A63F2300/105

Virtual-projectile delivery in an expansive environment

One method comprises receiving a hit signal from a device worn by a first player, receiving a position of the device, receiving an orientation of a launch axis of a virtual-projectile launcher, receiving a position of a second player, and outputting a hit assignment on determining, pursuant to receiving the hit signal, that a recognized object and the second player are coincident at an indicated launch of a virtual projectile. Another method comprises receiving an indication of launch of a virtual projectile by a virtual-projectile launcher of a first player, receiving an image aligned to a launch axis of the virtual-projectile launcher, outputting a hit signal to a server on determining, pursuant to receiving the indication of launch, that a recognized object is imaged in a projectile-delivery area of the image, and outputting a position of the device and an orientation of the launch axis to the server.

Information processing system, storage medium storing information processing program, information processing apparatus, and information processing method
11654352 · 2023-05-23 · ·

A non-limiting example information processing system includes a first input apparatus including a strain sensor, a second input apparatus including a motion sensor, and an information processing apparatus. The strain sensor provides an output corresponding to a force applied to at least a portion of the first input apparatus. The motion sensor provides an output corresponding to a motion of the second input apparatus. The information processing apparatus includes a computer that executes obtaining strain data corresponding to the output of the strain sensor and motion data corresponding to the output of the motion sensor, and executing first control on an object disposed in a virtual space based on the strain data, and second control on the object based on the motion data, the second control being different from the first control.

INTERACTIVE VIDEO SYSTEM AND A METHOD OF CONTROLLING AN INTERACTIVE VIDEO SYSTEM

An interactive video system includes: a display arranged to display a video; a motion sensor and/or sound sensor integrated with the display a controller, responsive to detection of a signal from the motion sensor derived when the display is moved, to cause a change in the displayed video.

METHOD AND SYSTEM FOR DIRECTING USER ATTENTION TO A LOCATION BASED GAME PLAY COMPANION APPLICATION
20170354883 · 2017-12-14 ·

A method for providing information in an HMD. The method includes defining an active zone in a virtual reality (VR) viewing environment of a user as presented through a 3D display of the HMD. The method includes placing main content in the active zone of the VR viewing environment. The method includes defining one or more peripheral zones outside of the active zone. The method includes placing secondary content in the first peripheral zone of the VR viewing environment. The method includes displaying an attractor within the active zone in conjunction with the entry of new data in the secondary content, wherein the attractor brings attention of the user to the first peripheral zone. The method includes detecting rotation of the HMD from the first orientation directed to the active zone towards a second orientation directed to the first peripheral zone. The method includes pausing the main content.

PASSIVE OPTICAL AND INERTIAL TRACKING IN SLIM FORM-FACTOR

Apparatus and systems directed to a wireless hand-held inertial controller with passive optical and inertial tracking in a slim form-factor, for use with a head mounted virtual or augmented reality display device (HMD), that operates with six degrees of freedom by fusing (i) data related to the position of the controller derived from a forward-facing optical sensor located in the HMD with (ii) data relating to the orientation of the controller derived from an inertial measurement unit located in the controller.

GAME APPARATUS, STORAGE MEDIUM HAVING GAME PROGRAM STORED THEREON, GAME SYSTEM, AND GAME PROCESSING METHOD
20170348598 · 2017-12-07 ·

When a first swing input is determined to have been made in a first movement start-possible state, in which a first object is allowed to start moving, and when the first object is put into the first movement start-possible state within a predetermined time period after the first swing input is determined to have been made, the first object is started to move in a virtual space based on at least the first swing input; and when a second swing input is determined to have been made in a second movement start-possible state, in which a second object is allowed to start moving, and when the second object is put into the second movement start-possible state within a predetermined time period after the second swing input is determined to have been made, the second object is started to move based on at least the second swing input.

INFORMATION PROCESSING APPARATUS, INFORMATION PROCESSING METHOD, AND COMPUTER PROGRAM

An information processing apparatus includes: a storage block configured to store at least one of a correlation between a pattern of a vibration detected on a head-mounted display as a result of a predetermined contact action and a type of data processing and a correlation between a pattern of an image outputted from an image-taking apparatus, the outputting being caused by a predetermined gesture action, and a type of data processing; an acquisition block configured to acquire at least one of information related with the detected vibration and the outputted image; and a data processing block configured to, according to each of the correlations stored in the storage block, execute at least one of data processing of the type corresponding to the detected vibration and data processing of the type corresponding to the outputted image.

Storage medium storing information processing program, information processing apparatus and information processing method
09833705 · 2017-12-05 · ·

A game apparatus includes a CPU, the CPU judges a motion of a player on the basis of a cycle of a load value input from a load controller, and selectively displays an animation of a player object according to the motion. Furthermore, the CPU controls a moving amount or a moving velocity of the player object on the basis of the load value input from the load controller, and controls a moving direction of the player object according to a barycentric position of the player detected by the load controller.

MOTION MIRRORING SYSTEM THAT INCORPORATES VIRTUAL ENVIRONMENT CONSTRAINTS

A system that mirrors motion of a physical object by displaying a virtual object moving in a virtual environment. The mirroring display may be used for example for feedback, coaching, or for playing virtual games. Motion of the physical object is measured by motion sensors that may for example include an accelerometer, a gyroscope, and a magnetometer. Sensor data is transmitted to a computer that calculates the position and orientation of the physical object and generates a corresponding position and orientation of the virtual object. The computer may correct or adjust the calculations using sensor data redundancies. The virtual environment may include constraints on the position, orientation, or motion of the virtual object. These constraints may be used to compensate for accumulating errors in position and orientation. The system may for example use proportional error feedback to adjust position and orientation based on sensor redundancies and virtual environment constraints.

Game apparatus and computer readable storage medium storing game program

Instead of using an operation inputted by a player, a series of operation data for continuously moving a player character for a predetermined time period of a game is previously stored as automatic operation data. Automatic control means moves the player character based on the automatic operation data. Furthermore, the automatic control means receives a play start operation indicating that the player starts to play the game while the automatic control means moves the player character. A movement of the player character controlled based on the automatic operation data is finished at a time when the play start operation is received, and the movement of the player character starts to be controlled based on an operation of the player.