A63F2300/8005

Device for playing game using seat and ball in autonomous vehicle

A gaming device in an autonomous vehicle includes: a body pressure sensor disposed in a seatback and a seat cushion at laterally symmetrical positions thereof and sensing a body pressure distribution of an upper body of a passenger and a body pressure distribution of a lower body of the passenger; a display device disposed at a position around a seat and displaying a game execution screen when the game using a ball is executed; a joystick disposed at a position around the seat and manipulating the game; and a game module connected to a front portion of the seat cushion and comprising: the ball enabling the passenger to kick the ball by a foot; a plurality of force sensors mounted on the ball; and a connector for holding the ball and outputting signals from the force sensors to a controller.

DEVICE FOR PLAYING GAME USING SEAT AND BALL IN AUTONOMOUS VEHICLE
20210016187 · 2021-01-21 ·

A gaming device in an autonomous vehicle includes: a body pressure sensor disposed in a seatback and a seat cushion at laterally symmetrical positions thereof and sensing a body pressure distribution of an upper body of a passenger and a body pressure distribution of a lower body of the passenger; a display device disposed at a position around a seat and displaying a game execution screen when the game using a ball is executed; a joystick disposed at a position around the seat and manipulating the game; and a game module connected to a front portion of the seat cushion and comprising: the ball enabling the passenger to kick the ball by a foot; a plurality of force sensors mounted on the ball; and a connector for holding the ball and outputting signals from the force sensors to a controller.

System and method for visualizing synthetic objects within real-world video clip
10828570 · 2020-11-10 · ·

Embodiments of the present invention provide a system and a method for visualizing synthetic objects within a real-world video clip. The embodiments allow interactive, synthetic objects or characters to appear as if they are embedded inside or form part of a video clip. These objects move independently of the environment within the video clip and are controlled by a user. In one embodiment the video frames are set as textures in the furthermost layer in a 3D environment viewer or 3D engine. In another embodiment separate layers of video frames are superimposed with the synthetic objects on an output screen and synchronizing the movements and the field of view settings to give the perception that only one camera is used.

METHOD AND SYSTEM FOR ATHLETIC MOTION ANALYSIS AND INSTRUCTION
20200254341 · 2020-08-13 ·

A system and method for analyzing and improving the performance of a body motion of an animal or human subject requires instrumenting a subject with inertial sensors, monitoring a body motion of interest, converting sensor data into motion data and animation, comparing the motion data with existing data for motion related performance parameters, providing a real-time, information rich, animation and data display of the results in color coded displays; and based on the results prescribing a training regime with exercises selected from a library of standardized exercises using standardized tools and training aids.

EXERCISE INTENSITY-DRIVEN LEVEL DESIGN
20200179807 · 2020-06-11 ·

Balancing an exercise intensity level and a fun factor of a game is non-trivial and challenging. Disclosed herein are aspects and embodiments of an optimization-based approach to address this challenge. The approach can be applied to synthesize a game level with a desired exercise intensity level. By formulating the design problem as an optimization, a level designer can easily balance factors concerning the exercise intensity level of the game as well as other design factors and constraints.

INTERACTIVE NETWORK GAME WITH GAME CONDITIONS ALTERED BASED UPON GROUP PHYSICAL ACTIVITY
20200139194 · 2020-05-07 ·

There is disclosed a system for conducting multi-member group competitions involving physical exertion, the system includes a competition server that serves to designate a set of parameters for a competition involving at least two competing groups of individuals engaged in physical activity, the set of parameters defining a win condition requiring physical activity to be completed by at least two separate individuals within each group. The system further receives data representative of physical activity of multiple individuals in a first group, receives data representative of physical activity of multiple individuals in a second group, determines whether the win condition has been satisfied by the first group or the second group, and identifies a winner as the first group or the second group that completed the win condition.

Method and system for athletic motion analysis and instruction
10576373 · 2020-03-03 · ·

A system and method for analyzing and improving the performance of a body motion of an animal or human subject requires instrumenting a subject with inertial sensors, monitoring a body motion of interest, converting sensor data into motion data and animation, comparing the motion data with existing data for motion related performance parameters, providing a real-time, information rich, animation and data display of the results in color coded displays; and based on the results prescribing a training regime with exercises selected from a library of standardized exercises using standardized tools and training aids.

SYSTEMS AND METHODS FOR FITNESS AND VIDEO GAMES
20200038763 · 2020-02-06 ·

In some aspects, a system is provided that includes a plurality of mobile devices and an application on at least a first mobile device. The application is adapted to track position information regarding the first mobile device, communicate the position information to a web server, receive position information from the web server regarding other mobile devices within a predetermined distance of the first mobile device, and use the position information regarding the other mobile devices to affect one or more characteristics of a video game executed on the first mobile device. Numerous other aspects are provided.

COMPUTER ARCHITECTURE FOR SIMULATION OF SPORTING EVENTS BASED ON REAL-WORLD DATA
20200038757 · 2020-02-06 ·

Methods for improving simulation of a sporting event by using real-world data are provided. In one aspect, a method includes positioning a simulated player corresponding to a player on a simulated field based on player positional data. The method also includes positioning a simulated ball corresponding to a physical ball on the simulated field based on ball positional data. The method also includes modifying the simulation based on user input by deviating the simulated player from the player positional data of the player on the physical field of the sporting event based on the user input when the user input moves the simulated player outside of a visual ring. The method also includes deviating a second player from a corresponding second player positional data when the second player is within a deviation ring, a radius of the visual ring different from a radius of the deviation ring.

Multidimensional sports system
11904244 · 2024-02-20 ·

A multidimensional sports system for playing a multidimensional sports game having a physical component played by physical players manipulating a movable game object within a physical playing area, and a virtual component played by virtual game users within a virtual game space inside a virtual competitive game. The multidimensional sports system comprises an interactive game portal with a physical portal boundary and a sensor, a game host device for implementing the virtual competitive game, and a game object projector. A physical to virtual game transition occurs upon the sensor detecting the movable game object crossing the physical portal boundary, suspending the physical component and initiating the virtual component. The virtual component is played until a virtual game object crosses a virtual portal boundary, causing a virtual to physical transition suspending the virtual component and causing the game object projector to launch the movable game object onto the physical playing area.