A63F13/816

Methods for game/application control using user foot gestures
20230119091 · 2023-04-20 ·

Method for generating a control variable from a user's walk or run actions includes selecting one or more foot gesture states of walk or run; determining time duration of each of the selected foot gesture states when a corresponding foot gesture state ends; and evaluating and updating a value of the control variable using the determined time duration of the foot gesture state.

PERSONALIZED FITNESS ACTIVITY TRAINING USING AUGMENTED-REALITY BASED AVATAR

An electronic device and method for personalized fitness activity training using augmented-reality based avatar are provided. The electronic device receives a first set of images of a first user. The first set of images is captured for a duration in which the first user is engaged in a first fitness activity. The electronic device generates an augmented-reality display that includes a first avatar and an image of the first user based on the first set of images. The electronic device further controls a display device to render the generated augmented-reality display. The electronic device further determines posture information of the first user based on the first set of images. The electronic device determines real-time feedback based on application of a first neural network model on the determined posture information. The electronic device controls the first avatar to output the determined real-time feedback in the augmented-reality display.

SYSTEMS AND METHODS FOR IMPROVING FITNESS EQUIPMENT AND EXERCISE
20230107803 · 2023-04-06 ·

The present invention provides systems for and methods of playing a video game that includes providing a game character having a virtual appearance characteristic, receiving an input signal indicative of a user exercise performance level, and altering the virtual appearance characteristic in response to receiving the input signal. Numerous other aspects are disclosed.

Altitude-based difficulty adjustments for multi-player gaming interactivity

A method for dynamic adjustment of interactive game play includes identifying a game session for a game played between first and second players, with the first and second players being connected from geographic locations having first and second elevations, respectively. The method also includes determining an objective in the game that the first and second players are predicted to achieve, and identifying a first path to be traversed by the first player to reach the objective in the game and identifying a second path to be traversed by the second player to reach the objective in the game. Each of the first and second paths includes a respective plurality of game actions to be accomplished by the first and second players. The method further includes adjusting a physical activity rating of select ones of the respective plurality of game actions based on a difference between the first and second elevations.

System and Method for Creating an Avatar
20230133976 · 2023-05-04 ·

An avatar or avatar environment to visualize data may be provided within a social networking system or service, for example as part of the Internet, and/or within a desktop widget, panel, gadget, or the like. The avatar may further evolve or alter its appearance, animation, or other visual or audio characteristics in response to the data or other input such as athletic activity performed by a corresponding user. In particular, the avatar of an embodiment may respond to and provide visualization of athletic or sport performance data.

System and Method for Creating an Avatar
20230133976 · 2023-05-04 ·

An avatar or avatar environment to visualize data may be provided within a social networking system or service, for example as part of the Internet, and/or within a desktop widget, panel, gadget, or the like. The avatar may further evolve or alter its appearance, animation, or other visual or audio characteristics in response to the data or other input such as athletic activity performed by a corresponding user. In particular, the avatar of an embodiment may respond to and provide visualization of athletic or sport performance data.

COMPUTER DEVICE CONFIGURED TO PROVIDE COMPUTER GAME AND METHOD
20220379212 · 2022-12-01 ·

A computer device provides a computer implemented game. The user interface of the computer device receives a first user input to control the movement of a game entity along a path in the computer game. The computer device determines, based on the first user input which is associated with a default movement of the game entity along the path and information about at first and second obstacles on the path, that the game entity is to move with an extended movement instead of the default movement. This is to allow both the first and second obstacles to be navigated in response to the first user input such that the game entity continues to move along the path.

Centralized Virtual Reality and Augmented Reality Activity System
20230195208 · 2023-06-22 ·

The present disclosure provides a centralised virtual and augmented reality activity system comprising a plurality of co-located virtual reality suites, each fully equipped with virtual reality accessories and set in an environment that is safe and spacious. The user devices of each suite are managed by a central server, also in the same location, which allows for interactions both between users of the different suites and facilitates normal interaction between the user devices and the internet.

Centralized Virtual Reality and Augmented Reality Activity System
20230195208 · 2023-06-22 ·

The present disclosure provides a centralised virtual and augmented reality activity system comprising a plurality of co-located virtual reality suites, each fully equipped with virtual reality accessories and set in an environment that is safe and spacious. The user devices of each suite are managed by a central server, also in the same location, which allows for interactions both between users of the different suites and facilitates normal interaction between the user devices and the internet.

Motion-based online interactive platform

Techniques for a motion-based online interactive platform are described. The platform allows a teacher to visualize motions performed by a student in a perspective and how close the motions are in view of an authoritative instructor (model). Depending on implementation, the platform may be implemented as an application, a Teacher App or a student App. Each may be executed in a computer or control computer associated with an instructor or teacher or computing devices associated with students. Each of the computing devices is coupled to or includes a camera, where the camera is used by a student to show his presence or poses he performs. Data streams from the computing devices are received in the control computer.