A63F13/211

Health and wellness gamification

Systems and methods for integrating biometric data into gameplay of interactive content titles are provided. More specifically, such systems and methods may provide a healthcare gamification hub in an online gaming system. whereby players are incentivized to reach health and wellness goals that may be translated into in-game or metagaming resources for interactive content titles. Earning game resources may be associated stored health gamification rules that specify actions associated with corresponding biometric data and a virtual reward that is redeemable towards one or more in-game rewards associated with one or more interactive content titles. Real-time biometric data regarding a user may be received and the biometric data may be captured by one or more sensor devices.

Variable—resistance exercise machine with network communication for smart device control and brainwave entrainment
11707644 · 2023-07-25 · ·

A variable-resistance exercise machine with network communication for smart device control and brainwave entrainment, comprising an exercise machine with a plurality of moving surfaces, that each provide an independent degree of resistance to movement, a sensor that detects movement and provides output to a controller, a brainwave entrainment manager that selects a brainwave entrainment frequency based on the sensor output, and a controller that receives an input from a user device, changes the operation of the plurality of moving surfaces based on the input, and sends the brainwave entrainment frequency to the user device.

LOCATION-BASED EXPERIENCE WITH INTERACTIVE MERCHANDISE

A system for providing an interactive experience for multiple game-players. The experience is provided in a light-controlled setting where the game-players may wear or hold one or more of various toys (e.g., gloves). The system detects and recognizes the toy along with gestures and pointing efforts performed by the game-player and the system generates an effect based on the type of toy and the type of gesture. The system also generates one or more visual targets that are visible to the game-player such as projections, holograms, and displays of one or more of various fantasy virtual adversaries. The generated effects may include any combination of sensory effects including visual, audio, tactile, and smell/taste. The generated effect may be directed based on the pointing efforts of the game-player. The system may then register the effect on the target, if the pointing efforts intersect with the virtual location of the target.

LOCATION-BASED EXPERIENCE WITH INTERACTIVE MERCHANDISE

A system for providing an interactive experience for multiple game-players. The experience is provided in a light-controlled setting where the game-players may wear or hold one or more of various toys (e.g., gloves). The system detects and recognizes the toy along with gestures and pointing efforts performed by the game-player and the system generates an effect based on the type of toy and the type of gesture. The system also generates one or more visual targets that are visible to the game-player such as projections, holograms, and displays of one or more of various fantasy virtual adversaries. The generated effects may include any combination of sensory effects including visual, audio, tactile, and smell/taste. The generated effect may be directed based on the pointing efforts of the game-player. The system may then register the effect on the target, if the pointing efforts intersect with the virtual location of the target.

Switching method and system of interactive modes of head-mounted device
11709543 · 2023-07-25 · ·

A switching method and system of interactive modes of a head-mounted device is provided. The interactive modes include gamepad tracking interactive mode and bare hand tracking interactive mode. A standard deviation of position data, a standard deviation of attitude data and a standard deviation of accelerometer data among IMU data are acquired, respectively. Whether the standard deviation of the position data, the standard deviation of the attitude data and the standard deviation of the accelerometer data meet a first preset condition is determined. Moreover, the standard deviation of the accelerometer data within a second preset duration is acquired in real time, and whether the standard deviation of the accelerometer data meets a second preset condition is determined. In cases where the standard deviation of the accelerometer data meets the second preset condition, the bare hand tracking interactive mode is paused, and the gamepad tracking interactive mode is started.

FOCUS CONTROL FOR VIRTUAL OBJECTS IN AUGMENTED REALITY (AR) AND VIRTUAL REALITY (VR) DISPLAYS

Embodiments described herein include an optical system, and associated method and computer program product. The optical system comprises one or more display devices, and one or more computer processors configured to transmit display signals comprising at least one virtual object for updating imagery displayed by the display devices, and to selectively defocus a focus of the virtual object.

FOCUS CONTROL FOR VIRTUAL OBJECTS IN AUGMENTED REALITY (AR) AND VIRTUAL REALITY (VR) DISPLAYS

Embodiments described herein include an optical system, and associated method and computer program product. The optical system comprises one or more display devices, and one or more computer processors configured to transmit display signals comprising at least one virtual object for updating imagery displayed by the display devices, and to selectively defocus a focus of the virtual object.

Storage medium, game apparatus and game control method

A non-limiting example game system includes a processor incorporated in a main body apparatus, and the processor makes a player character hit a ball according to an operation of a player. A movement gauge is displayed in a parameter determination screen, and the movement gauge includes a belt-shaped basic area and a risk area outside the basic area. A first index image is moved inside the basic area, and a hitting power is determined at a position that the movement is stopped by an operation of the player. The hitting power affects a flight distance of a ball. After the hitting power is determined, a position of a deviation indication image displayed along the first index image is determined at random. A deviation amount is made larger as the deviation indication image is moved away from the center of the first index image. The risk area is enlarged toward an upper end of the movement gauge. That is, if the flight distance of the ball is made longer, the deviation amount may become larger. The player plays a golf game in consideration of whether the flight distance of the ball is prioritized or the directionality is prioritized.

AUGMENTED REALITY SYSTEM AND METHOD OF OPERATION THEREOF
20230001294 · 2023-01-05 ·

A system and method of operation of an augmented reality system includes: a position sensor (140) for calculating a current location (144); an orientation sensor (142), coupled to the position sensor (140), for calculating a current orientation (146); and a control mechanism (118), coupled to the position sensor (140), for presenting a system object (126) based on the current location (144), the current orientation (146), an object location (128), an object orientation (130), an access right (120), a visibility (134), and a persistence (136).

AUGMENTED REALITY SYSTEM AND METHOD OF OPERATION THEREOF
20230001294 · 2023-01-05 ·

A system and method of operation of an augmented reality system includes: a position sensor (140) for calculating a current location (144); an orientation sensor (142), coupled to the position sensor (140), for calculating a current orientation (146); and a control mechanism (118), coupled to the position sensor (140), for presenting a system object (126) based on the current location (144), the current orientation (146), an object location (128), an object orientation (130), an access right (120), a visibility (134), and a persistence (136).