GESTURE CONTROL SYSTEM
A control system is provided based on the use of gestures and functioning especially in mobile terminals. The gesture control system is provided with a general purpose interface with its commands for applications to be controlled. The processing software of the gesture signals includes a training program trained free-form gestures made by the user being stored in the gesture library, and a recognizing program, which matches a gesture made by the user to the stored gestures and chooses the most similar gesture thereof. Gestures can hence be used as commands for controlling any application configured or programmed to receive the command. One and the same application functions in different models of mobile terminals without matching, and in a certain mobile terminal all applications can be run, which applications use specified interface commands. The application can be e.g. a game or activity being included in basic implementation of a mobile terminal.
This application is a divisional application of and claims priority to U.S. application Ser. No. 11/049,638, filed Feb. 1, 2005, which claims priority to Finnish Patent Application Number FI 20040184 filed on Feb. 6, 2004, the entire contents of which are hereby incorporated by reference.
TECHNICAL FIELDThe invention relates to a control system basing on the use of gestures and functioning especially in mobile terminals. The invention also relates to a mobile terminal comprising the software of a gesture control system.
BACKGROUNDThe gesture control system means a system, by means of which the managing of an application, observable with senses, takes place at least partly by hand motions. The control system comprises motion sensors, which move along with the hand of a person using the application, and the converters and processing programs for the signals generated by the motion sensors. The hand motions, or gestures, then are recognized on grounds of e.g., accelerations occurring in the motions. The application controlled by gestures can be 20 for example a game loaded into a mobile terminal or the controlling program of an external electromechanical device.
The “application” means in this description and the claims both an observable process and a program, which directly realizes said process.
Recognizing a motion by equipment, as such, is known from before. Recognition systems applying acceleration sensors are disclosed among other documents in the articles “Recognizing Human Motion with Multiple Acceleration Sensors” (Mäntyjärvi & kumpp., IEEE International Conference on Systems, Man and Cybernetics, 2001) and “Recognizing Movements of a Portable Handheld Device Using Symbolic Representation and Coding of Sensor Signals” (Flanagan et al., International Conference on Mobile and Ubiquitous Multimedia, 2002) and in the publication WO 03/001340. The system in accordance with the last-mentioned publication includes also a gesture library and a program analyzing acceleration data and defining, if that data corresponds to a certain three-dimensional gesture.
Also the controlling of an application by hand motions is known from before. For example the publication WO 00/63874 discloses a system, in which an application changes the shape of a pattern seen in the computer display and moves the pattern, depending on how a control device, to be held in the hand, is handled. The control device comprises acceleration sensors for three dimensions and a button with a pressure sensor.
A flaw in the control systems like the above-mentioned systems is the limited scope of their use: Changing an application to another application presumes amending work in the software of the control system. Likewise transferring the system to another computer of other type requires matching work in the programs.
SUMMARYObjects of the invention are to reduce said disadvantages related to the prior 30 art and to extend implementing environment of the gesture control systems to the mobile terminals. A system according to the invention is a gesture control system comprising a sensor unit with motion sensors to be held in a user's hand, a processing software of sensor data and an interface program between said processing software and a controllable application, the processing software comprising a trainer to make gesture models and a recognizer to recognize gestures during use of the application, said interface program forming a general purpose interface to get specified commands from the application and to provide specified responses to the application. A mobile terminal according to the invention comprising a control system to manage an application operating in the mobile terminal by gestures, the control system having a processing software of data gotten from motion sensors and an interface program between said processing software and said application is characterized in that which is specified in the independent claim. Some preferred embodiments of the invention are specified in the other claims.
The basic idea of the invention is as follows: The gesture control system is provided with a general purpose interface with its commands for applications to be controlled. The processing software of the gesture signals includes a training program, and the trained free form gestures made by the user are stored in the gesture library. The processing software of the gesture signals also includes a recognizing program, which matches a gesture made by the user to the stored gestures and chooses the most similar gesture thereof. Gestures can hence be used as commands for controlling any application configured or programmed to receive the command. The system is preferably implemented in a mobile terminal.
An advantage of the invention is that one and the same application functions in different models of mobile terminals without matching relating to the models. This is due to the above-mentioned general purpose interface. Likewise in a certain mobile terminal can be run all applications, which use specified interface commands. Another advantage of the invention is that in a system according to it new and different gestures can easily be formed and put into use. A further advantage of the invention is that it makes possible the controlling by gestures of all possible activities being included in the basic implementation of a mobile terminal. A further advantage of the invention is that it remarkably expands possibilities to interact with game applications in the mobile terminals.
The invention will now be described in detail. Reference will be made to the accompanying drawings wherein
The sensor unit SU can be included in a host device or it can be external. In the latter case the transfer system between the sensor unit and interface IF can be based e.g., on Bluetooth or infrared technology, or can be wired. The motion sensors proper can be acceleration sensors or gyroscopes reacting to angular velocity or angular acceleration. They can also be magnetometers, or electronic compasses. In one and the same sensor unit there can occur more than one sensor type. When using acceleration sensors, the number of these is at least two, but preferably three to measure acceleration in each of three dimensions. The sensor unit further can include a button to inform the gesture engine the start and completion of a gesture.
The interface G-API between the application and the Gesture Engine is, as mentioned, general purpose, or standard-like. The application has an inter-5 face directly to the sensor interface S-API, too. That interface can be used for application control directly, when an actual signal processing is not needed. The interface G-API, the Gesture Engine and the sensor interface S-API constitute a general purpose platform, on which different applications can be connected. Similarly a certain application can without difficulty be installed to dif10 ferent devices, which have the platform in question.
The set of the specified commands and responses is as follows, for example. In the table the response corresponding a certain command is to the right from that command.
The meaning of most important commands and responses appears more detailed in the descriptions of
The result of the training can naturally be tested by trying the gesture recognition directly after the training, according to a procedure described below. An estimate for the reliability is obtained by doing several times gestures, which are similar as in the training phase and “something like that”. A speech synthesizer, if being included in the device, can be connected to that kind of testing so that the device tells by clear speech the name of the gesture, which it has recognized.
The codebook CB has been created in a blanket way, by means of a separate specific algorithm, which uses among other things gesture data collected from a number of people. The resulting codebook is serviceable to use for various persons without changes. “Generic code book” means here and in patent claims such a codebook. A generic codebook contributes to that also the trained gestures are user-independent. In addition, if a single trained gesture is transferred from a device to another device, it is immediately serviceable in the new environment. Such gestures can be arranged to be loaded through the Internet, and they can be subjects to a charge.
The above-disclosed operation sequence is repeated, when the gesture to be trained is repeated. The number of repetition turns is for instance 2-5. When the repetition is stopped, the application provides to the interface G-API command StartGestureTraining. Parameter of this command is the name of the gesture. The training procedure continues by command Train, given to an internal module of the Gesture Engine. That module carries out the training algorithm, depicted in context of
The procedure continues by command StartGestureRecognition provided by the application to the interface G-API. Command parameters are the matter that no button is used and the gesture timeout, which means the maximum time allowed for the gesture performing. That command causes inside the Gesture Engine command StartGestureCapture to the Gesture Capturer. Based on this command the Gesture Capturer in this case starts the still state detection function and provides to the S-API command SetSensorListener. After that the S-API again provides to the Gesture Capturer the samples of the sensor signals in data packets, which transfer continues, until an internal module of the Gesture Capturer observes that the sensor unit has been a certain period in the still state. The Gesture Capturer then provides to the S-API command SetSensorListener with a parameter causing the sampling to stop and gives to its internal module command FindActualGesture, which module cleans the captured raw data deleting, according to certain criteria, from it the parts, which probably do not belong to the actual gesture. When the irrelevant data is deleted, the Gesture Capturer provides to the upper level of the Gesture Engine response GestureCaptured, by which the actual gesture data is informed. The Gesture Engine then provides to the Preprocessor command Normalize (actual gesture data), which starts the processing of the actual gesture data. The Preprocessor carries out the data normalization and quantization, and provides to the upper level of the Gesture Engine notice FeaturesExtracted, as in the procedures of
Also the training procedure can be implemented without a button. In that case the difference with the sequence of
As mentioned above, the games form their own group among the applications to be controlled by gestures. A commercial game application can contain the parameter values of the gestures to be used in the game, which values are stored in the gesture library of the Gesture Engine when the game is started. The game may be a spell game by nature, whereupon the hand motions have apparent magical effect on the game events. The gestures can be different by skill level. The tougher gesture a player succeeds to make in a certain situation, the more powerful effect that gesture has. The grading may regard also an individual gesture. Although a player does not succeed to make it well, the Gesture Engine calculates a reference figure and provides it to the application, on condition that the gesture is distinguished from other gestures. The effect on the game is naturally the smaller, the smaller the reference figure is. If a score is calculated for the player, points are granted the more, the tougher gestures he has performed, and the more accurately he has performed those gestures. The game can be played by one or more people. In the latter case the implementation can be a network game such that e.g., two players have the terminals of their own, and the gesture information is transferred to the opponents terminal for instance by using the GPRS (General Packet Radio Service). A player makes e.g., an attack by means of a certain gesture, the opponent sees the attack on his own terminal and defends by trying to make a sufficiently effective counter gesture or a sequence of weaker gestures in a defined time.
A game application can also be executed as a background program so that a player makes something else at the same time. The player e.g., has joined a network game of numbers of players. When an action has been directed at his figure, the game application in the terminal of the player in question displaces other applications and shows what is happening.
Two persons can also play with a single device. In that case there has to be also two sensor units, and each sensor data packet contains information, a data of which player is in question.
A game may also be programmed so that it allows to train and bring new gestures into use. For instance the device is trained in a relatively complicated motion sequence, and the game would simply be such that the players try to repeat the motion sequence, each in turn, and the application gives points. In the description of
A system according to the invention is described above. The implementation of the invention in its different points can naturally deviate from what is presented. The commands and responses of the interface G-API according to the invention can be specified in a different way. Working up the sensor data to a form suitable for the HMM can be implemented also by some other process than by data normalization and quantization subsequent thereto, occurring in
Claims
1.-20. (canceled)
21. A method for controlling a game, the method comprising:
- receiving an indication of a hand gesture from a first user;
- calculating an associated skill level associated with the hand gesture; and
- causing provision of information associated with the associated skill level to a second user.
22. The method of claim 21, further comprising:
- in response to receiving the indication of the hand gesture from the first user, causing performance of a spell according to the game on the second user.
23. The method of claim 21, wherein the calculated associated skill level is based on an accuracy of the hand gesture relative to a stored hand gesture of a gesture library.
24. The method of claim 21, further comprising:
- receiving an indication from the first user identifying the second user as a user to which the hand gesture is directed.
25. The method of claim 21, further comprising:
- receiving an indication of an attempted repetition of the hand gesture by the second user; and
- calculating an accuracy score of the attempted repetition of the hand gesture.
26. The method of claim 21, further comprising:
- in response to receiving the indication of the hand gesture from the first user, causing the game application to displace at least one other application in use by the second user.
27. An apparatus comprising at least one processor and at least one memory including computer program code for controlling a game, the at least one memory and the computer program code configured to, with the processor, cause the apparatus to perform at least:
- receiving an indication of a hand gesture from a first user;
- calculating an associated skill level associated with the hand gesture; and
- causing provision of information associated with the associated skill level to a second user.
28. The apparatus of claim 27, wherein the at least one memory and the computer program code are further configured to, with the processor, cause the apparatus to perform at least:
- in response to receiving the indication of the hand gesture from the first user, causing performance of a spell according to the game on the second user.
29. The apparatus of claim 27, wherein the calculated associated skill level is based on an accuracy of the hand gesture relative to a stored hand gesture of a gesture library.
30. The apparatus of claim 27, wherein the at least one memory and the computer program code are further configured to, with the processor, cause the apparatus to perform at least:
- receiving an indication from the first user identifying the second user as a user to which the hand gesture is directed.
31. The apparatus of claim 27, wherein the at least one memory and the computer program code are further configured to, with the processor, cause the apparatus to perform at least:
- receiving an indication of an attempted repetition of the hand gesture by the second user; and
- calculating an accuracy score of the attempted repetition of the hand gesture.
32. The apparatus of claim 27, wherein the at least one memory and the computer program code are further configured to, with the processor, cause the apparatus to perform at least:
- in response to receiving the indication of the hand gesture from the first user, causing the game application to displace at least one other application in use by the second user.
33. A computer program product comprising at least one non-transitory computer-readable storage medium having computer-executable program code instructions stored therein, the computer-executable program code instructions comprising program code instructions for:
- receiving an indication of a hand gesture from a first user;
- calculating an associated skill level associated with the hand gesture; and
- causing provision of information associated with the associated skill level to a second user.
34. The computer program product of claim 33, wherein the computer-executable program code instructions further comprise program code instructions for:
- in response to receiving the indication of the hand gesture from the first user, causing performance of a spell according to the game on the second user.
35. The computer program product of claim 33, wherein the calculated associated skill level is based on an accuracy of the hand gesture relative to a stored hand gesture of a gesture library.
36. The computer program product of claim 33, wherein the computer-executable program code instructions further comprise program code instructions for:
- receiving an indication from the first user identifying the second user as a user to which the hand gesture is directed.
37. The computer program product of claim 33, wherein the computer-executable program code instructions further comprise program code instructions for:
- receiving an indication of an attempted repetition of the hand gesture by the second user; and
- calculating an accuracy score of the attempted repetition of the hand gesture.
38. The computer program product of claim 33, wherein the computer-executable program code instructions further comprise program code instructions for:
- in response to receiving the indication of the hand gesture from the first user, causing the game application to displace at least one other application in use by the second user.
Type: Application
Filed: Jul 7, 2014
Publication Date: Oct 30, 2014
Inventors: Juha Kela (Oulu), Panu Korpipaa (Oulu), Jani Mantyjarvi (Oulu), Heikki Keranen (Oulu), Tapani Rantakokko (Oulu), Esko-Juhani Malm (Oulu), Sanna Kallio (Oulu), Jussi Holopainen (Tampere), Jari Kangas (Tampere), Samuli Silanto (Helsinki)
Application Number: 14/324,476