Patent classifications
A63F13/577
PHYSICS-BASED AUDIO AND HAPTIC SYNTHESIS
Disclosed herein are systems and methods for generating and presenting virtual audio for mixed reality systems. A method may include determining a collision between a first object and a second object, wherein the first object comprises a first virtual object. A memory storing one or more audio models can be accessed. It can be determined if the one or more audio models stored in the memory comprises an audio model corresponding to the first object. In accordance with a determination that the one or more audio models comprises an audio model corresponding to the first object, an audio signal can be synthesized, wherein the audio signal is based on the collision and the audio model corresponding to the first object, and the audio signal can be presented to a user via a speaker of a head-wearable device. In accordance with a determination that the one or more audio models does not comprise an audio model corresponding to the first object, an acoustic property of the first object can be determined, a custom audio model based on the acoustic property of the first object can be generated, an audio signal can be synthesized, wherein the audio signal is based on the collision and the custom audio model, and the audio signal can be presented, via a speaker of a head-wearable device, to a user.
INFORMATION PROCESSING APPARATUS, METHOD, PROGRAM, AND INFORMATION PROCESSING SYSTEM
An information processing apparatus of the present invention includes an acquisition unit that acquires space information indicative of a position of a physical object in a first space around a first user, a space construction unit that constructs, on the basis of the space information, a shared space that is shared by the first user and a second user who exists in a second space different from the first space and in which the position of the physical object in the first space is reflected, and a determination unit that determines a position of the second user in the shared space.
METHODS, SYSTEMS, APPARATUSES, AND DEVICES FOR FACILITATING PROVISIONING OF A VIRTUAL EXPERIENCE
A system, includes a memory in communication with a processor, the memory storing instructions that when executed by the processor cause the processor to receive a first location of a real vehicle, receive an updated location of the real vehicle, compute, utilizing at least the first location and the updated location, a future location of the real vehicle at a predetermined time in the future and output data to a display device adapted to display to a user of the display device at the predetermined time a mixed reality representation of an environment surrounding the real vehicle as viewed from the future location.
SMART TARGET CO-WITNESSING HIT ATTRIBUTION SYSTEM AND METHOD
A smart target co-witnessing hit attribution system includes a network, a projectile-firing device that includes a projectile repository and an infrared emitter, a smart target that includes a piezoelectric sensor, an infrared sensor, and control circuitry, and an extended-reality gaming application. After confirming a successful hit on the smart target, the application receives target state data and updates gaming metric data to attribute a successful impact on the smart target by the projectile-firing device.
Method and apparatus for controlling virtual race car, storage medium, and device
This application discloses a method for controlling a virtual race car based on artificial intelligence (AI). The method includes: controlling, using a client, a first virtual race car to move on a virtual map of a round of racing game, the first virtual race car being a pursuing race car and the first account being an account participating in the round of racing game; displaying, on the client, that an endurance value of a second virtual race car is reduced when the first virtual race car hits the second virtual race car on the virtual map, the second virtual race car being a fleeing race car; and displaying, on the client, that the second virtual race car has been removed from the round of racing game when the endurance value of the second virtual race car is no greater than a preset threshold.
Method and apparatus for controlling virtual race car, storage medium, and device
This application discloses a method for controlling a virtual race car based on artificial intelligence (AI). The method includes: controlling, using a client, a first virtual race car to move on a virtual map of a round of racing game, the first virtual race car being a pursuing race car and the first account being an account participating in the round of racing game; displaying, on the client, that an endurance value of a second virtual race car is reduced when the first virtual race car hits the second virtual race car on the virtual map, the second virtual race car being a fleeing race car; and displaying, on the client, that the second virtual race car has been removed from the round of racing game when the endurance value of the second virtual race car is no greater than a preset threshold.
Processing method, rendering method and device for static component in game scene
A processing method, rendering method and device for static components in a game scene are provided. The rendering method includes: a parent model corresponding to a plurality of static components is loaded, the parent model comprising at least two sub-models corresponding to at least two sub-components, and information of each of the at least two sub-models is recorded in a model file of the parent model; a scene global identifier of the at least one sub-model marked as hidden in the parent model is determined, wherein the scene global identifier includes identification information of each of the at least two sub-models in the game scene; and at least one sub-model not marked as hidden of the parent model is rendered in a preset manner.
Interactive augmented reality experiences using positional tracking
Interactive augmented reality experiences with an eyewear device including a position detection system and a display system. The eyewear device registers a first marker position for a user-controlled virtual game piece and a second marker for an interaction virtual game piece. The eyewear device monitors its position (e.g., location and orientation) and updates the position of the user-controlled virtual game piece accordingly. The eyewear device additionally monitors the position of the user-controlled virtual game piece with respect to the interaction virtual game piece for use in generating a score. Augmented reality examples include a “spheroidal balancing” augmented reality experience and a “spheroidal balancing” augmented reality experience.
Interactive augmented reality experiences using positional tracking
Interactive augmented reality experiences with an eyewear device including a position detection system and a display system. The eyewear device registers a first marker position for a user-controlled virtual game piece and a second marker for an interaction virtual game piece. The eyewear device monitors its position (e.g., location and orientation) and updates the position of the user-controlled virtual game piece accordingly. The eyewear device additionally monitors the position of the user-controlled virtual game piece with respect to the interaction virtual game piece for use in generating a score. Augmented reality examples include a “spheroidal balancing” augmented reality experience and a “spheroidal balancing” augmented reality experience.
Information processing method and apparatus in virtual reality game, and processor
An information processing method and apparatus in a Virtual Reality (VR) game, and a processor are provided. The method includes that: a first move operation of a VR controller in a real environment is acquired; a move of a virtual object in a VR game scene is controlled according to the first move operation, and a calculation factor is calculated according to the first move operation; and when the move of the virtual object in the VR game scene satisfies a preset attack damage trigger condition, damage to an attack target in the VR game scene is calculated according to the calculation factor. The present disclosure solves technical problems in the related art that an operation mode of swinging a weapon to launch an attack in a VR game scene is easy to cause fatigue of a game player and a calculation mode of damage lacks accuracy.