Patent classifications
A63F2300/8011
Virtual reality vehicle operation simulation
An interactive vehicle simulation system having a virtual reality engine that generates a virtual operating environment that includes a user operated vehicle having a plurality of wheel types, a vehicle position, vehicle orientation, vehicle velocity and vehicle acceleration.
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.
Virtual reality simulation of a live-action sequence
The present disclosure generally relates to virtual reality simulation, and more specifically, in some implementations, to devices, systems, and methods for use in a virtual reality sports simulation. A system for virtual reality simulation may include an accessory (e.g., one or more of a bat, a glove, or a helmet) for interacting with a virtual reality environment. The accessory may provide the user with haptic feedback that emulates sensations that the user would experience when playing a live-action sport to provide the user with a more meaningful and realistic experience when playing a virtual reality game. Further, virtual reality simulations disclosed herein may include incorporating data from a live-action event (e.g., a live-action sporting event) into a virtual reality environment to provide a user with a realistic experience.
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.
SYSTEMS AND METHODS TO PROVIDE A SPORTS-BASED INTERACTIVE EXPERIENCE
This disclosure presents systems and methods to provide sports-based interactive experiences. The interactive experiences may be facilitated by providing users' views of virtual content related to a particular sport. The systems and methods may utilize action sequence information and/or other information. The action sequence information may specify anticipated sequences of output signals generated by sensors coupled to real-world items of playing equipment. The output signals in the anticipated sequences of output signals may be associated with anticipated control signals for controlling the virtual content.
SPORTS BALL TRAINING OR SIMULATING DEVICE
A ball training or simulating device is provided. The ball training or simulating device comprises a modified ball coupled to a base by a motion transfer member. The modified ball allows for a lower, more natural, ball position, while the shape, position, and configuration of the motion transfer member provide for a verisimilar kicking experience. The ball training and/or simulating device can be coupled to a computing device to allow input from the modified ball to be used in a simulated or augmented reality game.
HYBRID GOLF LAUNCH MONITOR
A golf launch monitor is configured to determine a flight characteristic of a golf ball. The golf launch monitor includes two low-speed cameras, a trigger device, and a processor. The trigger device is configured to detect a golf swing. The processor is configured to instruct, upon the trigger device detecting said golf swing, the first camera to capture the first ball image; instruct the second camera to capture the second ball image after a time interval, wherein the time interval is less than the first frame rate and the second frame rate; and determine, based at least in part on the first ball image and the second ball image, the flight characteristic of the golf ball.
METHOD AND SYSTEM FOR CONTROLLING MOVEMENT OF BALL IN SPORTS GAME
Disclosed are a method and system for controlling a movement of a ball in a sports game. A control method may include providing a customizing function enabling a user to generate a skill for a preset section by customizing at least one of the speed, trajectory and effect of a ball moving in the preset section in a sports game, storing at least one of the customized speed, trajectory and effect in association with the skill generated through the customizing function, and controlling a movement of the ball in the section using at least one of the speed, trajectory and effect stored in association with the activated skill in response to an activation of the skill for the section in a process in which a game instance for the sports game proceeds.
METHOD SECURING DATA INTEGRITY OF ONLINE GOLF GAMES
An online gaming system verifying data integrity has a server hosting an online game. At least one gaming simulator is wirelessly coupled to the server. Data integrity circuitry is coupled to the server and the at least one gaming simulator. The data integrity circuitry ensures that sensory data inputs from the at least one gaming simulator are free from intentional manipulation.
Haptic Device that Allows Blind Users to Interact in Real-time in Virtual Worlds
In some embodiments, a haptic device comprises first and second multi-dimensional spatial haptic devices. The first spatial haptic device includes a handle to represent a location of one object in a virtual document or space. The second spatial haptic device includes a handle to represent a location of another object in the same virtual document or space. The first and the second handles are spatially registered with respect to each other. In some embodiments, a third spatial haptic device includes a handle to represent a location of yet another object in a virtual document or space.