A63F13/212

Gamification of health awareness based on a wake-up time

An object is to provide a user with motivation to enjoy waking up in the morning and guide the user to sufficient awakening by generating a breeding event in a breeding game of a virtual life form when the user wakes up in the morning. A game server that manages progress of a breeding game of a virtual life form can provide a user with motivation to enjoy waking up in the morning and guide the user to sufficient awakening by generating a breeding event in a breeding game of a virtual life form when the user wakes up in the morning. The game server includes circuitry configured to acquire a wake-up time of a user; and a update the breeding game in accordance with the acquired wake-up time.

Gamification of health awareness based on a wake-up time

An object is to provide a user with motivation to enjoy waking up in the morning and guide the user to sufficient awakening by generating a breeding event in a breeding game of a virtual life form when the user wakes up in the morning. A game server that manages progress of a breeding game of a virtual life form can provide a user with motivation to enjoy waking up in the morning and guide the user to sufficient awakening by generating a breeding event in a breeding game of a virtual life form when the user wakes up in the morning. The game server includes circuitry configured to acquire a wake-up time of a user; and a update the breeding game in accordance with the acquired wake-up time.

Systems and methods for guiding actors using a motion capture reference system

The specification discloses methods and systems for enabling users to configure one or more actuators in data communication with a user's computing device and positioned on a prop to generate and deliver feedback to a motion capture actor engaged with the prop. At least one graphical interface in the computing device is configured to enable the user to configure occurrence of at least one event during a scene, associate a time and duration of occurrence to the at least one event within an overall duration of the scene, select the prop, assign the at least one event and the associated time and duration of occurrence to at least one actuator on the prop, configure at least one parameter for the feedback, and activate the at least one actuator to generate and deliver the feedback to the actor in response to an occurrence of the at least one event.

Systems and methods for guiding actors using a motion capture reference system

The specification discloses methods and systems for enabling users to configure one or more actuators in data communication with a user's computing device and positioned on a prop to generate and deliver feedback to a motion capture actor engaged with the prop. At least one graphical interface in the computing device is configured to enable the user to configure occurrence of at least one event during a scene, associate a time and duration of occurrence to the at least one event within an overall duration of the scene, select the prop, assign the at least one event and the associated time and duration of occurrence to at least one actuator on the prop, configure at least one parameter for the feedback, and activate the at least one actuator to generate and deliver the feedback to the actor in response to an occurrence of the at least one event.

USE OF PROJECTILE DATA TO CREATE A VIRTUAL REALITY SIMULATION OF A LIVE-ACTION SEQUENCE
20220401841 · 2022-12-22 ·

Projectile data associated with a projectile launched by a player in a live-action sequence may be used to render an accurate graphical representation of the projectile (and its trajectory) within a virtual reality environment, e.g., for use in a virtual reality game or similar. For example, certain implementations described herein include the use of projectile data characterizing the path of a cricket ball bowled by a player (e.g., the “bowler”) in a live-action cricket match for recreating the same (or substantially the same) path in a virtual reality cricket game. To this end, the present disclosure includes techniques for transforming projectile data for use in a virtual reality environment, creating realistic projectile movement in a virtual reality setting, and determining and recreating post-bounce behavior of a projectile for virtual representation of a bounced projectile.

MODEL LOADING METHOD AND APPARATUS FOR HEAD-MOUNTED DISPLAY DEVICE, AND HEAD-MOUNTED DISPLAY DEVICE
20220405067 · 2022-12-22 ·

The present disclosure discloses a model loading method and apparatus for a head-mounted display device and a head-mounted display device. The method includes: obtaining a type of a target handheld device, in which the target handheld device is a handheld device connected to a current application service; determining whether the type of the target handheld device is an existing type in the head-mounted display device; obtaining, in response to the type of the target handheld device being not the existing type in the head-mounted display device, corresponding model resource data based on the type of the target handheld device; and generating, based on the model resource data, a handheld model corresponding to the target handheld device, and loading the handheld model.

DEVICE AND METHOD FOR RENDERING VR CONTENT THAT PROVIDE BIRD'S EYE VIEW PERSPECTIVES
20220395750 · 2022-12-15 · ·

The present disclosure relates to device and method for rendering VR content that provide bird's eye view perspectives, which can render a user's avatar and game content selected by the at least one user in a VR space, and provide a VR image like the avatar plays the game content, thereby providing an effect to play a game while viewing the game content from various points of view as well as a bird's eye view in the at least one user's perspective.

DEVICE AND METHOD FOR RENDERING VR CONTENT THAT PROVIDE BIRD'S EYE VIEW PERSPECTIVES
20220395750 · 2022-12-15 · ·

The present disclosure relates to device and method for rendering VR content that provide bird's eye view perspectives, which can render a user's avatar and game content selected by the at least one user in a VR space, and provide a VR image like the avatar plays the game content, thereby providing an effect to play a game while viewing the game content from various points of view as well as a bird's eye view in the at least one user's perspective.

System and method for controlling virtual objects
11524223 · 2022-12-13 ·

The inventions relate to the input of data into virtual reality simulation systems and make it possible modeling the behavior of a real object by determining the user's efforts. The system contains tension cables for fixing a body in a stable equilibrium position with the possibility for rotation around at least one axis passing near its center of mass. It contains elements that determine the orientation of the body, as well as the magnitude and direction of the force acting at the body from the tension cables. There can be used one tension cable (suspension), two tension cables (stretching the body in opposite directions) in air or water environments (with buoyancy compensation). In the framework of the method, initial conditions of the environment, vectors of tension forces of the tension cables are determined, the vector of the force applied by the user is calculated, and the calculated force is used to simulate the behavior of the virtual object.

System and method for controlling virtual objects
11524223 · 2022-12-13 ·

The inventions relate to the input of data into virtual reality simulation systems and make it possible modeling the behavior of a real object by determining the user's efforts. The system contains tension cables for fixing a body in a stable equilibrium position with the possibility for rotation around at least one axis passing near its center of mass. It contains elements that determine the orientation of the body, as well as the magnitude and direction of the force acting at the body from the tension cables. There can be used one tension cable (suspension), two tension cables (stretching the body in opposite directions) in air or water environments (with buoyancy compensation). In the framework of the method, initial conditions of the environment, vectors of tension forces of the tension cables are determined, the vector of the force applied by the user is calculated, and the calculated force is used to simulate the behavior of the virtual object.