Apparatus and Method for Analyzing Sensor Data
US-2015051719-A1 · Feb 19, 2015 · US
US11610399B2 · US · B2
| Field | Value |
|---|---|
| Publication number | US-11610399-B2 |
| Application number | US-201817059788-A |
| Country | US |
| Kind code | B2 |
| Filing date | Sep 27, 2018 |
| Priority date | Sep 27, 2018 |
| Publication date | Mar 21, 2023 |
| Grant date | Mar 21, 2023 |
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Method, systems and apparatuses may provide for technology that extracts one or more motion features from filtered position data associated with a projectile in a game and identifies a turning point in a trajectory of the projectile based on the one or more motion features. The technology may also automatically designate the turning point as a highlight moment if one or more of the turning point or the trajectory satisfies a proximity condition with respect to a target area in the game.
Opening claim text (preview).
We claim: 1. A computing system comprising: a network controller; a processor coupled to the network controller; and a memory coupled to the processor, the memory including a set of instructions, which when executed by the processor, cause the computing system to: filter raw position data associated with a projectile in a game to obtain filtered position data by removing outlier raw position data points, interpolating between raw position data points, and smoothing a trajectory of the projectile; extract one or more motion features from the filtered position data; identify a turning point in a trajectory of the projectile based on the one or more motion features; automatically designate the identified turning point as a highlight moment when one or more of the turning point or the trajectory satisfies a proximity condition with respect to a target area in the game that is identified based on game site data and the nature of the game, the game site data including field dimensions and/or coordinates at the game site; and render a scene corresponding to the turning point as volumetric content, wherein the volumetric content is viewable in 360°. 2. The computing system of claim 1 , wherein the instructions, when executed, cause the computing system to identify the target area based on game site data. 3. The computing system of claim 1 , wherein the highlight moment is to correspond to one or more of a shot or a deflection in the game. 4. The computing system of claim 1 , wherein the raw position data is to include one or more of image data or projectile sensor data. 5. The computing system of claim 1 , wherein the one or more motion features are to include one or more of velocity, acceleration or direction. 6. The computing system of claim 1 , wherein the proximity condition comprises a distance between the trajectory of the projectile and the target area. 7. A semiconductor apparatus comprising: one or more substrates; logic coupled to the one or more substrates, wherein the logic is implemented at least partly in one or more of configurable logic or fixed-functionality hardware logic, the logic coupled to the one or more substrates to: filter raw position data associated with a projectile in a game to obtain filtered position data by removing outlier raw position data points, interpolating between raw position data points, and smoothing a trajectory of the projectile; extract one or more motion features from the filtered position data; identify a turning point in a trajectory of the projectile based on the one or more motion features; automatically designate the turning point as a highlight moment when one or more of the turning point or the trajectory satisfies a proximity condition with respect to a target area in the game that is identified based on game site data and the nature of the game, the game site data including field dimensions and/or coordinates at the game site; and render a scene corresponding to the turning point as volumetric content, wherein the volumetric content is viewable in 360°. 8. The semiconductor apparatus of claim 7 , wherein the logic is to identify the target area based on game site data. 9. The semiconductor apparatus of claim 7 , wherein the highlight moment is to correspond to one or more of a shot or a deflection in the game. 10. The semiconductor apparatus of claim 7 , wherein the raw position data is to include one or more of image data or projectile sensor data. 11. The semiconductor apparatus of claim 7 , wherein the one or more motion features are to include one or more of velocity, acceleration or direction. 12. The semiconductor apparatus of claim 7 , wherein the proximity condition comprises a distance between the trajectory of the projectile and the target area. 13. At least one non-transitory computer readable storage medium comprising a set of instructions, which when executed by a computing device, cause the computing device to: filter raw position data associated with a projectile in a game to obtain filtered position data by removing outlier raw position data points, interpolating between raw position data points, and smoothing a trajectory of the projectile; extract one or more motion features from the filtered position data; identify a turning point in a trajectory of the projectile based on the one or more motion features; automatically designate the turning point as a highlight moment when one or more of the turning point or the trajectory satisfies a proximity condition with respect to a target area in the game that is identified based on game site data and the nature of the game, the game site data including field dimensions and/or coordinates at the game site; and render a scene corresponding to the turning point as volumetric content, wherein the volumetric content is viewable in 360°. 14. The at least one non-transitory computer readable storage medium of claim 13 , wherein the instructions, when executed, cause the computing device to identify the target area based on game site data. 15. The at least one non-transitory computer readable storage medium of claim 13 , wherein the highlight moment is to correspond to one or more of a shot or a deflection in the game. 16. The at least one non-transitory computer readable storage medium of claim 13 , wherein the raw position data is to include one or more of image data or projectile sensor data. 17. The at least one computer readable storage medium of claim 13 , wherein the one or more motion features are to include one or more of velocity, acceleration or direction. 18. The at least one computer readable storage medium of claim 13 , wherein the proximity condition comprises a distance between the trajectory of the projectile and the target area. 19. A method implemented by a computing device, the method comprising: filtering raw position data associated with a projectile in a game to obtain filtered position data by removing outlier raw position data points, interpolating between raw position data points, and smoothing a trajectory of the projectile; extracting one or more motion features from the filtered position data; identifying a turning point in a trajectory of the projectile based on the one or more motion features; automatically designating the turning point as a highlight moment when one or more of the turning point or the trajectory satisfies a proximity condition with respect to a target area in the game that is identified based on game site data and the nature of the game, the game site data including field dimensions and/or coordinates at the game site; and rendering a scene corresponding to the turning point as volumetric content, wherein the volumetric content is viewable in 360°. 20. The method of claim 19 , further including identifying the target area based on game site data. 21. The method of claim 19 , wherein the highlight moment corresponds to one or more of a shot or a deflection in the game. 22. The method of claim 19 , wherein the raw position data includes one or more of image data or projectile sensor data. 23. The method of claim 19 , wherein the one or more motion features include one or more of velocity, acceleration or direction. 24. The method of claim 19 , wherein the proximity condition comprises a distance between the trajectory of the projectile and the target area.
using trajectories of game objects, e.g. of a golf ball according to the point of impact · CPC title
Segmenting video sequences, i.e. computational techniques such as parsing or cutting the sequence, low-level clustering or determining units such as shots or scenes · CPC title
Partially or entirely replaying previous game actions · CPC title
Trajectory · CPC title
Ball; Puck · CPC title
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