A63F13/26

Modular augmented and virtual reality ride attraction

An amusement park system includes a modular attraction system having a ride vehicle having seats to accommodate passengers, an on-board system integrated with the ride vehicle and having on-board game systems connected via a network. Each on-board game system is configured to provide an augmented reality (AR) experience, or a virtual reality (VR) experience, or both, via a respective visual experience generator device. The AR experience, or the VR experience, or both, is provided within a game shared between the on-board game systems. The on-board game systems are integrated into the ride vehicle, and are connected via the network to one another in a manner that allows for ready removal of all or a portion of one of the on-board game systems without affecting operation of the remaining on-board game systems.

Modular augmented and virtual reality ride attraction

An amusement park system includes a modular attraction system having a ride vehicle having seats to accommodate passengers, an on-board system integrated with the ride vehicle and having on-board game systems connected via a network. Each on-board game system is configured to provide an augmented reality (AR) experience, or a virtual reality (VR) experience, or both, via a respective visual experience generator device. The AR experience, or the VR experience, or both, is provided within a game shared between the on-board game systems. The on-board game systems are integrated into the ride vehicle, and are connected via the network to one another in a manner that allows for ready removal of all or a portion of one of the on-board game systems without affecting operation of the remaining on-board game systems.

GAME PROCESSING SYSTEM, METHOD OF PROCESSING GAME, AND STORAGE MEDIUM STORING PROGRAM FOR PROCESSING GAME
20230219005 · 2023-07-13 ·

A game processing system for processing a game having a first mode and a second mode according to an aspect includes one or more computer processors. The one or more computer processors are configured to provide an interaction with a virtual character in the first mode and the second mode. In a switch process for switching the game from the first mode to the second mode, the one or more computer processors are configured to, start the second mode if a switch object is selected by a player of the game gazing at the switch object during a predetermined period of time since the switch object is displayed, and return to the first mode if the switch object is not selected during the predetermined period of time.

Using social connections to define graphical representations of users in an artificial reality setting
11557093 · 2023-01-17 · ·

Systems, methods, and non-transitory computer-readable media are disclosed for variably rendering graphical representations of co-users in VR environments based on social graph information between the co-users and a VR user. For example, the disclosed systems can identify a co-user within a VR environment. Furthermore, the disclosed systems can determine a social relevancy (e.g., a social relationship type) between the co-user and a VR user within the VR environment based on social graph information. Then, the disclosed systems can select and/or determine a graphical representation and/or other capabilities of the co-user within the VR environment based on the social relevancy. Additionally, the disclosed systems can display the co-user within the VR environment using the determined graphical representation type (e.g., from the perspective of the VR user).

Peripersonal boundary-based augmented reality game environment

A method of providing an augmented reality game environment within a game space includes obtaining, by a processor, sensor data for the game space, determining, by the processor, a position of a player in the game space based on the sensor data, generating, by the processor, player image data of a peripersonal boundary of the player based on the determined position of the player for rendering a representation of the peripersonal boundary in the game space, the peripersonal boundary being disposed about, and spaced from, the determined position, obtaining, by the processor, player data for the player via an input modality, the player data being indicative of a player directive to modulate the peripersonal boundary, adjusting, by the processor, a size of the peripersonal boundary as a function of the player data, and updating, by the processor, the player image data based on the adjusted size of the peripersonal boundary.

Peripersonal boundary-based augmented reality game environment

A method of providing an augmented reality game environment within a game space includes obtaining, by a processor, sensor data for the game space, determining, by the processor, a position of a player in the game space based on the sensor data, generating, by the processor, player image data of a peripersonal boundary of the player based on the determined position of the player for rendering a representation of the peripersonal boundary in the game space, the peripersonal boundary being disposed about, and spaced from, the determined position, obtaining, by the processor, player data for the player via an input modality, the player data being indicative of a player directive to modulate the peripersonal boundary, adjusting, by the processor, a size of the peripersonal boundary as a function of the player data, and updating, by the processor, the player image data based on the adjusted size of the peripersonal boundary.

Aiming display automation for head mounted display applications

A method for user interaction when gaming. The method including rendering a normal view of a virtual environment of a video game for display in an HMD of a user. The method including detecting a pose of a user holding a first controller and a second controller indicating that a virtual weapon is being held. The method including detecting that the pose of the user is raised to a firing position. The method including detecting that the pose of the user is in alignment with a face of the user. The method including detecting that a first eye of the user is closed. The method including detecting an object in the virtual environment being targeted by the pose that is in alignment with the face of the user. The method including rendering a magnified view of the object being targeted in the virtual environment for display in the HMD.

Aiming display automation for head mounted display applications

A method for user interaction when gaming. The method including rendering a normal view of a virtual environment of a video game for display in an HMD of a user. The method including detecting a pose of a user holding a first controller and a second controller indicating that a virtual weapon is being held. The method including detecting that the pose of the user is raised to a firing position. The method including detecting that the pose of the user is in alignment with a face of the user. The method including detecting that a first eye of the user is closed. The method including detecting an object in the virtual environment being targeted by the pose that is in alignment with the face of the user. The method including rendering a magnified view of the object being targeted in the virtual environment for display in the HMD.

Systems and methods for augmented-or virtual reality-based decision-making simulation
11544907 · 2023-01-03 ·

A system for display for an augmented/virtual reality-based decision-making simulation includes a controller configured to receive input from a user, at least one of an augmented reality or a virtual reality device configured to display a simulated environment, a processor, and a memory coupled to the processor. The memory stores one or more computer-readable instructions, which, when executed by the processor, cause the system to: receive input by the user from the controller, indicating a selected scenario; display, on the at least one of the augmented reality or the virtual reality device, the selected scenario; receive input from the user, from the controller, to interact with the selected scenario; monitor one or more parameters associated with the execution of tasks in the selected scenario using the controller; and evaluate the user based on the monitored one or more parameters.

INFORMATION PROCESSING APPARATUS, INFORMATION PROCESSING APPARATUS CONTROL METHOD, AND PROGRAM

Methods and apparatus provide for acquiring, from a plurality of sensors attached to a plurality of body parts of a target person, at least information regarding movement acceleration and posture angular velocity of each of body parts to which the sensors are attached, and estimating, on the basis of the acquired information regarding the movement acceleration and posture angular velocity, the movement velocity in a predetermined coordinate system of each of the body parts to which the sensors are attached. Subsequently, on the basis of the information regarding the estimated movement velocity of each of the body parts, the methods and apparatus provide for estimating the positions of predetermined body parts of the target person.