the input of the display device with which there is interaction, using, for example, Bluetooth or similar communication channel. This continues for the duration of the interaction and stops/pauses when a "major disturbance" is detected, i,e,5 user having stopped interacting. It should also be noted that the extent of the gestures that can occur within the gesture space as defined can vary considerably. Certain users, for the same mapping, may confine their gestures to a small area, whereas other users may have large gestures and in both instances they are indicative of the same movement, The present invention accounts for this during both the set-up as described, as well as by continually monitoring and building a database with respect to a particular user's movements, so as to be able to better track them, over time. For example a user playing around with a device worn as a ring and touching all surfaces periodically will train the algorithm to the touch pattern caused and the device will ignore such touches.
It should also be noted that the software can also have the ability to account for a moving frame of reference. For instance, if the UI is a tablet/mobile phone screen and is held in one's hand and moving with the user, the ring detects that the device (which has a built-in compass or similar sensor) is moving as well and that the user is continuing to interact with it.
These steps shown in Figs. 12(a-b) and 13 are described in this manner for convenience, and various ones of these steps can be omitted, they can be integrated together, as well as the order changed, while still being within the intended methods and apparatus as described herein.
With respect to a Virtual Reality, Augmented Reality or holographic 3D space, the same principles can be applied, though the 3D to 2D conversion is not needed. In such scenarios the user can reach into a virtual reality scene and interact with the elements, Such interactions could also trigger haptic feedback on the device.
In a specific implementation, there is described the specific use case of mapping of a 3D keyboard onto a 2D interface using the principles as described above. As described previously, the user wears an input platform that enables gesture control of remote devices. In this specific instance, the user intends to use a virtual keyboard to enter data on a device such as a tablet, smartphone, computer monitor, etc, In one typical conventional case where there is a representation of a touch-based input on the screen, the user would use a specific gesture or touch input on their wearable input platform to bring up a 2D keyboard on the UI of the display of the conventional touch-based device, though it is noted that It is not necessary for the UI to have a touch-based input. For instance, with a Smart TV, where the user is trying to search for a movie or TV show, the user will still interact remotely, but the screen would pop-up a keyboard image (typically in 2D) on it,
Here, as shown in Figs. 14a-b, to implement the 3D keyboard, the user uses a modifier key, such as a special gesture indicating a throwback of the keyboard, whereby the special gesture drops the keyboard into perspective view and in a preferred embodiment gives the user a perceived depth to the keyboard with the impression of a 3D physical keyboard, as shown in Fig 14b, This specific perspective view can then be particularly accounted for in the step 1212 further refinement of the subspace of Fig. 13, where in this instance the subspace is the 3D physical keyboard, and the gesture space of the user specifically includes that depth aspect. As such, the keyboard space can be configured such that the space bar is in the front row of the space, and each of the 4 or five rows behind that are shown as behind in the depth perception, In a particular implementation, a projection of a keyboard can be made upon the special gesture occurring, allowing the use to actually "see" a keyboard and type based on that. Other algorithms such as tracing of letter sequences can also be used to allow for recognition of the sequence of keys that have been virtually pressed.
This enables the user to interact with the 3D keyboard using gestures in 3D in a manner that closely mimics actual typing on a physical keyboard.
In another aspect, there is provided the ability to switch between 2D and 3D virtual keyboards using the specific gesture, such that the user can switch back and forth between the physical touching of the touch-sensitive interface on the display of the device and the 3D virtual keyboard as described, or tracing the outline of a word remotely using gestures as in the case of a smart TV (which does not have a touch-sensitive input).
As will be appreciated, this specific embodiment allows for the use of gestures to closely mimic the familiar sensation of typing on a physical keyboard. Although the present inventions are described with respect to certain preferred embodiments, modifications thereto will be apparent to those skilled in the art,

Claims

1. An apparatus capable of interacting with at least one controllable device based upon a pose of at least a portion of a human body, the apparatus comprising:
one or more sensors that are sized for wearing on the human body, each of the one or more sensors emitting sensor data;
an auxiliary sensor sized for wearing on the human body that receives a first specific input based on one of a tactile switch and capacitive touch input and generates a gesture start signal; and
a detection unit that operates upon the sensor data to determine the pose of at least the portion of the human body and is capable of interacting with the at least one controllable device, the detection unit including:
a memory that stores at least one or more characteristics of human anatomy that are associated with the human body using at least a partial skeletal rendering of a human; and a detection processor, automatically operating under software control, that inputs, aggregates and fuses the sensor data from each of the one or more sensors using the at least one or more characteristics of human anatomy stored in the memory to determine the pose of at least the portion of the human body based upon a locality of said one or more sensors, wherein the detection processor begins to input, aggregate and fuse the sensor data upon receipt of the gesture start signal and ceases to input the sensor data upon receipt of a gesture stop signal; wherein at least some of the one or more sensors, the auxiliary sensor, and the detection unit are packaged in an integrated mechanical assembly.
2. The apparatus according to claim 1 wherein the auxiliary sensor receives a second specific input based on one of the tactile switch and the capacitive touch input and generates the gesture stop signal.
3. The apparatus according to claims 2 wherein the first specific input and the second specific input are the same.
4. The apparatus according to claims 2 wherein the first specific input and the second specific input are different.
5. The apparatus according to claim 1 further including a timer that is used to create the gesture stop signal a predetermined period of time after generation of the gesture start signal,
6. The apparatus according to claim 1 wherein the first specific input is further used to change a power mode associated with the detection processor,
7. The apparatus according to claim 1 wherein the first specific input changes the detection processor into a regular power mode and the gesture stop signal causes the one or more sensors to be turned off.
8. The apparatus according to claim 1 , wherein the apparatus is further configured to interact with a first device and a second device, and wherein an orientation of the apparatus relative to the first device causes the pose to be used to signal the first device, and wherein orientation of the apparatus relative to the second device causes the pose to be used to signal the second device.
9. The apparatus according to claim 1 wherein the detection processor receives further sensor data that represents a stop time, and the gesture stop signal is generated therefrom,
10. The apparatus according to claim 1 wherein the detection processor receives further sensor data that represents a start time, and the gesture start signal is also generated therefrom,
1 1 . An method for interacting with at least one controllable device based upon a pose of at least a portion of a human body, the method comprising:
sensing, using one or more sensors that are sized for wearing on the human body, sensor data from each of the one or more sensors;
sensing, using an auxiliary sensor sized for wearing on the human body a first specific input based on one of a tactile switch and capacitive touch input and generating a gesture start signal; and determining the pose of at least the portion of the human body based upon the sensor data, under processor and software control, the step of determining operating to :
associate at least one or more characteristics of human anatomy with the human body using at least a partial skeletal rendering of a human; and
automatically determine, under the processor and software control the pose of at least the portion of the human body based upon a locality of said one or more sensors and the input from the auxiliary sensor, the step of automatically determining including inputting, aggregating and fusing the sensor data from each of the one or more sensors using the at least one or more characteristics of human anatomy to determine the pose, wherein the step of automatically determining begins to input, aggregate and fuse the sensor data upon receipt of the gesture start signal and ceases to input the sensor data upon receipt of a gesture stop signal, and wherein the at least one or more characteristics of human anatomy that are associated with the human body that are stored in the memory include at least one of (a) a range of motion of human skeletal joints and (b) limitations in the speed human bones can move relative to each other; and wherein at least some of the one or more sensors, the auxiliary sensor, he processor and the software are packaged in an integrated detection unit mechanical assembly.
12. The method according to claim 1 1 further including the step of generating the gesture stop signal from the auxiliary sensor sized for wearing on the human body, the gesture stop signal obtained based upon a second specific input based on one of the tactile switch and the capacitive touch input.
13. The method according to claim 1 1 wherein the auxiliary sensor receives a second specific input based on one of the tactile switch and the capacitive touch input and generates the gesture stop signal.
14. The method according to claims 13 wherein the first specific input and the second specific input are the same. 15, The method according to claims 13 wherein the first specific input and the second specific input are different. 6. The method according to claim 1 1 wherein a timer is used to create the gesture stop signal a predetermined period of time after generation of the gesture start signal.
17, The method according to claim 1 1 wherein the first specific input is further used to change a power mode associated with the processor,
18. The method according to claim 1 1 wherein the first specific input changes the processor into a regular power mode and the gesture stop signal causes the one or more sensors to be turned off.
19. The method according to claim 1 1 , wherein the integrated detection unit mechanical assembly interacts with a first device and a second device, and wherein an orientation of the an integrated detection unit mechanical assembly relative to the first device causes the pose to be used to signal the first device, and wherein orientation of the apparatus relative to the second device causes the pose to be used to signal the second device,
20. The method according to claim 1 1 wherein the processor receives further sensor data that represents a stop time, and the gesture stop signal is generated therefrom,
21 , The method according to claim 1 1 wherein the processor receives further sensor data that represents a start time, and the gesture start signal is also generated therefrom.
22, An apparatus capable of interacting with at least one controllable device based upon a pose of at least a portion of a human body, the apparatus comprising:
one or more sensors that are sized for wearing on the human body, each of the one or more sensors emitting sensor data; and a detection unit that operates upon the sensor data to determine the pose of at least the portion of the human body within a bounded three dimensional interaction space and is capable of interacting with the at least one controllable device, the detection unit including:
a memory that stores at least one or more characteristics of human anatomy that are associated with the human body using at least a partial skeletal rendering of a human; and a detection processor, automatically operating under software control, that inputs, aggregates and fuses the sensor data from each of the one or more sensors using the at least one or more characteristics of human anatomy stored in the memory to determine the pose in a two- dimensional space of at least the portion of the human body based upon a locality of said one or more sensors, wherein the gesture processor inputs a set of sensor data limited by the bounded three dimensional interaction space, obtains an initial determination of a three dimensional orientation of the one or more sensors within the bounded three dimensional interaction space, and converts three dimensional coordinates into the two dimensional space;
wherein at least some of the one or more sensors are packaged in an integrated mechanical assembly.
23. The apparatus according to claim 22 wherein the bounded three dimensional interaction space is an arm sized space determined by arm, wrist and finger movement.
24. The apparatus according to claim 23 wherein the bounded arm sized space is further limited to use only portions thereof corresponding to ranges of motion for the arm, wrist and finger movements.
25. The apparatus according to claim 24 wherein the detection unit is also packaged in the integrated mechanical assembly.
26. The apparatus according to claim 22 wherein the bounded three dimensional interaction space is a hand sized space determined by wrist and finger movement.
27. The apparatus according to claim 26 wherein the bounded hand sized space is further limited to use only portions thereof corresponding to ranges of motion for the wrist and finger movements.
28. The apparatus according to claim 26 wherein the detection unit is also packaged in the integrated mechanical assembly.
29. The apparatus according to claim 22 wherein the bounded three dimensional interaction space is an head area space determined by neck and head movement,
30. The apparatus according to claim 29 wherein the bounded arm sized space is further limited to use only portions thereof corresponding to ranges of motion for the neck and head movements.
31. The apparatus according to claim 30 wherein the detection unit is also packaged in the integrated mechanical assembly.
32. The apparatus according to claim 22 wherein a plurality of different bounded three dimensional interaction spaces are aggregated into a complete space,
33. The apparatus according to claim 32 wherein a plurality of integrated mechanical assemblies sized for wearing on the human body and each using one or more sensors are used in obtaining the sensor data used by the detection processor.
34. The apparatus according to claim 32 wherein each of the plurality of different bounded three dimensional interaction spaces are further limited to use only portions thereof
corresponding to ranges of motion for corresponding body movements.
35. The apparatus according to claim 22 wherein the detection processor further filters out noise caused by minor tremors or a pulse of the human.
36. The apparatus according to claim 22 wherein the two dimensional space further includes sizing of coordinates proportional to dimensions of the two dimensional space, the dimensions of the two dimensional space determined based upon a screen size,
37. The apparatus according to claim 22 further including a database of a particular user movements over a period of time, wherein the database of the particular user movements is used to determine an initial set-up mapping configuration,
38. A method for interacting with at least one controllable device based upon a pose of at least a portion of a human body, the method comprising:
sensing, using one or more sensors that are sized for wearing on the human body, sensor data from each of the one or more sensors; and
determining the pose in a two-dimensional space of at least the portion of the human body within a bounded three dimensional interaction space based upon the sensor data, under processor and software control, the step of determining operating to:
associate at least one or more characteristics of human anatomy with the human body using at least a partial skeletal rendering of a human; and
automatically determine, under the processor and software control the pose in the two-dimensional space of at least the portion of the human body based upon a locality of said one or more sensors, the step of automatically determining including inputting, aggregating and fusing the sensor data from each of the one or more sensors using the at least one or more characteristics of human anatomy to determine the pose, wherein sensor data input is limited by the bounded three dimensional interaction space, wherein an initial determination of a three dimensional orientation of the one or more sensors is made within the bounded three dimensional interaction space, wherein three dimensional coordinates are converted into the two dimensional space, and wherein the at least one or more characteristics of human anatomy that are associated with the human body that are stored in the memory include at least one of (a) a range of motion of human skeletal joints and (b) limitations in the speed human bones can move relative to each other.
39. The method according to claim 38 wherein the bounded three dimensional interaction space is an arm sized space determined by arm, wrist and finger movement.
40. The method according to claim 39 wherein the bounded arm sized space is further limited to use only portions thereof corresponding to ranges of motion for the arm, wrist and finger movements.
41. The method according to claim 38 wherein the bounded three dimensional interaction space is a hand sized space determined by wrist and finger movement.
42. The method according to claim 41 wherein the bounded hand sized space is further limited to use only portions thereof corresponding to ranges of motion for the wrist and finger movements.
43. The method according to claim 38 wherein the bounded three dimensional interaction space is an head area space determined by neck and head movement,
44. The method according to claim 43 wherein the bounded arm sized space is further limited to use only portions thereof corresponding to ranges of motion for the neck and head movements,
45. The method according to claim 38 wherein a plurality of different bounded three dimensional interaction spaces are aggregated into a complete space.
46. The method according to claim 45 wherein each of the plurality of different bounded three dimensional interaction spaces are further limited to use only portions thereof
corresponding to ranges of motion for corresponding body movements.
47. The method according to claim 38 wherein the step of determining the pose includes filtering out noise caused by minor tremors or a pulse of the human.
48. The method according to claim 38 wherein the two dimensional space further includes sizing of coordinates proportional to dimensions of the two dimensional space, the dimensi ons of the two dimensional space determined based upon a screen size,
49, The method according to claim 38 further including the step of creating a database of a particular user movements over a period of time, wherein the database of the particular user movements is used to determine an initial set-up mapping configuration in the step of determining the pose.
PCT/US2015/010533 2014-01-07 2015-01-07 Methods and apparatus recognition of start and/or stop portions of a gesture using an auxiliary sensor and for mapping of arbitrary human motion within an arbitrary space bounded by a user's range of motion WO2015105919A2 (en)

Applications Claiming Priority (4)

Application Number Priority Date Filing Date Title
US201461924669P 2014-01-07 2014-01-07
US201461924682P 2014-01-07 2014-01-07
US61/924,682 2014-01-07
US61/924,669 2014-01-07

Publications (2)

Publication Number Publication Date
WO2015105919A2 true WO2015105919A2 (en) 2015-07-16
WO2015105919A3 WO2015105919A3 (en) 2015-10-01

Family

ID=53524466

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/US2015/010533 WO2015105919A2 (en) 2014-01-07 2015-01-07 Methods and apparatus recognition of start and/or stop portions of a gesture using an auxiliary sensor and for mapping of arbitrary human motion within an arbitrary space bounded by a user's range of motion

Country Status (1)

Country Link
WO (1) WO2015105919A2 (en)

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2019232000A1 (en) * 2018-05-30 2019-12-05 Google Llc Methods and systems for identifying three-dimensional-human-gesture input

Family Cites Families (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20110317871A1 (en) * 2010-06-29 2011-12-29 Microsoft Corporation Skeletal joint recognition and tracking system
EP2666070A4 (en) * 2011-01-19 2016-10-12 Hewlett Packard Development Co Method and system for multimodal and gestural control
US9218058B2 (en) * 2011-06-16 2015-12-22 Daniel Bress Wearable digital input device for multipoint free space data collection and analysis
EP2613223A1 (en) * 2012-01-09 2013-07-10 Softkinetic Software System and method for enhanced gesture-based interaction

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2019232000A1 (en) * 2018-05-30 2019-12-05 Google Llc Methods and systems for identifying three-dimensional-human-gesture input
US11625101B2 (en) 2018-05-30 2023-04-11 Google Llc Methods and systems for identifying three-dimensional-human-gesture input

Also Published As

Publication number Publication date
WO2015105919A3 (en) 2015-10-01

Similar Documents

Publication Publication Date Title
US20150220158A1 (en) Methods and Apparatus for Mapping of Arbitrary Human Motion Within an Arbitrary Space Bounded by a User's Range of Motion
US11231786B1 (en) Methods and apparatus for using the human body as an input device
US20220083149A1 (en) Computing interface system
CN210573659U (en) Computer system, head-mounted device, finger device, and electronic device
EP2733574B1 (en) Controlling a graphical user interface
CN107678542B (en) Ring type wearable device and man-machine interaction method
EP3538975B1 (en) Electronic device and methods for determining orientation of the device
TWI528227B (en) Ring-type wireless finger sensing controller, control method and control system
US8570273B1 (en) Input device configured to control a computing device
US10338678B2 (en) Methods and apparatus for recognition of start and/or stop portions of a gesture using an auxiliary sensor
KR20200099574A (en) Human interactions with aerial haptic systems
CA2931364A1 (en) Computing interface system
US10725550B2 (en) Methods and apparatus for recognition of a plurality of gestures using roll pitch yaw data
CN103823548B (en) Electronic equipment, wearable device, control system and method
CN103246351A (en) User interaction system and method
US20240028129A1 (en) Systems for detecting in-air and surface gestures available for use in an artificial-reality environment using sensors at a wrist-wearable device, and methods of use thereof
CN102779000A (en) User interaction system and method
KR102297473B1 (en) Apparatus and method for providing touch inputs by using human body
CN103034343B (en) The control method and device of a kind of sensitive mouse
TW201638728A (en) Computing device and method for processing movement-related data
US20240019938A1 (en) Systems for detecting gestures performed within activation-threshold distances of artificial-reality objects to cause operations at physical electronic devices, and methods of use thereof
US10338685B2 (en) Methods and apparatus recognition of start and/or stop portions of a gesture using relative coordinate system boundaries
TW201439813A (en) Display device, system and method for controlling the display device
WO2016049842A1 (en) Hybrid interaction method for portable or wearable intelligent device
US20160291703A1 (en) Operating system, wearable device, and operation method

Legal Events

Date Code Title Description
DPE1 Request for preliminary examination filed after expiration of 19th month from priority date (pct application filed from 20040101)
NENP Non-entry into the national phase in:

Ref country code: DE

121 Ep: the epo has been informed by wipo that ep was designated in this application

Ref document number: 15735119

Country of ref document: EP

Kind code of ref document: A2

122 Ep: pct application non-entry in european phase

Ref document number: 15735119

Country of ref document: EP

Kind code of ref document: A2