The patents certainly suggest that the device is using ultrasound for depth (z) and visual cues for horizontal and vertical movement (x/y). However, an interview with Kaz Hirai at E3 seems to suggest that they've since dropped the ultrasound and only use visual tracking now using the size of the ball for depth:
http://audioboo.fm/boos/27700-e3-final-day
The only thing I can think of now is that the precision comes from that you know what you are tracking is a perfect circle. In that case what the software needs to do is:
1) find the circle in the image
2) map the digital image to a perfect circle of a certain size to determine x/y/z.
I think given a digital input image you don't actually even need a very high resolution to still get very precise input, as luminence is going to help also?
If Kaz has it right (you'd think so, but stranger things have happened), it's interesting and it has a number of implications.
A-ha! There is where my argument trumps yours in the middle ground. I'm thinking the applications where finger detection is useful are situation where purely optical will work. Specifically, giving instructions through hand gestures - fingers closed, open palm to camera; spread hand; counting fingers; pointing. Really fine finger detection is probably beyond the point of any useful gaming applications, and is the domain of professional applications. eg. The guitar playing detection is useless for games if the players haven't spent years learning the guitar! There's no need for that level of finesse in a console interface (this is setting me up for a fail - what's the betting the future becomes tiny finger motions!)True, optical finger recognition will solve the problems with gloves (hot, smelly, uncomfortable), while gloves solve the problems with optical finger recognition (actually being able to detect the position of the fingers in all cases) :smile:
If you really want finger recognition (and I can't see a reason why you would...
An actual physical filter. All the software gets in an RGB valus. It can't determine what caused the pixel to light up. The CCD is senstive to IR. Plug in your PSEye/EyeToy and shine a TV remote at it, you'll see the black bulb pulses white through the camera.Can i ask you to confirm this shifty? Im assuming when you talk about IR filters you mean on the software side and not some sort if colour gel type filter needing to be placed physically in front of the camera?
A-ha! There is where my argument trumps yours in the middle ground. I'm thinking the applications where finger detection is useful are situation where purely optical will work. Specifically, giving instructions through hand gestures - fingers closed, open palm to camera; spread hand; counting fingers; pointing. Really fine finger detection is probably beyond the point of any useful gaming applications, and is the domain of professional applications. eg. The guitar playing detection is useless for games if the players haven't spent years learning the guitar! There's no need for that level of finesse in a console interface (this is setting me up for a fail - what's the betting the future becomes tiny finger motions!)
The patents certainly suggest that the device is using ultrasound for depth (z) and visual cues for horizontal and vertical movement (x/y). However, an interview with Kaz Hirai at E3 seems to suggest that they've since dropped the ultrasound and only use visual tracking now using the size of the ball for depth:
http://audioboo.fm/boos/27700-e3-final-day
The only thing I can think of now is that the precision comes from that you know what you are tracking is a perfect circle. In that case what the software needs to do is:
1) find the circle in the image
2) map the digital image to a perfect circle of a certain size to determine x/y/z.
I think given a digital input image you don't actually even need a very high resolution to still get very precise input, as luminence is going to help also?
If Kaz has it right (you'd think so, but stranger things have happened), it's interesting and it has a number of implications.
Arwin said:One of the first things I thought of when I saw Natal in action was that a great testing application to find the limits / strengths of the device is by trying to teach it sign language.
If Kaz has it right (you'd think so, but stranger things have happened), it's interesting and it has a number of implications.
A-ha! There is where my argument trumps yours in the middle ground. I'm thinking the applications where finger detection is useful are situation where purely optical will work. Specifically, giving instructions through hand gestures - fingers closed, open palm to camera; spread hand; counting fingers; pointing.
I agree with you in general. In principle though I think you cannot make a gesture with one hand where a finger's position cannot be deduced from the position of the rest of the hand. So eventually it should always be possible.
With respect to Natal, the origin of this discussion, the question is whether the 48 joints include fingers, and the consensus is they don't, that the hand is represented as a joint in the centre of the plam or somesuch, and the position of the fingers is irrelevant. I think the definition of 'finger recognition' meaning 'can we spot any fingers and what shape do they make; to be apt. Joint-level finger tracking is going to require some contact sensors I imagine, or some insane image recognition methods. I still can't think of any use for that level of tracking though. A virtual piano could be managed just with placement of a digit in an area of the FOV, for example. Perhaps the main use for true digit tracking would be in VR with correct vitrual object placement, graphic occlusion, and finger interaction with a creature?So I guess we are talking about actual finger recognition (me), and using fingers to create recognisable shapes, but not holding anything or using two hands together (you). If you hold your hand out in a specific way in front of the camera, it's just pattern matching, isn't it?
BTW, fair enough if that is the extent of the "finger recognition" you are talking about. I tend to think of "finger recognition" in the more general sense.
It would be very interesting if they are doing that. My back of the envelope calculations (using the best possible characteristics of the PSEye of FOV: 56 degrees, resolution: 640 pixels), show that a ball with a diameter of an inch would take up 8 pixels at it's widest point at a distance of 1.91m from the camera. It would take up 7 pixels at it's widest point at 2.18m.
27cm of depth in a change of a pixel in diameter?
At 3m it would cover 5.1 pixels at it's widest point, at 4m: 3.8 pixels (1.3 pixels for a meter depth). I just don't see the resolution here to generate 1:1 depth on visuals alone.
With respect to Natal, the origin of this discussion, the question is whether the 48 joints include fingers, and the consensus is they don't, that the hand is represented as a joint in the centre of the plam or somesuch, and the position of the fingers is irrelevant. I think the definition of 'finger recognition' meaning 'can we spot any fingers and what shape do they make; to be apt. Joint-level finger tracking is going to require some contact sensors I imagine, or some insane image recognition methods. I still can't think of any use for that level of tracking though. A virtual piano could be managed just with placement of a digit in an area of the FOV, for example. Perhaps the main use for true digit tracking would be in VR with correct vitrual object placement, graphic occlusion, and finger interaction with a creature?
Lets say they get all this working and delivered at affordable prices.
So instead of pretending to play guitar with a fake guitar in Guitar Hero (which itself is a lame concept), you'd be playing air guitar?
Or shadow-boxing in some future versions of Fight Night?
The popularity of Wii notwithstanding and no matter how much more immersive this may be, it's going to look retarded people flailing about in front of their TVs.
With an ultrasonic solution, sound can be even more easily occluded. When I tried Gametrak's demo, they kept saying "don't think of it like a Wiimote" when you'd try small tilting, accelerometer-inputting motions, but whenever it became unresponsive, it was because I wasn't pointed directly at the sensor bars on the sides of the screen. I think the best solution would be gyroscopic + visual. When out of line-of-sight, the game can still track rate and vector of motion.Sony's tech demoes should be using the ultrasonic controller technology (complemented by PS Eye + color LED). A pure SD camera-based solution may not be able to track the player's movement so quickly and so accurately. Not to mention in the archer demo, one hand is behind (obscured by) the other. An optical solution will require some trickery to pin point the exact location of both hands.
Plastic Guitars said:...but ultimately people playing air guitar is just sad.
It would be very interesting if they are doing that. My back of the envelope calculations (using the best possible characteristics of the PSEye of FOV: 56 degrees, resolution: 640 pixels), show that a ball with a diameter of an inch would take up 8 pixels at it's widest point at a distance of 1.91m from the camera. It would take up 7 pixels at it's widest point at 2.18m.
27cm of depth in a change of a pixel in diameter?
At 3m it would cover 5.1 pixels at it's widest point, at 4m: 3.8 pixels (1.3 pixels for a meter depth). I just don't see the resolution here to generate 1:1 depth on visuals alone.
My guess is that the bulb is a bit of a compromise based on avoiding patent coverage.
I think a lot of people are interested in the technology but ultimately people playing air guitar is just sad.