Patent classifications
A63F13/65
APPARATUS AND METHOD FOR REALIZING REAL-TIME SPATIAL STRUCTURE
A method for realizing a real-time spatial structure in an apparatus for realizing a real-time spatial structure is provided. The method for realizing a real-time spatial structure includes: tracking a movement path of a player; and realizing a spatial structure in the space on the movement path of the player using at least one of water sprayed through water spray modules of a mesh structure installed on a ceiling and electromagnet ropes of the mesh structure.
APPARATUS AND METHOD FOR REALIZING REAL-TIME SPATIAL STRUCTURE
A method for realizing a real-time spatial structure in an apparatus for realizing a real-time spatial structure is provided. The method for realizing a real-time spatial structure includes: tracking a movement path of a player; and realizing a spatial structure in the space on the movement path of the player using at least one of water sprayed through water spray modules of a mesh structure installed on a ceiling and electromagnet ropes of the mesh structure.
Reconfiguring reality using a reality overlay device
Virtual entities are displayed alongside real world entities in a wearable reality overlay device worn by the user. Information related to an environment proximate to the wearable device is determined. For example, a position of the wearable device may be determined, a camera may capture an image of the environment, etc. Virtual entity image information representative of an entity desired to be virtually displayed is processed based on the determined information. An image of the entity is generated based on the processed image information as a non-transparent region of a lens of the wearable device, enabling the entity to appear to be present in the environment to the user. The image of the entity may conceal a real world entity that would otherwise be visible to the user through the wearable device. Other real world entities may be visible to the user through the wearable device.
Reconfiguring reality using a reality overlay device
Virtual entities are displayed alongside real world entities in a wearable reality overlay device worn by the user. Information related to an environment proximate to the wearable device is determined. For example, a position of the wearable device may be determined, a camera may capture an image of the environment, etc. Virtual entity image information representative of an entity desired to be virtually displayed is processed based on the determined information. An image of the entity is generated based on the processed image information as a non-transparent region of a lens of the wearable device, enabling the entity to appear to be present in the environment to the user. The image of the entity may conceal a real world entity that would otherwise be visible to the user through the wearable device. Other real world entities may be visible to the user through the wearable device.
In-vehicle performance device, in-vehicle performance system, in-vehicle performance method, storage medium, and command measurement device
An in-vehicle performance device is an in-vehicle performance device that performs a game that is played by an occupant in a vehicle, and includes a motion detector configured to detect a motion of the occupant irrelevant to driving the vehicle, a display configured to display an image visually recognizable by the occupant, and a display controller configured to display a response image according to the motion of the occupant on the display on the basis of the motion of the occupant detected by the motion detector, and output a result of a game based on a predetermined rule.
Systems and methods for training and applying virtual occurrences to a virtual character using telematics data of one or more real trips
Method and system for training a virtual character of a telematics-based game. In some examples, a computer-implemented method includes: determining, based at least in part upon telematics data, a plurality of skill points associated with a plurality of real skills exhibited by the user during the one or more real trips; training a virtual character by at least updating, based at least in part upon the plurality of skill points, the plurality of virtual ratings; generating, based at least in part upon the character profile, one or more virtual occurrences to be encountered by the virtual character; determining, based at least in part upon the updated plurality of virtual ratings, one or more outcomes associated with the one or more virtual occurrences; updating the character profile by at least applying the one or more virtual occurrences based on the associated one or more outcomes to the virtual character.
Systems and methods for training and applying virtual occurrences to a virtual character using telematics data of one or more real trips
Method and system for training a virtual character of a telematics-based game. In some examples, a computer-implemented method includes: determining, based at least in part upon telematics data, a plurality of skill points associated with a plurality of real skills exhibited by the user during the one or more real trips; training a virtual character by at least updating, based at least in part upon the plurality of skill points, the plurality of virtual ratings; generating, based at least in part upon the character profile, one or more virtual occurrences to be encountered by the virtual character; determining, based at least in part upon the updated plurality of virtual ratings, one or more outcomes associated with the one or more virtual occurrences; updating the character profile by at least applying the one or more virtual occurrences based on the associated one or more outcomes to the virtual character.
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.
Validating a player's real-world location using activity within a parallel-reality game
Systems and methods for linking real world activity, such as real world commercial activity or real world data collection activity, with a location-based parallel reality game are provided. In particular, a game server hosting a parallel reality game can modify, update, or add to game data stored in a game database associated with the parallel reality game to include certain game features in the parallel reality game linked with real world activity in the real world. The game features can be linked with activities in the real world such that player actions associated with the game features in the virtual world can lead to or encourage activity in the real world, such as commercial activity and/or data collection activity in the real world. A one-time password may be used to validate a player's location in the real world and to enable controlled access to game features in the virtual world.
Validating a player's real-world location using activity within a parallel-reality game
Systems and methods for linking real world activity, such as real world commercial activity or real world data collection activity, with a location-based parallel reality game are provided. In particular, a game server hosting a parallel reality game can modify, update, or add to game data stored in a game database associated with the parallel reality game to include certain game features in the parallel reality game linked with real world activity in the real world. The game features can be linked with activities in the real world such that player actions associated with the game features in the virtual world can lead to or encourage activity in the real world, such as commercial activity and/or data collection activity in the real world. A one-time password may be used to validate a player's location in the real world and to enable controlled access to game features in the virtual world.