怎么将json转换为map转换perceptual scale在perceptual map scale

Intel Perceptual Camera 初体验_-IT行业第一站
Intel Perceptual Camera 初体验
Intel Perceptual Camera 初体验
标题:Intel Perceptual Camera 初体验
Intel Perceptual Camera 初体验&最近,本人有幸与一款名为Intel Perceptual Camera的感知摄像头进行了一次亲密接触。这款感知摄像头是采用3D深度知觉技术进行手势识别,允许用户近距离手势或者语音操控 PC,而且还能够完全消除背景。&在近几年中,人机交互方式正发生逐步变化。不知道从什么时候起触摸屏幕大肆盛行,从最初运用于手机到现在的电脑等多种消费终端,相信现在很少有人还能说出第一款触摸屏幕设备是哪个厂商发布的了。随着触控技术的广泛使用,对于触控屏幕的需求也越来越高。但是触控效果最为稳定的电容屏却因为技术等原因,始终无法超过50寸,这样就逐渐形成了屏幕与触控系统分离的趋势。面临目前的尴尬局面,英特尔适时地提出了感知计算概念,以更加自然、直观、身临其境的方式重新定义消费者的计算体验,重塑人机互动的未来图景。这款感知摄像头设备就是英特尔联手Creative推出的,目前这款标注为DeveloperKit(针对开发者)的设备还未正式发售,但也有网友说网上已经有卖的了,149美金(这个还有待考证)。&下面具体说下这款设备,尽管跟它接触的时间并不是很长,但对于它带来一些惊喜,本人还是有很多的感受要在这里与大家分享一下。&说到体感技术,大家首先想到的就是微软的Kinect,所以不免也会拿它与Kinect进行一番比较。该设备在外形上酷似 Kinect,但比Kinect小巧很多,只有一个手掌的大小,更便于携带。但在今天,摄像头还是太大,而且要一直使用需要太多电力。英特尔已经计划在配置英特尔处理器的设备上集成3D深度摄像头技术,到时这些问题应该可以得到缓解。其中,超极本上的重力感应技术对体感技术也将会是很好的补充。&&由上图可见,摄像头左侧是一枚距离感应器,右侧是标称100万像素的摄像头(其实这个像素还蛮低的,不知道对于面部识别的准确性会不会有影响),整体设计如同人的双目一般,对人的手势操作进行深度识别。而最外侧的麦克风设计就如同人的两只耳朵一样,对人的语音进行识别(这部分功能未能详细测试)。&&将摄像头固定在电脑上,通过USB接口接入电脑后,就可以进行开机测试了。&首先需要安装驱动和SDK,这些都可以在网上下载到的。在安装SDK的时候不得不吐槽一下,这个只能通过官网在线安装,如果遇到网络不给力,很可能就要从头开始,我这个就是安装了4遍才成功,而且每次都是安装到一半就没反应了,也没有任何的提示。&&&SDK安装完毕后,先运行Capture Viewer程序,检测SDK和设备接入是否正常。在SDK中,主要包含了一系列的用于声音、面部、手势的检测和识别的exe、lib库和include文件等。由于时间原因,我只对手势和面部进行了试用。&&&&&对于手势和面部的识别(针对面部做了一个虚拟的演示图),分别是采用7点和6点来确定的。较手势识别来说,面部识别功能的精准度就差了很多,并且对手、面部与摄像头之间的距离,以及手与脸之间的位置,有一定的要求,一旦发生重合就会出现识别不了。&然而Kinect就更为智能些,它能够借助红外线来识别人体的运动,配合着Xbox 360上的一些高端软件,便可以对人体的48个部位进行实时追踪。但在兼容方面,Kinect目前只支持微软Windows系统和XBOX设备的接入,在游戏环境中使用不错,但在需要跨不同设备进行广泛使用时还是不自然,这款感知摄像头却可以做到,它兼容Windows/Mac OS X。&最后说说一些Demo应用的体验:&目前这些Demo 应用都是基于手势识别功能来做的,对于脸部识别涉及的较少,或许是这类型的应用比较有局限性吧!&Ballista,这是一款通过手势控制炮弹攻击建筑物的游戏,应用类型貌似“愤怒的小鸟”。尽管应用采用了3D效果,但在整个界面设计上还有待完善,游戏环节的设置也比较简单。&不过,在首次Demo试玩后,还是发现这种脱离桌面的空中操作方式更简单流畅,针对这类型的应用比起触屏操作更得心应手一些!&&AMillion Minions,这是一款关卡游戏。中间的大怪物(紫色)会不停的派出小怪物(绿色)沿着路的方向跑到屏幕这边来,每当有怪物跑来时,要用手从上往下挥动,把怪物砸扁,如果没砸中的怪物多,表示失败。在后面关卡中还会涉及武器的使用,障碍的躲闪等。但由于只是个Demo ,游戏关卡设计比较少。不过这款游戏最大限度的体现了该摄像头在手势识别功能方面的技术特点。屏幕最前方的阴影部分,可以帮助玩家很好的掌握拳头的落点,同时也降低了游戏的难度。&KungPow Kevin,这个游戏比较有趣,也是一款关卡游戏,跟随一只鼹鼠做手势动作,模仿速度越快,准确度越高,得分也就越高。越是到后面的关卡,手势的速度和变换样式就会越多。游戏的亮点是最后的“无影手”,这部分设计对于该设备针对手势识别的速度及精准度做出了挑战。&试玩的几款应用都是基于手势识别功能来做的,操作过程中需要高举手臂,用不了多长时间,胳膊就会感觉酸痛。不知道将摄像头放平会是怎么样,应该会缓解一下长时间高举手臂带来的尴尬吧!&目前支持这款设备的游戏数量还不是很多,现有的这些也仅限于需要最少计算资源的不复杂游戏,对于设备支持的一些功能体现的并不是很明显。其实,当我们看到微软通过Kinect和苹果通过Siri,对体感操控方面和语音操控方面的投入,就可以发现要推动体感技术的发展还需要走很长的一段路。&尽管被游戏严重定义过的体感技术已经用于办公、医疗等领域。与此同时,对于技术的成熟度要求也会更高,例如:处理速度、感知精度和准确度等,尤其是用作车载系统、医疗、军事上等。&感知计算的发展趋势显而易见,它将推动整个科技行业的创新,改变人们的生活。作为产业发展的推动者,英特尔设立了奖金总额一百万美元的“英特尔感知计算挑战赛”(IntelPerceptual Computing Challenge),邀请开发者发挥人机交互体验方面的奇思妙想。近期又宣布设立总额为1亿美元的基金用于推动相关软件和应用的发展,从而在多种英特尔&架构平台上实现这些体验。可见大家都相信对于体感技术的应用方面,最出色的点子一定来源于广大的开发者。&由于时间原因,以上内容仅供参考,如有错误欢迎批评指正!
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