A63F13/5258

Identifying and tracking objects via lighting patterns

Techniques and systems for tracking multiple objects over a common time period and identifying (i.e., disambiguating) the objects from one another. As described herein, each object may include a respective light source (e.g., one or more LEDs) that may illuminate according to a defined lighting pattern. One or more cameras may capture images of a scene that includes the objects and the images may be analyzed to identify a location of each respective light source within the scene. By identifying these locations over multiple images, the movement of each object may be determined. In some instances, a system that tracks the movement of the objects may iterate through instructing each of the objects to illuminate its light source according to an identification lighting pattern, while other light source(s) of the other respective object(s) continue illuminating their light sources according to a default lighting pattern.

Third person camera and avatar motion controller for virtual reality players of avatar-based games

A virtual reality (VR) gaming platform has a head-mounted display (HMD), software executing on a processor, controlling display of a virtual environment in the HMD and providing functions for network connectivity via a digital port, a three-axis input device providing input to the processor, and dedicated control scripts executable on the processor to provide specific functions in moving an avatar and establishing camera position. The control scripts operate during game play to move the avatar from a first position to a second position in response to specific directional input from the player via the three-axis input device, the camera remains stationary while the avatar moves, and when the avatar stops moving, the camera position teleports to at or near the new avatar position.

TRANSITIONING GAMEPLAY ON A HEAD-MOUNTED DISPLAY
20190314719 · 2019-10-17 ·

A method is provided, including the following: presenting gameplay of a video game through a head-mounted display, the head-mounted display being disposed in a local environment; capturing audio from the local environment, and analyzing the captured audio to detect a person speaking in the local environment; responsive to detecting the person speaking in the local environment, presenting a notification through the head-mounted display, the notification providing an option which pauses the gameplay of the video game; responsive to receiving a command indicating selection of the option, pausing the gameplay of the video game.

TRANSITIONING GAMEPLAY ON A HEAD-MOUNTED DISPLAY
20190314719 · 2019-10-17 ·

A method is provided, including the following: presenting gameplay of a video game through a head-mounted display, the head-mounted display being disposed in a local environment; capturing audio from the local environment, and analyzing the captured audio to detect a person speaking in the local environment; responsive to detecting the person speaking in the local environment, presenting a notification through the head-mounted display, the notification providing an option which pauses the gameplay of the video game; responsive to receiving a command indicating selection of the option, pausing the gameplay of the video game.

Simulation method and system for real-time broadcasting

Provided is a simulation method and system for real-time broadcasting. A simulation method may include verifying an action set for a mechanical object, and displaying a movement of the mechanical object in response to the action using a line that connects a start location of the movement and an end location of the movement.

Systems and methods for operating a virtual reality environment using colored marker lights attached to game objects
10430646 · 2019-10-01 · ·

Systems and methods are disclosed for operating, calibrating, and dynamically optimizing a system for a virtual reality environment where colored marker lights are attached to objects, the objects including players, controllers, and devices related to the game. One or more color cameras are used to view one or more spaces, and track positions and orientations of players and other objects according to the attached marker lights. A hierarchical system of servers may be used to process positions and orientations of objects and provide controls as necessary for the system. A method for color assignment is described as well as a calibration process, and a dynamic optimization process. A synchronization process is also described that ensures that a plurality of cameras and attached servers are properly coordinated. Head-mounted devices may also be used in conjunction with marker lights to provide information regarding players.

Systems and methods for operating a virtual reality environment using colored marker lights attached to game objects
10430646 · 2019-10-01 · ·

Systems and methods are disclosed for operating, calibrating, and dynamically optimizing a system for a virtual reality environment where colored marker lights are attached to objects, the objects including players, controllers, and devices related to the game. One or more color cameras are used to view one or more spaces, and track positions and orientations of players and other objects according to the attached marker lights. A hierarchical system of servers may be used to process positions and orientations of objects and provide controls as necessary for the system. A method for color assignment is described as well as a calibration process, and a dynamic optimization process. A synchronization process is also described that ensures that a plurality of cameras and attached servers are properly coordinated. Head-mounted devices may also be used in conjunction with marker lights to provide information regarding players.

OPTIMIZED CONTENT SHARING INTERACTION USING A MIXED REALITY ENVIRONMENT
20190295324 · 2019-09-26 ·

A device and method is provided for establishing via a processor a common interacting area. The common interacting area is based on the intersection of field of view of a first user device and a second user device. The processor also establishes a border area inside the common interacting area. Any image appearing within the common interacting area that has any portion of it falling within the border area is modified by the processor. The image itself includes a real component and a computer generated component. A system, user interface and method is provided for.

SCALED VR ENGAGEMENT AND VIEWS IN AN E-SPORTS EVENT
20190262705 · 2019-08-29 ·

The present disclosure describes methods and systems directed towards providing scaled engagement and views of an e-sports event. Instead of providing the same distribution of live e-sport event data to all remote viewers of a live e-sports event, features associated with e-sports gaming network could be used to customize the distribution of live e-sport event data to promote immersive viewer experience. The enhanced immersion can also be carried out in a virtual reality or augmented reality setting. The features would be capable of providing additional information, different views, and a variety of different commentators for the e-sports event so that the viewer can be more engaged when viewing the particular e-sports event. With the increased engagement from remote viewers, the distribution of live e-sports event data can also be further modified for monetization by incorporating advertisements as well.

VIDEO RECORDING AND PLAYBACK SYSTEMS AND METHODS

Methods and apparatus provide for: recording a sequence of video images output by a videogame, recording a sequence of depth buffer values for a depth buffer used by the videogame, recording a sequence of in-game virtual camera positions used to generate the video images, recording one or more in-game events and their respective in-game positions, associating the depth buffer value sequence, the in-game virtual camera position sequence, and an identifier for the videogame, with the video image sequence, and associating the one or more in-game events and their respective in-game positions with the identifier for the videogame. Methods an apparatus also provide for: obtaining a video recording of a videogame playing session, comprising a sequence of video images, obtaining a depth buffer value sequence, an in-game virtual camera position sequence, and an identifier for the videogame that are associated with the video recording, obtaining data indicative of a statistically significant in-game event and an in-game event position, calculating a position within the current video image corresponding to the in-game event position, in dependence upon the associated in-game virtual camera position and depth buffer values, and augmenting the current video image with a graphical representation of the statistically significant in-game event, responsive to the calculated position.