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BOWLING GAME MOTION RECOGNITION METHOD OF THE HANDHELD TERMINAL USES THE SIX-AXIS SENSOR

机译:使用六轴传感器的手持终端的博弈游戏运动识别方法

摘要

It is arranged to make input diversification by using a kind of bowling game action identification method of a portable terminal of one 6 axle sensors, realize that the space of 6 axle sensors is mobile, its feeling that there is a main body to adapt to replaces input, to complete the bowling game of a reality. The feeling and sample acceleration to the direction for a user movement (301-304) are measured by the signal that one 3 axle acceleration sensors are felt. Accelerate previously compared with knowledgeable action model to decide whether within a predetermined action range (306), movement is performed. An action model with probability peak is selected, and movement corresponding with selected action model is considered as action current. The signal felt in one 3 axis geomagnetic sensors is measured to feeling azimuth, a roll angle, and a pitch value in the direction for a user movement (309). Whether it is determined to act and be performed within the scope of a predetermined action. If so, the weaving movement of a progress direction and a bowling is determined.
机译:通过使用一个六轴传感器的便携式终端的保龄球游戏动作识别方法来使输入多样化,实现六轴传感器的空间是可移动的,有一个主体适合替代的感觉输入,以完成现实的保龄球游戏。通过感觉到一个3个轴加速度传感器的信号来测量用户移动方向(301-304)的感觉和样本加速度。预先与知识渊博的动作模型进行比较,以确定是否在预定动作范围内执行运动(306)。选择具有概率峰值的动作模型,并将与所选动作模型相对应的运动视为动作电流。测量在一个三轴地磁传感器中感觉到的信号以感觉到用户运动方向上的方位角,侧倾角和俯仰值(309)。是否确定要在预定动作的范围内执行和执行。如果这样,则确定前进方向和保龄球的编织运动。

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