WO1999035597A2 - Virtual environment viewpoint control - Google Patents

Virtual environment viewpoint control Download PDF

Info

Publication number
WO1999035597A2
WO1999035597A2 PCT/IB1999/000006 IB9900006W WO9935597A2 WO 1999035597 A2 WO1999035597 A2 WO 1999035597A2 IB 9900006 W IB9900006 W IB 9900006W WO 9935597 A2 WO9935597 A2 WO 9935597A2
Authority
WO
WIPO (PCT)
Prior art keywords
virtual environment
user
character
zone
cursor
Prior art date
Application number
PCT/IB1999/000006
Other languages
French (fr)
Other versions
WO1999035597A3 (en
Inventor
Job Rutgers
Original Assignee
Koninklijke Philips Electronics N.V.
Philips Ab
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Koninklijke Philips Electronics N.V., Philips Ab filed Critical Koninklijke Philips Electronics N.V.
Priority to KR1019997008154A priority Critical patent/KR100597329B1/en
Priority to EP99900011A priority patent/EP0966716A2/en
Priority to JP53588999A priority patent/JP4276704B2/en
Publication of WO1999035597A2 publication Critical patent/WO1999035597A2/en
Publication of WO1999035597A3 publication Critical patent/WO1999035597A3/en

Links

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • A63F13/525Changing parameters of virtual cameras
    • A63F13/5258Changing parameters of virtual cameras by dynamically adapting the position of the virtual camera to keep a game object or game character in its viewing frustum, e.g. for tracking a character or a ball
    • A63F13/12
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F16/00Information retrieval; Database structures therefor; File system structures therefor
    • G06F16/40Information retrieval; Database structures therefor; File system structures therefor of multimedia data, e.g. slideshows comprising image and additional audio data
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/407Data transfer via internet
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/66Methods for processing data by generating or executing the game program for rendering three dimensional images
    • A63F2300/6653Methods for processing data by generating or executing the game program for rendering three dimensional images for altering the visibility of an object, e.g. preventing the occlusion of an object, partially hiding an object
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/66Methods for processing data by generating or executing the game program for rendering three dimensional images
    • A63F2300/6661Methods for processing data by generating or executing the game program for rendering three dimensional images for changing the position of the virtual camera
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/66Methods for processing data by generating or executing the game program for rendering three dimensional images
    • A63F2300/6661Methods for processing data by generating or executing the game program for rendering three dimensional images for changing the position of the virtual camera
    • A63F2300/6684Methods for processing data by generating or executing the game program for rendering three dimensional images for changing the position of the virtual camera by dynamically adapting its position to keep a game object in its viewing frustrum, e.g. for tracking a character or a ball
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8082Virtual reality

Definitions

  • the present invention relates to interactive environment systems such as immersive games and virtual reality or shared (multi-user) virtual environment systems which provide the user or users with a view of a virtual world within which the users computer-generated virtual presence appears and may interact with other such user virtual presences as well as, optionally, features of the environment itself.
  • the present invention relates to such systems having means for controllably varying the viewpoint from which the image of the environment (as presented to a user) is rendered, a feature referred to herein as "virtual camera" control.
  • a description of a system providing a virtual environment (or cyberspace) accessible by remote users is given in European patent application EP-A-0 697 61 3 (Sony Corp.).
  • the system described includes a server providing a virtual reality space, and user terminals connected to the server via a high-speed communications network (using optical fibres or the like).
  • the server maintains a number of virtual environments and supports many differing terminal types by the use of conversion objects between information objects and user objects: the conversion objects provide individually tailored translation for communications back and forth between each type of terminal and each configuration of virtual environment supported.
  • the user is presented with a two-dimensional view of the three-dimensional virtual environment from their own particular viewpoint location within the three-dimensional environment, with computer-generated representations of any other users who may at that time be within the same area of the virtual environment as the viewing user.
  • the system of EP-A-0 697 61 3 takes the first-person view (i.e.
  • the image is that which would be seen through the "eyes" of the users computer generated character) but provides a simple arrow-shaped cursor which the user may utilise to indicate or select items from within the virtual environment by up/down/left/right movements of the cursor in the presented two-dimensional image of the environment or, by clicking on the virtual character of a further user, to initiate a conversation or other interaction between two users.
  • This technique is used in EP-A-0 697 61 3 as an improvement to a described prior art system in which the user is represented by a rendered character always appearing in the centre of the image presented to the user, such that the user takes a third-person view of their representation within the virtual environment.
  • rendering from the first-person point of view enhances a users feeling of immersion within the virtual environment, it can prove less than satisfactory when it comes to interacting with the virtual representations of other users where the third-person point of view provides the user with more information in the way of context for the interaction. Being able to select the viewpoint (virtual camera position) relative to your own representation would be an asset but the requirement to do so could become a distraction over time.
  • a multi-user interactive virtual environment system comprising: a first data store containing data defining a virtual environment; a second data store containing data defining the external appearance of a plurality of characters; and a processor coupled to receive input commands from a plurality of separate users and arranged to access the first and second stores and generate for each user a respective image of the virtual environment and characters therein, including an assigned character particular to that individual user, from a respective viewpoint at a position and orientation within the virtual environment determined at least partially by the user-directed motion of the users assigned character, characterised by: interaction zone generation means arranged to maintain updated coordinates for a respective zone of predetermined size and shape about the current virtual environment location for each character; and monitoring means coupled with the zone generation means and arranged to determine when the respective interaction zones of two or more user-assigned characters overlap and to signal the same to said processor, the determination of respective viewpoint location and orientation for each such user-assigned character being based at least partially on a predetermined set of rules
  • a trigger mechanism is provided for switching the users virtual camera location.
  • the virtual camera may simply follow its character at a position effectively looking "over its shoulder” while there is no interaction (no zone overlap) and then swing around to a third-person view to give a more informative view of the two interacting representations.
  • the processor suitably maintains at least one further interaction zone at a fixed location within the virtual environment, with this fixed interaction zone or zones being independent of any particular character within the virtual environment.
  • these fixed zones being provided at popular and/or crowded locations within the virtual environment, with a particular set of rules governing camera positioning, a global camera view covering the area may be specified for all characters within the area to avoid individual camera position calculations.
  • This feature may be pre-set for a particular location within the virtual environment (regardless of the number of characters/cursors in that location) or it may be applied dynamically at any location where it is determined that, for example, the interaction zones of five or more characters have overlapped.
  • these fixed interaction zones may be made up from a concentric arrangement of at least two partial zones with only a part of the set of rules being applied by the processor when a character interaction zone overlaps only the outer partial zone.
  • the extent to which a characters respective camera movements are determined by the movements of the character diminishes as the inner partial zone (with global camera positioning) is approached.
  • Figure 1 is a block schematic diagram of a data processing apparatus suitable for configuration as a user terminal embodying aspects of the invention
  • Figure 2 represents a users view of the virtual environment over the shoulder of a star-shaped user representation or cursor
  • Figure 3 shows a gaze-cone by which the directed attention of the cursor of Figure 2 is highlighted;
  • Figure 4 shows one possible relative positioning of cursor and virtual camera and the division of the camera view into screen fields;
  • Figure 5 illustrates the technique by which the virtual camera tracks rotational movements of the cursor;
  • Figure 6 illustrates differing on-screen display positions for a cursor at rest and a cursor in motion
  • Figure 7 shows a pair of cursors with respective interaction zones
  • Figure 8 represents the overlapping of the pair of interaction zones of Figure 7;
  • Figure 9 shows the nominal division of a cursor exterior into a number of discrete zones
  • Figures 10 and 1 1 represent a pair of cursors initiating interaction through gaze cones
  • Figures 1 2 to 1 5 illustrate virtual camera movements for two- and three-cursor interactions
  • Figure 1 6 represents a plurality of cursors within a virtual environment interacting in discrete groups of two or three;
  • Figure 1 7 shows a fixed interaction zone catering for larger clusters of interacting cursors.
  • FIG. 1 shows a networked virtual environment system including a users data processing system 2, such as a personal computer, which acts as host for a software utility that configures it as a browser for data defining the virtual environment.
  • the data is obtained from a remote source 4 via a network 8 connection, with other users 6 having similar data processing systems likewise connected to the source 4.
  • the users system 2 comprises a central processing unit (CPU) 10 coupled via an address and data bus 1 2 to random-access (RAM) and read-only (ROM) memory devices
  • first and second user input devices 1 8, 20 which may suitably comprise a keyboard and a cursor control and selection device such as a mouse or trackball.
  • Audio output from the system is via headphones or one or more speakers 22 driven by an audio processing stage 24; in addition to providing amplification, the audio processing stage is preferably also configured to provide a signal processing capability under the control of the CPU 10 to allow the addition of sound treatments such as echo to existing audio data.
  • video output from the system may be presented as a series of two-dimensional images on display screen 26 driven by display driver stage 28, or as a series of three-dimensional images on an autostereoscopic display or stereoscopic head-mounted display (not shown).
  • a further source of data for the system is via online link to remote sites for example via the Internet, including the server 4 acting as source of, and controller for, data defining the virtual environment.
  • the system is provided with a network interface 30 coupled to the CPU 10 via bus 1 2.
  • the precise construction of the interface is not an essential feature of the present invention, although it will be recognised that the interface configuration will depend on the type of data network 8 to which the system is to be coupled: for example, where the system is for use by a private home user, the data link is likely to be a telephone connection to a local service provider. In such a case, the interface 30 will suitably incorporate a modem. For other types of data link, such as an ISDN connection, the interface will be configured accordingly.
  • the users view of the virtual environment is generated by a virtual camera which camera, in the absence of other movement commands, assumes a position behind a computer-generated character or cursor 100 representing the users virtual presence, the position being slightly above or to one side of the representation (in effect looking over its "shoulder") to provide almost a first person viewpoint.
  • the users computer-generated character as well as those of other users within the same environment, is in the form of a star-shaped avatar which not only acts as a virtual presence for the user, but also provides cursor functions in that it provides the users means for interacting with not only other such cursors (of other users) but also with other features and objects as may be provided within the virtual environment.
  • cursors will be referred to hereinafter as cursors.
  • the basic camera viewpoint is over the "shoulder" of the cursor 1 00 such as to give the user a relatively uninterrupted view of the virtual environment 102, whilst retaining a minimal presence in vision to assist the users orientation.
  • Camera positions, zooming and other effects such as lens selection are automatically determined by the movement, behaviour and profile disclosure of the cursor (as will be described), such that the user has no direct control over the camera by UID (1 8, 20; Fig.1 ) operation.
  • the cursor 100 has a "gaze cone" 104 by which it directs its attention: the gaze field is attached at an angle of 90O to the cursor, which is to say the major axis 106 of the gaze cone extends perpendicular to the generally planar cursor.
  • the graphics renderer generating the environment image to the user notes the positioning of the gaze cone with respect to the environment and renders those environmental features appearing within the gaze cone with a greater level of detail (or focus) than those outside, to provide an intuitive focus of the cursors point of attention.
  • FIG. 4 is a plan view of the virtual camera 1 10 and cursor 100, with the inset view 1 1 2 showing the view from the virtual camera divided into different screen fields (A.1 , B.1 , ..., E.5). As the cursor direction of gaze travels upwards, downwards, left or right, the camera 1 10 moves with the gaze direction.
  • Figure 5 shows in three steps (A, B, C) how, as the gaze cone moves outside the central screen fields(2, 3, and 4 in this elevational view) through turning, the camera 1 10 repositions itself to bring the rendered viewpoint direction back to include that on which the cursor 1 00 is focusing, as indicated by the gaze cone major axis 106.
  • This separation between camera and gaze cone allows small movements of the cursor, perhaps in response to uncertain operation of movement controls by the user, to be absorbed without resulting in corresponding jittery movements of the image from the virtual camera.
  • the over-the-shoulder framing of the cursor 100 as shown at A in Figure 6 represents a stable position with the cursor at rest within the virtual environment.
  • the cameras position changes automatically to give more of a third-person point of view, such as to provide the user with greater environmental context on which to base the navigational instructions.
  • With the cursor at rest its partially visible segment of cursor appears at the edge of the displayed image; whilst moving (in the direction indicated by arrow 1 14 in view B of Figure 6), the higher the cursors speed, the closer it will appear to the centre of the image.
  • a cursor 100 has a circle of action or interaction zone 200, and in a multi-user environment, each cursor 100, 1 20, has a respective interaction zone 200, 220.
  • the zone enclosing the cursor may be spherical or it may be stretched in one or more directions, for example being ovoid with the greater part of its volume positioned in front of the cursor generally aligning with the gaze cone major axis (1 06; Fig.3).
  • the size of the interaction zone 200 determines the extent to which a cursor 100 is likely and/or willing to interact with other cursors, since interaction can only occur between pairs or groups of cursors when the interaction zones merge or overlap as shown in Figure 8.
  • the merger or overlapping of two or more interaction zones also has an effect on camera control for each of the cursors whose zones are affected, as will be described below.
  • a user can arrange or influence personal elements in his/her user profile disclosure (a data structure carrying information in nested form with differing access requirements).
  • the amount and kind of information in the profile disclosure could, in a preferred embodiment, determine the size of the interaction zone. For example, a cursor holding a large amount of information in the outer (public) layers of its profile disclosure may be assumed to be willing to interact and hence would have a large interaction zone.
  • Information in the user profile disclosure of a cursor may be accessed by other cursors: by scanning the exterior of another cursor with its gaze cone (which gaze is detected by the scanned cursor) that cursors user profile information becomes visible.
  • the exterior of the cursor is divided into a number of zones 1 21 -1 25 for which data from the public layers of the profile disclosure (such as basic user details and preferences) is distributed in a predetermined arrangement, together with a central zone 1 26 carrying more personal and private data of the cursors user, as shown in Figure 9.
  • Some of these zones are more "sensitive", i.e.
  • the personal data in the central zone 1 26 may not be given up automatically, but instead may require explicit unlocking and/or sending by the user whose cursor it is.
  • the sensitivity of the zones determines the extent of zoom applied by the camera tracking the scanning cursor, for example if the information in a scanned zone corresponds to that either held or sought by the scanning cursor, the identification of the match will cause the camera tracking the scanning cursor to zoom in on the source of the matched information.
  • An alternative way for zooming to be controlled is by a potentially scanned cursor moving a particular one of its zones toward a potentially scanning cursor, with the approach of a zone triggering a cursor camera to zoom in.
  • FIG. 1 0 shows a pair of cursors 100, 1 30 with their respective gaze cones 104, 1 34 on the other cursor but their interaction zones 200, 230 separate, such that only the one-way channel exists between them.
  • the mechanics of the overlapping interaction zones are further illustrated in Figures 1 2 to 1 5.
  • the camera positions that frame the users view of the encounter are defined by the merged interaction zones. Any camera position to show both cursors lies within a half of the area 1 60 shown in Figure 1 2 and defined by the merged interaction zones, which area is known from cinematography as the 1 80° space.
  • the camera positions from which either cursor 100, 1 30 is rendered are defined by this 180° space, the strict application of which avoids disorienting effects that may otherwise arise when the viewpoint switches from one side of a cursor to another.
  • FIG. 1 3 presents an overview of the camera 1 10 positions for the cursor 100 to the left of the Figure. The camera can move fluently on the curve at the border of the quarter.
  • the camera may move from a third person point of view at C, via an offset over-the-shoulder point of view at B, to a first person point of view at A: note that in the first person point of view, the users view of their own cursor may in certain embodiments be faded out of the rendered image avoid obscuring the view of the cursor being interacted with.
  • exchanging material from the user profile disclosures, or the more personal material which is contained within the "soft" part of the cursor body may also result in shifting camera position. If a large amount of information is being transferred between two cursors, their respective camera positions might be controlled to gradually or rapidly move from first person or over-the-shoulder views to third person views. Passivity of one cursor may also cause a change in camera view: if a two-way communications link exists between a pair of cursors, but only one is active in sending data and/or making data available for reading, the camera tracking the passive cursor might suitably be set to zoom in on the active cursor.
  • cursors within a virtual environment their respective camera positions will generally be controlled as described above, with reference to whether there are overlapping interaction zones and/or directed gaze cones.
  • FIG. 1 7 shows such a space where there are concentric zones A, B, C determining the level of individual camera control assigned to a cursor in each, ranging from full control as described previously for two or three cursor interactions in the outside zone C through to no individual control with viewpoint generation being handled for all included cursors by a single area mechanism in the inner zone A.
  • the only control option for the user is whether to remain at the heart of the area or to leave.
  • the protocol suitably causes all cursors to "leak" some information from their public layers (the outer, more accessible layers of their internal data storage structure), which leaked information may be picked up by other cursors in the area if it is of interest to them.
  • the cursor that leaked it is notified and the two cursors 302, 304 move to a first boundary area B where interaction with over-the-shoulder viewpoint rendering is supported, such as to give a certain degree of privacy to the exchange between the two cursors.
  • cursors 306 and 308 Based on this exchange, if it is decided that the two cursors wish to exchange more private details, they move out to the area C beyond zone B where there are no area-based restrictions on camera control or interaction zone merging, as shown by cursors 306 and 308.
  • cursors 306 and 308 Although the foregoing examples have concentrated on the automation of the virtual camera positioning, it will be readily appreciated by the skilled practitioner that many of the foregoing techniques may be applied in the handling of audio for the virtual environment, with the virtual camera location and orientation being replaced by a virtual microphone or pair of stereo microphones, such as to generate a two- or three-dimensional sound scape for supply via the system audio stage (24; Fig.1 ).
  • background noise from directed sources such as to provide the user with further navigational cues or context information. For example approaching an area of the virtual environment from which high volume background noise is emanating provides the user with a cue that the location may contain the cursors of a large number of other users interacting.
  • the user may also be able to determine the type or purpose of this section of the environment and perhaps avoid it if not to his/her taste.

Abstract

A multi-user interactive virtual environment system wherein each user is provided with data to generate a respective image of the virtual environment and characters therein, including an assigned character (100) particular to that individual user, from a respective virtual camera (110) viewpoint (A, B, C) determined at least partially by the user-directed motion of their assigned character. Each character has an interaction zone of predetermined size and shape maintained about its current virtual environment location. When the respective interaction zones of two or more user-assigned characters (100, 130) overlap, their respective virtual cameras (110) are controlled to move from first- to third-person (A-C) viewpoints for as long as the overlap remains. In a refinement (Fig. 17), at least one further interaction zone at a given location within the virtual environment, and independent of any particular character within the virtual environment, takes control of all character virtual cameras as those characters enter the zone.

Description

DESCRIPTION
VIRTUAL ENVIRONMENT VIEWPOINT CONTROL
The present invention relates to interactive environment systems such as immersive games and virtual reality or shared (multi-user) virtual environment systems which provide the user or users with a view of a virtual world within which the users computer-generated virtual presence appears and may interact with other such user virtual presences as well as, optionally, features of the environment itself. In particular, the present invention relates to such systems having means for controllably varying the viewpoint from which the image of the environment (as presented to a user) is rendered, a feature referred to herein as "virtual camera" control.
A description of a system providing a virtual environment (or cyberspace) accessible by remote users is given in European patent application EP-A-0 697 61 3 (Sony Corp.). The system described includes a server providing a virtual reality space, and user terminals connected to the server via a high-speed communications network (using optical fibres or the like). In operation, the server maintains a number of virtual environments and supports many differing terminal types by the use of conversion objects between information objects and user objects: the conversion objects provide individually tailored translation for communications back and forth between each type of terminal and each configuration of virtual environment supported.
At each user terminal, the user is presented with a two-dimensional view of the three-dimensional virtual environment from their own particular viewpoint location within the three-dimensional environment, with computer-generated representations of any other users who may at that time be within the same area of the virtual environment as the viewing user. Rather than generating a representation of a whole or part of the viewing user in the image seen by that user, the system of EP-A-0 697 61 3 takes the first-person view (i.e. the image is that which would be seen through the "eyes" of the users computer generated character) but provides a simple arrow-shaped cursor which the user may utilise to indicate or select items from within the virtual environment by up/down/left/right movements of the cursor in the presented two-dimensional image of the environment or, by clicking on the virtual character of a further user, to initiate a conversation or other interaction between two users. This technique is used in EP-A-0 697 61 3 as an improvement to a described prior art system in which the user is represented by a rendered character always appearing in the centre of the image presented to the user, such that the user takes a third-person view of their representation within the virtual environment.
Although rendering from the first-person point of view enhances a users feeling of immersion within the virtual environment, it can prove less than satisfactory when it comes to interacting with the virtual representations of other users where the third-person point of view provides the user with more information in the way of context for the interaction. Being able to select the viewpoint (virtual camera position) relative to your own representation would be an asset but the requirement to do so could become a distraction over time.
It is accordingly an object of the present invention to provide a system configured to automatically adjust the virtual camera position such as to provide an appropriate viewpoint in dependence on, amongst other factors, whether or not interaction between the users virtual presence and the representation of another user is taking place.
In accordance with a first aspect of the present invention there is provided a multi-user interactive virtual environment system comprising: a first data store containing data defining a virtual environment; a second data store containing data defining the external appearance of a plurality of characters; and a processor coupled to receive input commands from a plurality of separate users and arranged to access the first and second stores and generate for each user a respective image of the virtual environment and characters therein, including an assigned character particular to that individual user, from a respective viewpoint at a position and orientation within the virtual environment determined at least partially by the user-directed motion of the users assigned character, characterised by: interaction zone generation means arranged to maintain updated coordinates for a respective zone of predetermined size and shape about the current virtual environment location for each character; and monitoring means coupled with the zone generation means and arranged to determine when the respective interaction zones of two or more user-assigned characters overlap and to signal the same to said processor, the determination of respective viewpoint location and orientation for each such user-assigned character being based at least partially on a predetermined set of rules applied by the processor for as long as the overlap remains.
By the provision of interaction zones (which will preferably be invisible to the user) a trigger mechanism is provided for switching the users virtual camera location. As will be described in examples hereinafter, the virtual camera may simply follow its character at a position effectively looking "over its shoulder" while there is no interaction (no zone overlap) and then swing around to a third-person view to give a more informative view of the two interacting representations.
As the power available to implement complex user virtual presences increases, the size and/or complexity of the virtual world they may be modelled in increases, as does the number of different users who may simultaneously visit the same part of the virtual world at any given time. The effect of this is that a large-scale overlapping of interaction zones in a small area may occur, leading to unacceptable processor loading as camera positions are calculated. To avoid this potential problem, the processor suitably maintains at least one further interaction zone at a fixed location within the virtual environment, with this fixed interaction zone or zones being independent of any particular character within the virtual environment. With these fixed zones being provided at popular and/or crowded locations within the virtual environment, with a particular set of rules governing camera positioning, a global camera view covering the area may be specified for all characters within the area to avoid individual camera position calculations. This feature may be pre-set for a particular location within the virtual environment (regardless of the number of characters/cursors in that location) or it may be applied dynamically at any location where it is determined that, for example, the interaction zones of five or more characters have overlapped.
By way of a refinement, these fixed interaction zones may be made up from a concentric arrangement of at least two partial zones with only a part of the set of rules being applied by the processor when a character interaction zone overlaps only the outer partial zone. In other words, the extent to which a characters respective camera movements are determined by the movements of the character diminishes as the inner partial zone (with global camera positioning) is approached.
Further features and advantages of the present invention will become apparent from reading of the following description of preferred embodiments of the present invention, given by way of example only, and with reference to the accompanying drawings in which:
Figure 1 is a block schematic diagram of a data processing apparatus suitable for configuration as a user terminal embodying aspects of the invention;
Figure 2 represents a users view of the virtual environment over the shoulder of a star-shaped user representation or cursor;
Figure 3 shows a gaze-cone by which the directed attention of the cursor of Figure 2 is highlighted; Figure 4 shows one possible relative positioning of cursor and virtual camera and the division of the camera view into screen fields; Figure 5 illustrates the technique by which the virtual camera tracks rotational movements of the cursor;
Figure 6 illustrates differing on-screen display positions for a cursor at rest and a cursor in motion; Figure 7 shows a pair of cursors with respective interaction zones;
Figure 8 represents the overlapping of the pair of interaction zones of Figure 7;
Figure 9 shows the nominal division of a cursor exterior into a number of discrete zones; Figures 10 and 1 1 represent a pair of cursors initiating interaction through gaze cones;
Figures 1 2 to 1 5 illustrate virtual camera movements for two- and three-cursor interactions;
Figure 1 6 represents a plurality of cursors within a virtual environment interacting in discrete groups of two or three; and
Figure 1 7 shows a fixed interaction zone catering for larger clusters of interacting cursors.
Figure 1 shows a networked virtual environment system including a users data processing system 2, such as a personal computer, which acts as host for a software utility that configures it as a browser for data defining the virtual environment. The data is obtained from a remote source 4 via a network 8 connection, with other users 6 having similar data processing systems likewise connected to the source 4. The users system 2 comprises a central processing unit (CPU) 10 coupled via an address and data bus 1 2 to random-access (RAM) and read-only (ROM) memory devices
14, 1 6. The capacity of these memory devices may be augmented by providing the system with means to read from additional memory devices, such as a CD-ROM (not shown). Also coupled to the CPU 10 via bus 1 2 are first and second user input devices 1 8, 20 which may suitably comprise a keyboard and a cursor control and selection device such as a mouse or trackball. Audio output from the system is via headphones or one or more speakers 22 driven by an audio processing stage 24; in addition to providing amplification, the audio processing stage is preferably also configured to provide a signal processing capability under the control of the CPU 10 to allow the addition of sound treatments such as echo to existing audio data. In dependence on the user- systems capabilities and the format of data supplied from source 4, video output from the system may be presented as a series of two-dimensional images on display screen 26 driven by display driver stage 28, or as a series of three-dimensional images on an autostereoscopic display or stereoscopic head-mounted display (not shown).
As mentioned, a further source of data for the system is via online link to remote sites for example via the Internet, including the server 4 acting as source of, and controller for, data defining the virtual environment. To this end, the system is provided with a network interface 30 coupled to the CPU 10 via bus 1 2. The precise construction of the interface is not an essential feature of the present invention, although it will be recognised that the interface configuration will depend on the type of data network 8 to which the system is to be coupled: for example, where the system is for use by a private home user, the data link is likely to be a telephone connection to a local service provider. In such a case, the interface 30 will suitably incorporate a modem. For other types of data link, such as an ISDN connection, the interface will be configured accordingly.
In operation, the users view of the virtual environment is generated by a virtual camera which camera, in the absence of other movement commands, assumes a position behind a computer-generated character or cursor 100 representing the users virtual presence, the position being slightly above or to one side of the representation (in effect looking over its "shoulder") to provide almost a first person viewpoint. In the following examples, the users computer-generated character, as well as those of other users within the same environment, is in the form of a star-shaped avatar which not only acts as a virtual presence for the user, but also provides cursor functions in that it provides the users means for interacting with not only other such cursors (of other users) but also with other features and objects as may be provided within the virtual environment. These avatars or characters will be referred to hereinafter as cursors.
As mentioned above and shown in Figure 2, the basic camera viewpoint is over the "shoulder" of the cursor 1 00 such as to give the user a relatively uninterrupted view of the virtual environment 102, whilst retaining a minimal presence in vision to assist the users orientation. Camera positions, zooming and other effects such as lens selection are automatically determined by the movement, behaviour and profile disclosure of the cursor (as will be described), such that the user has no direct control over the camera by UID (1 8, 20; Fig.1 ) operation.
As shown in Figure 3, the cursor 100 has a "gaze cone" 104 by which it directs its attention: the gaze field is attached at an angle of 90O to the cursor, which is to say the major axis 106 of the gaze cone extends perpendicular to the generally planar cursor. In operation, the graphics renderer generating the environment image to the user notes the positioning of the gaze cone with respect to the environment and renders those environmental features appearing within the gaze cone with a greater level of detail (or focus) than those outside, to provide an intuitive focus of the cursors point of attention.
The view from the virtual camera (the view presented to the user on screen 26; Fig.1 ) is divided into screen fields, which fields are not visible to the user, with the position of the gaze cone in the differing screen fields determining the automated repositioning of the camera (as will be described hereinafter). Figure 4 is a plan view of the virtual camera 1 10 and cursor 100, with the inset view 1 1 2 showing the view from the virtual camera divided into different screen fields (A.1 , B.1 , ..., E.5). As the cursor direction of gaze travels upwards, downwards, left or right, the camera 1 10 moves with the gaze direction. In effect, if the cursor 1 00 continues to turn its gaze toward, for example, the left, both camera and cursor will eventually travel in a circle and come back to viewing the original segment of the virtual environment. Figure 5 shows in three steps (A, B, C) how, as the gaze cone moves outside the central screen fields(2, 3, and 4 in this elevational view) through turning, the camera 1 10 repositions itself to bring the rendered viewpoint direction back to include that on which the cursor 1 00 is focusing, as indicated by the gaze cone major axis 106. This separation between camera and gaze cone allows small movements of the cursor, perhaps in response to uncertain operation of movement controls by the user, to be absorbed without resulting in corresponding jittery movements of the image from the virtual camera.
The over-the-shoulder framing of the cursor 100 as shown at A in Figure 6 represents a stable position with the cursor at rest within the virtual environment. When the cursor 100 is moving, the cameras position changes automatically to give more of a third-person point of view, such as to provide the user with greater environmental context on which to base the navigational instructions. With the cursor at rest, its partially visible segment of cursor appears at the edge of the displayed image; whilst moving (in the direction indicated by arrow 1 14 in view B of Figure 6), the higher the cursors speed, the closer it will appear to the centre of the image.
Moving whilst turning the direction of the gaze cone will result in the third persons view of the cursor (i.e. cursor completely visible within the screen) with the representation of the cursor being angled as determined by the direction and extent of rotation. Turning now to interaction between cursors of different users, as shown in Figure 7, a cursor 100 has a circle of action or interaction zone 200, and in a multi-user environment, each cursor 100, 1 20, has a respective interaction zone 200, 220. In a three-dimensional virtual environment, the zone enclosing the cursor may be spherical or it may be stretched in one or more directions, for example being ovoid with the greater part of its volume positioned in front of the cursor generally aligning with the gaze cone major axis (1 06; Fig.3). The size of the interaction zone 200 determines the extent to which a cursor 100 is likely and/or willing to interact with other cursors, since interaction can only occur between pairs or groups of cursors when the interaction zones merge or overlap as shown in Figure 8. The merger or overlapping of two or more interaction zones also has an effect on camera control for each of the cursors whose zones are affected, as will be described below.
A user can arrange or influence personal elements in his/her user profile disclosure (a data structure carrying information in nested form with differing access requirements). The amount and kind of information in the profile disclosure could, in a preferred embodiment, determine the size of the interaction zone. For example, a cursor holding a large amount of information in the outer (public) layers of its profile disclosure may be assumed to be willing to interact and hence would have a large interaction zone.
Information in the user profile disclosure of a cursor may be accessed by other cursors: by scanning the exterior of another cursor with its gaze cone (which gaze is detected by the scanned cursor) that cursors user profile information becomes visible. The exterior of the cursor is divided into a number of zones 1 21 -1 25 for which data from the public layers of the profile disclosure (such as basic user details and preferences) is distributed in a predetermined arrangement, together with a central zone 1 26 carrying more personal and private data of the cursors user, as shown in Figure 9. Some of these zones (especially the outer ones 1 21 -1 25) are more "sensitive", i.e. ready to give up their contents, than others in response to scanning by another cursor: for example, the personal data in the central zone 1 26 may not be given up automatically, but instead may require explicit unlocking and/or sending by the user whose cursor it is. The sensitivity of the zones determines the extent of zoom applied by the camera tracking the scanning cursor, for example if the information in a scanned zone corresponds to that either held or sought by the scanning cursor, the identification of the match will cause the camera tracking the scanning cursor to zoom in on the source of the matched information. An alternative way for zooming to be controlled is by a potentially scanned cursor moving a particular one of its zones toward a potentially scanning cursor, with the approach of a zone triggering a cursor camera to zoom in.
In the absence of overlapping interaction zones, the gaze cone still enables cursors to interact. A one-way communications channel is opened as two cursors direct the gaze cones at each other. The one-way communications channel allows cursors to send pieces of data from their public user profile disclosure, which data may be sound segments, images and so forth. Figure 1 0 shows a pair of cursors 100, 1 30 with their respective gaze cones 104, 1 34 on the other cursor but their interaction zones 200, 230 separate, such that only the one-way channel exists between them. As the two cursors come closer to one another, their interaction zones overlap as shown in Figure 1 1 , triggering the conversion from a one-way to a two-way communications link 1 50 between the two cursors 100, 1 30 in which a scanning cursor may obtain data from deeper profile layers of the scanned cursor rather than just the external public layer.
The mechanics of the overlapping interaction zones are further illustrated in Figures 1 2 to 1 5. The camera positions that frame the users view of the encounter are defined by the merged interaction zones. Any camera position to show both cursors lies within a half of the area 1 60 shown in Figure 1 2 and defined by the merged interaction zones, which area is known from cinematography as the 1 80° space. The camera positions from which either cursor 100, 1 30 is rendered are defined by this 180° space, the strict application of which avoids disorienting effects that may otherwise arise when the viewpoint switches from one side of a cursor to another.
Having defined the 1 80° space 160 from the merged interaction zones, the space is then divided into two quarters (either side of line 1 62), with the virtual camera from each cursor only able to take up a position within its respective quarter. Each cursor has its own camera curve within the quarter that is allocated to the positioning of its camera. Figure 1 3 presents an overview of the camera 1 10 positions for the cursor 100 to the left of the Figure. The camera can move fluently on the curve at the border of the quarter. Across the curve, the camera may move from a third person point of view at C, via an offset over-the-shoulder point of view at B, to a first person point of view at A: note that in the first person point of view, the users view of their own cursor may in certain embodiments be faded out of the rendered image avoid obscuring the view of the cursor being interacted with.
When two cursors 100, 1 30 meet, their camera curves will be opposed to one another, as described above. As shown in Figure 14, a third cursor 1 70 outside of the 1 80° space will initially be passive, with no effect on the other two cursors. However, as shown in Figure 1 5, as the third cursor 1 70 interacts with one of the first 100 or second 1 30 cursors, the 1 80° space 1 60 shifts to encompass the interacting pair 100, 1 70 from the three cursors, reverting to its original position as the original pair of cursors 100, 1 30 (assuming neither has moved in the interim) resume their interaction. In addition to simple encounters with other users (or optionally with other features of the virtual environment), exchanging material from the user profile disclosures, or the more personal material which is contained within the "soft" part of the cursor body (central zone 1 26; Fig.9) may also result in shifting camera position. If a large amount of information is being transferred between two cursors, their respective camera positions might be controlled to gradually or rapidly move from first person or over-the-shoulder views to third person views. Passivity of one cursor may also cause a change in camera view: if a two-way communications link exists between a pair of cursors, but only one is active in sending data and/or making data available for reading, the camera tracking the passive cursor might suitably be set to zoom in on the active cursor. If there are many cursors within a virtual environment, their respective camera positions will generally be controlled as described above, with reference to whether there are overlapping interaction zones and/or directed gaze cones. However, in practical terms, there is a limit on the number of simultaneously interacting cursors defined by the processing and speed power available to the system. For example, there may be a limit of five simultaneous overlapping interaction zones before the necessary calculations for the merging of the zones slow the system to the point where its becomes burdensome to the user: however, within a single environment, several groups of merged cursor pairs and triplets may be accommodated, as shown in Figure 1 6.
In the collection of virtual environments available to users, certain environments will be likely to attract large numbers of users (via their cursors) and some form of moderation is required if such areas are not to become "jammed" through too many cursors attempting to interact at once.
This is achieved by providing such areas with their own protocol governing camera control: in effect, the area is a fixed interaction zone not attached to a cursor. Camera choreography, cuts, dissolves, rhythms, colour and strobing effects can be assigned automatically depending on which part of the area the cursor is in. Figure 1 7 shows such a space where there are concentric zones A, B, C determining the level of individual camera control assigned to a cursor in each, ranging from full control as described previously for two or three cursor interactions in the outside zone C through to no individual control with viewpoint generation being handled for all included cursors by a single area mechanism in the inner zone A. The only control option for the user is whether to remain at the heart of the area or to leave.
In terms of the display and exchange of user profile information in the inner zone A, the protocol suitably causes all cursors to "leak" some information from their public layers (the outer, more accessible layers of their internal data storage structure), which leaked information may be picked up by other cursors in the area if it is of interest to them. Once a piece of information has been picked up, the cursor that leaked it is notified and the two cursors 302, 304 move to a first boundary area B where interaction with over-the-shoulder viewpoint rendering is supported, such as to give a certain degree of privacy to the exchange between the two cursors. Based on this exchange, if it is decided that the two cursors wish to exchange more private details, they move out to the area C beyond zone B where there are no area-based restrictions on camera control or interaction zone merging, as shown by cursors 306 and 308. Although the foregoing examples have concentrated on the automation of the virtual camera positioning, it will be readily appreciated by the skilled practitioner that many of the foregoing techniques may be applied in the handling of audio for the virtual environment, with the virtual camera location and orientation being replaced by a virtual microphone or pair of stereo microphones, such as to generate a two- or three-dimensional sound scape for supply via the system audio stage (24; Fig.1 ).
In addition to sounds resulting directly from the users interaction (through the cursor) with other users or features of the virtual environment, there may also be background noise from directed sources such as to provide the user with further navigational cues or context information. For example approaching an area of the virtual environment from which high volume background noise is emanating provides the user with a cue that the location may contain the cursors of a large number of other users interacting. Depending on recognisable components picked up from the background noise, the user may also be able to determine the type or purpose of this section of the environment and perhaps avoid it if not to his/her taste. With at least stereoscopic audio handling from the cursor point of view (within the virtual environment, the individual sources should be mono and change in volume in dependence on their distance from a cursor), the user may be enabled to navigate through the virtual environment to reach an area tkiat can be heard but not initially seen. Although claims have been formulated in this application to particular combinations of features, it should be understood that the scope of the disclosure of the present application also includes any novel feature or combination of features disclosed herein either explicitly or implicitly, whether or not relating to the same invention as presently claimed in any claim and whether or not it mitigates any or all of the same technical problems as does the presently claimed invention. The applicants hereby give notice that new claims may be formulated to such features and/or combinations of such features during prosecution of the present application or of any further application derived therefrom.

Claims

1 . A multi-user interactive virtual environment system comprising: a first data store containing data defining a virtual environment; a second data store containing data defining the external appearance of a plurality of characters; and a processor coupled to receive input commands from a plurality of separate users and arranged to access the first and second stores and generate for each user a respective image of the virtual environment and characters therein, including an assigned character particular to that individual user, from a respective viewpoint at a position and orientation within the virtual environment determined at least partially by the user-directed motion of the users assigned character, characterised by: interaction zone generation means arranged to maintain updated coordinates for a respective zone of predetermined size and shape about the current virtual environment location for each character; and monitoring means coupled with the zone generation means and arranged to determine when the respective interaction zones of two or more user-assigned characters overlap and to signal the same to said processor, the determination of respective viewpoint location and orientation for each such user-assigned character being based at least partially on a predetermined set of rules applied by the processor for as long as the overlap remains.
2. A system as claimed in Claim 1 , wherein the processor maintains at least one further interaction zone at a fixed location within the virtual environment, said fixed interaction zone or zones being independent of any particular character within the virtual environment.
3. A system as claimed in Claim 2, wherein the at least one further interaction zone comprises a concentric arrangement of at least two partial zones with only a part of the set of rules being applied by the processor when a character interaction zone overlaps only the outer partial zone.
4. A system as claimed in Claim 1 , wherein the processor applies at least one further interaction zone at a selected location within the virtual environment, said further interaction zone or zones being independent of any particular character within the virtual environment but located at a position where it is determined that a predetermined number of character-assigned interaction zones overlap.
5. A system as claimed in Claim 4, wherein the processor applies a said further interaction zone at a position where it is determined that five or more character-assigned interaction zones overlap.
PCT/IB1999/000006 1998-01-09 1999-01-07 Virtual environment viewpoint control WO1999035597A2 (en)

Priority Applications (3)

Application Number Priority Date Filing Date Title
KR1019997008154A KR100597329B1 (en) 1998-01-09 1999-01-07 Virtual environment viewpoint control
EP99900011A EP0966716A2 (en) 1998-01-09 1999-01-07 Virtual environment viewpoint control
JP53588999A JP4276704B2 (en) 1998-01-09 1999-01-07 Virtual environment viewpoint control

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
GB9800397.3 1998-01-09
GBGB9800397.3A GB9800397D0 (en) 1998-01-09 1998-01-09 Virtual environment viewpoint control

Publications (2)

Publication Number Publication Date
WO1999035597A2 true WO1999035597A2 (en) 1999-07-15
WO1999035597A3 WO1999035597A3 (en) 1999-10-14

Family

ID=10825017

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/IB1999/000006 WO1999035597A2 (en) 1998-01-09 1999-01-07 Virtual environment viewpoint control

Country Status (7)

Country Link
US (1) US6241609B1 (en)
EP (1) EP0966716A2 (en)
JP (1) JP4276704B2 (en)
KR (1) KR100597329B1 (en)
CN (1) CN1132117C (en)
GB (1) GB9800397D0 (en)
WO (1) WO1999035597A2 (en)

Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2000070560A1 (en) * 1999-05-14 2000-11-23 Graphic Gems Method and apparatus for a multi-owner, three-dimensional virtual world
EP2428936A3 (en) * 2008-02-15 2012-10-10 Sony Computer Entertainment Inc. Game device, game control method and game control program
AU2011300081B2 (en) * 2010-09-09 2014-03-27 Konami Digital Entertainment Co., Ltd. Game system

Families Citing this family (109)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JPH11128533A (en) * 1997-10-30 1999-05-18 Nintendo Co Ltd Video game device and memory media for the same
US6947044B1 (en) * 1999-05-21 2005-09-20 Kulas Charles J Creation and playback of computer-generated productions using script-controlled rendering engines
JP2001149640A (en) * 1999-09-16 2001-06-05 Sega Corp Game machine, game processing method, and recording medium recording program
KR20010065751A (en) * 1999-12-30 2001-07-11 박영신 An education method,which makes use of AVATA,in 3D internet space
US6891566B2 (en) * 2000-03-14 2005-05-10 Joseph Robert Marchese Digital video system using networked cameras
US6672961B1 (en) * 2000-03-16 2004-01-06 Sony Computer Entertainment America Inc. Computer system and method of displaying images
US7353274B1 (en) * 2000-05-09 2008-04-01 Medisys/Rjb Consulting, Inc. Method, apparatus, and system for determining whether a computer is within a particular location
US6837790B1 (en) * 2000-07-26 2005-01-04 Igt Gaming device with moving screen simulation
WO2002020111A2 (en) * 2000-09-07 2002-03-14 Omnisky Corporation Coexistent interaction between a virtual character and the real world
US20050206610A1 (en) * 2000-09-29 2005-09-22 Gary Gerard Cordelli Computer-"reflected" (avatar) mirror
FR2814891B1 (en) * 2000-10-04 2003-04-04 Thomson Multimedia Sa AUDIO LEVEL ADJUSTMENT METHOD FROM MULTIPLE CHANNELS AND ADJUSTMENT DEVICE
CA2328795A1 (en) 2000-12-19 2002-06-19 Advanced Numerical Methods Ltd. Applications and performance enhancements for detail-in-context viewing technology
JP3699660B2 (en) * 2001-03-30 2005-09-28 コナミ株式会社 Game device and network game system
US20030035013A1 (en) * 2001-04-13 2003-02-20 Johnson Edward M. Personalized electronic cursor system and method of distributing the same
CA2345803A1 (en) 2001-05-03 2002-11-03 Idelix Software Inc. User interface elements for pliable display technology implementations
US8416266B2 (en) 2001-05-03 2013-04-09 Noregin Assetts N.V., L.L.C. Interacting with detail-in-context presentations
US7213214B2 (en) 2001-06-12 2007-05-01 Idelix Software Inc. Graphical user interface with zoom for detail-in-context presentations
US9760235B2 (en) 2001-06-12 2017-09-12 Callahan Cellular L.L.C. Lens-defined adjustment of displays
US7084886B2 (en) 2002-07-16 2006-08-01 Idelix Software Inc. Using detail-in-context lenses for accurate digital image cropping and measurement
JP3482602B2 (en) * 2001-08-21 2003-12-22 コナミ株式会社 Competitive game program
CA2361341A1 (en) 2001-11-07 2003-05-07 Idelix Software Inc. Use of detail-in-context presentation on stereoscopically paired images
US7050050B2 (en) * 2001-12-07 2006-05-23 The United States Of America As Represented By The Secretary Of The Army Method for as-needed, pseudo-random, computer-generated environments
CA2370752A1 (en) * 2002-02-05 2003-08-05 Idelix Software Inc. Fast rendering of pyramid lens distorted raster images
US6990639B2 (en) 2002-02-07 2006-01-24 Microsoft Corporation System and process for controlling electronic components in a ubiquitous computing environment using multimodal integration
US6982697B2 (en) * 2002-02-07 2006-01-03 Microsoft Corporation System and process for selecting objects in a ubiquitous computing environment
US6917370B2 (en) * 2002-05-13 2005-07-12 Charles Benton Interacting augmented reality and virtual reality
JP4346548B2 (en) * 2002-06-28 2009-10-21 シャープ株式会社 Image data distribution system, image data transmitting apparatus and image data receiving apparatus
US8120624B2 (en) 2002-07-16 2012-02-21 Noregin Assets N.V. L.L.C. Detail-in-context lenses for digital image cropping, measurement and online maps
CA2393887A1 (en) 2002-07-17 2004-01-17 Idelix Software Inc. Enhancements to user interface for detail-in-context data presentation
CA2406131A1 (en) 2002-09-30 2004-03-30 Idelix Software Inc. A graphical user interface using detail-in-context folding
JP3744002B2 (en) * 2002-10-04 2006-02-08 ソニー株式会社 Display device, imaging device, and imaging / display system
US20070097109A1 (en) * 2005-10-18 2007-05-03 Idelix Software Inc. Method and system for generating detail-in-context presentations in client/server systems
CA2449888A1 (en) 2003-11-17 2005-05-17 Idelix Software Inc. Navigating large images using detail-in-context fisheye rendering techniques
CA2411898A1 (en) 2002-11-15 2004-05-15 Idelix Software Inc. A method and system for controlling access to detail-in-context presentations
JP3669587B2 (en) * 2003-01-14 2005-07-06 コナミ株式会社 Game progress synchronization control server, terminal device and program
US20070182730A1 (en) * 2003-05-28 2007-08-09 Ken Mashitani Stereoscopic image display apparatus and program
KR100730863B1 (en) * 2003-06-11 2007-06-20 가부시키가이샤 소니 컴퓨터 엔터테인먼트 Video display device, video display method, and video display system
US7355593B2 (en) * 2004-01-02 2008-04-08 Smart Technologies, Inc. Pointer tracking across multiple overlapping coordinate input sub-regions defining a generally contiguous input region
US7646394B1 (en) * 2004-03-05 2010-01-12 Hrl Laboratories, Llc System and method for operating in a virtual environment
US20050248566A1 (en) * 2004-04-05 2005-11-10 Vesely Michael A Horizontal perspective hands-on simulator
JP2007531951A (en) * 2004-04-05 2007-11-08 マイケル エー. ベセリー Horizontal perspective display
US7486302B2 (en) 2004-04-14 2009-02-03 Noregin Assets N.V., L.L.C. Fisheye lens graphical user interfaces
US7787009B2 (en) * 2004-05-10 2010-08-31 University Of Southern California Three dimensional interaction with autostereoscopic displays
JP4474640B2 (en) * 2004-05-11 2010-06-09 株式会社セガ Image processing program, game processing program, and game information processing apparatus
US8106927B2 (en) 2004-05-28 2012-01-31 Noregin Assets N.V., L.L.C. Graphical user interfaces and occlusion prevention for fisheye lenses with line segment foci
US20050275915A1 (en) * 2004-06-01 2005-12-15 Vesely Michael A Multi-plane horizontal perspective display
US9317945B2 (en) * 2004-06-23 2016-04-19 Callahan Cellular L.L.C. Detail-in-context lenses for navigation
US7714859B2 (en) 2004-09-03 2010-05-11 Shoemaker Garth B D Occlusion reduction and magnification for multidimensional data presentations
US20080214273A1 (en) * 2004-09-21 2008-09-04 Snoddy Jon H System, method and handheld controller for multi-player gaming
CN101119782B (en) 2004-09-21 2010-11-17 时间游戏Ip公司 System for multi-player gaming
US7995078B2 (en) 2004-09-29 2011-08-09 Noregin Assets, N.V., L.L.C. Compound lenses for multi-source data presentation
US20060126926A1 (en) * 2004-11-30 2006-06-15 Vesely Michael A Horizontal perspective representation
US7580036B2 (en) 2005-04-13 2009-08-25 Catherine Montagnese Detail-in-context terrain displacement algorithm with optimizations
US20060244831A1 (en) * 2005-04-28 2006-11-02 Kraft Clifford H System and method for supplying and receiving a custom image
US8717423B2 (en) 2005-05-09 2014-05-06 Zspace, Inc. Modifying perspective of stereoscopic images based on changes in user viewpoint
US20060252978A1 (en) * 2005-05-09 2006-11-09 Vesely Michael A Biofeedback eyewear system
US20060250391A1 (en) * 2005-05-09 2006-11-09 Vesely Michael A Three dimensional horizontal perspective workstation
JP4312737B2 (en) * 2005-05-13 2009-08-12 任天堂株式会社 GAME PROGRAM AND GAME DEVICE
US7875132B2 (en) * 2005-05-31 2011-01-25 United Technologies Corporation High temperature aluminum alloys
CN100355272C (en) * 2005-06-24 2007-12-12 清华大学 Synthesis method of virtual viewpoint in interactive multi-viewpoint video system
US7375678B2 (en) * 2005-06-29 2008-05-20 Honeywell International, Inc. Displaying obstacles in perspective view
US20070040905A1 (en) * 2005-08-18 2007-02-22 Vesely Michael A Stereoscopic display using polarized eyewear
US20070043466A1 (en) * 2005-08-18 2007-02-22 Vesely Michael A Stereoscopic display using polarized eyewear
CA2622297A1 (en) * 2005-09-13 2007-03-22 Multimedia Games, Inc. System for presenting gaming results employing a gaming display interactive character
US8031206B2 (en) 2005-10-12 2011-10-04 Noregin Assets N.V., L.L.C. Method and system for generating pyramid fisheye lens detail-in-context presentations
US9166883B2 (en) 2006-04-05 2015-10-20 Joseph Robert Marchese Network device detection, identification, and management
US7983473B2 (en) 2006-04-11 2011-07-19 Noregin Assets, N.V., L.L.C. Transparency adjustment of a presentation
US9327191B2 (en) * 2006-05-08 2016-05-03 Nintendo Co., Ltd. Method and apparatus for enhanced virtual camera control within 3D video games or other computer graphics presentations providing intelligent automatic 3D-assist for third person viewpoints
US8187092B2 (en) * 2006-06-14 2012-05-29 Dixon Donald F Wagering game with multiple viewpoint display feature
JP4125762B2 (en) * 2006-07-06 2008-07-30 株式会社スクウェア・エニックス Online video game control server
JP5013773B2 (en) * 2006-08-18 2012-08-29 パナソニック株式会社 In-vehicle image processing apparatus and viewpoint conversion information generation method thereof
US8277316B2 (en) * 2006-09-14 2012-10-02 Nintendo Co., Ltd. Method and apparatus for using a common pointing input to control 3D viewpoint and object targeting
US20080215975A1 (en) * 2007-03-01 2008-09-04 Phil Harrison Virtual world user opinion & response monitoring
US8882594B2 (en) * 2007-04-05 2014-11-11 Microsoft Corporation Control scheme for real time strategy game
JP5603769B2 (en) * 2007-05-18 2014-10-08 ザ ユーエービー リサーチ ファンデーション Virtual interactive presence system and method
US9026938B2 (en) 2007-07-26 2015-05-05 Noregin Assets N.V., L.L.C. Dynamic detail-in-context user interface for application access and content access on electronic displays
US8834245B2 (en) * 2007-08-17 2014-09-16 Nintendo Co., Ltd. System and method for lock on target tracking with free targeting capability
JP5390093B2 (en) * 2007-12-21 2014-01-15 任天堂株式会社 GAME PROGRAM AND GAME DEVICE
CA2721219A1 (en) * 2008-04-14 2009-10-22 Google Inc. Swoop navigation
US8649554B2 (en) 2009-05-01 2014-02-11 Microsoft Corporation Method to control perspective for a camera-controlled computer
US20100306825A1 (en) 2009-05-27 2010-12-02 Lucid Ventures, Inc. System and method for facilitating user interaction with a simulated object associated with a physical location
US8303387B2 (en) * 2009-05-27 2012-11-06 Zambala Lllp System and method of simulated objects and applications thereof
US8717360B2 (en) 2010-01-29 2014-05-06 Zspace, Inc. Presenting a view within a three dimensional scene
JP5573426B2 (en) * 2010-06-30 2014-08-20 ソニー株式会社 Audio processing apparatus, audio processing method, and program
JP5656514B2 (en) * 2010-08-27 2015-01-21 キヤノン株式会社 Information processing apparatus and method
BR112013019302A2 (en) 2011-02-01 2018-05-02 Timeplay Entertainment Corporation multi-location interaction system and method for providing interactive experience to two or more participants located on one or more interactive nodes
US8786529B1 (en) 2011-05-18 2014-07-22 Zspace, Inc. Liquid crystal variable drive voltage
US9770661B2 (en) * 2011-08-03 2017-09-26 Disney Enterprises, Inc. Zone-based positioning for virtual worlds
US9886552B2 (en) 2011-08-12 2018-02-06 Help Lighting, Inc. System and method for image registration of multiple video streams
JP5586545B2 (en) * 2011-09-09 2014-09-10 任天堂株式会社 GAME SYSTEM, PORTABLE GAME DEVICE, INFORMATION PROCESSOR CONTROL METHOD, AND INFORMATION PROCESSOR CONTROL PROGRAM
US20130293580A1 (en) 2012-05-01 2013-11-07 Zambala Lllp System and method for selecting targets in an augmented reality environment
US9020203B2 (en) 2012-05-21 2015-04-28 Vipaar, Llc System and method for managing spatiotemporal uncertainty
US9710968B2 (en) 2012-12-26 2017-07-18 Help Lightning, Inc. System and method for role-switching in multi-reality environments
US9940750B2 (en) 2013-06-27 2018-04-10 Help Lighting, Inc. System and method for role negotiation in multi-reality environments
US9888174B2 (en) 2015-10-15 2018-02-06 Microsoft Technology Licensing, Llc Omnidirectional camera with movement detection
US10277858B2 (en) 2015-10-29 2019-04-30 Microsoft Technology Licensing, Llc Tracking object of interest in an omnidirectional video
US11328155B2 (en) 2015-11-13 2022-05-10 FLIR Belgium BVBA Augmented reality labels systems and methods
WO2017136014A2 (en) 2015-11-13 2017-08-10 Flir Systems, Inc. Video sensor fusion and model based virtual and augmented reality systems and methods
CN105597311B (en) * 2015-12-25 2019-07-12 网易(杭州)网络有限公司 Camera control method and device in 3d game
US10824320B2 (en) * 2016-03-07 2020-11-03 Facebook, Inc. Systems and methods for presenting content
JP7140465B2 (en) * 2016-06-10 2022-09-21 任天堂株式会社 Game program, information processing device, information processing system, game processing method
JP6789830B2 (en) * 2017-01-06 2020-11-25 任天堂株式会社 Information processing system, information processing program, information processing device, information processing method
CN110546601B (en) * 2017-04-03 2023-09-26 索尼公司 Information processing device, information processing method, and program
CN108376424A (en) * 2018-02-09 2018-08-07 腾讯科技(深圳)有限公司 Method, apparatus, equipment and storage medium for carrying out view angle switch to three-dimensional virtual environment
US11173398B2 (en) * 2018-05-21 2021-11-16 Microsoft Technology Licensing, Llc Virtual camera placement system
US10846898B2 (en) * 2019-03-28 2020-11-24 Nanning Fugui Precision Industrial Co., Ltd. Method and device for setting a multi-user virtual reality chat environment
CN111589114B (en) * 2020-05-12 2023-03-10 腾讯科技(深圳)有限公司 Virtual object selection method, device, terminal and storage medium
GB2598927B (en) * 2020-09-18 2024-02-28 Sony Interactive Entertainment Inc Apparatus and method for data aggregation
CN115639976B (en) * 2022-10-28 2024-01-30 深圳市数聚能源科技有限公司 Multi-mode multi-angle synchronous display method and system for virtual reality content

Citations (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
EP0697613A2 (en) 1994-08-19 1996-02-21 Sony Corporation Cyber-space system

Family Cites Families (8)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US5359703A (en) * 1990-08-02 1994-10-25 Xerox Corporation Moving an object in a three-dimensional workspace
WO1992009948A1 (en) * 1990-11-30 1992-06-11 Vpl Research, Inc. Improved method and apparatus for creating virtual worlds
US5590268A (en) * 1993-03-31 1996-12-31 Kabushiki Kaisha Toshiba System and method for evaluating a workspace represented by a three-dimensional model
US5347306A (en) * 1993-12-17 1994-09-13 Mitsubishi Electric Research Laboratories, Inc. Animated electronic meeting place
US5491743A (en) * 1994-05-24 1996-02-13 International Business Machines Corporation Virtual conference system and terminal apparatus therefor
US5736982A (en) * 1994-08-03 1998-04-07 Nippon Telegraph And Telephone Corporation Virtual space apparatus with avatars and speech
US5913727A (en) * 1995-06-02 1999-06-22 Ahdoot; Ned Interactive movement and contact simulation game
US6139434A (en) * 1996-09-24 2000-10-31 Nintendo Co., Ltd. Three-dimensional image processing apparatus with enhanced automatic and user point of view control

Patent Citations (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
EP0697613A2 (en) 1994-08-19 1996-02-21 Sony Corporation Cyber-space system

Non-Patent Citations (1)

* Cited by examiner, † Cited by third party
Title
STEVE BENFORD: "A spatial model of interaction in large virtual environments", PROCEEDINGS OF THE THIRD EUROPEAN CONFERENCE ON COMPUTER SUPPORTED COOPERATIVE WORK, 13 September 1993 (1993-09-13), pages 109 - 124

Cited By (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2000070560A1 (en) * 1999-05-14 2000-11-23 Graphic Gems Method and apparatus for a multi-owner, three-dimensional virtual world
EP2428936A3 (en) * 2008-02-15 2012-10-10 Sony Computer Entertainment Inc. Game device, game control method and game control program
AU2011300081B2 (en) * 2010-09-09 2014-03-27 Konami Digital Entertainment Co., Ltd. Game system
US9522327B2 (en) 2010-09-09 2016-12-20 Konami Digital Entertainment Co., Ltd. Game system

Also Published As

Publication number Publication date
US6241609B1 (en) 2001-06-05
EP0966716A2 (en) 1999-12-29
KR20000076066A (en) 2000-12-26
KR100597329B1 (en) 2006-07-10
WO1999035597A3 (en) 1999-10-14
CN1273656A (en) 2000-11-15
CN1132117C (en) 2003-12-24
JP2001515630A (en) 2001-09-18
GB9800397D0 (en) 1998-03-04
JP4276704B2 (en) 2009-06-10

Similar Documents

Publication Publication Date Title
US6241609B1 (en) Virtual environment viewpoint control
KR102641655B1 (en) Select virtual objects in 3D space
Billinghurst et al. Collaborative augmented reality
JP4489847B2 (en) Attention-based interaction in virtual environments
US6346956B2 (en) Three-dimensional virtual reality space display processing apparatus, a three-dimensional virtual reality space display processing method, and an information providing medium
US6532007B1 (en) Method, apparatus and presentation medium for multiple auras in a virtual shared space
US6954906B1 (en) Image display processing apparatus that automatically changes position of sub-window relative to main window depending on distance at watch sub window is commanded to be displayed
US6331853B1 (en) Display control apparatus display control method and presentation medium
Buxton et al. HMDs, caves & chameleon: a human-centric analysis of interaction in virtual space
US6437777B1 (en) Three-dimensional virtual reality space display processing apparatus, a three-dimensional virtual reality space display processing method, and an information providing medium
Zielasko et al. Remain seated: towards fully-immersive desktop VR
MacIntyre et al. Future multimedia user interfaces
KR20030054874A (en) Client system for embodying 3-dimension virtual reality and method for embodying virtual reality using same
CN111386517A (en) Apparatus, and associated method, for communication between users experiencing virtual reality
KR20210136116A (en) virtual objects control
Liu et al. Three-dimensional PC: toward novel forms of human-computer interaction
CN117590935A (en) Viewing angle sharing in an artificial reality environment between a two-dimensional interface and an artificial reality interface
JP2004021688A (en) Information space providing system and its method
Goebel et al. Today's VR
Billinghurst et al. The magazine archive includes every article published in Communications of the ACM for over the past 50 years.
Billinghurst et al. Collaboration with wearable computers
Bönisch et al. A VRML-based Visualization of User-Vicinities in the WWW
Tsukamoto Integrating Real Space and Virtual Space in the ‘Invisible Person’Communication Support System
Ogi et al. Experience of immersive virtual world using cellular phone interface
Kruger et al. Virtual world accessibility with the Perspective Viewer

Legal Events

Date Code Title Description
WWE Wipo information: entry into national phase

Ref document number: 99800233.X

Country of ref document: CN

AK Designated states

Kind code of ref document: A2

Designated state(s): CN JP KR

AL Designated countries for regional patents

Kind code of ref document: A2

Designated state(s): AT BE CH CY DE DK ES FI FR GB GR IE IT LU MC NL PT SE

WWE Wipo information: entry into national phase

Ref document number: 1999900011

Country of ref document: EP

WWE Wipo information: entry into national phase

Ref document number: 1019997008154

Country of ref document: KR

ENP Entry into the national phase

Ref document number: 1999 535889

Country of ref document: JP

Kind code of ref document: A

121 Ep: the epo has been informed by wipo that ep was designated in this application
AK Designated states

Kind code of ref document: A3

Designated state(s): CN JP KR

AL Designated countries for regional patents

Kind code of ref document: A3

Designated state(s): AT BE CH CY DE DK ES FI FR GB GR IE IT LU MC NL PT SE

WWP Wipo information: published in national office

Ref document number: 1999900011

Country of ref document: EP

WWP Wipo information: published in national office

Ref document number: 1019997008154

Country of ref document: KR

WWG Wipo information: grant in national office

Ref document number: 1019997008154

Country of ref document: KR