A63F2300/8011

Virtual reality simulation of a live-action sequence
10792571 · 2020-10-06 · ·

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.

Virtual reality simulation of a live-action sequence
10792572 · 2020-10-06 · ·

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.

Accessory for virtual reality simulation

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.

INFORMATION PROCESSING APPARATUS AND GAME IMAGE DISTRIBUTING METHOD
20200306650 · 2020-10-01 ·

An image processing unit 118 generates a distribution image including a game image. A distribution processing unit 126 distributes the distribution image to one or more of information processing terminals through a shared server. A participation processing unit 128 accepts play requests of viewing users operating the information processing terminals and approves a game play of one of the viewing users who has made a request for a play. An application execution unit 110 processes a game using operation information transmitted from the information processing terminal operated by the viewing user the game play of which has been approved.

Broadcast synchronized interactive system
10786742 · 2020-09-29 ·

A method and system for physically interacting with a live broadcast stream is described. For example, in one embodiment, the users swipe or swing a mobile phone device to virtually swing and hit at a live pitch on a standard TV broadcast. The invention can also be used while present at the event.

CONFIGURATION FOR PROVIDING A USER EXPERIENCE BASED ON COMMUNICATION WITH A FOOTWEAR APPARATUS
20200289919 · 2020-09-17 · ·

A computer program product comprises a non-transitory computer useable storage device that has a computer readable program. When executed on a computer, the computer readable program causes the computer to receive, from a footwear apparatus, motion data corresponding to a foot movement of a user wearing footwear operably attached to the footwear apparatus. The motion data is measured by one or more sensors operably attached to the footwear. Further, the computer is caused to provide, with a processor positioned within a mobile computing device, a user experience based on the motion data. Additionally, the computer is caused to display, via a display device in operable communication with the mobile computing device, the user experience.

DRAMA ENGINE FOR DRAMATIZING VIDEO GAMING
20200289932 · 2020-09-17 ·

A method for dramatizing video gaming is disclosed. The method includes receiving over a network from a client device contextual data corresponding to game play of a player playing a gaming application. The method includes identifying an event of dramatic significance is occurring or likely will occur in the game play based on the contextual data and historical data of a plurality of game plays relating to the gaming application. The method includes generating information dramatizing the event of dramatic significance. The method includes surfacing the information in connection with the game play.

Game scrapbook system, game scrapbook method, and computer readable recording medium recording program for implementing the method
10773166 · 2020-09-15 · ·

A game scrapbook system associated with a game progress includes: a data table setting setup information by recording at least one game environment associated with a generation of a predetermined event signal; an event signal generation unit generating the event signal when a game environment according to a game progress corresponds to at least a portion of the setup information; an image capturing unit, in response to the event signal, capturing a game image to generate game image information; and an image transmission unit transmitting the generated game image information to a remote location in a network using a network address.

INTERACTIVE SPORTS FAN EXPERIENCE

An interactive gaming application which integrates real time data streaming from live sporting events in combination with user decisions which are based on the users intimate knowledge of sports, player positions and personal perspective regarding how fans believe professional sports players and coaches should perform and respond to real life circumstances which are observable and anticipated situations as they develop during the course of a game with integrated scoring, control and decision tracking methodologies to allow the game to synchronize with a live broadcast and the inputs provided by a multitude of players actively playing the game simultaneously.

METHOD AND SYSTEM FOR ATHLETIC MOTION ANALYSIS AND INSTRUCTION

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.