Body and gesture recognition for water play structure

The present disclosure provides a gesture capture hardware to visually receive position and/or gestures and translate visual signals to actuates of a water play feature in a water play structure.

BACKGROUND OF THE DISCLOSURE

Field of the Disclosure

This disclosure relates to water play structures typically installed in municipalities or waterparks that allow children and other participants to interact with water devices.

BRIEF SUMMARY OF THE DISCLOSURE

Disclosed herein is a body position and gesture tracking feature composed of hardware and software is used to dynamically control the output of one or more water features making a water play structure more interactive to a participant without the need for any electronic tracking devices carried by the participant.

DETAILED DESCRIPTION OF THE DISCLOSURE

Disclosed herein are several examples of a body and gesture recognition system for a water play structure. Such water play structures include splash pads, wave pools, and water directing structures. The term “splash pad” implies a water play structure commonly designed for smaller participants wherein the accessible water volume and depth is relatively small and the flow of water through filtering systems is relatively high as a percentage of the water accessible to the participant in the structure. The term “wave pool” implies a water play structure with a relatively large volume (depth) of water (compared to a splash pad of similar surface area) which way may be controlled by actuators to form waves or tides. Generally the depth of a wave pool is substantially larger than the depth of a splash pad as the participants of a wave pool will be older, taller, and/or more physically adept than the participants of a splash pad. Water structures generally utilize gravitational flow and or pressurized flow to move water through or across apparatuses providing entertainment and/or exercise to the participant(s). Examples of water structures include water cannons, water slides, dumping buckets, sprinklers, waterwheels, water mills, etc. In many cases, the participant can physically manipulate you to the actuation of the water such as by a valve or angular position of a trough or bucket or in other examples may alter the direction of flow of the water structure such as by grasping the nozzle structure of a spray can and directing it in a different orientation.

In operation as shown inFIG. 2the gesture capture hardware12captures body position and gestures18of a participant14and translates these visual signals34to an input electronic signal36. The input electronic signal is translated by software22resident on a non-transitory computer readable storage medium as is part of the computing device20. The software22or microchip is programmed to recognize the input electronic signal and make interactive play structure decisions based on the position/movement/gestures of the participant. The play structure decisions are then translated to a control signal38. In one example, (FIG. 3-4) the control signal is sent to actuation hardware16that moves, activates, or de-activates water features30. Some examples of water features include: water spray nozzles, light emitting devices (LED's), water spraying devices, water sound devices, bubbling devices, wave machines, and water dumping devices.

Disclosed herein is a body and gesture recognition system10cooperating with a water play structure32having at least one water feature30. Overall, the system10is to be utilized to allow a participant14or participants to interact with the water play structure32without direct contact control with the water play structure32. The system requires neither a mechanical remote control nor an electronic device to be carried by the participant. In use, the gesture capture hardware12receives a visual signal34from the participant14by way of gestures18and/or body position that the participant performs. The gesture capture hardware12enables the participant to control and interact with a water feature without the need for a game controller, remote, or other device through a participant interface using gestures and/or spoken commands. The first of such gesture capture hardware12was introduced in November 2000 and was an attempt to broaden the audience of computer gamers.

Such gesture capture hardware devices12are commonly built on software technology developed on a range camera technology which developed a system that can interpret specific gestures and body positions, making completely hands-free control of electronic devices possible in one example by using an infrared projector and a camera26with a special microchip to track the movement of objects and individuals in three dimensions. This 3-D scanner system (often called light coding) employs a variant of image-based 3-D reconstruction. InFIG. 1, it can be appreciated that the gesture capture hardware12includes, or is coupled to, a computing device20including a computer readable storage medium wherein resides software22or a hard wired microchip which defines operation of the system. The device software22in one example is resident on the non-transitory computer readable storage medium to interpret the signals received by the gesture capture hardware12and translate the visual signals34to an input electronic signal36.

Commonly, such gesture capture hardware12may include an RGB camera26, depth sensor, and multi-array microphone commonly running software22on the computing device20or an associated component. These gesture capture hardware12commonly provide a full-body 3-D motion capture system, facial recognition, and/or optional voice recognition capabilities. In the example shown, the participant14may also wear a visual identification tag24such as an ID bracelet40, necklace, charm, sticker, temporary tattoo, stamp, etc. The gesture capture hardware12or and associated component may visually recognize the ID tag and record the operations performed by participant14or alternatively act in a different manner depending on the participant14within visual or audio range of the gesture capture hardware12.

In one example, the gesture capture hardware12includes a depth sensor. The depth sensor may consist of an infrared laser projector combined with a monochrome Complementary metal-oxide-semiconductor (CMOS) sensor, which captures video data in 3-D under normal ambient light conditions and converts this visual signal to the input electronic signal. The sensing range of the depth sensor is adjustable in many applications, and the software may be capable of automatically calibrating the sensor based on the participant's physical environment, accommodating for the presence of obstacles.

In many applications, the apparatus is capable of simultaneously tracking up to six or more participants14. The participants14may be separated into active players and inactive players for motion/position analysis. In other applications, the number of participants the device can “see” is only limited by how many will fit in the field-of-view of the camera26or lens portion of the gesture capture hardware12.

Disclosed herein is a water play structure32in several combinable examples which utilizes body and gesture recognition to control physical water play features30via the activation/deactivation of actuation hardware16such as for example: electrical linear actuators; solenoids; electrically operated water valves; pneumatically operated water valves; pneumatic or hydraulic linear actuators; electric motors; pneumatic or hydraulic rotary actuators; magnetism; water pumps, air pumps, and pneumatic bladders.

Gestures interpreted by the system may include: position of one or both hands, one or both feet, one or both legs, one or both arms, torso, entire body; motion of one or both hands, one or both feet, one or both legs, one or both arms, torso, entire body. This is a list of examples, and is not inclusive.

Several examples of the disclosed body and gesture recognition system for a water play structure are shown in the attached drawings. These examples are not intended to be an inclusive set of examples or uses of the overall apparatus. An alphanumeric numbering system is utilized to help identify similar but distinctive structures. For example, the schematic water feature is labeled30inFIG. 1while inFIG. 5, the specific water feature being a wave/tide actuator includes the suffix “d” to indicate the specific example.

Looking to the example ofFIG. 5it can be seen that the participant14is standing within a wave pool42having a body of water44therein. Generally, the surface46of the water44in most situations will be substantially smooth save for ripples48caused by wind, or movement of the participant14. In this example, a gesture capture hardware12dis provided having a camera26dvisually aimed at the participant14. Upon positioning of the participant14in a specific location, or upon identification of a particular participant14, or upon the participant14making a specific gesture18, the gesture hardware12dsends an input electronic signal36to the computing device20which thereupon forwards a control signal38to a water feature actuator16d.

In this example, the water feature actuator16dis a wave/tide generator such as a piston, bellows, bladder, or similar water body movement actuator capable of producing a wave50or tide in the wave pool42. Such wave/tide generators30dare well-known in the art and generally controlled via a timer. Tides may be relatively slow actuation/water level raising/lowering with only one crest in the water play structure32while waves are much faster actuation with at least two crest to crest peak in the water play structure32. Commonly, the size of the wave50and duration thereof may be programmed as a function of the depth/size of the wave pool42to maximize enjoyment of the participant14. The participant may be capable of sending varying signals such as small/large fast/slow etc. Gestures18may be interpreted to control the intensity, direction, speed etc. of the wave50or speed etc. of the water actuator16d. The waves may be formed by pneumatic actuators, hydraulic actuators, water pressure, bladder actuation, or the dumping of a large volume of water, etc.

As the gesture capture hardware12is also capable of tracking the position of the participant14, and as multiple water actuators30dmay be installed at varying positions around the wall52, it is conceived to have independent water actuators16dactuated so as to induce a superposition wave50at a particular position, such as at or near the location of the participant14.

Looking toFIG. 6, it can be seen that the participant14is standing within range of a water dumping bucket play structure30b. Such water dumping bucket play structures30bare well-known in the art and generally comprise a bucket54connected via a pivot56aligned with a horizontal axis so as to dump a volume of water58. The water58may be dumped on or near the participant14.

Actuation (dumping) of the bucket54has previously been set generally upon a timer. In another example, a spout60(seeFIG. 9) pours water into the interior of the bucket54and once a trigger volume is achieved, the bucket54dumps of its own accord. In other prior examples, a latching mechanism may be utilized set on an electronic or mechanical timer. In such an example, the water feature actuator16bmay control the timing of release of the water58from the bucket54.

In the example shown inFIG. 6, the participant14by way of position or gesture viewed by the gesture capture hardware12bactuates the dumping mechanism16bin a manner similar to that described in the first example.

Actuation about a vertical axis84(rotation in a horizontal plane) may also be manipulated by the participant14.

Looking toFIG. 7is shown another example wherein the water feature30gcomprises a submerged speaker having a speaker driver16gforming the actuation hardware. In this example, the speaker30g(or the diaphragm thereof) is positioned below the surface46of the water44and therefore when actuated the speaker30gsends an acoustic frequency waveform through the water44to the participant14. As with other examples, the device software22may be configured to provide different amplitudes, frequencies of sounds as well as different sounds such as animal noises, automotive noises, boat noises, sirens, klaxon, etc. These characteristics may be dependent upon the specific position and/or gestures18of the participant14.

Looking toFIG. 8is shown small section of a water play structure utilizing a plurality of potentially interoperating water features30eand30f. Water feature30ecomprises a light emitting device (LED) array which is controlled by way of the computing device20. In this disclosure, the term LED will refer to a light emitting device, not to a light emitting diode in particular. Although light emitting diodes (especially tricolor diodes) may function very well for each of the light emitting devices in the array. As with the previous examples, the LED array60in one example comprising an interconnected series of LED's62may be actuated by the participant14through position and or gestures by way of the gesture capture hardware12. It is to be understood that the LED array60may be operated by the computing device20in many different ways and patterns.

Looking toFIG. 9is shown one example wherein a gesturing participant14ais manipulating the LED array60such as by waving an arm in a particular manner defined by the operating parameters of the device software22. Although the LED array60can be operated in many different patterns, the LED array60may provide a visual representation of outwardly radiating64ripples emanating from the gesturing participant14aradially outward64.

In one example, multicolor LED may be utilized, allowing the participant14to manipulate the light display colors.

Water feature30fcomprises an array74of air/water jets66. The array74may be actuated in one example by way of a manifold68fluidly connected to an air pump70and/or water pump72. In operation, the gesturing participant14amay actuate the air pump70-water pump72and/or manifold68by gesturing18or by positioning within the water play structure32. Again, it is to be understood that the air/water jet array74can be controlled by the computing device20in many different ways and patterns dependent on the gestures or position of the participant14. Looking still toFIG. 9is shown one example wherein the gesturing participant14ais manipulating the pressure water jet array74by way of a gesture18. Again, for example if the gesture is the movement of the participant's legs, this will form small ripples in the water surface46. These ripples may be enhanced by way of air/water being projected from the air/water jets66emanating radially outward64from the gesturing participant14aor in other patterns.FIG. 8shows a small section of this water feature.

In one example, the LED array60and air/water jet array74may be used in combination wherein small ripples may be accented by the water pump72in tandem with air bubbles provided through the air pump70.

The air and/or water provided via features30eand30fcan be activated for example via: fluid connections such as tubing and/or solenoid valves located under the surface of the LED grid or through holes in the LED grid; channels cut or otherwise formed into a substrate under the LED grid surface and through holes in the LED grid; channels cut or otherwise formed into a (clear) substrate on top of the LED grid surface; and the use of electrically activated/deactivated micro valves below or above the LED grid at each port location. In other examples, gestures may be combined in many of the water features30. For example, in the LED array water feature30e, a participant may create a wave by way of moving their legs and then direct the movement of this wave across the floor of the water play structure32by arm movements, by running, by facing a certain direction, etc. The movement of this wave may then be controlled by subsequent gestures.

Looking toFIG. 9can be seen another water feature30acomprising a water spray nozzle system which directs a stream of water from a water pump72. In one example, the gesturing participant14acan actuate the nozzle30aby position within the water play structure32or by gestures18. By varying the gestures or position, it may be possible for the gesturing participant14ato control the pressure, volume, direction, etc. of the nozzle30a. In this example, the nozzle is in the design of a pirate-style cannon for artistic appeal. In addition, this example of the nozzle30ais mounted to a support column in which may contain a (solenoid) valve for remote actuation of the nozzle volume or pressure. The column may also house or be utilized as a fluid connection between the nozzle30aand the water pump72. In this example, the nozzle30ais mounted through a vertical pivot76allowing articulation of the nozzle30ain a horizontal plane. The nozzle30ais also mounted through a horizontal pivot78allowing articulation of the nozzle30ain a vertical plane. This combination allows the gesturing participant14ato direct the nozzle30aat themselves, or at other regions of the water play structure32.

As the device software22may be programmed to identify the participant14through facial recognition identification tag or other identification methods, it may be possible to program the apparatus to only spray specific upper limit of volume/pressure at any individual participant. For example, the apparatus may be programmed to identify participants below a certain height so as to identify small children who may be injured by a high-volume water jet. With the actuation system it is possible for a gesturing participant14ato direct the nozzle30aat another participant14bwithin the water play structure32. The system may be configured to recognize the second participant14bas a small child or person who has selected not to be the target of such water features.

FIG. 9also shows a water feature30ccomprising a water feature output80generally being a column of water extending from a water jet82. In one example, a participant14bmay kick their legs in a specific direction and at a relatively specific location resulting in the water column80which may be directed vertically as shown, or directed partially horizontally. Participants often make such a kicking motion to spray water on an adjacent participant14or at a target. It can be appreciated that by enhancing this mechanically enhanced water spray through a water pump72connected to the jet82the participant's interaction with the water play structure32will be enhanced. The water feature may be attached to a positionable nozzle wherein the angular position is actuated by gestures of the participant14a.

Although inFIG. 9it is shown a single gesture capture hardware device12is positioned adjacent to and controlling each water feature30; is also conceived to have one or more gesture capture hardware devices12at various locations upon the water play structure32interconnected through the computing device20and device software22such that any participant14with control authority may actuate any of the water features30connected to said computing device20.

The system may also utilize a play structure connection between standardized sub-sections that allows the transfer of power and data between a central control hub and swappable play feature nodes.

While the present invention is illustrated by description of several embodiments and while the illustrative embodiments are described in detail, it is not the intention of the applicants to restrict or in any way limit the scope of the appended claims to such detail. Additional advantages and modifications within the scope of the appended claims will readily appear to those sufficed in the art. The invention in its broader aspects is therefore not limited to the specific details, representative apparatus and methods, and illustrative examples shown and described. Accordingly, departures may be made from such details without departing from the spirit or scope of applicants' general concept.