Patent classifications
A63F13/27
Spectator view into a live event held in a real-world venue
A method including establishing a multi-player gaming session of a gaming application that generates an interactive gaming world, the live event being a real-world venue where players playing the gaming application are present. A 3D live view of the venue is generated based on captured video streams, and generated for a physical POV anchored to a physical location in the venue. The 3D live view is streamed to an HMD of a remote user located outside the venue, and presents an augmented reality view of the live event. A request is received from the remote user to jump into the gaming session as a spectator of the interactive gaming world from a virtual POV defined by a virtual location in the gaming world. The spectator view is delivered to the HMD of the remote user for display, the spectator view presenting a virtual reality view of the interactive gaming world.
Spectator view into a live event held in a real-world venue
A method including establishing a multi-player gaming session of a gaming application that generates an interactive gaming world, the live event being a real-world venue where players playing the gaming application are present. A 3D live view of the venue is generated based on captured video streams, and generated for a physical POV anchored to a physical location in the venue. The 3D live view is streamed to an HMD of a remote user located outside the venue, and presents an augmented reality view of the live event. A request is received from the remote user to jump into the gaming session as a spectator of the interactive gaming world from a virtual POV defined by a virtual location in the gaming world. The spectator view is delivered to the HMD of the remote user for display, the spectator view presenting a virtual reality view of the interactive gaming world.
Portable Multi-Player Smartphone Video Gaming System
A multi-player smartphone video gaming system having a smartphone, a video game controller connected to the smartphone, a video game projector connected to the smartphone, wherein the video game projector is a 3D projector or a virtual hologram projector and wherein the virtual hologram projector is a virtual holographic fan or a pyramidal holographic display or a Z-shaped holographic display. Earphones and a microphone are connected to the smartphone. A video camera monitors a user's movements during video gaming and provides facial recognition of the user. A host server provides the smartphone, through a network interface, a multi-player video game playing application, video games, and a platform for multiplayer video gaming over a network.
Portable Multi-Player Smartphone Video Gaming System
A multi-player smartphone video gaming system having a smartphone, a video game controller connected to the smartphone, a video game projector connected to the smartphone, wherein the video game projector is a 3D projector or a virtual hologram projector and wherein the virtual hologram projector is a virtual holographic fan or a pyramidal holographic display or a Z-shaped holographic display. Earphones and a microphone are connected to the smartphone. A video camera monitors a user's movements during video gaming and provides facial recognition of the user. A host server provides the smartphone, through a network interface, a multi-player video game playing application, video games, and a platform for multiplayer video gaming over a network.
Sound localization in an augmented reality view of a live event held in a real-world venue
A method for localizing sound when enabling participation in a live event, including establishing a multi-player gaming session of a gaming application that generates an interactive gaming world, the live event being a real-world venue where players playing the gaming application are present. A live view of the venue is generated based on captured video streams, and generated for a physical POV anchored to a physical location in the venue. Audio is generated for the live event, and modified to reflect acoustics of the real-world venue for the physical location. The modified audio is synchronized to the live view. The live view and synchronized audio are streamed to an HMD of a remote user located outside the venue, and presents an augmented reality view of the live event.
Mobile Entertainment System
A positionable dual-display system for exhibition of and interaction with multimedia content. The dual-display system is housed in an automobile in a retracted parallel configuration and extended into an actuated position at the exterior of the automobile. Patrons view and interact with multimedia content on the displays.
Mobile Entertainment System
A positionable dual-display system for exhibition of and interaction with multimedia content. The dual-display system is housed in an automobile in a retracted parallel configuration and extended into an actuated position at the exterior of the automobile. Patrons view and interact with multimedia content on the displays.
Simulouz
The present invention discloses a virtual reality gaming system and its operations in detail. In some embodiments, the operations of the game include a creation of gaming zone in a dome shaped room where the ceiling and walls are covered with projector screen to create a live immersive scenery to play arcade style shooter video games. The gaming system includes a wireless game gun controller and a sleeveless wireless vest which are used in the game by player/s to play variety of arcade style shooting games.
Simulouz
The present invention discloses a virtual reality gaming system and its operations in detail. In some embodiments, the operations of the game include a creation of gaming zone in a dome shaped room where the ceiling and walls are covered with projector screen to create a live immersive scenery to play arcade style shooter video games. The gaming system includes a wireless game gun controller and a sleeveless wireless vest which are used in the game by player/s to play variety of arcade style shooting games.
INTERACTIVE AUDIOVISUAL SYNCHRONIZATION FOR VENUES
Exemplary venues allow for members of an audience at different locations within these venues to simultaneously interact with an interactive content. The interactive content can convey one or more requisite actions to be performed by the members of the audience. However, the one or more requisite actions can reach members of the audience at different instances in time. These exemplary venues can effectively compensate for these different instances in time such that the accuracy and/or the synchronization of one or more response actions, which are performed by the members of the audience in response to the one or more requisite actions, can be characterized as no longer being dependent upon their distance from the interactive content. Rather, the accuracy and/or the synchronization of the one or more response actions by the members of the audience to the one or more requisite actions can be considered as being related to the performance, for example, timing, of the one or more response actions themselves.