Method and system to create three-dimensional mapping in a two-dimensional game
Natural three-dimensional (x w , y w , z w , t w ) gesture player interaction with a two-dimensional game application rendered on a two or three dimensional display includes mapping acquired (x w , y w , z w , t w ) gesture data to virtual game-world (x v , y v , z v , t v ) coordinates or vice versa, and scaling if needed. The game application is caused to render at least one image on the display responsive to the mapped and scaled (x w , y w , z w ) data, where the display and game interaction is rendered from the player's perception viewpoint. The (x w , y w , z w ) data preferably is acquired using spaced-apart two-dimensional cameras coupled to software to reduce the acquired images to a relatively small number of landmark points, from which player gestures may be recognized. The invention may be implemented in a handheld device such as a smart phone or tablet, which device may include a gyroscope and/or accelerometer.
1. A system enabling a game application, characterizable in at least three game-world (x v , Y v , z v ) coordinates and an implicit fourth (t v ) time coordinate, and executed by a game device coupled to a display, to respond to at least a natural gesture three-dimensional (x w , y w , z w ) input and an implicit fourth (t w ) time input generated from a player interacting with said game application to enable said game application to present player-interactable depth on said display, the system comprising:
said display, coupled to said system to render images commensurate with player interaction with said game application;
an optical acquisition system to acquire at least three-dimensional (x w , y w , z w , t w ) data representing player interaction with said game application;
means for recognizing from sensed at least said (x w , y w , z w , t w ) data acquired by said optical acquisition system at least one player gesture;
said optical acquisition system to acquire at least three-dimensional (x w , y w , z w , t w ) data and said means for recognizing from sensed at least said (x w , y w , z w , t w ) data including at least spaced-apart first and second two-dimensional cameras whose overlapping fields of view acquire images including data representing potential landmark points and data imaging at least a portion of interaction by said player with said game application;
executable software, coupled to said first and second two-dimensional cameras, to represent said player from acquired said images using as least some said landmark points from which at least one user gesture is discernible;
means for mapping acquired said (x w , y w , z w , t w ) and virtual game-world (x v , y v , z v , t v ) coordinates into a unified four dimensional scaled coordinate system (x u , y u , z u , t u );
means for using at least one of mapped and scaled said unified-world (x u , y u , z u , t u ) coordinates to cause said game application to react to said (x w , y w , z w ) data acquired by said optical acquisition system; and
means for causing, said game application to render at least one image on said display responsive to said means for using;
wherein said display and game interaction is rendered from a perception viewpoint of said player; and
wherein said game application is characterized by a representation selected from a group consisting of (i) a two-dimensional virtual representation, and (ii) a three-dimensional virtual representation.
2. The system of claim 1 , wherein said display and said game device share a common housing.
3. The system of claim 2 , wherein said game device is selected from a group consisting of (a) a smart phone, (b) a portable device, (c) a hand-held device, (d) a netbook, and (e) a laptop.
4. The system of claim 1 , further including means for scaling mapped said at least virtual game-world (x v , y v , z v ) coordinates;
wherein said means for causing uses mapped and scaled said game-world (x v , y v , z v ) coordinates to cause said game application to react to acquired said (x w , y w , z w ) data.
5. The system of claim 1 , wherein acquired said (x w , y w , z w , t w ) data represents at least one natural interface gesture interaction by said player with said game application, said natural interface gesture including at least one gesture selected from a group consisting of (i) an open hand of said player, (ii) a clenched hand of said player, (iii) a movement of a hand of said player, (iv) a movement of an arm of said player, (v) a movement of a torso of said player, and (vi) a movement of a head of said player.
6. The system of claim 1 , further including means for mapping acquired said (x w , y w , z w , t w ) data to virtual game-world (x v , y v , z v , t v ) coordinates such that a representation of said player is also rendered on said display.
7. The system of claim 1 , wherein said optical acquisition system includes a time-of-flight camera and associated software to acquire images from which at least one user natural gesture is discernible.
8. The system of claim 1 , wherein said game device includes at least one of a gyroscope and an accelerometer, and player interaction with said game application includes player physical manipulation of said device.