A63F2300/1093

Method and System for Automated Personal Training that Includes Training Programs

Systems and methods for creating personalized exercise programs are disclosed. An image capture device and a computer device are used to capture images of a user while the user performs athletic movements. The images may then be evaluated to create a human movement screen score. The human movement screen score, goal and time commitment information may then be used to create a personalized exercise program tailored to the specific user.

ATTENTION-BASED AI DETERMINATION OF PLAYER CHOICES
20220258045 · 2022-08-18 ·

Using a camera or other tracking hardware, the attention of a player of a computer game (based on gaze direction, for instance) is tracked at key/predetermined points during game play. For example, when the player enters a new area in the game such as a simulated room, town, etc., it is determined what the player's gaze focuses on more, e.g., a dog huddled in the corner, a nobleman with obvious signs of wealth, or a shifty appearing figure in the shadows. Based on this input, one or more factors of future gameplay are determined, such as an order in which to present encounters/challenges, adjusting a character's “morality” score/flag, adjusting bonuses/penalties to non-player character (NPC) interactions, etc.

Electronic device and method for displaying object associated with external electronic device on basis of position and movement of external electronic device

An electronic device according to various embodiments of the present disclosure includes one or more cameras having a designated field of view, a display, a communication circuitry and a processor wherein the processor is configured to identify an external electronic device among one or more external objects included in the designated field of view using the camera, display a graphic object corresponding to the external electronic device on the display based on first location information of the external electronic device identified based at least on the image information obtained using the camera, and when the external electronic device is out of the designated field of view, display the graphic object on the display based on second location information of the external electronic device identified using the camera before the external electronic device is out of the designated field of view and information related to the movement of the external electronic device received from the external electronic via the communication circuitry after the external electronic device is out of the designated field of view.

Device for interfacing with a computing program using a projected pattern

A device for interfacing with an interactive program is provided, including: a housing, including, an IR projector for projecting an IR pattern into an interactive environment; a camera for capturing images of the projected IR pattern; an image processor configured to process the captured images for identification of the projected IR pattern; a transceiver configured to communicate with a computing device, the transceiver configured to transmit data generated by the image processor to the computing device, such that a position of the device in the interactive environment is determined based on the captured images of the IR pattern, the determined position of the device being utilized as input for the interactive program.

Information processing apparatus, information processing system, controller device, information processing method, and program

An information processing apparatus connected to a controller device equipped with proximity sensors that are provided for at least respective fingers of a user, estimating amounts of bending of the fingers of the user using a first method on the basis of detection results from the proximity sensors, estimating a posture and a shape of a hand of the user using a second method different from the first estimation method, and correcting by using information estimated by the first method, information regarding an amount of movement of each finger in a bending direction in information regarding the posture and the shape of the hand of the user estimated by the second method to generate information relating to the posture and the shape of the hand of the user.

GAME WITH HAND MOTION CONTROL
20220107682 · 2022-04-07 ·

In various embodiments, the motion of a wristband is used to control games.

Player-Tracking Video Game
20220105433 · 2022-04-07 ·

A rhythm-based video game (“game”) is disclosed. In the game, a player slashes blocks representing musical beats using a pair of energy blades resembling a lightsaber. A gaming console renders multiple digital objects, e.g., digital blocks, digital mines and digital obstacles, that are approaching a player in a virtual space. The gaming console also renders a digital representation of an instrument, e.g., a lightsaber (“digital saber”), using which the player slashes, cuts or otherwise interacts with the digital blocks to cause a digital collision between the digital saber and the digital blocks. The player can score by slashing the digital blocks, not hitting the digital mines and avoiding the digital obstacles. The game presents the player with a stream of approaching digital objects in synchronization with music, e.g., a song's beats, being played in the game. The pace at which the digital blocks approach the player increases with the beats.

Gaming device with rotatably placed cameras

A method to identify positions of fingers of a hand is described. The method includes capturing images of a first hand using a plurality of cameras that are part of a wearable device. The wearable device is attached to a wrist of a second hand and the plurality of cameras of the wearable device is disposed around the wearable device. The method includes repeating capturing of additional images of the first hand, the images and the additional images captured to produce a stream of captured image data during a session of presenting the virtual environment in a head mounted display (HMD). The method includes sending the stream of captured image data to a computing device that is interfaced with the HMD. The computing device is configured to process the captured image data to identify changes in positions of the fingers of the first hand.

Player-tracking video game

A rhythm-based video game (“game”) is disclosed. In the game, a player slashes blocks representing musical beats using a pair of energy blades resembling a lightsaber. A gaming console renders multiple digital objects, e.g., digital blocks, digital mines and digital obstacles, that are approaching a player in a virtual space. The gaming console also renders a digital representation of an instrument, e.g., a lightsaber (“digital saber”), using which the player slashes, cuts or otherwise interacts with the digital blocks to cause a digital collision between the digital saber and the digital blocks. The player can score by slashing the digital blocks, not hitting the digital mines and avoiding the digital obstacles. The game presents the player with a stream of approaching digital objects in synchronization with music, e.g., a song's beats, being played in the game. The pace at which the digital blocks approach the player increases with the beats.

COLLABORATIVE AUGMENTED REALITY
20210319627 · 2021-10-14 ·

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.