Patent classifications
A63F13/211
Gesture-Based Skill Search
A map regarding one or more virtual actions may be stored in memory. The virtual actions may be associated with a set of data associated with performing a corresponding action in a real-world environment. Data regarding a action by a user in the real-world environment may be captured. A current progress level of the user within the virtual environment is identified. The current identified progress level is associated with one or more available virtual actions. The captured data may correspond to an identified one of the available virtual actions based on a match between the captured data and the set of data associated with the identified virtual action as indicated by the map. A search of one or more databases for instructions corresponding to the identified virtual action is initiated.
Gesture-Based Skill Search
A map regarding one or more virtual actions may be stored in memory. The virtual actions may be associated with a set of data associated with performing a corresponding action in a real-world environment. Data regarding a action by a user in the real-world environment may be captured. A current progress level of the user within the virtual environment is identified. The current identified progress level is associated with one or more available virtual actions. The captured data may correspond to an identified one of the available virtual actions based on a match between the captured data and the set of data associated with the identified virtual action as indicated by the map. A search of one or more databases for instructions corresponding to the identified virtual action is initiated.
DYNAMIC GAME INTERVENTION
Systems and methods for determining excessive motions or strained positions based on inputs associated with gameplay of game titles. A game intervention server may evaluate, based on learning models, posture, and physical motions of players for repetitive, unbalanced, or excessive motions, as well as gameplay quality patterns, and compare to thresholds for identifying unhealthy conditions. The game intervention server may make recommendations regarding breaks, stretches, warm-up/cool-down, curbing extended periods of play, etc. Notifications may be overlaid on screen with option to pause play without exiting game session. In-game events and requirements may also be adjusted based on learned insights to avoid excessive movement or counteract unbalanced movement.
Orientation preserved damping for object tracking subjected to haptic stimulus
A mechanism to reduce the amplitude of acceleration experienced by IMUs for tracked objects while maintaining a more accurate estimate of the device orientation. The invention uses parallel mechanisms to maintain the correct orientation of an IMU while allowing for damped translational degrees of freedom to limit the degradation of performance while spatially tracking a body.
Input apparatus, method, and game processing method
An example input apparatus includes an elastic member, a base portion and a strain gauge. The elastic member includes a first end portion and a second end portion, and at least a part of the elastic member is elastically deformable. The base portion holds the opposite end portions of the elastic member so that a ring is formed by the base portion and the elastic member. The strain gauge is provided on the base portion and detects a strain generated on the base portion due to deformation of the elastic member in response to an input from the user. Note that instead of the configuration where a ring is formed by the base portion and the elastic member, the input apparatus may be configured so that two elastic members are held by the base portion.
Systems and method of controlling game operations based on touch input
A direction of a first control is determined based on a component in the first axial direction of a difference between a first region reference coordinate point and a coordinate point of a coordinate input performed in the first region. A direction of a second control is determined based on a component in a second axial direction of a difference between a second region reference coordinate point and a coordinate point of the coordinate input performed in the second region. When the coordinate input is started in the second region, and thereafter the coordinate input indicates a coordinate point in the first region, the reference coordinate point is set in the first or the second region, and the direction of the first control is determined based on a component in the first axial direction of a difference between the reference coordinate point and the coordinate point in the first region.
Systems and method of controlling game operations based on touch input
A direction of a first control is determined based on a component in the first axial direction of a difference between a first region reference coordinate point and a coordinate point of a coordinate input performed in the first region. A direction of a second control is determined based on a component in a second axial direction of a difference between a second region reference coordinate point and a coordinate point of the coordinate input performed in the second region. When the coordinate input is started in the second region, and thereafter the coordinate input indicates a coordinate point in the first region, the reference coordinate point is set in the first or the second region, and the direction of the first control is determined based on a component in the first axial direction of a difference between the reference coordinate point and the coordinate point in the first region.
Range of motion control in XR applications on information handling systems
More realistic experiences can be provided to a user through the use of a wearable suit. The xR wearable suit may include materials with adjustable characteristics, such as friction, and electronics for controlling the materials to provide feedback to the user wearing the xR suit. In an xR game, the materials may be used to translate virtual damage to physical constraints on the user. For example, when an avatar gets shot in the leg and is debilitated, the user's leg motion can be constricted to understand that shortcoming and stay in sync with the avatar. Examples of such feedback materials include inflating ribs, sheet jamming, and mechanical devices.
Range of motion control in XR applications on information handling systems
More realistic experiences can be provided to a user through the use of a wearable suit. The xR wearable suit may include materials with adjustable characteristics, such as friction, and electronics for controlling the materials to provide feedback to the user wearing the xR suit. In an xR game, the materials may be used to translate virtual damage to physical constraints on the user. For example, when an avatar gets shot in the leg and is debilitated, the user's leg motion can be constricted to understand that shortcoming and stay in sync with the avatar. Examples of such feedback materials include inflating ribs, sheet jamming, and mechanical devices.
Realistic virtual/augmented/mixed reality viewing and interactions
The present invention discloses systems and methods for both viewing and interacting with a virtual reality (VR), an augmented reality (AR) or a mixed reality (MR). More specifically, the systems and methods allow the user to interact with aspects of such realities including virtual items presented in such realities or within such environments by manipulating a control device that has an inside-out camera mounted on-board. The apparatus or system uses two distinct representations including a reduced representation in determining the pose of the control device and uses these representations to compute an interactive pose portion of the control device to be used for interacting with the virtual item. The reduced representation is consonant with a constrained motion of the control device.