US2014235350A1PendingUtilityA1

Action trigger gesturing

Assignee: MICROSOFT CORPPriority: May 31, 2011Filed: Apr 30, 2014Published: Aug 21, 2014
Est. expiryMay 31, 2031(~4.8 yrs left)· nominal 20-yr term from priority
G06V 40/28G06F 3/011A63F 2300/8029G03B 15/16G06F 3/0304A63F 2300/6692A63F 2300/1093G06F 3/017A63F 2300/6045A63F 2300/1087A63F 2300/8076A63F 13/213A63F 13/428A63F 13/42A63F 2300/6607A63F 13/10
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Claims

Abstract

Gestures of a computer user are observed with a depth camera. A throwing gesture of the computer user is identified and an aiming vector is calculated from a path of a hand during the throwing gesture. An interface action is directed along the aiming vector within an interactive interface.

Claims

exact text as granted — not AI-modified
1 . A data-holding machine holding instructions executable by a logic machine to:
 render a game for display on a display device;   receive a virtual skeleton including a plurality of joints, the virtual skeleton providing a machine readable representation of a game player observed with a depth camera;   recognize a gesture of the virtual skeleton;   track a path of a hand joint of the virtual skeleton during the gesture;   calculate an original aiming vector orientated so as to minimize a distance between a line orientated with the original aiming vector and two or more points constituting the path; and   execute a throw along the original aiming vector within the game.   
     
     
         2 . The data-holding machine of  claim 1 , wherein an origin of the throw is positioned at a game-space location corresponding to a location of a player character controlled by the game player. 
     
     
         3 . The data-holding machine of  claim 1 , wherein the path is a three-dimensional path including two or more three-dimensional positions of the hand joint at a corresponding two or more different times. 
     
     
         4 . The data-holding machine of  claim 1 , wherein a magnitude of the aiming vector is a function of a speed with which the gesture is performed. 
     
     
         5 . The data-holding machine of  claim 1 , wherein the throw resolves with a magnitude that is proportional to a proximity between the aiming vector and a potential target of the throw. 
     
     
         6 . The data-holding machine of  claim 1 , wherein the throw has an effect that is proportional to a proximity between the aiming vector and a potential target of the throw. 
     
     
         7 . A data-holding machine holding instructions executable by a logic machine to:
 render a game for display on a display device;   receive a virtual skeleton including a plurality of joints, the virtual skeleton providing a machine readable representation of a game player observed with a depth camera;   track a path of a hand joint of the virtual skeleton; and   execute within the game a throw along an aiming vector, an orientation of the aiming vector derived from at least two or more points constituting the path.   
     
     
         8 . The data-holding machine of  claim 7 , wherein the aiming vector is orientated so as to minimize a distance between a line orientated with the aiming vector and the two or more points constituting the path. 
     
     
         9 . The data-holding machine of  claim 7 , wherein an origin of the throw is positioned at a game-space location corresponding to a location of a player character controlled by the game player. 
     
     
         10 . The data-holding machine of  claim 7 , wherein the path is a three-dimensional path including two or more three-dimensional positions of the hand joint at a corresponding two or more different times. 
     
     
         11 . The data-holding machine of  claim 7 , wherein a magnitude of the aiming vector is a function of a speed with which the gesture is performed. 
     
     
         12 . The data-holding machine of  claim 7 , wherein the throw resolves with a magnitude that is proportional to a proximity between the aiming vector and a potential target of the throw. 
     
     
         13 . The data-holding machine of  claim 7 , wherein the throw has an effect that is proportional to a proximity between the aiming vector and a potential target of the throw. 
     
     
         14 . A data-holding machine holding instructions executable by a logic machine to:
 render a game for display on a display device, the game including a player- character;   observe a path of a hand of a game player during a gesture; and   render a projectile thrown from the player character with an aiming vector that depends on the observed path of the hand of the game player.   
     
     
         15 . The data-holding machine of  claim 14 , wherein the aiming vector is orientated so as to minimize a distance between a line orientated with the aiming vector and two or more points constituting the path. 
     
     
         16 . The data-holding machine of  claim 14 , wherein an origin of the throw is positioned at a game-space location corresponding to a location of a hand of the player character. 
     
     
         17 . The data-holding machine of  claim 14 , wherein the path is a three-dimensional path including two or more three-dimensional positions of the hand at a corresponding two or more different times. 
     
     
         18 . The data-holding machine of  claim 14 , wherein a magnitude of the aiming vector is a function of a speed with which the gesture is performed. 
     
     
         19 . The data-holding machine of  claim 14 , wherein the projectile reaches a target with an effect that is proportional to a proximity between the aiming vector and a potential target of the throw. 
     
     
         20 . The data-holding machine of  claim 14 , wherein the throw has an effect that is proportional to a proximity between the aiming vector and a potential target of the throw.

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