A63F2300/8005

INTERACTIVE NETWORK GAME WITH GAME CONDITIONS ALTERED BASED UPON GROUP PHYSICAL ACTIVITY
20220062709 · 2022-03-03 ·

There is disclosed a system for conducting multi-member group competitions involving physical exertion, the system includes a competition server that serves to designate a set of parameters for a competition involving at least two competing groups of individuals engaged in physical activity, the set of parameters defining a win condition requiring physical activity to be completed by at least two separate individuals within each group. The system further receives data representative of physical activity of multiple individuals in a first group, receives data representative of physical activity of multiple individuals in a second group, determines whether the win condition has been satisfied by the first group or the second group, and identifies a winner as the first group or the second group that completed the win condition.

Interactive avatar for social network services

An embodiment is an avatar or avatar environment to visualize data within an athletic performance system or service and/or a social network system or service, for example as part of the Internet. The avatar may further evolve or alter its appearance, animation, or other visual or audio characteristics in response to the data or other input. In particular, the avatar of an embodiment may respond to and provide visualization of athletic or sport performance data. According to one or more aspects, an avatar may be placed on other network sites and updated based on athletic performance data. The avatar may be awarded for goals achieved by a user. The awards or gifts may further include non-avatar related items such as apparel, gift cards and the like.

GAMING SYSTEM FOR SPORTS-BASED BIOMECHANICAL FEEDBACK
20210236935 · 2021-08-05 · ·

A gaming system has one or more biomechanical detection units that detect one or more user biomechanical movements of a real-world user. Furthermore, the gaming system has a processor that is programmed to invoke a game engine to generate a virtual game environment. The game engine also determines a real-world athlete having one or more characteristic biomechanical movements. Furthermore, the game engine generates a virtual avatar corresponding to the real-world user. The game engine also presents one or more virtual stimuli in the virtual game environment to the real-world user. Additionally, the game engine determines if the one or more user biomechanical movements in reaction to the one or more virtual stimuli correspond to the one or more characteristic biomechanical movements within a predetermined tolerance threshold, and generate a virtual game acknowledgement based upon the determination that the predetermined tolerance threshold is met.

Gaming system for sports-based biomechanical feedback
11130063 · 2021-09-28 · ·

A gaming system has one or more biomechanical detection units that detect one or more user biomechanical movements of a real-world user. Furthermore, the gaming system has a processor that is programmed to invoke a game engine to generate a virtual game environment. The game engine also determines a real-world athlete having one or more characteristic biomechanical movements. Furthermore, the game engine generates a virtual avatar corresponding to the real-world user. The game engine also presents one or more virtual stimuli in the virtual game environment to the real-world user. Additionally, the game engine determines if the one or more user biomechanical movements in reaction to the one or more virtual stimuli correspond to the one or more characteristic biomechanical movements within a predetermined tolerance threshold, and generate a virtual game acknowledgement based upon the determination that the predetermined tolerance threshold is met.

Method and system for athletic motion analysis and instruction
11000765 · 2021-05-11 · ·

A system and method for analyzing and improving the performance of a body motion of an animal or human subject requires instrumenting a subject with inertial sensors, monitoring a body motion of interest, converting sensor data into motion data and animation, comparing the motion data with existing data for motion related performance parameters, providing a real-time, information rich, animation and data display of the results in color coded displays; and based on the results prescribing a training regime with exercises selected from a library of standardized exercises using standardized tools and training aids.

INSTANT AND HISTORICAL FANTASY SPORTS
20210154588 · 2021-05-27 ·

Sports simulations may include sports nodes providing a user interface for players to participate in a sports simulation. A user interface for a player to interact with a sports service may be hosted on a computing device. The sports service providing the sports simulation game may be hosted on a server. The user at the user interface of the computing device may interact with the sports service via a network and/or the Internet. Multiple players may interact on their computing devices with the sports service. The multiple players may interact in one simulation, or may interact in multiple simulations, or may each interact with the sports service in solo simulations. Players may be matched in pairs where each pair plays a simulation to determine a winner.

Exercise intensity-driven level design

Balancing an exercise intensity level and a fun factor of a game is non-trivial and challenging. Disclosed herein are aspects and embodiments of an optimization-based approach to address this challenge. The approach can be applied to synthesize a game level with a desired exercise intensity level. By formulating the design problem as an optimization, a level designer can easily balance factors concerning the exercise intensity level of the game as well as other design factors and constraints.

Computer architecture for simulation of sporting events based on real-world data
11007440 · 2021-05-18 · ·

Methods for improving simulation of a sporting event by using real-world data are provided. In one aspect, a method includes positioning a simulated player corresponding to a player on a simulated field based on player positional data. The method also includes positioning a simulated ball corresponding to a physical ball on the simulated field based on ball positional data. The method also includes modifying the simulation based on user input by deviating the simulated player from the player positional data of the player on the physical field of the sporting event based on the user input when the user input moves the simulated player outside of a visual ring. The method also includes deviating a second player from a corresponding second player positional data when the second player is within a deviation ring, a radius of the visual ring different from a radius of the deviation ring.

Instant and historical fantasy sports
10918959 · 2021-02-16 ·

Sports simulations may include sports nodes providing a user interface for players to participate in a sports simulation. A user interface for a player to interact with a sports service may be hosted on a computing device. The sports service providing the sports simulation game may be hosted on a server. The user at the user interface of the computing device may interact with the sports service via a network and/or the Internet. Multiple players may interact on their computing devices with the sports service. The multiple players may interact in one simulation, or may interact in multiple simulations, or may each interact with the sports service in solo simulations. Players may be matched in pairs where each pair plays a simulation to determine a winner.

VIRTUAL AND REAL-WORLD CONTENT CREATION, APPARATUS, SYSTEMS, AND METHODS

The present disclosure is directed to apparatus, systems, and methods to allow a user to create virtual and real-world game content to provide players with physically engaging virtual content that is anchored to real-world locations. A content creator is provided a set of drag-n-drop modular assets (e.g., encounter tiles, content tiles, creatures, chests, rooms, vehicles, etc.) that can be aggregated together to form a complete content set (e.g., a dungeon, level, puzzle, etc.) through which a player is able to engage the game via the real-world. Each individual modular asset may include a set of in-game challenge criteria that must be satisfied to complete an in-game challenge associated with the asset.