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yalanand

1/21/2011 10:53 AM EST

I think this research will not only help the gaming industry but real time ...

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Luis Sanchez

1/20/2011 4:53 PM EST

Very interesting article. I think gesture recognition as an input method is ...

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3-D gesture control breaks out of the game box

R Colin Johnson

1/19/2011 9:49 AM EST

Cadillac of gesture recognition

As much as hard-core gamers might value precision, it is less important for gaming itself than for game development or special-effects film animations. For animation pros, the Cadillac of gesture recognition is Xsens Technologies’ MEMS-studded bodysuit. The accelerometers and gyros on the suit enable the previsualization of animation sequences in real-time.

 

Xsens uses Analog Devices’ high-precision three-axis accelerometers, gyroscopes and magnetometers for detailed motion tracking. Used by the pros who created the effects for the movie “Iron Man 2” and the PS3 game “KillZone 2,” for example, the Xsens technology offers a motion capture solution that can be used anywhere, without the need for a complex infrastructure. Eventually, Xsens predicts, the technology will be cost-reduced for consumer applications, enabling a Kinect-like experience but with far higher fidelity and with no limitation on the number of players.

 

“Microsoft’s Kinect is an elegant solution, since it does not require any sensors on the body, but as a result it is slower and sometimes sluggish in tracking human gestures,” said Casper Peeters, CEO of Xsens (Los Angeles). “Our technology is much more flexible in terms of where you can use it, and it  achieves higher fidelity in tracking the wearer’s precise movements. But motion-based game controllers and phone interfaces are just beginning to emerge. Xsens operates at the other end of the spectrum, enabling high-end motion capture for precise character animation, with many more interesting applications emerging in the future.”

 

Microsoft, also with an eye on the future, plans to harness the 3-D tracking technology it obtained when it acquired 3-DV and Canesta in 2009 and 2010, respectively. Those companies have virtually cornered the market in time-of-flight gesture-recognition patents, especially for mobile devices.

 

Time-of-flight sensors measure the time it takes an infrared beam to bounce off objects and return to a special CMOS sensor, yielding a highly accurate 3-D depth map of any scene at any distance and in any lighting. Time-of-flight depth map technology also dovetails nicely with the 3-D camera-based gesture recognition algorithms Microsoft developed through its GestureTek license.

 

TriDiCam GmbH (Duisburg, Germany) and a few others claim to have time-of-flight sensor capability. But thus far only Canesta has proved the concept, using a CMOS image sensor to create a precise 3-D image map of hands hovering just inches above a mobile device, even outside in bright sunlight.

 

Companies such as Silicon Labs Inc. (Austin, Texas), meanwhile, have inexpensive infrared and ambient-light sensors for recognizing application-specific gestures, such as turning on a display or adjusting a volume level by drawing a line in the air with a finger.

With OEM algorithm support, Microsoft's Surface can read 'hovering' gestures. The redesigned panel can hang on a wall.




R_Colin_Johnson

1/19/2011 1:31 PM EST

3-D gesture recognition is going mainstream--jumping from the consumer market for gaming to the most ubiquitous of user interfaces (UI), the TV remote. Programmers should check out the new 3-D gesture recognition APIs for Android 2.3 Gingerbread. I predict @NextGenLog that 3-D gestures like shake-to-undo will become standard for UIs within two years.

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pixies

1/19/2011 3:06 PM EST

During the mid-term election, I noticed in the CNN's "John King" show, they had a 3-D interactive statistic graphs displayed literally in the thin air and he can control the graphs using his gesture, I thought that was cool, now I know how they did it.

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nicolas.mokhoff

1/19/2011 4:09 PM EST

Gestures are great when single user interfaces with machine; what happens when three or four users use the same machine and try to overpower others with firmer gestures to change channels, increase volume, etc...It's a fun UI, but useful?

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R_Colin_Johnson

1/19/2011 5:23 PM EST

Gesture-recognition programmers claim to have algorithms for dealing with issues like who is in control of the "virtual" remote, which is only a problem for camera-based systems.

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Youself

1/19/2011 10:49 PM EST

easy to solve... the point cloud provided by 3D sensors can easily be processed to figure out which user is in control even if they overlap position. And there can be a simple gesture to 'take control' of the remote. At the end of the day however, you can't stop people from fighting for the remote even today ;)

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Code Monkey

1/19/2011 5:05 PM EST

I have a gesture for the companies that hold gesture patents.

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goafrit

1/19/2011 7:31 PM EST

The barometer will be cost. I am expecting Apple to get into this business and make it better.

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R_Colin_Johnson

1/19/2011 7:40 PM EST

The cool thing about using the gesture recognition APIs built into iOX and Android, is that the devices already have the hardware--accelerometer, gyroscope, magnetometer and barometer. Those MEMS sensors can perform all the location-based functions for which they were intended, as well as giving app writers access to 3-D gestures for free!

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Youself

1/19/2011 10:47 PM EST

Gaming solutions I suspect will evolve into hand held controllers, but perhaps more life-like and prop like, with buttons for low latency event tracking, in parallel with 3D environmental sensors. The 3D sensor will get on a Moore's law type of improvement path and get you XGA resolution of the scene with less than 1mm precision, in 60fps, etc... Kinect is a coarse (but brilliant) hack compared to what we will see in 3 to 5 years in this space.

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Luis Sanchez

1/20/2011 4:53 PM EST

Very interesting article. I think gesture recognition as an input method is optimal because it is basically the gadgets adapting to the human and not the other way around.
Once a user has experienced the ease of controlling with his hand by using gestures it's hard to go back to mouses and keyboards.
Of course, there will always be places where a touch screen isn't viable or even needed so keyboards, buttons and mouses will not disappear.

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yalanand

1/21/2011 10:53 AM EST

I think this research will not only help the gaming industry but real time training sessions like for learning driving, learning sports, learning dance etc. This research will bring down the cost of simulators.

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