Patent classifications
A63F2300/69
System for generating virtual golf course
A virtual golf course generation system of the present embodiment includes: a field template generation unit for generating a field template including information on a terrain and an altitude of a specific location and information on an object, by using a result classified or extracted from different map data so as to generate a virtual golf course; a 3D green terrain generation unit for generating a 3D green terrain by using a three-dimensional mesh generated using terrains and altitudes of a green and a green bunker of the actual golf course to be displayed on the virtual golf course; and a matching unit for matching the generated 3D green terrain with the field template to generate the virtual golf course.
Collaborative augmented reality
Augmented reality presentations are provided at respective electronic devices. A first electronic device receives information relating to modification made to an augmented reality presentation at a second electronic device, and the first electronic device modifies the first augmented reality presentation in response to the information.
Systems and methods for generating virtual encounters in virtual games
Method and system for generating virtual encounters. For example, the method includes determining first real-world driving characteristics based upon first real-world telematics data of a first real-world user, generating a first virtual map based upon first real-world geolocation data, presenting the first virtual map in a virtual game, generating first virtual encounters based upon the first real-world driving characteristics and first real-world environmental data, applying the first virtual encounters to the first virtual map for a first virtual character to experience, determining second real-world driving characteristics based upon second real-world telematics data of a second real-world user, generating a second virtual map based upon second real-world geolocation data, presenting the second virtual map in the virtual game, generating second virtual encounters based upon the second real-world driving characteristics and second real-world environmental data, and applying the second virtual encounters to the second virtual map for a second virtual character to experience.
Curating Virtual Tours
Systems and methods for creating a customizable curated tour of three-dimensional virtual environments. Curation inputs may include selecting a virtual environment and selecting an ordered set of various locations within the virtual environment. A curated tour may be launched such that designated avatars may be placed to a first selected location of the ordered set and receive a subset of information about the first selected location. The subset of information may include user-generated content regarding the first selected location. The selected three-dimensional virtual environment may correspond to an in-game environment of an interactive content title, and specifically about one or more in-game activities in which one or more other users participated in at the first selected location.
SYSTEMS AND METHODS FOR GENERATING VIRTUAL MAPS IN VIRTUAL GAMES
Method and system for generating virtual maps. For example, the method includes determining first real-world driving characteristics based upon first real-world telematics data of a first real-world user, determining first real-world geolocation characteristics based upon first real-world geolocation data of the first real-world user, generating a first virtual map based upon the first real-world driving characteristics and the first real-world geolocation characteristics, presenting the first virtual map in a virtual game, determining second real-world driving characteristics based upon second real-world telematics data of a second real-world user, determining second real-world geolocation characteristics based upon second real-world geolocation data of the second real-world user, generating a second virtual map based upon the second real-world driving characteristics and the second real-world geolocation characteristics, and presenting the second virtual map in the virtual game.
COLLABORATIVE AUGMENTED REALITY
Augmented reality presentations are provided at respective electronic devices. A first electronic device receives information relating to modification made to an augmented reality presentation at a second electronic device, and the first electronic device modifies the first augmented reality presentation in response to the information.
Apparatus and method for providing game service for managing vehicle
An embodiment of the present disclosure provides a vehicle management game service providing device installed in a vehicle. The vehicle management game service providing device includes a receiver, a controller, which obtains vehicle information, and determines whether a user's intervention is required with regard to a vehicle-related task on the basis of the obtained vehicle information, a user interface, which receives a user input signal, and provides a screen according to execution of the user game, and an operator, which operates the vehicle according to a vehicle control signal. At least one among an autonomous vehicle, a user terminal, and a server according to embodiments of the present disclosure may be associated or integrated with an artificial intelligence module, a drone (unmanned aerial vehicle (UAV)), a robot, an augmented reality (AR) device, a virtual reality (VR) device, a 5G service related device, and the like.
VIRTUAL REALITY GAME- AND BIOSIGNAL SENSOR-BASED VESTIBULO-OCULAR REFLEX ASSESSMENT AND REHABILITATION APPARATUS
A virtual reality game- and biosignal sensor-based VOR assessment and rehabilitation apparatus includes: a biosignal sensing unit which senses and notifies of head movement and eye movement of a patient using an eye tracker and an inertial measurement unit (IMU) sensor attached or installed to a head-mounted display device; a VOR function assessment unit which configures and provides a game for VOR function assessment; a patient-personalization control unit which determines, on the basis of the VOR gain of the patient, the types and order of rehabilitation games, and a rehabilitation level; and a rehabilitation game providing unit which configures and provides games for at least one among smooth pursuit, saccades, VOR rehabilitation exercise, amplified VOR rehabilitation exercise, and suppressive VOR rehabilitation exercise, and determines the difficulty levels of the games on the basis of the rehabilitation level.
APPARATUS FOR ADAPTING VIRTUAL GAMING WITH REAL WORLD INFORMATION
A server device that incorporates teachings of the present disclosure may include, for example, a memory and a processor. The processor can identify first and second players present at first and second physical locations, to identify first and second boundary and topographical information of the first and second physical locations, to map the first and second boundary and topographical information of the first and second physical locations to a virtual gaming space, to capture first and second position and orientation information for the first and second players, to map the first and second position and orientation information to the virtual gaming space, to generate first and second virtual players corresponding to the first and second players, and to transmit to first goggles information representative of the second virtual player for display superimposed onto a transparent viewing apparatus for viewing of the virtual gaming space. Additional embodiments are disclosed.
METHOD FOR QUASI-RANDOM PLACEMENT OF VIRTUAL ITEMS IN AN EXTENDED REALITY (XR) SPACE
A method for quasi-random placement of a virtual item in an XR space includes: accessing a previously generated spatial mapping mesh (SMM) of the XR space; compiling a record from the SMM of open spaces between surfaces of physical elements in the XR space, with corresponding positions and dimensions; selecting from the open spaces: a spawn position for a virtual character, and a random set of other positions, filtering the random set to form a subset. The method then performs a collision analysis to assign a score to each position in the subset partly based on accessibility to that position for the virtual character beginning from the spawn position; and places the virtual item at a position in the subset having a score as high or higher than all other positions in the subset. The method is carried out before user interaction with any virtual element in the XR space.