Gesture Control System for AR/VR

 

How to do a gesture

  1. Move hand to the rough position and angle that a gesture starts with (e.g., like you’re about to draw a sword from a sheath)

  2. You’ll see a path showing what to do

  3. Follow the path with your hand

  4. Once you follow to the end, the gesture triggers

How to edit a gesture

  1. Move hand to the rough position and angle that a gesture starts with

  2. Hold the grab button with that hand

  3. While holding grab, move and rotate it to a new starting location. Release to save the new gesture starting location.

  4. While holding grab, hold the trigger button to re-draw the gesture. Release to save the new gesture.

Why?

  • People love the idea of doing gestures (like a cool pose) to cast spells in games

  • Everyone has different anatomy, so people do the same basic actions incredibly differently, especially when they’re focused on combat

  • For example, one player’s punch can end up over 40 cm and 60 degrees away from another person’s punch

  • So a gesture recognition system built for one person simply doesn’t work for everyone else

  • The result is that every single system out there causes you to constantly (1) randomly fail or (2) accidentally trigger the wrong gesture

  • This makes VR games have to choose between (1) only having a few gestures or (2) being unplayably clunky

What does this do differently?

  • Solve the problem with UX, rather than machine learning

  • In real-time, show the user exactly what to do to complete a gesture = far fewer mistakes

  • Let the user modify gestures with 0 UI clicks = users actually customize, instead of blaming the system

  • Automatically adjust gestures based on the user’s earlier attempts = system gets even better over time

Caveats

  • I still haven’t added a good way to track the user’s body. This means the system breaks if the user rotates around in real life (which happens very often during real gameplay).

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Just One Man VR

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Gamified Weightlifting in AR