Patent classifications
A63F13/21
HUMAN-MACHINE INTERFACE SYSTEM
A human-machine interface system comprises a sensor configured to generate data associated with a human movement, such as measured electrical signals or data from an accelerometer. A measurement unit of the human-machine interface measures user movement over time to generate a sequence of measured user movement data. A processor processes the data associated with a human movement from the sensor using a trained neural network to determine one or more predicted user actions. A comparison unit compares the one or more predicted user actions with one or more user actions obtained from the sequence of measured user movement data. A control unit uses the predicted user actions to control a process in an information processing apparatus in dependence upon the comparison performed by the comparison unit.
METHOD, DEVICE, AND STORAGE MEDIUM FOR CONTROLLING OBJECT
The present disclosure describes a method, device, and storage medium for controlling a virtual object. The method includes obtaining, by a device, a first virtual feature and a second virtual feature, a virtual object in a virtual scene comprising the first virtual feature and the second virtual feature. The device includes a memory storing instructions and a processor in communication with the memory. The method further includes obtaining, by the device, a first physical force matching the first virtual feature and a second physical force matching the second virtual feature; and controlling, by the device according to the first physical force, the first virtual feature to perform a first action, and controlling, according to the second physical force, the second virtual feature to perform a second action.
Method and system for athletic motion analysis and instruction
A system and method for analyzing and improving the performance of a body motion of an animal or human subject requires instrumenting a subject with inertial sensors, monitoring a body motion of interest, converting sensor data into motion data and animation, comparing the motion data with existing data for motion related performance parameters, providing a real-time, information rich, animation and data display of the results in color coded displays; and based on the results prescribing a training regime with exercises selected from a library of standardized exercises using standardized tools and training aids.
Exo Tendon Motion Capture Glove Device with Haptic Grip Response
Motion capture and haptic glove systems/methods and devices are provided in this invention. In one embodiment of the invention a motion capture and haptic glove system is described, comprising: A glove portion to be worn on top of a user's hand, the glove having finger portions for the fingers and thumb of the user; a plurality of anchoring finger caps circumscribed around the extremities of the finger portions; a plurality of anchor points configured to generate sensor data identifying a flexion/extension and an abduction/adduction of the finger portions; a plurality of tendon-like cables configured to transmit the flexion/extension and the abduction/adduction data to a plurality of measuring devices for processing; a plurality of return force providers to ensure flexion and tension in the tendon-like cable elements; and a housing structure residing on the forearm and connected to the glove portion via the plurality of tendon-like cables.
Exo Tendon Motion Capture Glove Device with Haptic Grip Response
Motion capture and haptic glove systems/methods and devices are provided in this invention. In one embodiment of the invention a motion capture and haptic glove system is described, comprising: A glove portion to be worn on top of a user's hand, the glove having finger portions for the fingers and thumb of the user; a plurality of anchoring finger caps circumscribed around the extremities of the finger portions; a plurality of anchor points configured to generate sensor data identifying a flexion/extension and an abduction/adduction of the finger portions; a plurality of tendon-like cables configured to transmit the flexion/extension and the abduction/adduction data to a plurality of measuring devices for processing; a plurality of return force providers to ensure flexion and tension in the tendon-like cable elements; and a housing structure residing on the forearm and connected to the glove portion via the plurality of tendon-like cables.
ELECTRONIC MULTIUSER SCREEN PLATFORM, ESPECIALLY FOR GAMES, AND METHOD OF CHECKING AUTHORIZATION FOR THE EXECUTION OF PROGRAMS SUCH AS GAMES
The invention concerns an electronic platform-screen comprising (a) a globally flat case (200); electronic processing, storage and interface means housed in the case; (c) a flat screen display (110) arranged at an upper surface (202) of the case; and (d) a plurality of user-interface elements (300) for several users, distributed around the display screen and connected to the interface means housed in the case. The invention also concerns a method for controlling clearance for executing downloaded programmes such as games. The invention is applicable in particular to electronic games involving several players.
ELECTRONIC MULTIUSER SCREEN PLATFORM, ESPECIALLY FOR GAMES, AND METHOD OF CHECKING AUTHORIZATION FOR THE EXECUTION OF PROGRAMS SUCH AS GAMES
The invention concerns an electronic platform-screen comprising (a) a globally flat case (200); electronic processing, storage and interface means housed in the case; (c) a flat screen display (110) arranged at an upper surface (202) of the case; and (d) a plurality of user-interface elements (300) for several users, distributed around the display screen and connected to the interface means housed in the case. The invention also concerns a method for controlling clearance for executing downloaded programmes such as games. The invention is applicable in particular to electronic games involving several players.
Radio mesh network gaming system
A radio mesh network gaming system comprises a gaming device that includes a controller. The controller maintains a routing table and game state information. The gaming device forms a radio mesh network along with other gaming devices. The routing table stores next hop information for communicating with other devices over the radio mesh network. The radio mesh network determines a playing area of a game and the playing area changes as gaming devices move throughout the playing area and are added or removed from the game. In one example communication between from a first and third device, the first device communicates the information to a second device in accordance with next hop information stored in the routing table of the first device. The second device then communicates the information to the third device in accordance with next hop information stored in a routing table of the second gaming device.
Radio mesh network gaming system
A radio mesh network gaming system comprises a gaming device that includes a controller. The controller maintains a routing table and game state information. The gaming device forms a radio mesh network along with other gaming devices. The routing table stores next hop information for communicating with other devices over the radio mesh network. The radio mesh network determines a playing area of a game and the playing area changes as gaming devices move throughout the playing area and are added or removed from the game. In one example communication between from a first and third device, the first device communicates the information to a second device in accordance with next hop information stored in the routing table of the first device. The second device then communicates the information to the third device in accordance with next hop information stored in a routing table of the second gaming device.
INTERACTION METHOD FOR VIRTUAL REALITY
A control method is utilized for switching virtual reality scenes in a virtual reality system. The virtual reality system includes a head-mount display device for displaying virtual reality visions. The control method includes operations of providing a first virtual reality scene as the virtual reality visions to be displayed on the head-mount display device; obtaining a motion displacement of the head-mount display device; comparing the motion displacement with threshold displacement in response to the motion displacement being shorter than the threshold displacement, providing the first virtual reality scene in a first portion of the virtual reality visions and providing a second virtual reality scene in a second portion of the virtual reality visions according to the motion displacement; and, in response to the motion displacement exceeding the threshold displacement, providing the second virtual reality scene as the virtual reality visions to be displayed on the head-mount display device.