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CN101479782B - Multi-Input Game Control Mixer - Google Patents

Multi-Input Game Control Mixer Download PDF

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Publication number
CN101479782B
CN101479782B CN200780016094XA CN200780016094A CN101479782B CN 101479782 B CN101479782 B CN 101479782B CN 200780016094X A CN200780016094X A CN 200780016094XA CN 200780016094 A CN200780016094 A CN 200780016094A CN 101479782 B CN101479782 B CN 101479782B
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China
Prior art keywords
controller
game
data
information
input
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Application number
CN200780016094XA
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Chinese (zh)
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CN101479782A (en
Inventor
G·M·扎列夫斯基
R·L·马克斯
茅晓东
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Sony Interactive Entertainment America LLC
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Sony Computer Entertainment America LLC
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Filing date
Publication date
Priority claimed from US11/429,047 external-priority patent/US8233642B2/en
Priority claimed from US11/381,721 external-priority patent/US8947347B2/en
Priority claimed from US11/418,988 external-priority patent/US8160269B2/en
Priority claimed from US11/429,133 external-priority patent/US7760248B2/en
Priority claimed from US11/381,727 external-priority patent/US7697700B2/en
Priority claimed from US11/381,729 external-priority patent/US7809145B2/en
Priority claimed from US11/381,724 external-priority patent/US8073157B2/en
Priority claimed from US11/418,989 external-priority patent/US8139793B2/en
Priority claimed from US11/381,728 external-priority patent/US7545926B2/en
Priority claimed from US11/381,725 external-priority patent/US7783061B2/en
Application filed by Sony Computer Entertainment America LLC filed Critical Sony Computer Entertainment America LLC
Priority claimed from PCT/US2007/067004 external-priority patent/WO2007130791A2/en
Publication of CN101479782A publication Critical patent/CN101479782A/en
Application granted granted Critical
Publication of CN101479782B publication Critical patent/CN101479782B/en
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    • GPHYSICS
    • G10MUSICAL INSTRUMENTS; ACOUSTICS
    • G10LSPEECH ANALYSIS TECHNIQUES OR SPEECH SYNTHESIS; SPEECH RECOGNITION; SPEECH OR VOICE PROCESSING TECHNIQUES; SPEECH OR AUDIO CODING OR DECODING
    • G10L21/00Speech or voice signal processing techniques to produce another audible or non-audible signal, e.g. visual or tactile, in order to modify its quality or its intelligibility
    • G10L21/02Speech enhancement, e.g. noise reduction or echo cancellation
    • G10L21/0208Noise filtering
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04MTELEPHONIC COMMUNICATION
    • H04M9/00Arrangements for interconnection not involving centralised switching
    • H04M9/08Two-way loud-speaking telephone systems with means for conditioning the signal, e.g. for suppressing echoes for one or both directions of traffic
    • H04M9/082Two-way loud-speaking telephone systems with means for conditioning the signal, e.g. for suppressing echoes for one or both directions of traffic using echo cancellers
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04RLOUDSPEAKERS, MICROPHONES, GRAMOPHONE PICK-UPS OR LIKE ACOUSTIC ELECTROMECHANICAL TRANSDUCERS; DEAF-AID SETS; PUBLIC ADDRESS SYSTEMS
    • H04R3/00Circuits for transducers, loudspeakers or microphones
    • H04R3/005Circuits for transducers, loudspeakers or microphones for combining the signals of two or more microphones
    • GPHYSICS
    • G10MUSICAL INSTRUMENTS; ACOUSTICS
    • G10LSPEECH ANALYSIS TECHNIQUES OR SPEECH SYNTHESIS; SPEECH RECOGNITION; SPEECH OR VOICE PROCESSING TECHNIQUES; SPEECH OR AUDIO CODING OR DECODING
    • G10L21/00Speech or voice signal processing techniques to produce another audible or non-audible signal, e.g. visual or tactile, in order to modify its quality or its intelligibility
    • G10L21/02Speech enhancement, e.g. noise reduction or echo cancellation
    • G10L21/0208Noise filtering
    • G10L21/0216Noise filtering characterised by the method used for estimating noise
    • G10L2021/02161Number of inputs available containing the signal or the noise to be suppressed
    • G10L2021/02163Only one microphone
    • GPHYSICS
    • G10MUSICAL INSTRUMENTS; ACOUSTICS
    • G10LSPEECH ANALYSIS TECHNIQUES OR SPEECH SYNTHESIS; SPEECH RECOGNITION; SPEECH OR VOICE PROCESSING TECHNIQUES; SPEECH OR AUDIO CODING OR DECODING
    • G10L25/00Speech or voice analysis techniques not restricted to a single one of groups G10L15/00 - G10L21/00
    • G10L25/03Speech or voice analysis techniques not restricted to a single one of groups G10L15/00 - G10L21/00 characterised by the type of extracted parameters
    • G10L25/18Speech or voice analysis techniques not restricted to a single one of groups G10L15/00 - G10L21/00 characterised by the type of extracted parameters the extracted parameters being spectral information of each sub-band
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04RLOUDSPEAKERS, MICROPHONES, GRAMOPHONE PICK-UPS OR LIKE ACOUSTIC ELECTROMECHANICAL TRANSDUCERS; DEAF-AID SETS; PUBLIC ADDRESS SYSTEMS
    • H04R1/00Details of transducers, loudspeakers or microphones
    • H04R1/20Arrangements for obtaining desired frequency or directional characteristics
    • H04R1/32Arrangements for obtaining desired frequency or directional characteristics for obtaining desired directional characteristic only
    • H04R1/40Arrangements for obtaining desired frequency or directional characteristics for obtaining desired directional characteristic only by combining a number of identical transducers
    • H04R1/406Arrangements for obtaining desired frequency or directional characteristics for obtaining desired directional characteristic only by combining a number of identical transducers microphones
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04RLOUDSPEAKERS, MICROPHONES, GRAMOPHONE PICK-UPS OR LIKE ACOUSTIC ELECTROMECHANICAL TRANSDUCERS; DEAF-AID SETS; PUBLIC ADDRESS SYSTEMS
    • H04R2201/00Details of transducers, loudspeakers or microphones covered by H04R1/00 but not provided for in any of its subgroups
    • H04R2201/40Details of arrangements for obtaining desired directional characteristic by combining a number of identical transducers covered by H04R1/40 but not provided for in any of its subgroups
    • H04R2201/4012D or 3D arrays of transducers

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  • Engineering & Computer Science (AREA)
  • Signal Processing (AREA)
  • Acoustics & Sound (AREA)
  • Physics & Mathematics (AREA)
  • Health & Medical Sciences (AREA)
  • Human Computer Interaction (AREA)
  • Audiology, Speech & Language Pathology (AREA)
  • Quality & Reliability (AREA)
  • Computational Linguistics (AREA)
  • Multimedia (AREA)
  • General Health & Medical Sciences (AREA)
  • Otolaryngology (AREA)
  • User Interface Of Digital Computer (AREA)

Abstract

Systems and methods of analyzing game control input data are disclosed. Machine-readable media containing instructions for analyzing game control input data are also disclosed.

Description

多输入游戏控制混合器Multi-Input Game Control Mixer

要求的优先权claim priority

本申请要求了以下优先权:U.S.专利申请号No.11/381,729,Xiao Dong Mao,发明名称为ULTRA SMALL MICROPHONE ARRAY,(代理号SCEA05062US00),申请日为2006年5月4日;U.S.专利申请号No.11/381,728,Xiao Dong Mao,发明名称为ECHO AND NOISE CANCELLATION,(代理号SCEA05064US00),申请日为2006年5月4日;U.S.专利申请号No.11/381,725,Xiao Dong Mao,发明名称为“METHODS AND APPARATUS FOR TARGETEDSOUND DETECTION”,(代理号SCEA05072US00),申请日为2006年5月4日;U.S.专利申请号No.11/381,727,Xiao Dong Mao,发明名称为“NOISEREMOVAL FOR ELECTRONIC DEVICE WITH FAR FIELD MICROPHONEON CONSOLE”,(代理号SCEA05073US00),申请日为2006年5月4日;U.S.专利申请号No.11/381,724,Xiao Dong Mao,发明名称为“METHODS ANDAPPARATUS FOR TARGETED SOUND DETECTION ANDCHARACTERIZATION”,(代理号SCEA05079US00),申请日为2006年5月4日;U.S.专利申请号No.11/381,721,Xiao Dong Mao,发明名称为“SELECTIVESOUND SOURCE LISTENING IN CONJUCTION WITH COMPUTERINTERACTIVE PROCESSING”,(代理号SCEA04005US00JUMBOUS),申请日为2006年5月4日。以上文件通过参考的方式并入本文。This application claims the following priority: U.S. Patent Application No.11/381,729, Xiao Dong Mao, the invention name is ULTRA SMALL MICROPHONE ARRAY, (Agent No. SCEA05062US00), the filing date is May 4, 2006; U.S. Patent Application No. No.11/381,728, Xiao Dong Mao, the name of the invention is ECHO AND NOISE CANCELLATION, (Agent No. SCEA05064US00), the filing date is May 4, 2006; U.S. Patent Application No.11/381,725, Xiao Dong Mao, the name of the invention It is "METHODS AND APPARATUS FOR TARGETEDSOUND DETECTION", (Agent No. SCEA05072US00), the application date is May 4, 2006; U.S. Patent Application No. 11/381,727, Xiao Dong Mao, the invention name is "NOISEREMOVAL FOR ELECTRONIC DEVICE WITH FAR FIELD MICROPHONEON CONSOLE", (Agent No. SCEA05073US00), the application date is May 4, 2006; U.S. Patent Application No. 11/381,724, Xiao Dong Mao, the invention name is "METHODS ANDAPPARATUS FOR TARGETED SOUND DETECTION ANDCHARACTERIZATION", (Agent No. SCEA05079US00), the application date is May 4, 2006; U.S. patent application No. 11/381,721, Xiao Dong Mao, the invention name is "SELECTIVESOUND SOURCE LISTENING IN CONJUCTION WITH COMPUTERINTERACTIVE PROCESSING", (Agent No. SCEA04005US00JUMBOUS), the application date for May 4, 2006. The above documents are incorporated herein by reference.

本申请还要求了以下优先权:U.S.专利申请号No.11/382,031,Gary Zalewski等,发明名称为“MULTI-INPUT GAME CONTROL MIXER”,(代理号SCEA06MXR1),申请日为2006年5月6日;U.S.专利申请号No.11/382,032,Gary Zalewski等,发明名称为“SYSTEM FOR TRACKING USERMANIPULATIONS WITHIN AN ENVIRONMENT”,(代理号SCEA06MXR2),申请日为2006年5月6日。以上文件通过参考的方式并入本文。This application also claims the following priority: U.S. Patent Application No. 11/382,031, Gary Zalewski et al., titled "MULTI-INPUT GAME CONTROL MIXER", (Attorney No. SCEA06MXR1), filed May 6, 2006 ; U.S. Patent Application No.11/382,032, Gary Zalewski, etc., the invention name is "SYSTEM FOR TRACKING USERMANIPULATIONS WITHIN AN ENVIRONMENT", (Agent No. SCEA06MXR2), and the application date is May 6, 2006. The above documents are incorporated herein by reference.

本申请还要求了以下共同待批的专利申请的优先权:申请号为11/418,988,Xiao Dong Mao,发明名称为“METHODS AND APPARATUSES FORADJUSTING A LISTENING AREA FOR CAPUTURING SOUNDS”,(代理号为SCEA-00300),申请日为2006年5月4日,通过参考的方式将其全部内容并入本文。本申请还要求了以下共同待批的专利申请的优先权:申请号为11/418,989,Xiao Dong Mao,发明名称为“METHODS AND APPARATUSES FORCAPTURING AN AUDIO SIGNAL BASED ON VISUAL IMAGE”,(代理号为SCEA-00400),申请日为2006年5月4日,通过参考的方式将其全部内容并入本文。本申请还要求了以下共同待批的专利申请的优先权:申请号为11/429,047,Xiao Dong Mao,发明名称为“METHODS AND APPARATUSES FORCAPTURING AN AUDIO SIGNAL BASED ON A LOCATION OF THESIGNAL”,(代理号为SCEA-00500),申请日为2006年5月4日,通过参考的方式将其全部内容并入本文。本申请还要求了以下共同待批的专利申请的优先权:申请号为11/429,133,Richard Marks等,发明名称为“SELECTIVE SOUNDSOURCE LISTENING IN CONJUNCTION WITH COMPUTER INTERACTIVEPROCESSING”,(代理号为SCEA04005US01-SONYP045),申请日为2006年5月4日,通过参考的方式将其全部内容并入本文。本申请还要求了以下共同待批的专利申请的优先权:申请号为11/429,414,Richard Marks等,发明名称为“Computer Image and Audio Processing of Intensity and Input Devices for InterfacingWith A Computer Program”,(代理号为SONYP052),申请日为2006年5月4日,通过参考的方式将其全部内容并入本文。This application also claims priority to the following co-pending patent application: Application No. 11/418,988, Xiao Dong Mao, entitled "METHODS AND APPARATUSES FORADJUSTING A LISTENING AREA FOR CAPUTURING SOUNDS", (Attorney No. SCEA-00300 ), filed on May 4, 2006, the entire contents of which are incorporated herein by reference. This application also claims priority to the following co-pending patent application: Application No. 11/418,989, Xiao Dong Mao, entitled "METHODS AND APPARATUSES FORCAPTURING AN AUDIO SIGNAL BASED ON VISUAL IMAGE", (Attorney No. SCEA- 00400), filed May 4, 2006, the entire contents of which are incorporated herein by reference. This application also claims priority to the following co-pending patent application: Application No. 11/429,047, Xiao Dong Mao, titled "METHODS AND APPARATUSES FORCAPTURING AN AUDIO SIGNAL BASED ON A LOCATION OF THESIGNAL", (Attorney No. SCEA-00500), filed May 4, 2006, the entire contents of which are incorporated herein by reference. This application also claims priority to the following co-pending patent application: Application No. 11/429,133, Richard Marks et al., entitled "SELECTIVE SOUNDSOURCE LISTENING IN CONJUNCTION WITH COMPUTER INTERACTIVE PROCESSING", (Attorney No. SCEA04005US01-SONYP045), The filing date is May 4, 2006, which is hereby incorporated by reference in its entirety. This application also claims priority to the following co-pending patent application: Application No. 11/429,414, Richard Marks et al., entitled "Computer Image and Audio Processing of Intensity and Input Devices for Interfacing With A Computer Program", (Attorney No. SONYP052), the filing date is May 4, 2006, the entire content of which is incorporated herein by reference.

本申请还要求了以下共同待批的专利申请的优先权:申请号为11/382,033,发明名称为“SYSTEM,METHOD,AND APPARATUS FORTHREE-DIMENSIONAL INPUT CONTROL”,(代理号为SCEA06INRT1),申请日为2006年5月6日,通过参考的方式将其全部内容并入本文。本申请还要求了以下共同待批的专利申请的优先权:申请号为11/382,035,发明名称为“INERTIALLY TRACKABLE HAND-HELD CONTROLLER”,(代理号为SCEA06INRT2),申请日为2006年5月6日,通过参考的方式将其全部内容并入本文。本申请还要求了以下共同待批的专利申请的优先权:申请号为11/382,036,发明名称为“METHODAND SYSTEM FOR APPLYING GEARINGEFFECTS TO VISUAL TRACKING”,(代理号为SONYP058A),申请日为2006年5月6日,通过参考的方式将其全部内容并入本文。本申请还要求了以下共同待批的专利申请的优先权:申请号为11/382,041,发明名称为“METHOD ANDSYSTEM FOR APPLYING GEARING EFFECTS TO INERTIAL TRACKING”,(代理号为SONYP058B),中请日为2006年5月6日,通过参考的方式将其全部内容并入本文。本申请还要求了以下共同待批的专利申请的优先权:申请号为11/382,038,发明名称为“METHOD AND SYSTEM FOR APPLYINGGEARING EFFECTS TO ACOUSTICAL TRACKING”,(代理号为SONYP058C),申请日为2006年5月6日,通过参考的方式将其全部内容并入本文。本申请还要求了以下共同待批的专利申请的优先权:申请号为11/382,040,发明名称为“METHOD AND SYSTEM FOR APPLYING GEARING EFFECTSTO MULTI-CHANNEL MIXED INPUT”,(代理号为SONYP058D),申请日为2006年5月6日,通过参考的方式将其全部内容并入本文。本申请还要求了以下共同待批的专利申请的优先权:申请号为11/382,034,发明名称为“SCHEMEFOR DETECTING AND TRACKING USER MANIPULATION OF A GAMECONTROLLER BODY”,(代理号为SCEA05082US00),申请日为2006年5月6日,通过参考的方式将其全部内容并入本文。本申请还要求了以下共同待批的专利申请的优先权:申请号为11/382,037,发明名称为“SCHEME FORTRANSLATING MOVEMENTS OF A HAND-HELD CONTROLLER INTOINUTS FOR A SYSTEM”,(代理号为86324),申请日为2006年5月6日,通过参考的方式将其全部内容并入本文。本申请还要求了以下共同待批的专利申请的优先权:申请号为11/382,043,发明名称为“DETECTABLE ANDTRACKABLE HAND-HELD CONTROLLER”,(代理号为86325),申请日为2006年5月6日,通过参考的方式将其全部内容并入本文。本申请还要求了以下共同待批的专利申请的优先权:申请号为11/382,039,发明名称为“METHODFOR MAPPING MOVEMENTS OF A HAND-HELD CONTROLLER TO GAMECOMMANDS”,(代理号为86326),申请日为2006年5月6日,通过参考的方式将其全部内容并入本文。本申请还要求了以下共同待批的专利申请的优先权:申请号为29/259,349,发明名称为“CONTROLLER WITH INFRAREDPORT((DESIGN PATENT))”,(代理号为SCEA06007US00),申请日为2006年5月6日,通过参考的方式将其全部内容并入本文。本申请还要求了以下共同待批的专利申请的优先权:申请号为29/259,350,发明名称为“CONTROLLERWITH TRACKING SENSORS((DESIGN PATENT))”,(代理号为SCEA06008US00),申请日为2006年5月6日,通过参考的方式将其全部内容并入本文。本申请还要求了以下共同待批的专利申请的优先权:申请号为60/798,031,发明名称为“DYNAMIC TARGET INTERFACE”,(代理号为SCEA06009US00),申请日为2006年5月6日,通过参考的方式将其全部内容并入本文。本申请还要求了以下共同待批的专利申请的优先权:申请号为29/259,348,发明名称为“TRACKED CONTROLLER DEVICE((DESIGN))”,(代理号为SCEA06010US00),申请日为2006年5月6日,通过参考的方式将其全部内容并入本文。This application also claims priority to the following co-pending patent application: Application No. 11/382,033, titled "SYSTEM, METHOD, AND APPARATUS FORTHREE-DIMENSIONAL INPUT CONTROL", (Attorney No. SCEA06INRT1), filed on Incorporated by reference in its entirety on May 6, 2006. This application also claims priority to the following co-pending patent application: Application No. 11/382,035, titled "INERTIALLY TRACKABLE HAND-HELD CONTROLLER", (Attorney No. SCEA06INRT2), filed May 6, 2006 date, the entire contents of which are incorporated herein by reference. This application also claims the priority of the following co-pending patent application: Application No. 11/382,036, the title of the invention is "METHODAND SYSTEM FOR APPLYING GEARING EFFECTS TO VISUAL TRACKING", (Agent No. SONYP058A), the filing date is May 2006 The entire contents of which are incorporated herein by reference. This application also claims the priority of the following co-pending patent application: the application number is 11/382,041, the title of the invention is "METHOD AND SYSTEM FOR APPLYING GEARING EFFECTS TO INERTIAL TRACKING", (the agency number is SONYP058B), and the application date is 2006 Incorporated by reference in its entirety on May 6, 2009. This application also claims the priority of the following co-pending patent application: Application No. 11/382,038, the title of the invention is "METHOD AND SYSTEM FOR APPLYINGGEARING EFFECTS TO ACOUSTICAL TRACKING", (Agent No. SONYP058C), the filing date is 2006 Incorporated by reference in its entirety on May 6. This application also claims priority to the following co-pending patent application: Application No. 11/382,040, titled "METHOD AND SYSTEM FOR APPLYING GEARING EFFECTSTO MULTI-CHANNEL MIXED INPUT", (Attorney No. SONYP058D), dated As of May 6, 2006, the entire contents of which are incorporated herein by reference. This application also claims priority to the following co-pending patent application: Application No. 11/382,034, titled "SCHEMEFOR DETECTING AND TRACKING USER MANIPULATION OF A GAMECONTROLLER BODY", (Attorney No. SCEA05082US00), filed 2006 Incorporated by reference in its entirety on May 6, 2009. This application also claims priority to the following co-pending patent application: Application No. 11/382,037, titled "SCHEME FORTRANSLATING MOVEMENTS OF A HAND-HELD CONTROLLER INTOINUTS FOR A SYSTEM", (Attorney No. 86324), application dated May 6, 2006, which is hereby incorporated by reference in its entirety. This application also claims priority to the following co-pending patent application: Application No. 11/382,043, titled "DETECTABLE ANDTRACKABLE HAND-HELD CONTROLLER", (Attorney No. 86325), filed May 6, 2006 date, the entire contents of which are incorporated herein by reference. This application also claims priority to the following co-pending patent application: Application No. 11/382,039, titled "METHODFOR MAPPING MOVEMENTS OF A HAND-HELD CONTROLLER TO GAME COMMANDS", (Attorney No. 86326), filed on Incorporated by reference in its entirety on May 6, 2006. This application also claims priority to the following co-pending patent application: Application No. 29/259,349, titled "CONTROLLER WITH INFRAREDPORT ((DESIGN PATENT))", (Attorney No. SCEA06007US00), filed 2006 Incorporated by reference in its entirety on May 6. This application also claims priority to the following co-pending patent application: Application No. 29/259,350, titled "CONTROLLER WITH TRACKING SENSORS ((DESIGN PATENT))", (Attorney No. SCEA06008US00), filed 2006 Incorporated by reference in its entirety on May 6. This application also claims priority to the following co-pending patent application: Application No. 60/798,031, titled "DYNAMIC TARGET INTERFACE", (Attorney No. SCEA06009US00), filed May 6, 2006, by Its entire content is incorporated herein by reference. This application also claims priority to the following co-pending patent application: Application No. 29/259,348, titled "TRACKED CONTROLLER DEVICE ((DESIGN))", (Attorney No. SCEA06010US00), filed May 2006 The entire contents of which are incorporated herein by reference.

交叉引用的相关申请Cross-Referenced Related Applications

本申请涉及美国专利申请号No.10/207,677,发明名称为“MAN-MACHINEINTERFACE USING A DEFORMABLE DEVICE”,申请日为2002年7月27日;美国专利申请号No.10/650,409,发明名称为“AUDIO INPUT SYSTEM”,申请日为2003年8月27日;美国专利申请号No.10/663,236,发明名称为“METHODAND APPARATUS FOR ADJUSTING A VIEW OF A SCENE BEINGDISPLAYED ACCORDING TO TRACKED HEAD MOTION”,申请日为2003年9月15日;美国专利申请号No.10/759,782,发明名称为“METHOD ANDAPPARATUS FOR LIGHT INPUT DEVICE”,申请日为2004年1月16日;美国专利申请号No.10/820,469,发明名称为“METHOD AND APPARATUS TODETECT AND REMOVE AUDIO DISTURBANCES”,申请日为2004年4月7日;美国专利申请号No.11/301,673,发明名称为“METHOD FOR USINGRELATIVE HEAD AND HAND POSITIONS TO ENABLE A POINTINGINTERFACE VIACAMERATRACKING”,申请日为2005年12月12日;美国临时专利申请号No.60/718,145,发明名称为“AUDIO,VIDEO,SIMULATION,AND USER INTERFACE PARADIGMS”,申请日为2005年9月15日,通过参考的方式将其全部内容并入本文。This application relates to U.S. Patent Application No. 10/207,677, the name of the invention is "MAN-MACHINE INTERFACE USING A DEFORMABLE DEVICE", and the application date is July 27, 2002; U.S. Patent Application No. 10/650,409, the name of the invention is " AUDIO INPUT SYSTEM", the filing date is August 27, 2003; US Patent Application No. 10/663,236, the invention name is "METHODAND APPARATUS FOR ADJUSTING A VIEW OF A SCENE BEING DISPLAYED ACCORDING TO TRACKED HEAD MOTION", the filing date is 2003 September 15, 2004; U.S. Patent Application No. 10/759,782, the name of the invention is "METHOD ANDAPPARATUS FOR LIGHT INPUT DEVICE", the application date is January 16, 2004; U.S. Patent Application No. 10/820,469, the name of the invention It is "METHOD AND APPARATUS TODETECT AND REMOVE AUDIO DISTURBANCES", the application date is April 7, 2004; US Patent Application No. 11/301,673, the title of the invention is "METHOD FOR USINGRELATIVE HEAD AND HAND POSITIONS TO ENABLE A POINTINGINTERFACE VIACAMERATRACKING", The application date is December 12, 2005; U.S. provisional patent application No. 60/718,145, the invention name is "AUDIO, VIDEO, SIMULATION, AND USER INTERFACE PARADIGMS", the application date is September 15, 2005, by reference The entire content of which is incorporated herein.

发明的技术领域technical field of invention

本发明一般涉及人机界面,尤其涉及处理多通道输入来跟踪一个或多个控制器的用户操纵。The present invention relates generally to human-machine interfaces, and more particularly to processing multi-channel input to track user manipulation of one or more controllers.

发明的背景技术Background Art of the Invention

计算机娱乐系统通常包括手持控制器、游戏控制器或其它控制器。用户或玩家使用控制器将命令或其它指令发送到娱乐系统,以控制正在玩的视频游戏或其它仿真。例如,控制器可被提供用户操作的操纵器,例如操纵杆。操纵杆的操纵变量从模拟值转换到数字值,数字值被发送到游戏机的主机。控制器也可被提供用户可以操作的按钮。Computer entertainment systems often include handheld controllers, game controllers, or other controllers. A user or player uses the controller to send commands or other instructions to the entertainment system to control a video game or other simulation being played. For example, the controller may be provided with a user-operated manipulator, such as a joystick. The manipulated variable of the joystick is converted from an analog value to a digital value, and the digital value is sent to the main unit of the game machine. The controller may also be provided with buttons that the user can operate.

本发明是上述或其它背景信息要素的进一步发展。The present invention is a further development of the above or other background information elements.

附图的详细说明Detailed description of the drawings

通过考虑结合附图的以下的详细描述可以容易地理解本发明的教导,在附图中:The teachings of the present invention can be readily understood by considering the following detailed description when taken in conjunction with the accompanying drawings, in which:

图1是说明根据本发明的一个实施例操作的视频游戏系统的实物电路图;Figure 1 is a physical circuit diagram illustrating a video game system operating in accordance with one embodiment of the present invention;

图2是根据本发明的一个实施例制造的控制器的透视图;Figure 2 is a perspective view of a controller made in accordance with one embodiment of the present invention;

图3是说明根据本发明的一个实施例的可用于控制器的加速度计的三维示意图;Figure 3 is a three-dimensional schematic diagram illustrating an accelerometer that may be used in a controller according to one embodiment of the present invention;

图4是根据本发明的一个实施例的用于混合多种控制输入的系统的框图;Figure 4 is a block diagram of a system for mixing multiple control inputs according to one embodiment of the present invention;

图5A是图1的视频游戏系统的一部分的框图;5A is a block diagram of a portion of the video game system of FIG. 1;

图5B是根据本发明的一个实施例的用于跟踪视频游戏系统的控制器的方法的流程图;5B is a flowchart of a method for tracking a controller of a video game system according to one embodiment of the present invention;

图5C是根据本发明的一个实施例在视频游戏系统中进行的游戏过程中利用位置和/或方向信息的方法的流程图;5C is a flowchart of a method of utilizing position and/or orientation information during a game played in a video game system according to one embodiment of the present invention;

图6是根据本发明的一个实施例的视频游戏系统的框图;以及Figure 6 is a block diagram of a video game system according to one embodiment of the present invention; and

图7是根据本发明的一个实施例的视频游戏系统的微处理执行器的框图。7 is a block diagram of a microprocessor actuator of a video game system according to one embodiment of the present invention.

具体实施方式Detailed ways

尽管以下的详细描述为了说明的目的包含许多特定的细节,本领域任何普通技术人员可以理解,对下面的细节的变化或改变是在本发明的范围内。由此,以下所述的本发明的示例性实施例被阐明,但不缺乏普遍性,并且不影响要求保护的发明的范围。Although the following detailed description contains many specific details for purposes of illustration, any person of ordinary skill in the art will appreciate that variations or modifications to the following details are within the scope of the invention. Thus, the exemplary embodiments of the present invention described below are illustrated without lack of generality and without affecting the scope of the claimed invention.

这里描述的多种方法、装置、方案和系统的实施例提供了对用户对整个控制器本体自身的移动、动作和/或操纵的检测、捕获和跟踪。检测到的用户对整个控制器体的移动、动作和/或操纵可以作为控制正在进行的游戏或其它仿真的多个方面的附加命令。Embodiments of the various methods, apparatus, schemes, and systems described herein provide for detection, capture, and tracking of user movements, actions, and/or manipulations of the entire controller body itself. Detected user movements, actions and/or manipulations of the entire controller body may serve as additional commands to control various aspects of an ongoing game or other simulation.

检测和跟踪用户对游戏控制器本体的操纵可以多种方法实现。例如,惯性传感器比如加速度计或陀螺仪,图像捕获单元比如数字摄像机,可以用于计算机娱乐系统,以检测手持控制器本体的动作并将其转换为游戏中的行动。用惯性传感器跟踪控制器的例子已经被描述,例如在美国专利申请号11/382,033,发明名称为“SYSTEM,METHOD,AND APPARATUS FORTHREE-DIMENSIONNAL INPUT CONTROL”(代理号为SCEA06INRT1)中,上述文件通过参考的方式并入本文。用图像捕获器跟踪控制器的例子已经被描述,例如在美国专利申请号11/,382,034,发明名称为“SCHEME FORDETECTING AND TRACKING USER MANIPULATION OF A GAMECONTROLLER BODY”(代理号为SCEA05082US00)中,上述文件通过参考的方式并入本文。此外,控制器和/或用户还可以通过使用麦克风阵列或适当的信号处理在声学上被跟踪。这样的声学跟踪的例子已经在美国专利申请号11/381,721中被描述,其通过参考的方式并入本文。Detecting and tracking user manipulation of the game controller body can be accomplished in a number of ways. For example, inertial sensors, such as accelerometers or gyroscopes, and image capture units, such as digital cameras, can be used in computer entertainment systems to detect movements of the handheld controller body and translate them into in-game actions. Examples of tracking controllers with inertial sensors have been described, for example, in U.S. Patent Application Serial No. 11/382,033, entitled "SYSTEM, METHOD, AND APPARATUS FORTHREE-DIMENSIONNAL INPUT CONTROL" (Attorney No. SCEA06INRT1), which is incorporated by reference way incorporated into this article. Examples of tracking a controller with an image capturer have been described, for example, in U.S. Patent Application No. 11/,382,034, entitled "SCHEME FORDETECTING AND TRACKING USER MANIPULATION OF A GAME CONTROLLER BODY" (Attorney No. SCEA05082US00), which was adopted by incorporated herein by reference. Additionally, the controller and/or user may also be tracked acoustically through the use of a microphone array or appropriate signal processing. An example of such acoustic tracking has been described in US Patent Application No. 11/381,721, which is incorporated herein by reference.

声学传感器、惯性传感器和图像捕获器可以被单独应用或任意组合地使用,以检测控制器的很多不同类型的动作,例如上下移动,扭曲移动,从一边到另一边的移动,急拉移动,棍棒式的移动,突降移动等等。这些动作可以对应于各种不同的命令,以使得上述动作被转换为游戏中的行动。检测和跟踪用户对游戏控制器本体的操纵可以应用于实现多种不同类型的游戏、仿真等,允许用户,例如,参与击剑或光剑战斗,用棍描绘出物品的形状,参与多种不同类型的体育事件,参与屏幕上的战斗或其它遭遇战等等。游戏程序可以被配置来跟踪控制器的动作并从跟踪的动作中识别某种事先记录的姿态。一个或多个上述姿态的识别能触发游戏状态的改变。Acoustic sensors, inertial sensors and image captures can be used alone or in any combination to detect many different types of motion of the controller, such as up and down movement, twist movement, side to side movement, jerk movement, stick Type of movement, sudden drop movement and so on. These actions may correspond to various commands such that the aforementioned actions are translated into in-game actions. Detecting and tracking the user's manipulation of the game controller body can be applied to implement many different types of games, simulations, etc., allowing the user, for example, to engage in fencing or lightsaber combat, to trace the shape of an item with a stick, to participate in many different types of sporting events, participate in on-screen battles or other encounters, and more. The game program can be configured to track the motion of the controller and recognize certain pre-recorded gestures from the tracked motion. Recognition of one or more of the aforementioned gestures can trigger a game state change.

在本发明的实施例中,从上述不同的源获得的控制器路径信息可以在姿态识别的分析之前被混合。来自不同源(例如,声学、惯性和图像捕获)的跟踪数据可以以提高姿态识别可能性的方式来混合。In an embodiment of the present invention, controller path information obtained from the different sources described above may be blended prior to analysis for gesture recognition. Tracking data from different sources (eg, acoustic, inertial, and image capture) can be blended in a way that increases the likelihood of gesture recognition.

参考图1,示出了根据本发明的一个实施例操作的系统100。如图所示,计算机娱乐控制台102可以耦接到电视或其它视频显示器104,以显示视频游戏或其它仿真的图像。游戏或其它仿真可以被存储在插入控制台102中的DVD,CD,闪存,USB存储器或其它存储媒介106中。用户或玩家108操纵游戏控制器110来控制视频游戏或其它仿真。如图2所示,游戏控制器110包括惯性传感器112,其响应于游戏控制器110的位置,动作,方向或方向的改变来产生信号。除了惯性传感器之外,游戏控制器110可包括传统的控制输入装置,例如操纵杆111,按钮113,R1,L1等。Referring to FIG. 1 , there is shown a system 100 operating in accordance with one embodiment of the present invention. As shown, a computer entertainment console 102 may be coupled to a television or other video display 104 for displaying images of a video game or other simulation. The game or other simulation may be stored on a DVD, CD, flash memory, USB memory or other storage medium 106 inserted into the console 102 . A user or player 108 manipulates a game controller 110 to control a video game or other simulation. As shown in FIG. 2 , the game controller 110 includes an inertial sensor 112 that generates a signal in response to the position, motion, direction or change in direction of the game controller 110 . In addition to inertial sensors, game controller 110 may include conventional control input devices such as joystick 111, buttons 113, R1, L1, and the like.

在操作过程中,用户108在物理上移动控制器110。例如,控制器110可以被用户108按任意方向移动,例如上、下、到一边、到另一边、扭曲、滚动、摇动、急拉、突降等等。控制器110自身的上述移动可以被摄像机114检测和捕获,该摄像机114通过按照下文所述的方式分析来自惯性传感器112的信号进行跟踪来实现检测和捕获。During operation, user 108 physically moves controller 110 . For example, the controller 110 may be moved by the user 108 in any direction, such as up, down, side to side, side to side, twisting, rolling, shaking, jerking, dipping, and the like. The aforementioned movement of the controller 110 itself may be detected and captured by the camera 114, which is tracked by analyzing signals from the inertial sensors 112 as described below.

再次参考图1,系统100可选择地包括摄像机或其它视频图像捕获设备114,该设备可以被定位为使得控制器110在摄像机的视场116范围内。对来自图像捕获设备114的图像的分析可以和对来自惯性传感器112的数据的分析一起使用。如图2所示,控制器110可以可选择地被配置为具有光源,例如发光二极管(LED)202,204,206,208,以方便通过视频分析来跟踪。上述装置可被装配到控制器110的本体中。在这里,术语“本体”意思是描述游戏控制器110的手持部分(或佩戴部分,如果游戏控制器是可佩戴的)。Referring again to FIG. 1 , the system 100 optionally includes a video camera or other video image capture device 114 that may be positioned such that the controller 110 is within the field of view 116 of the camera. Analysis of images from image capture device 114 may be used in conjunction with analysis of data from inertial sensors 112 . As shown in FIG. 2, the controller 110 may optionally be configured with light sources, such as light emitting diodes (LEDs) 202, 204, 206, 208, to facilitate tracking by video analysis. The above-mentioned means may be assembled into the body of the controller 110 . Here, the term "body" is meant to describe the handheld portion (or worn portion, if the game controller is wearable) of the game controller 110 .

用于跟踪控制器110的这种视频图像的分析已经被公开,例如在美国专利申请号11/382,034,发明名称为“SCHEME FOR DETECTING AND TRACKINGUSER MANIPULATION OF A GAME CONTROLLER BODY”(代理号为SCEA05082US00),上述文件通过参考的方式并入本文。控制台102可包括声音传感器,例如麦克风阵列118。控制器110也可以包括声音信号产生器210(例如扬声器)来提供声源,使得用麦克风阵列118和适当的声音信号处理来对控制器110的声音跟踪更加便利,例如,在美国专利申请号11/381,724中描述的,上述文件通过参考的方式并入本文。Analysis of such video images for tracking controller 110 has been disclosed, for example, in U.S. Patent Application No. 11/382,034, titled "SCHEME FOR DETECTING AND TRACKINGUSER MANIPULATION OF A GAME CONTROLLER BODY" (Attorney No. SCEA05082US00), The aforementioned documents are incorporated herein by reference. Console 102 may include an acoustic sensor, such as microphone array 118 . Controller 110 may also include an audio signal generator 210 (e.g., a speaker) to provide an audio source to facilitate audio tracking of controller 110 with microphone array 118 and appropriate audio signal processing, e.g., in U.S. Patent Application No. 11 /381,724, which is hereby incorporated by reference.

通常,来自惯性传感器112的信号被用于产生控制器110的位置和方向数据。上述数据可以被用于计算控制器110的移动的许多物理方面,例如控制器沿着任意轴的加速度和速度,控制器的倾斜,俯仰,偏航,翻滚,以及控制器110的任何遥测点。在这里,遥测通常是指远距离测量和报告系统或系统的设计者或操作者感兴趣的信息。Typically, signals from inertial sensors 112 are used to generate position and orientation data for controller 110 . The above data can be used to calculate many physical aspects of the movement of the controller 110, such as the acceleration and velocity of the controller along any axis, the tilt, pitch, yaw, roll of the controller, and any telemetry points of the controller 110. Here, telemetry generally refers to measuring and reporting systems over long distances or information of interest to the designer or operator of the system.

对于控制器110的移动的检测和跟踪能力使得能够确定控制器110是否执行了任何预先定义的移动。也就是说,控制器110特定移动模式或姿态是可以预先定义的,并且可以用作游戏或其它仿真的输入命令。例如,控制器110的向下跳的姿态可以定义为一个命令,控制器110的扭曲姿态可以被定义为另一个命令,控制器110的摇动姿态又可以定义为另一个命令,等等。这样,用户108物理地移动控制器110的方式被用作控制游戏的另一个输入,为用户提供更加刺激和有趣的经历。The ability to detect and track movements of the controller 110 enables a determination of whether the controller 110 has performed any predefined movements. That is, specific movement patterns or gestures of the controller 110 can be pre-defined and can be used as input commands for games or other simulations. For example, a jumping gesture of the controller 110 may be defined as a command, a twisting gesture of the controller 110 may be defined as another command, a shaking gesture of the controller 110 may be defined as another command, and so on. In this way, the way the user 108 physically moves the controller 110 is used as another input to control the game, providing the user with a more exciting and fun experience.

通过例子说明但不仅限于此,惯性传感器112可能是一个加速度计。图3通过如下的形式列举了加速度计300的一个例子:一个简单块302在四个点上与框架304弹性连接,例如通过弹簧306,308,310,312。俯仰(pitch)轴和翻滚(roll)轴(分别由X和Y轴表示)位于横切框架的平面中。偏航(yaw)轴Z在垂直于包含俯仰轴X和翻滚轴Y的平面的方向上。框架304以任何合适的方式装配在控制器110上。当框架304(和操纵杆控制器110)加速和/或旋转时,块302可相对框架304发生移位,弹簧306,308,310,312可依赖于平移和/或旋转加速度的量和方向和/或俯仰和/或翻滚和/或偏航的角度伸长或压缩。块302的位移和/或弹簧306,308,310,312的伸长或压缩能被感应到,例如,采用恰当的传感器314,316,318,320,然后被转换成以已知的或可确定的方式依赖于俯仰和/或翻滚的量加速度的信号。By way of example and not limitation, inertial sensor 112 may be an accelerometer. Figure 3 illustrates an example of an accelerometer 300 in the form of a simple mass 302 elastically connected to a frame 304 at four points, for example via springs 306, 308, 310, 312. Pitch and roll axes (represented by X and Y axes, respectively) lie in planes transverse to the frame. A yaw (yaw) axis Z is in a direction perpendicular to a plane containing a pitch axis X and a roll axis Y. Frame 304 is mounted on controller 110 in any suitable manner. As the frame 304 (and joystick controller 110) accelerates and/or rotates, the mass 302 can be displaced relative to the frame 304, and the springs 306, 308, 310, 312 can depend on the amount and direction of the translational and/or rotational acceleration and and/or pitch and/or roll and/or yaw angle elongation or compression. The displacement of the block 302 and/or the extension or compression of the springs 306, 308, 310, 312 can be sensed, for example, using appropriate sensors 314, 316, 318, 320, and then converted to a known or determinable The way the acceleration signal depends on the amount of pitch and/or roll.

存在多种不同的方式来跟踪块的位置和/或施加到其上的力,包括电阻应变计材料,光传感器,磁传感器,霍耳效应装置,压电装置,电容传感器以及类似装置。本发明的实施例可以包括任意数量和类型或组合类型的传感器。作为示例,但不限于此,传感器314,316,318,320可以是放在块302上方的间隙关闭电极(gap closing electrode)。当块的位置相对于每个电极发生变化时,块和每一个电极之间的电容会发生改变。每一个电极可连接到一个电路,该电路产生关于块302相对于该电极的电容(因此关于块302相对于该电极的接近度)的信号。此外,弹簧306,308,310,312可包括电阻应变计式传感器,产生关于弹簧压缩或伸长的信号。There are a number of different ways to track the position of the block and/or the force applied to it, including resistive strain gauge materials, optical sensors, magnetic sensors, Hall effect devices, piezoelectric devices, capacitive sensors, and the like. Embodiments of the invention may include any number and type or combination of types of sensors. By way of example, but not limitation, sensors 314 , 316 , 318 , 320 may be gap closing electrodes placed above block 302 . As the position of the block changes relative to each electrode, the capacitance between the block and each electrode changes. Each electrode may be connected to a circuit that generates a signal about the capacitance of the block 302 relative to that electrode (and thus about the proximity of the block 302 to that electrode). Additionally, the springs 306, 308, 310, 312 may include resistive strain gauge sensors that generate signals regarding spring compression or elongation.

在一些实施例中,框架304常平架安装(gimbal mounted)到控制器110,使得加速度计300关于俯仰和/或翻滚和/或偏航轴保持固定的方向。在上述方式中,控制器轴X,Y,Z可以直接映射到实际空间中的相应的轴,而不必考虑这些控制器轴关于实际空间坐标轴的倾斜。In some embodiments, frame 304 is gimbal mounted to controller 110 such that accelerometer 300 maintains a fixed orientation about the pitch and/or roll and/or yaw axes. In the manner described above, the controller axes X, Y, Z can be directly mapped to the corresponding axes in the real space without having to consider the inclination of these controller axes with respect to the coordinate axes of the real space.

如上所述,来自惯性,图像捕获和声源的数据可以被分析,以产生跟踪控制器110的位置和/或方向的路径。如图4的框图所示,根据本发明的一个实施例的系统400包括惯性分析器402,图像分析器404和声学分析器406。上述每个分析器都从感应的环境401中接收信号。分析器402,404,406可以用硬件,软件(或固件)或以上两者或更多的某种结合来实现。每个分析器产生关于感兴趣的目标的位置和/或方向的跟踪信息。作为示例,感兴趣的目标可能是上述的控制器110。图像分析器404可结合美国专利申请号11/382,034(代理号SCEA05082US00)公开的方法进行操作,形成下面的关于这些方法的场。惯性分析器402可结合美国专利申请号11/382,033,发明名称为“SYSTEM,METHOD,AND APPARATUS FOR THREE-DIMENSIONAL INPUT CONTROL”(代理号SCEA06INRT1)公开的方法进行操作,形成下面的关于这些方法的场。声学分析器406可采用美国专利申请号11/381,724公开的方法进行操作,形成下面的关于这些方法的场。As described above, data from inertial, image capture, and acoustic sources may be analyzed to generate a path that tracks the position and/or orientation of the controller 110 . As shown in the block diagram of FIG. 4 , a system 400 according to one embodiment of the present invention includes an inertial analyzer 402 , an image analyzer 404 and an acoustic analyzer 406 . Each of the analyzers described above receives a signal from the sensed environment 401 . The analyzers 402, 404, 406 can be implemented by hardware, software (or firmware) or some combination of the above two or more. Each analyzer produces tracking information about the position and/or orientation of an object of interest. As an example, the object of interest may be the controller 110 described above. Image analyzer 404 may operate in conjunction with the methods disclosed in US Patent Application Serial No. 11/382,034 (Attorney No. SCEA05082US00), forming the following field regarding these methods. Inertial analyzer 402 can operate in conjunction with the methods disclosed in U.S. Patent Application No. 11/382,033, titled "SYSTEM, METHOD, AND APPARATUS FOR THREE-DIMENSIONAL INPUT CONTROL" (Attorney No. SCEA06INRT1), forming the following fields about these methods . Acoustic analyzer 406 may operate using the methods disclosed in US Patent Application No. 11/381,724, forming the following fields regarding these methods.

分析器402,404或406可以被认为是与位置和/或方向信息的不同输入通道相关联的。混合器408可以接收多个输入通道,这样的通道可以包含描述感应的环境401的采样数据,典型地是从该通道的观察。由惯性分析器402,图像分析器404和声学分析器406产生的位置和/或方向信息可以被耦接至混合器408的输入中。混合器408和分析器402,404,406可以被游戏软件程序410查询,并可以被配置用来响应于事件中断游戏软件。事件可以包括姿态识别事件,传动改变(gearing change),配置改变,设置噪声级别,设置采样率,改变映射链,等等,它们的例子在下文讨论。混合器408可以结合这里描述的方法来操作,并形成下面的关于这些方法的场。Analyzers 402, 404 or 406 may be considered to be associated with different input channels of position and/or orientation information. Mixer 408 may receive multiple input channels, such channels may contain sampled data describing sensed environment 401, typically observations from that channel. The position and/or orientation information generated by inertial analyzer 402 , image analyzer 404 and acoustic analyzer 406 may be coupled into an input of mixer 408 . Mixer 408 and analyzers 402, 404, 406 may be queried by gaming software program 410 and may be configured to interrupt gaming software in response to events. Events may include gesture recognition events, gearing changes, configuration changes, setting noise levels, setting sample rates, changing mapping chains, etc., examples of which are discussed below. Mixer 408 may operate in conjunction with the methods described herein and form the following fields regarding these methods.

如上所述,来自不同输入通道,例如惯性传感器,视频图像和/或声学传感器的信号能被惯性分析器402,图像分析器404和声学分析器406分别分析,以根据发明的方法在进行视频游戏的过程中确定控制器110的动作和/或方向。上述方法可以实现为存储在处理器可读介质中并在数字处理器上执行的一系列处理器可执行程序代码指令。例如,如图5A所示,视频游戏系统100可以包括在控制台102上,控制台102具有或者由硬件或者由软件实现的惯性分析器402,图像分析器404和声学分析器406。作为示例,分析器402,404,406可以实现为运行在合适的处理器单元502上的软件指令。作为示例,处理器单元502可以是数字处理器,例如在视频游戏控制台中通常使用的类型的微处理器。指令的一部分可存储在存储器506中。可选的,惯性分析器402,图像分析器404和声学分析器406可以采用硬件实现,例如作为特定用途集成电路(ASIC)。这样的分析器硬件可位于控制器110或控制台102上,或可远程地位于别处。在硬件实现中,分析器402,404,406可以是可响应于外部信号编程的,外部信号例如,来自于处理器502,或其它位于远程的源,例如通过USB缆线,无线连接或在网络上连接的。As mentioned above, signals from different input channels, such as inertial sensors, video imagery and/or acoustic sensors, can be analyzed by inertial analyzer 402, image analyzer 404 and acoustic analyzer 406, respectively, to play video games according to the inventive method. The action and/or direction of the controller 110 is determined during the process. The methods described above can be implemented as a series of processor-executable program code instructions stored on a processor-readable medium and executed on a digital processor. For example, as shown in FIG. 5A , a video game system 100 may be included on a console 102 having an inertial analyzer 402 , an image analyzer 404 and an acoustic analyzer 406 implemented either in hardware or in software. As an example, analyzers 402 , 404 , 406 may be implemented as software instructions running on a suitable processor unit 502 . As an example, processor unit 502 may be a digital processor, such as a microprocessor of the type commonly used in video game consoles. A portion of the instructions may be stored in memory 506 . Optionally, the inertial analyzer 402, the image analyzer 404 and the acoustic analyzer 406 may be implemented by hardware, such as application-specific integrated circuits (ASICs). Such analyzer hardware may be located on controller 110 or console 102, or may be located remotely elsewhere. In a hardware implementation, the analyzers 402, 404, 406 may be programmable in response to external signals, e.g., from the processor 502, or other remotely located sources, e.g. connected on.

惯性分析器402可以包括或执行对惯性传感器112产生的信号进行分析、并利用关于控制器110的位置和/或方向的信息的指令。同样的,图像分析器404可执行对图像捕获单元114捕获到的图像进行分析的指令。此外,声学分析器可执行对麦克风阵列118捕获到的图像进行分析的指令。如图5B的流程图510所示,上述信号和/或图像可以被分析器402,404,406接收,如块512示出的。上述信号和/或图像可被分析器402,404,406分析,以确定关于控制器110的位置和/或方向的惯性跟踪信息403,图像跟踪信息405和声学跟踪信息407,如块514示出的。跟踪信息403,405,407可以与一个或多个自由度有关。优选地六个自由度被跟踪,以描述控制器110或其它跟踪目标的操纵。这种自由度可能涉及控制器倾斜,偏航,翻滚和沿着x,y和z-轴的位置,速度或加速度。Inertial analyzer 402 may include or execute instructions for analyzing signals generated by inertial sensors 112 and utilizing information regarding the position and/or orientation of controller 110 . Likewise, the image analyzer 404 can execute instructions for analyzing the images captured by the image capture unit 114 . Additionally, the acoustic analyzer may execute instructions to analyze images captured by the microphone array 118 . As shown in flowchart 510 of FIG. 5B , the aforementioned signals and/or images may be received by analyzers 402 , 404 , 406 , as shown in block 512 . The aforementioned signals and/or images may be analyzed by analyzers 402, 404, 406 to determine inertial tracking information 403, image tracking information 405, and acoustic tracking information 407 regarding the position and/or orientation of controller 110, as shown in block 514 of. Tracking information 403, 405, 407 may relate to one or more degrees of freedom. Preferably six degrees of freedom are tracked to describe the manipulation of the controller 110 or other tracked object. Such degrees of freedom may involve controller pitch, yaw, roll and position, velocity or acceleration along the x, y and z-axes.

如块516所示,混合器408混合惯性信息403,图像信息405和声学信息407,以产生改进的位置和/或方向信息409。作为示例,混合器408可以基于游戏或环境条件,对惯性,图像和声学跟踪信息403,405,407采用不同权重,然后取加权平均。此外,混合器408可以包含自己的混合分析器412,用来分析组合的位置/方向信息,并且产生涉及其它分析器产生的信息的组合的,自己的结果“混合器”信息。Mixer 408 mixes inertial information 403 , image information 405 and acoustic information 407 to produce improved position and/or orientation information 409 as indicated by block 516 . As an example, the mixer 408 may apply different weights to the inertial, image and acoustic tracking information 403, 405, 407 based on game or environmental conditions and then take a weighted average. Additionally, mixer 408 may contain its own hybrid analyzer 412 for analyzing the combined position/orientation information and producing its own resulting "mixer" information that is combined with information produced by other analyzers.

在本发明的一个实施例中,混合器408可分配分布值给来自分析器402,404,406的跟踪信息403,405,407。如上所述,输入控制数据的某些集合可以被平均。然而在本实施例中,输入控制数据在取平均之前被分配一个值,由此来自某些分析器的输入控制数据比来自其它的在分析上更加重要。In one embodiment of the invention, mixer 408 may assign distribution values to trace information 403 , 405 , 407 from analyzers 402 , 404 , 406 . As mentioned above, certain sets of input control data can be averaged. In this embodiment, however, input control data is assigned a value prior to averaging, whereby input control data from some analyzers is more analytically important than from others.

混合器408可以在当前系统的上下文中采用很多功能,包括观测,校正,稳定,推导,组合,路由,混合,报告,缓冲,中断其它处理和分析。上述功能可关于从一个或多个分析器402,404,406接收到的跟踪信息403,405,407来执行。每一个分析器402,404,406可以接收和/或推导特定的跟踪信息,而混合器408可以被实现为,优化对接收到的跟踪信息403,405,407的使用,并产生改进的跟踪信息409。Mixer 408 can employ many functions in the context of the current system, including observing, correcting, stabilizing, deriving, combining, routing, blending, reporting, buffering, interrupting other processing and analysis. The functions described above may be performed with respect to trace information 403 , 405 , 407 received from one or more analyzers 402 , 404 , 406 . Each analyzer 402, 404, 406 can receive and/or derive specific trace information, and the mixer 408 can be implemented to optimize the use of the received trace information 403, 405, 407 and produce improved trace information 409.

分析器402,404,406和混合器408被优选地配置为提供具有类似输出格式的跟踪信息。来自任意分析器元件402,404,406的跟踪信息参数可以被映射到分析器中的一个单独参数。可选地,混合器408可以通过处理来自一个或多个分析器402,404,406的一个或多个跟踪信息参数,为任意分析器402,404,406形成跟踪信息。混合器可组合从分析器402,404,406获得的相同参数类型的跟踪信息中的两个或多个元素,并/或执行跨这些分析器产生的跟踪信息的多个参数的函数,以建立综合的输出集,该输出集具有从多个输入通道产生的好处。Analyzers 402, 404, 406 and mixer 408 are preferably configured to provide trace information in a similar output format. A trace information parameter from any analyzer element 402, 404, 406 can be mapped to a single parameter in the analyzer. Optionally, mixer 408 may form trace information for any analyzer 402 , 404 , 406 by processing one or more trace information parameters from one or more analyzers 402 , 404 , 406 . A mixer may combine two or more elements of traces of the same parameter type obtained from analyzers 402, 404, 406 and/or perform functions across multiple parameters of traces produced by these analyzers to create A comprehensive output set that has the benefit of being generated from multiple input channels.

改进的跟踪信息409可以在用系统100玩视频游戏的过程中被应用,如块518所示。在某些实施例中,游戏进行过程中可以与用户108做出的姿态相关地使用位置和/或方向信息。在一些实施例中,混合器408可以和姿态识别器505一起操作,以将游戏环境中的至少一个行动和来自用户的一个或多个用户动作(例如,空间中对控制器的操纵)相关联。Improved tracking information 409 may be applied during video game play with system 100 , as shown at block 518 . In some embodiments, position and/or orientation information may be used during game play in relation to gestures made by the user 108 . In some embodiments, mixer 408 may operate with gesture recognizer 505 to associate at least one action in the gaming environment with one or more user actions from the user (e.g., manipulation of a controller in space) .

如图5C中的流程图520所示,控制器110的路径可以使用位置和/或方向信息来跟踪,如块522所示。作为示例,但不限于此,路径可包括代表控制器的质心关于某坐标系的位置的点的集合。每个位置点可以由一个或多个坐标表示,例如在笛卡尔坐标系中的X,Y和Z坐标。时间可和路径上的每个点相关联,从而可以监视路径的形状和控制器沿着路径的行进。此外,点集中的每个点可和代表控制器的方向的数据相关联,代表方向的数据例如,控制器关于其质心的一个或多个旋转角。另外,路径上的每个点可和控制器的质心的速度和加速度的值,以及控制器关于其质心的角旋转的速率和角加速度相关联。As shown in flowchart 520 in FIG. 5C , the path of controller 110 may be tracked using position and/or orientation information, as shown in block 522 . By way of example, but not limitation, a path may include a set of points representing the position of the controller's center of mass with respect to some coordinate system. Each location point can be represented by one or more coordinates, such as X, Y and Z coordinates in a Cartesian coordinate system. Time can be associated with each point on the path so that the shape of the path and the progress of the controller along the path can be monitored. Additionally, each point in the set of points may be associated with data representing the orientation of the controller, eg, one or more rotation angles of the controller about its center of mass. Additionally, each point on the path may be associated with values of the velocity and acceleration of the controller's center of mass, as well as the rate and angular acceleration of the controller's angular rotation about its center of mass.

如块524所示,跟踪的路径可和一个或多个存储的路径相比较,存储的路径对应于已知的和/或预先记录的姿态508,姿态508和正在进行的视频游戏的上下文相关。识别器505可被配置为识别用户或处理音频鉴定姿态等等。例如,用户可以通过姿态被识别器505识别,并且姿态可以特定于用户。上述特定姿态可被记录和包含在存储在存储器506中的预先记录姿态508中。记录过程可以选择性地存储姿态记录过程中产生的声音。感应的环境被采样到多通道分析器并被处理。处理器可参考姿态模型,以基于声音或声学模式确定和鉴定和/或识别用户或目标,并达到很高的精确度和性能。As indicated at block 524, the tracked path may be compared to one or more stored paths corresponding to known and/or pre-recorded gestures 508 associated with the context of the ongoing video game. Recognizer 505 may be configured to recognize a user or process audio authentication gestures, among other things. For example, a user may be recognized by recognizer 505 through a gesture, and the gesture may be specific to the user. The particular gestures described above may be recorded and included in pre-recorded gestures 508 stored in memory 506 . The recording process can optionally store the sounds produced during the attitude recording process. The sensed environment is sampled to a multi-channel analyzer and processed. The processor may refer to the attitude model to determine and identify and/or identify a user or target based on sound or acoustic patterns with a high degree of accuracy and performance.

如图5A所示,代表姿态的数据508可以被存储在存储器506中。姿态的例子包括以下几种,但不限于此,例如,投掷目标如球,摆动目标如棒或高尔夫球杆,泵手泵,开或关门或窗,转动方向盘或其它车辆控制,武术的动作例如拳打,打磨移动,上蜡除蜡(wax on wax off),粉刷房屋,摇动,颤动(rattle),翻滚,橄榄球投掷(football pitch),拧旋钮移动,3D MOUSE移动,卷动移动,已知姿态的移动,任何可记录的移动,沿着任何向量来回移动,即给轮胎打气但沿着空间中的任意方向,沿着一路径的移动,具有精确的停止和开始时间的移动,在固有噪声水平、样条(spline)等之内可记录,跟踪和重复的任何基于时间的用户操纵。这些姿态中的每一种可从路径数据被预先记录,并存储为基于时间的模型。路径和已存储姿态的比较可以稳定状态的假设开始,如果路径偏离稳定状态,路径可以通过消除处理来与已存储姿态比较。如果在块526没有匹配,分析器可继续在块522跟踪控制器110的路径。如果路径(或者路径的一部分)与已存储姿态之间有充分的匹配,游戏状态可被改变,如块528所示。游戏状态的改变可包括但不限于,中断,发送控制信号,改变变量等等。As shown in FIG. 5A , data 508 representative of gestures may be stored in memory 506 . Examples of gestures include, but are not limited to, throwing a target such as a ball, swinging a target such as a club or golf club, pumping a hand pump, opening or closing a door or window, turning a steering wheel or other vehicle control, martial arts actions such as Punch, sanding move, wax on wax off, paint house, shake, rattle, roll, football pitch, knob move, 3D MOUSE move, roll move, known Attitude movement, any recordable movement, moving back and forth along any vector, i.e. pumping tires but in any direction in space, movement along a path, movement with precise stop and start times, in intrinsic noise Any time-based user manipulation within levels, splines, etc. can be recorded, tracked and repeated. Each of these poses can be pre-recorded from path data and stored as a time-based model. The comparison of the path to the stored pose can start with the assumption of a steady state, and if the path deviates from the steady state, the path can be compared to the stored pose through a process of elimination. If there is no match at block 526 , the analyzer may continue to trace the path of the controller 110 at block 522 . If there is a sufficient match between the path (or a portion of the path) and the stored pose, the game state may be changed, as indicated by block 528 . Game state changes may include, but are not limited to, interrupting, sending control signals, changing variables, and the like.

这里是一个可能发生的例子。在确定控制器110已经离开稳定状态时,路径分析器402,404,406或412跟踪控制器110的移动。只要控制器110的路径和已存储姿态模型508中定义的路径一致,这些姿态是可能的“命中”。如果控制器110的路径(在噪声容限设置内)偏离任何姿态模型508,这个姿态模型被从命中列表中删除。每个姿态参考模型包括其中记录姿态的时间基础。分析器402,404,406,或412在恰当的时间索引点比较控制器路径数据和已存储姿态508。稳定状态条件的发生复位时钟。当偏离稳定状态(即,当在噪声门限外跟踪到移动时),命中列表被加入所有潜在可能姿态模型。时钟启动,并且控制器的移动与命中列表比较。再次地,比较是经过时间的行进。如果命中列表中任何姿态达到该姿态的结束,那么它是一次命中。Here is an example of what might happen. Path analyzer 402, 404, 406, or 412 tracks the movement of controller 110 upon determining that controller 110 has left a steady state. These poses are possible "hits" as long as the path of the controller 110 is consistent with the path defined in the stored pose model 508 . If the path of the controller 110 deviates (within the noise tolerance setting) from any pose model 508, that pose model is removed from the hit list. Each pose reference model includes a temporal basis in which the pose is recorded. The analyzer 402, 404, 406, or 412 compares the controller path data with the stored pose 508 at the appropriate time index point. Occurrence of a steady-state condition resets the clock. When deviating from steady state (ie, when movement is tracked outside the noise threshold), the hit list is added to all potential pose models. The clock is started and the controller's moves are compared to the hit list. Again, comparison is a progression through time. If any pose in the hit list reaches the end of that pose, then it's a hit.

在某些实施例中,当某些事件发生时,混合器408和/或单个的分析器402,404,406,412可通知游戏程序。这类事件的举例包括如下:In some embodiments, the mixer 408 and/or the individual analyzers 402, 404, 406, 412 may notify the game program when certain events occur. Examples of such events include the following:

到达零-加速度点中断(X和/或Y和/或Z轴)。在某些游戏情况下当控制器的加速度在拐折点变化时,分析器可通知或中断游戏程序内的进程。例如,用户108可以使用控制器110控制代表橄榄球仿真比赛中的四分卫的游戏化身。分析器可通过从来自惯性传感器112的信号产生的路径跟踪控制器(代表橄榄球)。控制器110的加速度的特定变化可以表示释放橄榄球。在此点,分析器可触发程序中另一个进程(例如,物理仿真包)来基于控制器在释放点的位置,和/或速度和/或方向仿真橄榄球的轨迹。Reached zero-acceleration point interrupt (X and/or Y and/or Z axis). In certain game situations, when the acceleration of the controller changes at an inflection point, the analyzer can notify or interrupt the process within the game program. For example, user 108 may use controller 110 to control a game avatar representing a quarterback in a simulated football game. The analyzer may follow the controller (representing a football) through a path generated from the signals from the inertial sensors 112 . A particular change in the acceleration of the controller 110 may indicate the release of the football. At this point, the analyzer may trigger another process in the program (eg, a physics simulation package) to simulate the trajectory of the football based on the position of the controller at the release point, and/or the velocity and/or direction.

新姿态识别中断New gesture recognition interrupt

另外,分析器可被一个或多个输入配置。这类输入的例子包括,但不限于:Additionally, analyzers can be configured by one or more inputs. Examples of such input include, but are not limited to:

设置噪声级别(X,Y或Z轴)。噪声级别可以是在分析用户在游戏中手部抖动时的参考容限值。Set the noise level (X, Y or Z axis). The noise level can be a reference tolerance value when analyzing the user's hand shake in the game.

设置采样率。如在此所用,采样率可以指分析器从惯性传感器采样信号的频繁程度。采样率可被设置为过采样或平均信号。Set the sample rate. As used herein, sampling rate may refer to how often an analyzer samples signals from an inertial sensor. The sample rate can be set to oversample or average the signal.

设置传动。如在此所用的,传动通常是指控制器移动与游戏中发生的移动的比率。在视频游戏控制的环境中的此类“传动”的例子可在美国专利申请号11/382,040中找到,申请日为2006年5月7日,(代理号:SONYP058D),上述文件通过参考的方式并入本文。Set up the transmission. As used herein, gear generally refers to the ratio of controller movement to movement occurring in the game. An example of such "actuation" in the context of video game control can be found in U.S. Patent Application Serial No. 11/382,040, filed May 7, 2006, (Attorney Docket No. SONYP058D), which is incorporated by reference Incorporated into this article.

设置映射链。如在此所用,映射链是指姿态模型的映射。姿态模型映射可以对特定的输入通道进行(例如,仅对于从惯性传感器信号产生的路径数据)或对混合器单元中形成的混合通道进行。三个输入通道可以由两个或多个不同的类似惯性分析器402的分析器提供服务。特别的,这些分析器可包括:如此所用的惯性分析器402,在美国专利申请号11/382,034,发明名称为SCHEMEFOR DETECTING AND TRACKING USER MANIPULATION OF A GAMECONTROLLER BODY(代理号SCEA05082US00)中所述的视频分析器,上述文件通过参考的方式并入本文,在美国专利申请号11/381,721中所述的声学分析器,上述文件通过参考的方式并入本文。可以用映射链配置分析器。映射链在玩游戏过程中可以被游戏换出,如同对于分析器和对于混合器的设置也可以被游戏换出那样。Set up mapping chains. As used herein, a map chain refers to a map of pose models. Pose model mapping can be done on specific input channels (eg only for path data generated from inertial sensor signals) or on mixed channels formed in the mixer unit. The three input channels may be served by two or more different analyzers like inertial analyzer 402 . In particular, these analyzers may include: Inertial Analyzer 402 as used herein, Video Analysis as described in U.S. Patent Application Serial No. 11/382,034 entitled SCHEMEFOR DETECTING AND TRACKING USER MANIPULATION OF A GAME CONTROLLER BODY (Attorney No. SCEA05082US00) instrument, which is incorporated herein by reference, and the acoustic analyzer described in US Patent Application No. 11/381,721, which is incorporated herein by reference. Analyzers can be configured with mapping chains. Mapchains can be swapped out by the game during game play, as can settings for the analyzer and for the mixer.

再次参考图5B,块512,本领域技术人员将意识到,有多种方式从惯性传感器112中产生信号。其中一些例子在此已经描述。参考块514,有多种方式分析在块512中产生的传感器信号,以获得关于控制器110的位置和/或方向的跟踪信息。作为例子,但不限于此,跟踪信息可单独或以任意组合包括关于下面的参数的信息,但不限于此。Referring again to FIG. 5B , block 512 , those skilled in the art will appreciate that there are a variety of ways to generate signals from inertial sensors 112 . Some examples of these are described here. Referring to block 514 , there are a number of ways to analyze the sensor signals generated in block 512 to obtain tracking information about the position and/or orientation of the controller 110 . By way of example, but not limitation, the tracking information may include information on the following parameters alone or in any combination, but not limited thereto.

控制器方向。控制器110的方向可表述为相对某参考方向的俯仰,翻滚或偏航角(例如,以弧度)。控制器方向的改变率(例如,角速度或角加速度)也可包含在位置和/或方向信息中。例如,其中惯性传感器112包括陀螺仪传感器,控制器方向信息可以与俯仰,翻滚或偏航角成比例的一个或多个输出值的形式直接获得。Controller orientation. The orientation of the controller 110 may be expressed as a pitch, roll or yaw angle (eg, in radians) relative to some reference orientation. The rate of change of controller orientation (eg, angular velocity or acceleration) may also be included in the position and/or orientation information. For example, where inertial sensors 112 comprise gyroscopic sensors, controller orientation information may be obtained directly in the form of one or more output values proportional to pitch, roll, or yaw angles.

控制器位置(例如,在某参考框架里的控制器110的笛卡尔坐标X,Y,Z)Controller position (e.g., Cartesian coordinates X, Y, Z of controller 110 in some frame of reference)

控制器X-轴速度Controller X-axis speed

控制器Y-轴速度Controller Y-axis speed

控制器Z-轴速度Controller Z-axis speed

控制器X-轴加速度Controller X-axis acceleration

控制器Y-轴加速度Controller Y-axis acceleration

控制器Z-轴加速度Controller Z-axis acceleration

需要注意到,关于位置,速度和加速度,位置和/或方向信息可以用笛卡尔以外的坐标系来表示。例如,柱坐标或球坐标可以用于位置,速度和加速度。关于X,Y,Z轴的加速度信息可以直接从加速度计类型传感器中获得,例如在此所述的。X,Y,Z加速度可以从某个起始时刻开始关于时间积分,来确定X,Y,Z速度的改变。这些速度可以通过将速度改变加到在时间上的初始时刻已知的X-,Y-,Z-速度的值来计算。X,Y,Z速度可以对时间积分来确定控制器的X-,Y-,Z-位移。X-,Y-,Z-位置可以通过将位移加到初始时刻已知的X-,Y-,Z-位置来确定。It should be noted that with respect to position, velocity and acceleration, position and/or orientation information may be expressed in a coordinate system other than Cartesian. For example, cylindrical or spherical coordinates can be used for position, velocity and acceleration. Acceleration information about the X, Y, Z axes can be obtained directly from accelerometer type sensors, such as described herein. X, Y, Z acceleration can be integrated with respect to time from some starting moment to determine the change in X, Y, Z velocity. These velocities can be calculated by adding the velocity change to the known X-, Y-, Z-velocity values at an initial moment in time. X, Y, Z velocity can be integrated with time to determine the X-, Y-, Z-displacement of the controller. The X-, Y-, Z-positions can be determined by adding displacements to the X-, Y-, Z-positions known at the initial time.

稳定状态Y/N-该特定信息指示控制器是否处于稳定状态,其可以被定义为任意位置,其也可以经受改变。在一个优选实施例中,稳定状态位置可为,其中控制器在大致与用户腰部相平的高度被保持在或多或少水平的方向的位置。Steady State Y/N - This specific information indicates whether the controller is in a steady state, which can be defined as any position, which is also subject to change. In a preferred embodiment, the steady state position may be a position in which the controller is held in a more or less horizontal orientation at approximately waist level with the user.

距离上次稳定状态的时间通常是指关于从最后检测到稳定状态(如上所述)后经过了多长的时间期的数据。如前面提到的,该时间的确定可以按实时,处理器周期或采样周期来计算。距离上次稳定状态时间数据时间可能对于关于初始点复位控制器的跟踪,以确保游戏环境中角色或目标映射的精确性,是重要的。该数据可能对于确定可能随后在游戏环境中执行的可用动作/姿态也是重要的(排他地及包含地)。Time to last stable state generally refers to data on how long a period of time has elapsed since a stable state was last detected (as described above). As mentioned earlier, the determination of this time can be calculated in real time, processor cycles or sampling cycles. Time-to-Last Steady State Data The time-to-last-steady-state data time may be important for tracking controller resets with respect to the initial point, to ensure accurate mapping of characters or objects in the game environment. This data may also be important (exclusively and inclusively) for determining available actions/gestures that may then be performed in the gaming environment.

上次识别姿态通常是指姿态识别器505(由硬件或软件实现)最后识别的姿态。上次识别姿态的确认可能对于以下事实重要:之前的姿态可以和随后被识别的可能姿态或在游戏环境中发生其它动作相关。The last recognized gesture generally refers to the last gesture recognized by the gesture recognizer 505 (implemented by hardware or software). Confirmation of the last recognized gesture may be important for the fact that previous gestures may be related to possible gestures that are subsequently recognized or other actions that take place in the game environment.

上次姿态识别时间Last gesture recognition time

上述各输出能被游戏程序或软件在任意时间采样。Each of the above outputs can be sampled at any time by the game program or software.

在本发明的一实施例中,混合器408可为来自分析器402,404,406的跟踪信息403,405,407分配分布值。如上所述,输入控制数据的某些集合可被取平均。然而在本实施例中,输入控制数据在取平均之前被分配一个值,由此来自某些分析器的输入控制数据比来自其它的在分析上更加重要。In an embodiment of the invention, mixer 408 may assign distribution values to trace information 403 , 405 , 407 from analyzers 402 , 404 , 406 . As mentioned above, certain sets of input control data can be averaged. In this embodiment, however, input control data is assigned a value prior to averaging, whereby input control data from some analyzers is more analytically important than from others.

例如,混合器408可能需要关于加速度和稳定状态的跟踪信息。混合器408然后将如上所述地接收跟踪信息403,405,407。跟踪信息可以包括关于例如如上所述的加速度和稳定状态的参数。在对代表上述信息的数据取平均之前,混合器408可以为跟踪信息数据集403,405,407分配分布值。例如,从惯性分析器402获得的x-和y-加速度参数可以值90%加权。然而,从图像分析器406获得的x-和y-加速度数据可以仅10%加权。属于加速度参数的声学分析器跟踪信息407可以0%加权,也就是说该数据没有权值。For example, mixer 408 may require tracking information on acceleration and steady state. The mixer 408 will then receive the tracking information 403, 405, 407 as described above. Tracking information may include parameters regarding, for example, acceleration and steady state as described above. The blender 408 may assign distribution values to the tracking information data sets 403, 405, 407 prior to averaging the data representing the above information. For example, the x- and y-acceleration parameters obtained from inertial analyzer 402 may be weighted by a value of 90%. However, the x- and y-acceleration data obtained from image analyzer 406 may only be 10% weighted. Acoustic analyzer trace information 407 pertaining to acceleration parameters can be weighted 0%, that is to say the data has no weight.

类似地,从惯性分析器402获得的Z-轴跟踪信息参数可以10%加权,而图像分析器Z-轴跟踪信息可以90%加权。声学分析器跟踪信息407可再次以0%值加权,但是来自声学分析器406的稳定状态跟踪信息可以100%加权,同时其它分析器跟踪信息以0%加权。Similarly, the Z-axis tracking information parameters obtained from the inertial analyzer 402 may be weighted 10%, while the image analyzer Z-axis tracking information may be weighted 90%. The acoustic analyzer trace 407 may again be weighted with a 0% value, but the steady state trace from the acoustic analyzer 406 may be weighted at 100%, while the other analyzer traces are weighted at 0%.

在恰当的分布权值被分配之后,输入控制数据可结合权值取平均,以达到加权平均输入控制数据集,该数据集随后被姿态识别器505分析,并且和游戏环境中的特定动作相关联。关联的值可以由混合器408或特定游戏标题预先定义。上述值也可是混合器408确定出来自各分析器的数据的特定特质,并由此进行动态调整的结果,如下进一步讨论的。上述调整也可是建立特定数据何时在特定环境中和/或响应于给定游戏标题的特殊性具有特定的值的历史知识库的结果。After the appropriate distribution weights are assigned, the input control data can be averaged with the weights to arrive at a weighted average input control data set which is then analyzed by gesture recognizer 505 and associated with specific actions in the game environment . The associated values may be predefined by mixer 408 or by a particular game title. The above values may also be the result of mixer 408 determining certain characteristics of the data from each analyzer and dynamically adjusting accordingly, as discussed further below. The adjustments described above may also be the result of establishing a historical knowledge base of when certain data had certain values in certain circumstances and/or in response to specificities of a given game title.

混合器408可以被配置为在游戏进行中动态操作。例如,当混合器408接收到各输入控制数据时,它可以识别出,某数据一直超出可接收的范围或数据质量,或反映了可指示出相关输入装置处的处理错误的坏数据。Mixer 408 may be configured to operate dynamically during game play. For example, when the mixer 408 receives input control data, it may recognize that certain data has been out of acceptable range or data quality, or reflect bad data which may indicate a processing error at the associated input device.

此外,在现实环境中的某些条件可能改变。例如,用户的在家游戏环境中的自然光从早上到下午可能会增强,引起图象数据捕获出现问题。此外,邻居或家人可能随着一天的进行变得吵闹,引起声音数据捕获出现问题。类似的,如果用户持续玩了几个小时,他们的反应可能变得不太敏捷,引起惯性数据的解释出现问题。Also, certain conditions may change in real-world environments. For example, the natural light in a user's home gaming environment may increase from morning to afternoon, causing problems with image data capture. Additionally, neighbors or family members may become rowdy as the day progresses, causing problems with sound data capture. Similarly, if users continue to play for several hours, their reflexes may become less responsive, causing problems in the interpretation of inertial data.

在这些例子中,或在其中特定形式的输入控制数据的质量是可怀疑的任意其它例子中,混合器408可以为来自特定装置的特定数据集动态重新分配分布权值,使得更多或更少的重要性被赋给如上所述的特定的输入控制数据。类似地,游戏环境可能在游戏过程中改变,其中特定游戏的需求改变,从而需要为特定的输入控制数据重新分配权值或者需要。In these examples, or in any other example where the quality of a particular form of input control data is questionable, mixer 408 may dynamically reassign distribution weights for particular data sets from particular devices such that more or less The importance of is assigned to specific input control data as described above. Similarly, the game environment may change during the course of a game where the requirements of a particular game change requiring reassignment of weights or needs for particular input control data.

类似地,混合器408能基于可由姿态识别器505产生的处理错误或反馈数据识别出,正在传递给姿态识别器505的某数据正被错误地处理、缓慢地处理,或完全没有处理。响应于该反馈或识别到这些处理困难(例如,尽管图像分析数据在可接受的范围内,当姿态识别器505进行关联时发生错误),混合器408可调整从哪个分析器,以及如果可能的话什么时候,寻求哪个输入控制数据。混合器408还可要求在输入控制数据传送到会再次处理数据(例如,对数据取平均)的混合器408之前,由合适的分析器对输入控制数据进行特定的分析和处理,从而得到更多一层的保证,使得传送到姿态识别器505的数据将被有效和适当地处理。Similarly, mixer 408 can identify based on processing errors or feedback data that may be generated by gesture recognizer 505 that some data being passed to gesture recognizer 505 is being processed incorrectly, slowly, or not at all. In response to this feedback or identifying these processing difficulties (e.g., an error occurred when gesture recognizer 505 made the association although the image analysis data was within acceptable limits), mixer 408 may adjust which analyzer to use from, and if possible When, which input to seek control data. The mixer 408 may also require specific analysis and processing of the input control data by a suitable analyzer before it is passed to the mixer 408 where the data will be processed again (e.g., averaging the data) to obtain more One layer of assurance that the data passed to gesture recognizer 505 will be efficiently and properly processed.

在一些实施例中,混合器408能识别出,某数据是坏的、无效的、或在特定的变量之外的,并能访问特定输入控制数据或与该数据相关的变量,使得它可替换不正确的数据,或者适当地分析和计算关于必需的变量的特定数据。In some embodiments, mixer 408 can recognize that certain data is bad, invalid, or outside of a particular variable, and can access specific input control data or variables associated with that data, making it replaceable Incorrect data, or specific data on required variables to properly analyze and calculate.

根据本发明的实施例,视频游戏系统和上述类型的方法可以如图6中描述的那样实现。视频游戏系统600可以包括处理器601和存储器602(比如RAM、DRAM、ROM等等)。另外,视频游戏系统600可以具有多个处理器601,如果要执行并行处理的话。存储器602包括数据和游戏程序代码604,其可以包括如上述地配置的各部分。特别地,存储器602可以包括惯性信号数据606,该惯性信号数据606可以包括上述存储的控制器路径信息。存储器602也可以包含存储的姿态数据608,比如代表与游戏程序604相关的一个或多个姿态的数据。在处理器602上执行的编码的指令可以实现可以如上所述地配置和工作的多输入混合器605。According to an embodiment of the present invention, a video game system and method of the type described above may be implemented as described in FIG. 6 . Video game system 600 may include processor 601 and memory 602 (such as RAM, DRAM, ROM, etc.). Additionally, video game system 600 may have multiple processors 601 if parallel processing is to be performed. Memory 602 includes data and game program code 604, which may include portions configured as described above. In particular, memory 602 may include inertial signal data 606, which may include the stored controller path information described above. Memory 602 may also contain stored gesture data 608 , such as data representing one or more gestures associated with game program 604 . The encoded instructions executing on the processor 602 may implement a multi-input mixer 605 that may be configured and operated as described above.

系统600也可以包括众所周知的支持功能610,比如输入/输出(I/O)元件611,电源(P/S)612,时钟(CLK)613和缓存614。设备600可以可选地包括大容量存储装置615,比如磁盘驱动器,CD-ROM驱动器,磁带驱动器等来存储程序和/或数据。控制器也可以可选地包括显示单元616以及用户接口单元618,以方便在控制器600和用户之间交互。显示单元616可以是显示文本,数字,图形符号或图像的阴极射线管(CRT)或平板屏幕的形式。用户接口618可以包括键盘,鼠标,操纵杆,光笔或其它装置。另外,用户接口618可以包括麦克风,摄像机或其它信号转换装置,以提供对要分析的信号的直接捕捉。处理器601,存储器602和系统600的其它组件可以通过如图6所示的系统总线620相互交换信号(比如代码指令和数据)。System 600 may also include well-known support functions 610 such as input/output (I/O) elements 611 , power supplies (P/S) 612 , clocks (CLK) 613 and buffers 614 . Device 600 may optionally include a mass storage device 615, such as a magnetic disk drive, CD-ROM drive, tape drive, etc., to store programs and/or data. The controller may also optionally include a display unit 616 and a user interface unit 618 to facilitate interaction between the controller 600 and the user. The display unit 616 may be in the form of a cathode ray tube (CRT) or a flat screen displaying text, numbers, graphic symbols or images. User interface 618 may include a keyboard, mouse, joystick, light pen, or other device. Additionally, user interface 618 may include a microphone, video camera, or other signal conversion device to provide direct capture of the signal to be analyzed. The processor 601, the memory 602 and other components of the system 600 can exchange signals (such as code instructions and data) with each other through the system bus 620 shown in FIG. 6 .

麦克风阵列622可以通过I/O功能611耦接到系统600。麦克风阵列可以包括大约2到8个麦克风,优选地大约4个麦克风,相邻的麦克风相隔的距离小于大约4厘米,优选的在大约1到2厘米之间。优选地,阵列622中的麦克风是全向麦克风。可选的图像捕获单元623(比如数字摄像机)可以通过I/O功能611耦接到设备600。机械地耦接到摄像机的一个或多个瞄准致动器625可以通过I/O功能611与处理器601交换信号。Microphone array 622 may be coupled to system 600 through I/O function 611 . The microphone array may comprise about 2 to 8 microphones, preferably about 4 microphones, with adjacent microphones separated by a distance of less than about 4 cm, preferably between about 1 and 2 cm. Preferably, the microphones in array 622 are omnidirectional microphones. An optional image capture unit 623 , such as a digital video camera, may be coupled to device 600 through I/O functionality 611 . One or more aiming actuators 625 mechanically coupled to the camera may exchange signals with processor 601 through I/O function 611 .

如这里所用到的,术语I/O一般指向或从系统600传递数据,以及向或从外围设备传递数据的任何程序、操作或设备。每一次数据传递可以被看作从一个设备的输出以及到另外一个设备的输入。外围设备包括仅输入的设备,比如键盘和鼠标,仅输出的设备,比如打印机,以及像可写CD-ROM那样既能输入又能输出的设备。术语“外围设备”既包括外部设备,比如鼠标、键盘、打印机、监控器、麦克风、游戏控制器、摄像机、外部压缩驱动器或扫描仪,也包括内部设备,比如CD-ROM驱动器、CD-R驱动器或内部调制解调器或其它外围设备,比如闪存读/写器,硬盘驱动器。As used herein, the term I/O refers generally to any program, operation or device that transfers data to or from system 600, as well as to or from peripheral devices. Each data transfer can be viewed as an output from one device and an input to another. Peripherals include input-only devices, such as keyboards and mice, output-only devices, such as printers, and devices that can both input and output, such as writable CD-ROMs. The term "peripheral device" includes both external devices, such as a mouse, keyboard, printer, monitor, microphone, game controller, video camera, external compact drive, or scanner, and internal devices, such as a CD-ROM drive, CD-R drive Or internal modem or other peripherals like flash reader/writer, hard drive.

在本发明的某些实施例中,设备600可以是一个视频游戏单元,其可以包括经由I/O功能611通过有线(比如USB电缆)或无线方式耦接到处理器的控制器630。控制器630可以具有模拟操纵杆控制631和传统按钮633,提供在玩视频游戏期间常用的控制信号。这种视频游戏可以被实现为来自程序604的处理器可读数据和/或指令,其可以储存在存储器602或其它处理器可读媒介上,比如与大容量存储器615相联系的一个。In some embodiments of the invention, device 600 may be a video game unit, which may include controller 630 coupled to the processor via I/O function 611 either by wire (such as a USB cable) or wirelessly. Controller 630 may have an analog joystick control 631 and conventional buttons 633, providing control signals commonly used during video game play. Such video games may be implemented as processor-readable data and/or instructions from program 604 , which may be stored in memory 602 or other processor-readable media, such as one associated with mass storage 615 .

操纵杆控制631一般可以被配置为使得向左或向右移动控制杆产生沿X轴移动的信号,向前(上)或向后(下)移动它产生沿Y轴移动的信号。在为三维运动配置的操纵杆中,向左(逆时针)或向右(顺时针)扭动操纵杆可以产生沿Z轴移动的信号。这三个轴-X、Y和Z-通常分别被称为翻滚、俯仰和偏航,特别是关于飞行器。Joystick control 631 may generally be configured such that moving the joystick left or right produces a signal for movement along the X-axis, and moving it forward (up) or backward (down) produces a signal for movement along the Y-axis. In a joystick configured for three-dimensional motion, twisting the joystick left (counterclockwise) or right (clockwise) produces a signal that moves along the Z axis. These three axes - X, Y and Z - are commonly referred to as roll, pitch and yaw respectively, especially with regard to aircraft.

除了传统的特性外,控制器630可以包括一个或多个惯性传感器632,所述惯性传感器632可以通过惯性信号给处理器601提供位置和/或方向信息。方向信息可以包括角度信息比如控制器630的俯仰、翻滚或偏航。通过例子,惯性传感器632可以包括任意数量的加速度计、陀螺仪或倾斜传感器和/或它们的组合。在一个优选实施例中,惯性传感器632包括倾斜传感器,适于感应操纵杆控制器关于俯仰和翻滚轴的方向;第一加速度计,适于感应沿着偏航轴的加速度;以及第二加速度计,适于感应关于偏航轴的角加速度。加速度计可以被实现为,比如MEMS装置,该装置包括通过一个或多个弹簧安装的块,具有用于感应块相对于一个或多个方向的位移的传感器。来自传感器的依赖于块的位移的信号可以用于确定操纵杆控制器630的加速度。这种技术可以通过可存储在存储器602上并由处理器601执行的游戏程序604中的指令来实现。In addition to conventional features, controller 630 may include one or more inertial sensors 632 that may provide position and/or orientation information to processor 601 via inertial signals. The orientation information may include angular information such as pitch, roll or yaw of the controller 630 . By way of example, inertial sensors 632 may include any number and/or combination of accelerometers, gyroscopes, or tilt sensors. In a preferred embodiment, inertial sensors 632 include a tilt sensor adapted to sense the orientation of the joystick controller about the pitch and roll axes; a first accelerometer adapted to sense acceleration along the yaw axis; and a second accelerometer , suitable for sensing angular acceleration about the yaw axis. An accelerometer may be implemented, for example, as a MEMS device comprising a mass mounted by one or more springs, with sensors for sensing displacement of the mass relative to one or more directions. The mass displacement dependent signal from the sensor can be used to determine the acceleration of the joystick controller 630 . This technique can be implemented by instructions in a game program 604 that can be stored on the memory 602 and executed by the processor 601 .

通过例子,适于作为惯性传感器632的加速度计可以是一个简单块,其弹性地在三个或四个点耦接到框架,比如通过弹簧。俯仰轴和翻滚轴位于与该框架相交的一个平面中,该框架被装配到操纵杆控制器630上。当该框架(以及操纵杆控制器630)绕着俯仰轴和翻滚轴旋转时,块会在重力的影响下位移,且弹簧将会以依赖于俯仰和/或翻滚角的方式拉长或压缩。块的位移可以被感应到并转换成依赖于俯仰和/或翻滚的量的信号。关于偏航轴的角加速度或沿着偏航轴的线性加速度也可以产生弹簧压缩和/或拉长的特征模式或者块的移动,该移动可以被感应到并转换成依赖于角或线性加速度的量的信号。这样的加速度计装置可以通过跟踪块的移动或弹簧的压缩和扩张力,来测量关于偏航轴的俯仰、翻滚角加速度以及沿着偏航轴的的线性加速度。存在很多种不同的方法来跟踪块的位置和/或施加在它上面的力,包括电阻应变计量材料、光传感器、磁传感器、霍尔效应装置、压电装置、电容性传感器等等。By way of example, an accelerometer suitable as inertial sensor 632 could be a simple mass elastically coupled to the frame at three or four points, such as by springs. The pitch and roll axes lie in a plane that intersects the frame that is mounted to the joystick controller 630 . As the frame (and joystick controller 630) rotates about the pitch and roll axes, the mass will displace under the influence of gravity and the spring will elongate or compress in a manner dependent on the pitch and/or roll angle. The displacement of the mass can be sensed and converted into a signal dependent on the amount of pitch and/or roll. Angular acceleration about the yaw axis or linear acceleration along the yaw axis can also produce characteristic modes of spring compression and/or elongation or movement of the mass which can be sensed and converted into angular or linear acceleration dependent amount of signal. Such an accelerometer arrangement can measure pitch, roll angular acceleration about the yaw axis, and linear acceleration along the yaw axis by tracking mass movement or spring compression and expansion forces. There are many different ways to track the position of the block and/or the force exerted on it, including resistive strain gauge materials, optical sensors, magnetic sensors, Hall effect devices, piezoelectric devices, capacitive sensors, and the like.

另外,操纵杆控制器630可以包括一个或多个光源634,比如发光二极管(LED)。光源634可以用于将一个控制器与其它控制器区分开来。例如,一个或多个LED可以通过闪烁或保持一种LED模式编码来实现这个目标。通过举例,5个LED可以以直线或二维的模式在操纵杆控制器630上提供。尽管直线排列LED是优选方式,LED可以可选地,被排列成矩形的模式或弓形的模式,以在分析图像捕获单元623获得的LED模式的图像时,方便确定LED阵列的图像平面。此外,LED模式编码也可以用于在玩游戏期间确定操纵杆控制器630的定位。例如,LED可以帮助识别控制器的俯仰、偏航和翻滚。这个检测模式可以帮助在游戏中提供更好的用户感受,比如飞行器飞行游戏等等。图像捕获单元623可以捕捉包含操纵杆控制器630和光源634的图像。分析这些图像可以确定操纵杆控制器的位置和/或方向。这些分析可以通过存储在存储器602中并被处理器601执行的程序代码指令604来实现。为了方便图像捕获单元623捕获光源634的图像,光源634可以被放置于操纵杆控制器630的两个或更多个不同的侧面,比如前面和后面(如虚线所示)。这种放置允许图像捕获单元623针对取决于用户怎样握操纵杆控制器630的、操纵杆控制器630的不同方向,获得光源634的图像。Additionally, joystick controller 630 may include one or more light sources 634, such as light emitting diodes (LEDs). Light source 634 may be used to distinguish one controller from the other. For example, one or more LEDs can be coded to achieve this by blinking or holding on to an LED pattern. By way of example, 5 LEDs may be provided on the joystick controller 630 in a linear or two-dimensional pattern. Although a linear arrangement of LEDs is preferred, the LEDs may alternatively be arranged in a rectangular pattern or an arcuate pattern to facilitate determining the image plane of the LED array when analyzing images of the LED pattern obtained by the image capture unit 623 . Additionally, the LED pattern code may also be used to determine the positioning of the joystick controller 630 during game play. For example, LEDs can help identify the controller's pitch, yaw, and roll. This detection mode can help provide a better user experience in games, such as aircraft flying games and so on. Image capture unit 623 may capture an image including joystick controller 630 and light source 634 . Analysis of these images can determine the position and/or orientation of the joystick controller. These analyzes may be implemented by program code instructions 604 stored in memory 602 and executed by processor 601 . In order to facilitate the image capturing unit 623 to capture the image of the light source 634, the light source 634 may be placed on two or more different sides of the joystick controller 630, such as the front and the rear (shown as dotted lines). This placement allows image capture unit 623 to obtain images of light source 634 for different orientations of joystick controller 630 depending on how the user holds joystick controller 630 .

另外,光源634可以给处理器601提供遥测信号,比如,以脉冲编码,幅度调制或频率调制的形式。这种遥测信号可以指示操纵杆的哪些按钮正被按下和/或这些按钮被按到何种程度。遥测信号可以被编码成光信号,比如,通过脉冲编码,脉冲宽度调制,频率调制或光强度(幅度)调制。处理器601可以从光信号中解码出遥测信号,并响应于解码的遥测信号执行游戏命令。遥测信号可以通过分析图像捕获单元623获得的操纵杆控制器630的图像而被解码。可选地,设备600可以包括单独的光传感器,专门用于从光源634接收遥测信号。在与计算机程序接口中结合确定亮度量使用LED,在,比如,Richard L.Marks etal.的,题为“Computer Image and Audio processing of Intensity and Input Devices forInterfacing With A Computer Program”(Attorney Docket No.SONYP052)的,2006年5月4日申请的美国专利申请号11/429,414中被描述,其全部内容通过引用的方式被合并到这里。另外,分析包含光源634的图像既可以被用于遥测也可以被用于确定操纵杆控制器630的位置和/或方向。这种技术可以通过可存储在存储器602中并由处理器601执行的程序604的指令来实现。Additionally, the light source 634 may provide a telemetry signal to the processor 601, eg, in the form of pulse code, amplitude modulation or frequency modulation. Such telemetry signals may indicate which buttons of the joystick are being pressed and/or to what extent the buttons are pressed. The telemetry signal can be encoded into the optical signal, for example, by pulse encoding, pulse width modulation, frequency modulation or light intensity (amplitude) modulation. Processor 601 may decode the telemetry signal from the light signal and execute game commands in response to the decoded telemetry signal. The telemetry signal can be decoded by analyzing the image of the joystick controller 630 obtained by the image capture unit 623 . Optionally, device 600 may include a separate light sensor dedicated to receiving telemetry signals from light source 634 . The use of LEDs in connection with determining the amount of brightness in interfacing with a computer program is described, for example, in Richard L. Marks et al., entitled "Computer Image and Audio processing of Intensity and Input Devices for Interfacing With A Computer Program" (Attorney Docket No. SONYP052 ), described in US Patent Application No. 11/429,414, filed May 4, 2006, the entire contents of which are incorporated herein by reference. Additionally, analyzing images containing light source 634 may be used both for telemetry and to determine the position and/or orientation of joystick controller 630 . This technique may be implemented by instructions of a program 604 , which may be stored in memory 602 and executed by processor 601 .

处理器601可以利用来自惯性传感器632的惯性信号,结合通过图像捕获单元623检测到的来自光源634的光信号和/或来自麦克风阵列622检测到的声音信号的声源位置和特性信息,来推断关于控制器630和/或它的用户的位置和/或方向的信息。例如,“声学雷达”声源位置和特性可以和麦克风阵列622结合使用,以在操纵杆控制器的移动被独立跟踪(通过惯性传感器632和或光源634)的同时跟踪移动的声音。在声学雷达选择中,预先校准的收听区在运行时被选择,且来自预先校准的收听区外部的源的声音被过滤掉。预先校准的收听区可以包括对应于图像捕获单元623的聚焦容积或视场的收听区。声学雷达的例子在,Xiadong Mao的题为“METHOD AND APPARATUS FOR TARGETEDSOUND DETECTION AND CHARACTERIZATION”的,2006年5月4日提交的美国专利申请号11/381,724中有详细的描述,其通过引用被合并到这里。向处理器601提供控制信号的不同模式的任何数量的不同组合可以和本发明的实施例结合使用。这种技术可以通过可储存在存储器602中并被处理器601执行的程序代码指令604实现,且可以可选地包括,控制一个或多个处理器在运行时选择预先校准的收听区,并过滤掉来自预先校准的收听区以外的源的声音的一个或多个指令。预先校准的收听区可以包括对应于图像捕获单元623的聚焦容积或视场的收听区。The processor 601 may use the inertial signal from the inertial sensor 632 in combination with the light signal from the light source 634 detected by the image capture unit 623 and/or the sound source position and characteristic information from the sound signal detected by the microphone array 622 to infer Information about the location and/or orientation of the controller 630 and/or its user. For example, "acoustic radar" sound source locations and characteristics may be used in conjunction with microphone array 622 to track moving sounds while joystick controller movement is independently tracked (by inertial sensors 632 and or light sources 634). In acoustic radar selection, a pre-calibrated listening zone is selected at runtime, and sounds from sources outside the pre-calibrated listening zone are filtered out. The pre-calibrated listening zone may include a listening zone corresponding to the focal volume or field of view of the image capture unit 623 . Examples of acoustic radar are described in detail in U.S. Patent Application No. 11/381,724, entitled "METHOD AND APPARATUS FOR TARGETED SOUND DETECTION AND CHARACTERIZATION," by Xiadong Mao, filed May 4, 2006, which is incorporated by reference into here. Any number of different combinations of different modes of providing control signals to processor 601 may be used in conjunction with embodiments of the present invention. This technique may be implemented by program code instructions 604 storable in memory 602 and executed by processor 601, and may optionally include controlling one or more processors to select a pre-calibrated listening zone at runtime and filter One or more instructions to drop sound from sources outside the pre-calibrated listening zone. The pre-calibrated listening zone may include a listening zone corresponding to the focal volume or field of view of the image capture unit 623 .

程序604可以可选地包括一个或多个指令,来指示一个或多个处理器从麦克风阵列622的麦克风Mo...Mm产生一个离散时间域输入信号xm(t),确定收听扇区,并在半盲源分离中使用该收听扇区,以选择有限冲击响应滤波器系数,用于从输入信号xm(t)中分离出不同的声源。程序604也可以包括指令,来将一个或多个分数延迟应用到除了来自参考麦克风Mo的输入信号xo(t)之外的选择的输入信号xm(t)。每个分数延迟可以被选择以优化来自麦克风阵列的离散时间域输出信号y(t)的信噪比。分数延迟可以被选择使得,相对于来自阵列中其它(多个)麦克风的信号来说来自参考麦克风Mo的信号在时间上是第一个。程序604也可以包括指令来将分数时间延迟Δ引入到麦克风阵列的输出信号y(t)中,从而:y(t+Δ)=x(t+Δ)*bo+x(t-1+Δ)*b1+x(t-2+Δ)*b2+...+x(t-N+Δ)bN,其中Δ在0和±1之间。这种技术的例子在Xiadong Mao的,题为“ULTRA SMALL MICROPHONEARRAY”的,2006年5月4日提交的美国专利申请号11/381,729中有详细描述,其整个公开通过引用被合并到这里。Program 604 may optionally include one or more instructions to instruct one or more processors to generate a discrete-time domain input signal x m (t) from microphones M o ... M m of microphone array 622 to determine the listening fan region and use this listening sector in semi-blind source separation to select finite impulse response filter coefficients for separating different sound sources from the input signal x m (t). Program 604 may also include instructions to apply one or more fractional delays to selected input signals x m (t) in addition to the input signal x o (t) from the reference microphone M o . Each fractional delay can be chosen to optimize the signal-to-noise ratio of the discrete-time domain output signal y(t) from the microphone array. The fractional delay may be chosen such that the signal from the reference microphone M o is first in time relative to the signals from the other microphone(s) in the array. Program 604 may also include instructions to introduce a fractional time delay Δ into the output signal y(t) of the microphone array such that: y(t+Δ)=x(t+Δ)*b o +x(t−1+ Δ)*b 1 +x(t-2+Δ)*b 2 +...+x(t-N+Δ)b N , where Δ is between 0 and ±1. An example of this technique is described in detail in Xiadong Mao, US Patent Application No. 11/381,729, entitled "ULTRA SMALL MICROPHONE EARRAY," filed May 4, 2006, the entire disclosure of which is incorporated herein by reference.

程序604可以包括一个或多个指令,在执行时使系统600选择包含声源的预先校准的收听扇区。这些指令可以使设备确定声源是否位于初始扇区中或位于初始扇区的某个特定侧。如果声源不在默认的扇区中,这些指令可以,在执行时,选择默认扇区的特定侧的不同扇区。该不同扇区可以通过与最优值最接近的输入信号的衰减来刻画。这些指令可以,在执行时,计算来自麦克风阵列622的输入信号的衰减和该衰减到最优值。这些指令可以,在执行时,使设备600为一个或多个扇区确定输入信号的衰减值,并且选择衰减最接近最优值的扇区。这种技术的例子在,例如Xiadong Mao的,题为“METHODS ANDAPPARATUS FOR TARGETED SOUND DETECTION”的,2006年5月4日提交的美国专利申请号11/381,725中描述,其公开通过引用被合并到这里。Program 604 may include one or more instructions that, when executed, cause system 600 to select a pre-calibrated listening sector containing a sound source. These instructions may cause the device to determine whether the sound source is located in the initial sector or on a particular side of the initial sector. These commands may, when executed, select a different sector on a particular side of the default sector if the sound source is not in the default sector. The different sectors can be characterized by the attenuation of the input signal closest to the optimum. These instructions may, when executed, calculate the attenuation of the input signal from the microphone array 622 and bring the attenuation to an optimal value. These instructions may, when executed, cause device 600 to determine attenuation values for the incoming signal for one or more sectors, and to select the sector with the attenuation closest to the optimal value. Examples of such techniques are described, for example, in U.S. Patent Application No. 11/381,725, entitled "METHODS ANDAPPARATUS FOR TARGETED SOUND DETECTION," by Xiadong Mao, filed May 4, 2006, the disclosure of which is incorporated herein by reference .

来自惯性传感器632的信号可以提供跟踪信息输入的一部分,且图像捕获单元623从跟踪一个或多个光源634产生的信号可以提供跟踪信息输入的另一部分。通过例子,而不是限制,这种“混合模式”信号可以用在橄榄球类型的视频游戏中,其中四分卫在头假装向左边移动之后将球投掷到右边。特别地,游戏玩家拿着控制器630可以将他的头转向左边,且在就像控制器是橄榄球一样将控制器向右边挥出做出投掷动作时发出声音。麦克风阵列622结合“声学雷达”程序代码可以跟踪用户的声音。图像捕获单元623可以跟踪用户头部的动作或跟踪其它不需要声音或控制器的使用的命令。传感器632可以跟踪操纵杆控制器(代表橄榄球)的移动。图像捕获单元623也可以跟踪控制器630上的光源634。用户可以在达到操纵杆控制器630的加速度的一定量和/或方向时,或通过按下控制器630上的一个按钮触发一个键命令释放“球”。Signals from inertial sensors 632 may provide one portion of the tracking information input, and signals generated by image capture unit 623 from tracking one or more light sources 634 may provide another portion of the tracking information input. By way of example, and not limitation, this "mixed mode" signal could be used in a football type video game where a quarterback throws the ball to the right after pretending to move his head to the left. In particular, a game player holding the controller 630 can turn his head to the left and make a sound when swinging the controller to the right as if it were a football to make a throwing motion. Microphone array 622 combined with "acoustic radar" program code can track the user's voice. The image capture unit 623 may track the movement of the user's head or track other commands that do not require voice or use of the controller. Sensor 632 may track the movement of a joystick controller (representing a football). Image capture unit 623 may also track light source 634 on controller 630 . The user may command the release of the "ball" when a certain amount and/or direction of acceleration of the joystick controller 630 is reached, or by pressing a button on the controller 630 to trigger a key.

在本发明的某些实施例中,惯性信号,比如来自加速度计或陀螺仪,可以用于确定控制器630的位置。特别地,来自加速度计的加速度信号可以对时间积分一次以确定速度的变化,且所述速度可以对时间积分以确定位置的变化。如果某个时刻的初始位置和速度的值是已知的,则可以利用这些值和速度和位置的变化来确定绝对位置。尽管可以使利用惯性传感器的位置确定比利用图像捕获单元623和光源634更快,但惯性传感器632可能会受到一种称为“漂移”的误差,其中,随时间累积的误差可能导致根据惯性信号计算的操纵杆631的位置(虚线所示)和操纵杆控制器630的实际位置之间的差异D。本发明的实施例允许多种方法来处理这种误差。In some embodiments of the invention, inertial signals, such as from accelerometers or gyroscopes, may be used to determine the position of controller 630 . In particular, the acceleration signal from the accelerometer can be integrated once over time to determine a change in velocity, and the velocity can be integrated over time to determine a change in position. If the values of initial position and velocity at a certain moment are known, these values and changes in velocity and position can be used to determine absolute position. Although position determination using inertial sensors can be made faster than using image capture unit 623 and light source 634, inertial sensor 632 can be subject to a type of error known as "drift," where errors accumulated over time can lead to The difference D between the calculated position of the joystick 631 (shown in dashed lines) and the actual position of the joystick controller 630 . Embodiments of the present invention allow for a variety of methods to handle this error.

例如,可以通过将控制器630的初始位置重新设置成等于目前计算的位置来手动消除漂移。用户可以利用控制器630上的一个或多个按钮,以触发命令重新设置初始位置。可选地,基于图像的漂移可以通过将当前位置重新设置为根据从图像捕获单元623获得的作为参考的图像来确定的一个位置来实现。这种基于图像的漂移补偿可以手动地实现,比如,当用户触发操纵杆控制器630上的一个或多个按钮时。可选地,基于图像的漂移补偿可以自动实现,比如,在规则的时间间隔或响应于游戏的进行。这种技术可以通过可储存在存储器602上并被处理器601执行的程序代码指令604来实现。Drift can be manually removed, for example, by resetting the initial position of the controller 630 equal to the current calculated position. The user may utilize one or more buttons on the controller 630 to trigger commands to reset the initial position. Alternatively, image-based drifting can be achieved by resetting the current position to a position determined from an image obtained from the image capture unit 623 as a reference. Such image-based drift compensation may be accomplished manually, such as when a user activates one or more buttons on joystick controller 630 . Optionally, image-based drift compensation can be implemented automatically, eg, at regular intervals or in response to game play. This technique may be implemented by program code instructions 604 , which may be stored in memory 602 and executed by processor 601 .

在某些实施例中可能希望补偿惯性传感器信号中的伪数据。例如,来自惯性传感器632的信号可以是过采样的,且可以根据过采样信号计算滑动平均,以消除惯性传感器信号中的伪数据。在某些情形中可能希望对信号进行过采样,并从数据点的某个子集中丢弃高和/或低值,并根据剩余的数据点计算滑动平均。此外,其它数据采样和处理技术可以用于调整来自惯性传感器的信号,以消除或降低伪数据的影响。技术的选择可以依赖于信号的特性,要对信号执行的计算,玩游戏的特性或两个或多个这些因素的组合。这种技术可以通过可储存在存储器602中并被处理器601执行的程序604的指令来实现。In some embodiments it may be desirable to compensate for spurious data in the inertial sensor signal. For example, the signal from the inertial sensor 632 may be oversampled, and a running average may be calculated from the oversampled signal to eliminate artifacts in the inertial sensor signal. In some cases it may be desirable to oversample the signal and discard high and/or low values from some subset of the data points and compute a moving average over the remaining data points. Additionally, other data sampling and processing techniques can be used to condition the signals from the inertial sensors to eliminate or reduce the effects of spurious data. The choice of technique may depend on the characteristics of the signal, the calculations to be performed on the signal, the characteristics of the game being played, or a combination of two or more of these factors. This technique may be implemented by instructions of a program 604 , which may be stored in memory 602 and executed by processor 601 .

处理器601可以如上所述,响应于惯性信号数据606和存储器602存储并取出、并由处理器模块601执行的程序604的程序代码指令,执行对惯性信号数据606的分析。程序604的代码部分可以遵照多种不同编程语言中的任意一种,比如汇编、C++,JAVA或其它语言。当执行比如程序代码604的程序时,处理器模块601形成的通用目的计算机变成专用目的的计算机。尽管这里描述的程序代码604以软件的方式实现并在通用目的计算机上运行,本领域的技术人员将会意识到,任务管理的方法也可以可选地利用硬件,比如特定用途集成电路(ASIC)或其它硬件电路来实现。这样,应当理解本发明的实施例的全部或部分可以通过软件、硬件或它们的某种组合来实现。Processor 601 may perform analysis of inertial signal data 606 in response to inertial signal data 606 and program code instructions of program 604 stored and retrieved by memory 602 and executed by processor module 601 as described above. The code portion of program 604 may conform to any of a number of different programming languages, such as assembly, C++, JAVA or other languages. The general-purpose computer formed by the processor module 601 becomes a special-purpose computer when a program such as the program code 604 is executed. Although the program code 604 described herein is implemented in software and runs on a general-purpose computer, those skilled in the art will appreciate that the method of task management can alternatively utilize hardware, such as an application-specific integrated circuit (ASIC) Or other hardware circuits to achieve. In this way, it should be understood that all or part of the embodiments of the present invention may be realized by software, hardware or some combination thereof.

在其中一个实施例中,程序代码604可以包括一组处理器可读指令,其实现一种方法,该方法具有和图5B中的方法510和图5C中的方法520或它们中的两个或多个的某组合一样的特性。程序代码604一般可以包括一个或多个指令,其指示一个或多个处理器分析来自惯性传感器632的信号,以产生位置和/或方向信息,并在玩视频游戏的期间利用这些信息。In one of these embodiments, the program code 604 may include a set of processor-readable instructions that implement a method having the same characteristics as the method 510 in FIG. 5B and the method 520 in FIG. 5C or both or both of them. A certain combination of a plurality of the same characteristics. Program code 604 may generally include one or more instructions that instruct one or more processors to analyze signals from inertial sensors 632 to generate position and/or orientation information and utilize such information during video game play.

程序代码604可以可选地包括处理器可执行指令,其包括一个或多个指令,在运行时使图像捕获单元623监控图像捕获单元623前面的视场,识别视场内的一个或多个光源634,检测(多个)光源634发射的光的改变;并响应于检测到改变,触发向处理器601的输入命令。LED与图像捕获装置结合使用以触发游戏控制器的动作,在例如Richard L.Marks的,2004年1月16日提交的题为“METHOD AND APPARATUS FOR LIGHT INPUT DEVICE”的美国专利申请号10/759,782中被描述,它的全部通过引用的方式被合并到这里。Program code 604 may optionally include processor-executable instructions comprising one or more instructions that, when executed, cause image capture unit 623 to monitor a field of view in front of image capture unit 623, identifying one or more light sources within the field of view 634. Detect a change in light emitted by the light source(s) 634; and trigger an input command to the processor 601 in response to the detected change. The use of LEDs in conjunction with image capture devices to trigger the motion of a game controller is described, for example, in U.S. Patent Application No. 10/759,782, filed January 16, 2004, by Richard L. Marks, entitled "METHOD AND APPARATUS FOR LIGHT INPUT DEVICE" described in , which is hereby incorporated by reference in its entirety.

程序代码604可以可选地包括处理器可执行指令,其包括一个或多个指令,当运行时,使用惯性传感器的信号和图像捕获单元从跟踪一个或多个光源产生的信号作为游戏系统的输入,比如,如上面所述。程序代码604可以可选地包括处理器可执行指令,其包括一个或多个指令,当运行时补偿惯性传感器632中的漂移。Program code 604 may optionally include processor-executable instructions comprising one or more instructions that, when executed, use signals from inertial sensors and signals generated by image capture units from tracking one or more light sources as input to the gaming system , for example, as described above. Program code 604 may optionally include processor-executable instructions including one or more instructions that, when executed, compensate for drift in inertial sensor 632 .

尽管本发明的实施例通过与视频游戏控制器630的游戏相关的例子进行了描述,本发明的实施例,包括系统600可以被用于具有惯性感应能力和无线或其它方式的惯性传感器信号传送能力的,任何用户操纵的主体,模制物体,旋钮、结构等等。Although embodiments of the present invention have been described by way of example in relation to gaming with video game controller 630, embodiments of the present invention, including system 600, may be used with inertial sensing capabilities and inertial sensor signal transmission capabilities, wireless or otherwise. , any user-manipulated body, molded object, knob, structure, etc.

通过例子,本发明的实施例可以在并行处理系统上实现。这种并行处理系统典型地包括两个或多个处理器元件,其被配置为利用分开的处理器并行执行程序的部分。通过例子,而不是限制,图7示出了根据本发明一个实施例的一种类型的单元处理器700。该单元处理器700可以用作图6中的处理器601或图5A中的处理器502。在图7描述的例子中,单元处理器700包括主存储器702,power处理器元件(PPE)704,以及多个协作处理器元件(SPE)706。在图7描述的例子中,单元处理器700包括单个PPE 704和八个SPE 706。在这种配置中,七个SPE 706可以用于并行处理,一个可以保留作为备份,以防其他七个中的一个失效。单元处理器可以可选地包括多组PPE(PPE组)和多组SPE(SPE组)。在这种情形下,在一组中的各个单元间可以共享硬件资源。但是,SPE和PPE必须作为独立元件对软件出现。这样,本发明的实施例不限于采用图7中所示的配置。By way of example, embodiments of the invention may be implemented on a parallel processing system. Such parallel processing systems typically include two or more processor elements configured to execute portions of a program in parallel using separate processors. By way of example, and not limitation, Figure 7 shows one type of cell processor 700 according to one embodiment of the present invention. This cell processor 700 can be used as the processor 601 in FIG. 6 or the processor 502 in FIG. 5A. In the example depicted in FIG. 7 , a cell processor 700 includes a main memory 702 , a power processor element (PPE) 704 , and a plurality of co-processor elements (SPE) 706 . In the example depicted in FIG. 7, cell processor 700 includes a single PPE 704 and eight SPEs 706. In this configuration, seven SPEs 706 can be used for parallel processing, and one can be kept as a backup in case one of the other seven fails. A cell processor may optionally include multiple sets of PPEs (PPE sets) and multiple sets of SPEs (SPE sets). In this case, hardware resources can be shared among the units in a group. However, the SPE and PPE must appear to the software as independent components. As such, embodiments of the present invention are not limited to employing the configuration shown in FIG. 7 .

主存储器702典型地包括普通目的且非易失性的存储器,以及特殊目的硬件寄存器或阵列,用于例如系统配置,数据转移同步,存储器映射的I/O,以及I/O子系统等功能。在本发明的实施例中,视频游戏程序703可以驻在主存储器702中。存储器702也可以包含信号数据709。视频程序703可以包括如上参考图4、5A、5B或5C所述或它们的某种组合来配置的惯性、图像和声学分析器以及混合器。程序703可以运行在PPE上。程序703可以被分成多个信号处理任务,以便可以在SPE和/或PPE上运行。Main memory 702 typically includes general purpose nonvolatile memory, and special purpose hardware registers or arrays for functions such as system configuration, data transfer synchronization, memory mapped I/O, and I/O subsystems. In an embodiment of the invention, video game program 703 may reside in main memory 702 . Memory 702 may also contain signal data 709 . Video program 703 may include inertial, image and acoustic analyzers and mixers configured as described above with reference to Figures 4, 5A, 5B or 5C, or some combination thereof. Program 703 may run on the PPE. Program 703 may be divided into multiple signal processing tasks so as to be run on the SPE and/or PPE.

通过例子,PPE 704可以是具有关联的高速缓存L1和L2的64位PowerPC处理器单元(PPU)。PPE 704是普通目的处理单元,其能访问系统管理资源(例如,比如存储器保护表)。硬件资源可以明确地映射到如PPE所看到的实地址空间。从而,PPE可以利用合适的有效地址值直接寻址这些资源中的任何一个。PPE704的一个主要功能是为单元处理器700中的SPE 706管理和分配任务。By way of example, PPE 704 may be a 64-bit PowerPC processor unit (PPU) with associated caches L1 and L2. PPE 704 is a general purpose processing unit that can access system management resources (such as memory protection tables, for example). Hardware resources can be explicitly mapped into real address space as seen by the PPE. Thus, the PPE can directly address any of these resources with the appropriate effective address value. A primary function of the PPE 704 is to manage and distribute tasks for the SPE 706 in the cell processor 700.

尽管图7中仅仅示出了一个PPE,某些单元处理器的实现,比如单元宽带引擎架构(CBEA),单元处理器700可以具有组织为多个其中可以有多于一个PPE的PPE组的多个PPE。这些PPE组可以共享对主存储器702的访问。此外单元处理器700可以包括两个或多个SPE组。这些SPE组也可以共享对主存储器702的访问。这些配置在本发明的范围内。Although only one PPE is shown in FIG. 7, certain cell processor implementations, such as the Cell Broadband Engine Architecture (CBEA), cell processor 700 may have multiple PPE groups organized into multiple PPE groups where there may be more than one PPE. PPE. These PPE groups may share access to main memory 702 . In addition, cell processor 700 may include two or more SPE groups. These groups of SPEs may also share access to main memory 702 . These configurations are within the scope of the present invention.

每个SPE 706包括一个协同处理器单元(SPU)及其自己的本地存储区域LS。本地存储LS可以包括一个或多个存储器存储的分开的区域,每个与特定的SPU相关联。每个SPU可以被配置为仅执行来自其自己的相关联的本地存储区域的指令(包括数据加载和数据存储操作)。在这种配置中,本地存储LS和系统700的其他部分之间的数据传输可以通过从内存流量控制器(MFC)发布直接存储器存取(DMA)命令来执行,以向或从(单个的SPE)的本地存储区域传输数据。SPU是没有PPE 704复杂的计算单元,在于它们不执行任何系统管理功能。SPU一般具有单指令,多数据(SIMD)能力并典型地处理数据以及初始化任何需要的数据传输(服从于PPE设立的访问属性),以执行给它们分配的任务。SPU的目的是使能需要更高计算单元密度的应用并能够有效地利用提供的指令组。系统中由PPE 704管理的大量SPE允许在大的应用范围中成本有效的处理。Each SPE 706 includes a co-processor unit (SPU) and its own local storage area LS. The local storage LS may comprise one or more separate areas of memory storage, each associated with a particular SPU. Each SPU can be configured to execute instructions (including data load and data store operations) only from its own associated local storage area. In this configuration, data transfers between the local storage LS and the rest of the system 700 can be performed by issuing direct memory access (DMA) commands from a memory flow controller (MFC) to or from (individual SPE ) local storage area to transfer data. SPUs are less complex computing units than PPE 704 in that they do not perform any system management functions. SPUs are generally single instruction, multiple data (SIMD) capable and typically process data and initiate any required data transfers (subject to access attributes established by the PPE) to perform their assigned tasks. The purpose of the SPU is to enable applications that require higher computing unit density and can efficiently utilize the provided instruction set. The large number of SPEs in the system managed by PPE 704 allows for cost-effective processing in a large range of applications.

每个SPE 706可以包括一个专用的内存流量控制器(MFC),其包括关联的存储器管理单元,能够保存和处理存储器保护和访问许可信息。MFC提供了用于在单元处理器的主存储器和SPE的本地存储之间数据传输,保护,以及同步的主要方法。MFC命令描述了要执行的传输。用于传输数据的命令有时被称为MFC直接存储器存取(DMA)命令(或MFC DMA命令)。Each SPE 706 may include a dedicated memory flow controller (MFC) including an associated memory management unit capable of storing and processing memory protection and access permission information. MFC provides the main methods for data transfer, protection, and synchronization between the cell processor's main memory and the SPE's local storage. MFC commands describe the transfer to be performed. Commands used to transfer data are sometimes called MFC Direct Memory Access (DMA) commands (or MFC DMA commands).

每个MFC可以同时支持多个DMA传输并能够维持和处理多个MFC命令。每个MFC DMA数据传输命令请求可以包括本地存储地址(LSA)和有效地址(EA)两者。本地存储地址可以直接寻址仅与其相关联的SPE的本地存储区域。有效地址可以具有更普遍的应用,比如,它能够引用主存储器,包括所有的SPE本地存储区域,如果它们被映射到了实际地址空间中。Each MFC can support multiple DMA transfers simultaneously and can maintain and process multiple MFC commands. Each MFC DMA data transfer command request can include both a Local Storage Address (LSA) and an Effective Address (EA). A local storage address can directly address only the local storage area of the SPE it is associated with. Effective addresses can have more general use, eg, it can refer to main memory, including all SPE local storage areas, if they are mapped into the actual address space.

为了方便SPE 706之间的通信和/或SPE 706和PPE 704之间的通信,SPE 706和PPE 704可以包括与信令事件相关的信号通知寄存器。PPE 704和SPE 706可以通过星形拓扑耦接,其中PPE 704作为路由器向SPE 706发送消息。可选地,每个SPE 706和PPE 704可以具有被称为信箱的单向信号通知寄存器。信箱可以被SPE 706用于主机操作系统(OS)同步。To facilitate communication between SPEs 706 and/or between SPEs 706 and PPE 704, SPEs 706 and PPE 704 may include signaling registers related to signaling events. PPE 704 and SPE 706 can be coupled through a star topology, wherein PPE 704 sends messages to SPE 706 as a router. Optionally, each SPE 706 and PPE 704 may have a one-way signaling register called a mailbox. Mailboxes can be used by SPE 706 for host operating system (OS) synchronization.

单元处理器700可以包括输入/输出(I/O)功能708,单元处理器700可以通过该输入/输出功能708与外围设备,比如麦克风阵列712和可选的图像捕获单元713和游戏控制器730进行交互。游戏控制器单元可以包括惯性传感器732,和光源734。另外元件互连总线710可以连接上面列出的各种组件。每个SPE和PPE都能够通过总线接口单元BIU访问总线710。单元处理器700也可以包括典型地在处理器中可见的两个控制器:存储器接口控制器MIC,其控制总线710和主存储器702之间的数据流,以及总线接口控制器BIC,其控制I/O 708和总线710之间的数据流。尽管对于不同的应用来说,对于MIC、BIC、BIU和总线710的需求可能有较大的变化,本领域的技术人员将熟悉它们的功能和电路来实现它们。Cell processor 700 may include input/output (I/O) functionality 708 by which cell processor 700 may communicate with peripheral devices, such as microphone array 712 and optional image capture unit 713 and game controller 730 to interact. The game controller unit may include an inertial sensor 732 , and a light source 734 . Additionally component interconnect bus 710 may connect the various components listed above. Each SPE and PPE can access the bus 710 through the bus interface unit BIU. Cell processor 700 may also include two controllers typically found in processors: the memory interface controller MIC, which controls data flow between bus 710 and main memory 702, and the bus interface controller BIC, which controls the I Data flow between /O 708 and bus 710. Although the requirements for the MIC, BIC, BIU and bus 710 may vary considerably for different applications, those skilled in the art will be familiar with their functions and circuits to implement them.

单元处理器700也可以包括内部中断控制器IIC。IIC组件管理提交给PPE的中断的优先级。IIC允许来自单元处理器700的其它组件的中断被处理而不使用主系统中断控制器。IIC可以被看作第二层次的控制器。主系统中断控制器可以处理从外部发起到单元处理器的中断。The cell processor 700 may also include an internal interrupt controller IIC. The IIC component manages the priority of interrupts submitted to the PPE. The IIC allows interrupts from other components of the cell processor 700 to be handled without using the main system interrupt controller. The IIC can be viewed as a second-level controller. The main system interrupt controller can handle interrupts initiated from the outside to the cell processor.

在本发明的实施例中,某些计算,比如上述分数延迟,可以使用PPE 704和/或一个或多个SPE 706并行地执行。每个分数延迟计算可以作为不同的SPE706可以在其变得可用时执行的一个或多个单独的任务运行。In embodiments of the invention, certain computations, such as the fractional delay described above, may be performed in parallel using PPE 704 and/or one or more SPEs 706. Each fractional delay computation may run as one or more separate tasks that different SPEs 706 may execute as they become available.

尽管上面是本发明优选实施例的一个完整描述,可能使用不同的替代、修改和等价物。因此,本发明的范围不应参考上述描述来确定,作为代替,应该参考所附权利要求,以及它们的所有范围的等价物来确定。这里描述的任何特征,无论是否是优选的,都可以与这里描述的任何其它特征相组合,无论其是否优选的。在后面的权利要求中,不定冠词“一”指冠词后面的项目的一个或多个的数量,除非有另外的明确陈述。除非在给定权利要求中明确使用措辞“用于...的装置”进行限定,否则,所附权利要求不应当被解释为包括装置加功能的限定。While the above is a complete description of the preferred embodiments of the invention, various alternatives, modifications and equivalents may be used. The scope of the invention, therefore, should be determined not with reference to the foregoing description, but should instead be determined with reference to the appended claims, along with their full scope of equivalents. Any feature described herein, whether preferred or not, may be combined with any other feature described herein, whether preferred or not. In the following claims, the indefinite article "a" or "an" refers to a quantity of one or more of the item following the article, unless expressly stated otherwise. The appended claims should not be interpreted as including means-plus-function limitations unless expressly defined in a given claim using the phrase "means for".

Claims (15)

1. one kind is used to analyze the system that game control is imported data, comprising:
Image dissector is configured to receive and analyze the input data from image capture apparatus, the input control data;
The inertia analyzer is configured to receive and analyze the input data from inertial sensor;
The acoustic analysis device is configured to receive and analyze the input data from acoustic receivers; And
Mixer, be configured to receive one or more input data by analysis, and produce trace information based on the information of the one or more receptions from inertia analyzer, image dissector harmony credit parser from inertia analyzer, the image dissector harmony credit parser.
2. the system as claimed in claim 1 also comprises the gesture recognition device, this gesture recognition device be configured to based on above-mentioned trace information be associated in the game environment at least one the action with one or more user actions.
3. the system as claimed in claim 1, also comprise game console, wherein game console comprises that at least one operationally is couple to the inertial sensor of above-mentioned inertia analyzer, and/or one or more light sources that are configured to provide one or more light signals, and/or one or more acoustic signal generator.
4. system as claimed in claim 3, wherein above-mentioned at least one inertial sensor comprises at least one in accelerometer or the gyroscope.
5. the system as claimed in claim 1 also comprises the image capture apparatus that is couple to image dissector.
6. system as claimed in claim 5, wherein said image capture apparatus comprises video camera.
7. the system as claimed in claim 1 also comprises the microphone array that operationally is couple to acoustic analysis device unit.
8. the system as claimed in claim 1, wherein mixer also is configured to one or more by analysis the input data allocations one or more distribution values that receive of mixer from inertia analyzer, image dissector harmony credit parser.
9. the system as claimed in claim 1, wherein said trace information comprises that the user can handle the position and/or the directional information of object.
10. system as claimed in claim 9, wherein position and/or directional information comprise the indication user can handle facing upward of object bow, go off course and roll at least one information.
11. system as claimed in claim 9, wherein position and/or directional information comprise the information of indication about the position of one or more coordinates.
12. system as claimed in claim 9, wherein position and/or directional information comprise the information of indication about the speed of one or more coordinates.
13. system as claimed in claim 9, wherein position and/or directional information comprise the information of indication about the acceleration of one or more coordinates.
14. system as claimed in claim 9, wherein the user can to handle object be the controller that is used for video game system.
15. a method of analyzing game control input data comprises:
Receive the input control data from one or more input medias, described input control data is associated with one or more user actions;
Be the input control data assignment profile value that receives;
Based on the distribution value of distributing to the input control data that receives, identification is associated with one or more user actions, at least one action in game environment;
And
In game environment, carry out above-mentioned at least one action.
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