Augmented Reality Platform for Fan Engagement

20230057073 · 2023-02-23

    Inventors

    Cpc classification

    International classification

    Abstract

    An augmented reality platform that enables fan engagement and new media opportunities is disclosed. The invention is comprised of a mobile device software application (app) leveraging augmented reality (AR), artificial intelligence (AI) and a cloud network. Users select on-screen character avatars and dance songs from pre-defined categories within the app and then begin dancing and recording themselves with the app. The app transfers user movements and their local environment to the app. AI algorithms sync user movements to the avatar along with their background (using AR) and users can see themselves dancing in character on their mobile device. Users can share avatar dances with friends and compete with each other in dance contests in real time with virtual currency rewards. Advertisers can also participate in the app and share advertisements, logos as well as promote merchandise to the users.

    Claims

    1. A non-transitory computer readable medium including computer readable instructions that, when executed by a computer, cause the computer to: a) provide an augmented reality platform having on-screen character avatars with movements which are synced with a user's dance movements; b) provide a video recording of the user and an environment background as the user performs dance movements; c) provide dance songs for the user to perform dance movements to; d) cause on-screen character avatars to be positioned in the environment background on the video recording; and e) provide stock dance movements that are synced to dance song beats.

    2. The non-transitory computer readable medium of claim 1, wherein: a) the instructions cause the computer to provide the augmented reality platform having on-screen character avatars with movements which are synced with the user's dance movements with the use of artificial intelligence algorithms; b) the instructions cause the computer to position on-screen avatars to be in the environment background with the use of augmented reality algorithms; c) the instructions cause the computer to allow users to apply songs and dances to on-screen character avatars; d) the instructions cause the computer to allow users to change on-screen character avatars' features; e) the instructions cause the computer to sync on-screen character avatar's movements with dance song beats; and the instructions cause the computer to clip songs into smaller sub minute intervals.

    3. A method for generating video dance recordings comprised of the following steps: a) logging into a server; b) downloading and installing a software application; c) selecting an on-screen character avatar; d) selecting a dance song; e) scanning an environment background; f) waiting for a countdown; g) recording a dancing event; h) uploading the dance event to a cloud network; i) extracting user dance movement into a video dance recording; j) building a choreography archive; k) establishing a block chain and a NFT; l) streaming a video dance recording back to a user; m) allowing users to apply dances to existing on-screen character avatars in their real world environments with resizing and scaling capabilities to match the scale of the environment background; and n) playing the video dance recording.

    4. The method for generating video dance recordings of claim 3, wherein the scanning the background environment includes the step of using a mobile device's existing camera.

    5. The method for generating video dance recordings of claim 3, wherein the recording the dance event includes the step of using the mobile device's existing camera.

    6. The method for generating video dance recordings of claim 3, wherein the transferring user motions onto on-screen character avatars includes the step of using AI algorithms.

    7. The method for generating video dance recordings of claim 3, wherein the resizing the on-screen avatar to match the scale of the environment background includes the step of using fingers on the existing mobile device's screen.

    8. The method for generating video dance recordings of claim 3, wherein the selecting an on-screen character avatar can also include the step of uploading custom on-screen character avatars.

    9. The method for generating video dance recordings of claim 3, wherein the recording the dance event includes the step of detecting if a person is in frame using a pose detection algorithm.

    10. A method for generating dance challenges comprising the following steps: a) recording a dance event; b) receiving a shareable link; c) observing potential friends within the area; d) sharing the video dance recording; e) tracking shares and likes of the video dance recording; and f) receiving participation notifications.

    11. The method for generating dance challenges of claim 10, wherein the recording a dance event includes the step of using an existing mobile device's onboard camera and uploading the dance event to the cloud network.

    12. The method for generating dance challenges of claim 10, wherein the observing potential users within the area includes the step of using the existing mobile device's geo location function.

    13. The method for generating dance challenges of claim 10, wherein the sharing the video dance recording includes the step of sending the sharable links, on-screen character avatars and video dance recording files with friends and on popular social media websites and selling said video dance recordings with virtual currency.

    14. The method for generating dance challenges of claim 10, wherein the tracking shares and likes of the video dance recording includes the step of using block chain ledgers.

    15. The method for generating dance challenges of claim 10, wherein the receiving participation notifications includes the step of unlocking dance challenges when an established geofence detects another user in the vicinity of said geofence.

    Description

    BRIEF DESCRIPTION OF THE FIGURES

    [0026] The accompanying drawings, which are incorporated herein and form a part of the specification, illustrate some, but not the only or exclusive, examples of embodiments and/or features.

    [0027] FIG. 1 shows a plan view of the augmented reality platform app with avatar character selection screen.

    [0028] FIG. 2 shows a perspective view of a user creating a video dance recording of themselves.

    [0029] FIG. 3 shows a perspective view of a user the AR and inserting an avatar character into their environment background.

    [0030] FIG. 4 shows a plan view of the augmented reality platform app playing a completed, video dance recording.

    [0031] FIG. 5 shows a plan view of the augmented reality platform app sharing a video dance recording.

    [0032] FIG. 6 shows a representative view of the augmented reality platform's methods.

    [0033] FIG. 7 shows a representative view of the augmented reality platform's methods.

    [0034] FIG. 8 shows a representative view of the augmented reality platform process.

    [0035] Other aspects of the present augmented reality platform shall be more readily understood when considered in conjunction with the accompanying drawings, and the following detailed description, neither of which should be considered limiting.

    DETAILED DESCRIPTION OF FIGURES

    [0036] In this description, the directional prepositions of up, upwardly, down, downwardly, front, back, top, upper, bottom, lower, left, right and other such terms refer to the device as it is oriented and appears in the drawings and are used for convenience only; they are not intended to be limiting or to imply that the device has to be used or positioned in any particular orientation. Conventional components of the augmented reality platform are elements that are well-known in the prior art and will not be discussed in detail for this disclosure.

    [0037] FIG. 1 shows a plan view of the preferred embodiment of the augmented reality platform app 4 used on a cell phone 1. The figure showing on-screen character avatar 3 selections wherein users can select from a plurality of preconfigured on-screen character avatars 3 such as but not limited to males, females, famous people, and popular animation characters etc. The also figure showing dance songs 2 available for users to choose from. The software having stock dance songs, on-screen character avatars, and dances users can choose from. Each dance is synced with said dance song beat and together, the dance song and dance are clipped to sub 20 second intervals. Other embodiments can use shorter or longer intervals. Other functions provided include but are not limited to music selection, dancing playback video, user profile, and settings (archives, dancing avatar sharing, dancing competition requests, AR activation, competition voting etc.). The app can also be used to apply various songs and dances to on-screen character avatars and the app syncs on-screen character avatar's movements with dance song beats. FIG. 2 shows a perspective view of a user 6 creating a video dance recording of themselves using the augmented reality platform app on a cell phone 1 and using said cell phone 6's onboard video camera. Once the footage of the user 6 is complete it is uploaded to a cloud network to undergo ‘memik-tization’— a process whereby artificial intelligence algorithms are used to export user 6 movements and save them as animation dance that can be applied to any on-screen character avatar in the future during a user recording session. Once exported, the video dance recording is transmitted back to the user's computing device and the user is able to select one of the app stock on-screen character avatars or use one that they've created with the customizer, resize it on their screen using their fingers on the touch screen as shown in FIG. 3. and place the on-screen character avatars into their local environment to initiate a dance recording. Users can also change on-screen character avatar features including but not limited to: facial elements, body type and clothing etc. FIG. 4 showing a dance challenge 6A whereby user 6 records their dancing footage with on-screen character avatar 3 superimposed thereon using augmented reality algorithms. Once completed, the user creating a dance challenge as shown in FIG. 5. The app allows users to post video dance recordings to the apps internal social feeds, share with to contacts 7 as well as forward them to popular social media platforms 8 including but not limited to: whatsapp, instagram and the like.

    [0038] FIG. 6 shows a representative view of the augmented reality platform's methods of generating a video dance recording with stock dance songs and stock on-screen character avatars: users logging into the mobile app; downloading the app and installing the app on a computer device (such as a smart phone, tablet, and personal desktop computer etc.); selecting an on-screen character avatar; selecting a dance song; the app then records a dancing event with on-screen character avatar movements synced with said dance song's beat; said dancing event is then saved to a user's device; and user being allowed to share video dance recording with friends on social media platforms including but not limited to: whatsapp, instagram and the like.

    [0039] FIG. 7 shows a representative view of the augmented reality platform's methods of generating both video dance recordings and dance challenges: during on-screen character avatar generation; users logging into the mobile app; downloading the app and installing the app on a computer device (such as a smart phone, tablet, and personal desktop computer etc.); selecting an on-screen character avatar; selecting a dance song—this step can include uploading custom songs and uploading custom on-screen character avatars in which users overlay images of themselves onto on-screen character avatars; scanning the user's environment background (with a mobile device's existing camera); a countdown is enabled allowing a user to get ready to record—this step also includes the use of a pose detection algorithm that ensures the user is in frame; the app then records a dancing event (with a mobile device's existing camera); the dance event recording is uploaded to the cloud network for ‘memik-tization’ wherein AI is used to extract the user's motions and save them as a video dance recording which can then be applied to any on-screen character avatar in the system During this process, a block chain is established on the video dance recording with NFT and a globally unique identifier; the vide dance recording is streamed back to the user's mobile device and the user is allowed to create AR experiences in their host environment using that animation and song, along with any on-screen character avatar that exists in the mobile app.— this step also builds a choreography archive; and the user having access to play the video dance recording showing user and character avatar dancing together or individually. FIG. 7 also showing the dance challenge feature of the augmented reality platform that includes: recording a dance event using an existing mobile device's onboard camera and uploading it to the cloud network; receiving a shareable link of the video dance recording; observing potential friends within the area using an existing mobile device's geo location function; sending said video dance links, recording files and on-screen character avatars with friends and on popular social media websites such as but not limited to: Facebook, Instagram and the like—this step can also include selling video dance recordings using virtual currencies; the augmented reality platform tracking shares and likes of the video dance recording by using block chain ledgers; and receiving participation notifications relating to other, locally-based, dance challenges offered by using geo location detection—this feature allows users to unlock dance challenges when they are in the vicinity of a geofence as defined by another user.

    [0040] FIG. 8 showing the augmented reality platform process with functions available to advertisers such as but not limited to account subscription (contact information, subscription payments, notification preferences etc.); advertisement inclusion (banners, pop-up ads, discount listings etc.); and subscription payment options (Venlo, PayPal, etc.). The software also being compatible with a plurality of advertisers operating systems such as, but not limited to: Windows′, IOS, Android and compatible with a multitude of hardware platforms including, but not limited to: personal desktops, laptops, tablets, smartphones and the like. The figure showing the user having access to a multitude of operations including but not limited to: subscription services (user profile, demographics, subscription level, notification types etc.); settings (avatar selection, music selection, AR recordings, syncing dance routines with avatars, setting up dance competitions, establishing rewards etc.); payment options (Venmo, PayPal, virtual currencies etc.); archives (dancing avatar recording storage, competition results, customized avatar and music storage etc.); sharing operations (friends notifications, dancing avatar forwarding etc.); competition management (avatar dance voting and award selections etc.).

    [0041] FIG. 8 also showing users and controllers connected by means of cloud network. Said cloud network having algorithms and routine operations such as but not limited to: administrative operations 8 (user demographics, venom, paypal payments etc.); website hosting (backend data management and encrypted archives, video streaming); competition operations (tracking sharing, real-time voting, dancing avatar displays among participants and geo location coordination); metadata (block chain assignments and NFT registrations); AI and AR operations (syncing user moves with avatar dances, predicting correlations between dance performance and music categories, environment overlays and the like); and user notifications 13 (SMS, text, email etc.).

    [0042] Those of skill in the art will recognize that mobile applications are written in several languages include, by way of non-limiting examples, C, C++, C#, Objective-C, Java, Javascript, Pascal, Object Pascal, Python, Ruby, VB.NET, WML, and XHL/HL with or without CSS, or combinations thereof. The app in augmented reality platform 1 is also compatible with a plurality of operating systems such as, but not limited to: Windows, Apple, and Android, and compatible with a multitude of hardware platforms such as, but not limited to: personal desktops, laptops, tablets, smartphones and the like. Suitable mobile application development environments are available from several sources. Commercially available development environments include, by way of non-limiting examples, AirplaySDK, alcheMo, Appcelerator, Celsius, Bedrock, Flash Lite, .NET Compact Framework, Rhomobile, and WorkLight Mobile Platform. Other development environments are available without cost including, by way of non-limiting examples, Lazarus, MobiFlex, MoSync, and Phonegap. Also, mobile device manufacturers distribute software developer kits including, by way of non-limiting examples, iPhone and iPad (iOS) SDK, Android SDK, BlackBerry SDK, BREW SDK, Palm OS SDK, Symbian SDK, webOS SDK, and Windows Mobile SDK. Those of skill in the art will recognize that several commercial forums are available for distribution of mobile applications including, by way of non-limiting examples, Apple App Store, Google Play, Chrome Web Store, BlackBerry App World, App Store for Palm devices, App Catalog for webOS, Windows Marketplace for Mobile, Ovi Store for Nokia devices, Samsung Apps, and Nintendo DSi Shop.

    [0043] In some embodiments, a computer program includes a standalone application, which is a program that is run as an independent computer process, not an add-on to an existing process, e.g., not a plug-in. Those of skill in the art will recognize that standalone applications are often compiled. A compiler is a computer program(s) that transforms source code written in a programming language into binary object code such as assembly language or machine code. Suitable compiled programming languages include, by way of non-limiting examples, C, C++, Objective-C, COBOL, Delphi, Eiffel, Java™, Lisp, Python™ Visual Basic, and VB .NET, or combinations thereof. Compilation is often performed, at least in part, to create an executable program. In some embodiments, a computer program includes one or more executable complied applications. In some embodiments, the computer program includes a web browser plug-in (e.g., extension, etc.). In computing, a plug-in is one or more software components that add specific functionality to a larger software application. Makers of software applications support plug-ins to enable third-party developers to create abilities which extend an application, to support easily adding new features, and to reduce the size of an application. When supported, plug-ins enable customizing the functionality of a software application. For example, plug-ins are commonly used in web browsers to play video, generate interactivity, scan for viruses, and display particular file types. Those of skill in the art will be familiar with several web browser plug-ins including, Adobe Flash Player, Microsoft Silverlight, and Apple QuickTime.

    [0044] In view of the disclosure provided herein, those of skill in the art will recognize that several plug-in frameworks are available that enable development of plug-ins in various programming languages, including, by way of non-limiting examples, C++, Delphi, Java™, PHP, Python, and DOTNET, or combinations thereof. Web browsers (also called Internet browsers) are software applications, designed for use with network-connected digital processing devices, for retrieving, presenting, and traversing information resources on the World Wide Web. Suitable web browsers include, by way of non-limiting examples, Microsoft Internet Explorer, Mozilla Firefox, Google Chrome, Apple Safari, Opera Software Opera, and KDE Konqueror. In some embodiments, the web browser is a mobile web browser. Mobile web browsers (also called micro-browsers, mini-browsers, and wireless browsers) are designed for use on mobile digital processing devices including, by way of non-limiting examples, handheld computers, tablet computers, netbook computers, subnotebook computers, smartphones, music players, personal digital assistants (PDAs), and handheld video game systems. Suitable mobile web browsers include, by way of non-limiting examples, Google Android browser, RIM BlackBerry Browser, Apple Safari, Palm Blazer, Palm WebOS Browser, Mozilla Firefox for mobile, Microsoft Internet Explorer Mobile, Amazon Kindle Basic Web, Nokia Browser, Opera Software Opera Mobile, and Sony PSP™ browser. Software Modules.

    [0045] In some embodiments, the platforms, systems, media, and methods disclosed herein include software, server, and/or database modules, or use of the same. In view of the disclosure provided herein, software modules are created by techniques known to those of skill in the art using machines, software, and languages known to the art. The software modules disclosed herein are implemented in a multitude of ways. In various embodiments, a software module comprises a file, a section of code, a programming object, a programming structure, or combinations thereof. In further various embodiments, a software module comprises a plurality of files, a plurality of sections of code, a plurality of programming objects, a plurality of programming structures, or combinations thereof. In various embodiments, the one or more software modules comprise, by way of non-limiting examples, a web application, a mobile application, and a standalone application. In some embodiments, software modules are in one computer program or application. In other embodiments, software modules are in more than one computer program or application. In some embodiments, software modules are hosted on one machine. In other embodiments, software modules are hosted on more than one machine. In further embodiments, software modules are hosted on cloud computing platforms. In some embodiments, software modules are hosted on one or more machines in one location. In other embodiments, software modules are hosted on one or more machines in more than one location.

    [0046] It is additionally noted and anticipated that although the device is shown in its most simple form, various components and aspects of the device may be differently shaped or slightly modified when forming the augmented reality platform herein. As such those skilled in the art will appreciate the descriptions and depictions set forth in this disclosure or merely meant to portray examples of preferred modes within the overall scope and intent of the augmented reality platform, and are not to be considered limiting in any manner. While all of the fundamental characteristics and features of the augmented reality platform have been shown and described herein, with reference to particular embodiments thereof, a latitude of modification, various changes and substitutions are intended in the foregoing disclosure and it will be apparent that in some instances, some features of the augmented reality platform may be employed without a corresponding use of other features without departing from the scope of the augmented reality platform as set forth.