A63F13/212

Multipoint SLAM capture

“Feature points” in “point clouds” that are visible to multiple respective cameras (i.e., aspects of objects imaged by the cameras) are reported via wired and/or wireless communication paths to a compositing processor which can determine whether a particular feature point “moved” a certain amount relative to another image. In this way, the compositing processor can determine, e.g., using triangulation and recognition of common features, how much movement occurred and where any particular camera was positioned when a latter image from that camera is captured. Thus, “overlap” of feature points in multiple images is used so that the system can close the loop to generate a SLAM map. The compositing processor, which may be implemented by a server or other device, generates the SLAM map by merging feature point data from multiple imaging devices.

Pressure sensor with microphone and metal oxide sensor of a gaming headset microphone mouthpiece
11590411 · 2023-02-28 · ·

A biofeedback headset for providing input to and receiving output from an information handling system may include a controller to send and receive audio signals to and from the information handling system and send biofeedback signals to the information handling system; one or more speakers mounted to a wearable head band to provide audio output from the information handling system to a user; and a mouthpiece operatively coupled to the wearable headband including: a microphone to receive audio input from the user; a pressure sensor to detect a breathing rate and amplitude of the user and, with the controller, provide breathing rate and amplitude biofeedback signals to the information handling system; and a gas sensor to detect a composition of air at the mouthpiece as the user respirates and, with the controller, provide air composition biofeedback signals to the information handling system.

Pressure sensor with microphone and metal oxide sensor of a gaming headset microphone mouthpiece
11590411 · 2023-02-28 · ·

A biofeedback headset for providing input to and receiving output from an information handling system may include a controller to send and receive audio signals to and from the information handling system and send biofeedback signals to the information handling system; one or more speakers mounted to a wearable head band to provide audio output from the information handling system to a user; and a mouthpiece operatively coupled to the wearable headband including: a microphone to receive audio input from the user; a pressure sensor to detect a breathing rate and amplitude of the user and, with the controller, provide breathing rate and amplitude biofeedback signals to the information handling system; and a gas sensor to detect a composition of air at the mouthpiece as the user respirates and, with the controller, provide air composition biofeedback signals to the information handling system.

Display Screen Front Panel of HMD for Viewing by Users Viewing the HMD Player
20180004478 · 2018-01-04 ·

Method for providing image of HMD user to a non-HMD user includes, receiving a first image of a user including the user's facial features captured by an external camera when the user is not wearing a head mounted display (HMD). A second image capturing a portion of the facial features of the user when the user is wearing the HMD is received. An image overlay data is generated by mapping contours of facial features captured in the second image with contours of corresponding facial features captured in the first image. The image overlay data is forwarded to the HMD for rendering on a second display screen that is mounted on a front face of the HMD.

GAMING DEVICE WITH ROTATABLY PLACED CAMERAS
20180011545 · 2018-01-11 ·

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.

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.

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.

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.

VARIABLE COMPUTING ENGINE FOR INTERACTIVE MEDIA BASED UPON USER BIOMETRICS
20180011682 · 2018-01-11 · ·

A system and method for implementing interactive media content is provided. Interactive media content is received for communication to a user through at least wireless earpieces. User biometrics are measured utilizing the wireless earpieces. A user condition associated with the user biometrics is determined. Branching patterns of the interactive media content are modified in response to the user condition. The interactive content may be a game or story.