WO2006127670A2 - Virtual reality movement system - Google Patents
Virtual reality movement system Download PDFInfo
- Publication number
- WO2006127670A2 WO2006127670A2 PCT/US2006/019853 US2006019853W WO2006127670A2 WO 2006127670 A2 WO2006127670 A2 WO 2006127670A2 US 2006019853 W US2006019853 W US 2006019853W WO 2006127670 A2 WO2006127670 A2 WO 2006127670A2
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- users
- posture
- virtual
- user
- different
- Prior art date
Links
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/57—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
- A63F13/577—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
-
- A63F13/10—
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/213—Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/843—Special adaptations for executing a specific game genre or game mode involving concurrently two or more players on the same game device, e.g. requiring the use of a plurality of controllers or of a specific view of game data for each player
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features 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 input arrangements for converting player-generated signals into game device control signals
- A63F2300/1012—Features 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 input arrangements for converting player-generated signals into game device control signals involving biosensors worn by the player, e.g. for measuring heart beat, limb activity
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/64—Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/64—Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
- A63F2300/643—Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car by determining the impact between objects, e.g. collision detection
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features 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
- A63F2300/8082—Virtual reality
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features 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
- A63F2300/8088—Features 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 involving concurrently several players in a non-networked game, e.g. on the same game console
Definitions
- the invention relates to physical competition and assessment systems that involve whole-body movement in a physical area corresponding to movements in a virtual space.
- U.S. Patent No. 6,876,496 describes a system for assessing movement and agility skills, which includes a wireless position tracker for continuously tracking and determining player position during movement in a defined physical space through player interaction with tasks displayed in a computer-generated, spatially translated virtual space for the quantification of the player's movement and agility skills based on time and distance traveled in the defined physical space. Multiple users, perhaps in different physical locations, may interact using some versions of the system.
- an interactive system tracks users in different physical spaces, both corresponding to a virtual space.
- the system resolves virtual collisions between the users in the virtual space, in an manner that accurately models real world collisions.
- the system may resolve the virtual collision by examining the postures and power of the users. Different resolution criteria ("rules") may be used for same-posture and different postures situations.
- a method of multiuser physical competition includes tracking locations of multiple users in respective physical spaces, wherein the locations of the users in the physical spaces correspond to virtual locations in a virtual space, and resolving virtual collisions of the users in the virtual space.
- a multiuser physical competition system includes: a first tracking system for determining changes in a first overall physical location of a first user within a first physical space; a second tracking system for determining changes in a second overall physical location of a second user within a second physical space; and at least one computer operatively coupled to the tracking systems for updating user virtual locations in a virtual space corresponding to the physical locations of the users, and for determining occurrence of virtual collisions of the users in the virtual space.
- the at least one computer resolves the virtual collisions in the virtual space.
- a method of multiuser physical competition includes the steps of: tracking a first overall physical location of a first user within a first physical space, wherein the first overall physical location corresponds to a first virtual location within a virtual space; at the same time, tracking a second overall physical location of a second user within a second physical space, wherein the second overall physical location corresponds to a second virtual location within the virtual space; determining occurrence of virtual collisions between the users within the virtual space; and for each of the virtual collisions, selecting a prevailing user.
- FIG. 1 is an oblique view of a prior art physical tracking and simulation system
- Fig. 2 is an oblique view showing a prior art view of virtual space on a display of the system of Fig. 1 ;
- FIG. 3 is an oblique view showing use of multiple of the systems of Fig. 1 coupled together to form a multiplayer system used in the present invention
- Fig. 4 is a schematic illustration of a user in a standing posture
- Fig. 5 is a schematic illustration of a user in a crouching or stooping posture
- FIG. 6 is a schematic illustration of a user in a jumping posture
- Figs. 7-9 illustrate a virtual collision and its result for two users that are both in a standing posture
- FIGs. 10-12 illustrate a virtual collision and its result for two users that are both in a jumping posture
- FIGs. 13-15 illustrate a virtual collision and its results for two users, one of which is in a standing posture, and the other of which is in a stooping or crouching posture;
- FIG. 16-18 illustrate a virtual collision and its results for two users, one of which is in a jumping posture, and the other of which is in a standing posture;
- Figs. 19-21 illustrate a virtual collision and its results for two users, one in a jumping posture, and the other in a crouching or stooping posture;
- Fig. 22 is an oblique view illustrating a view of virtual space that may be displayed on the display of the present system, for one specific competition or game;
- Figs. 23-25 illustrate a collision and its aftermath for a failed attempt to break through a virtual object; and
- Figs. 26-28 illustrate a collision and its aftermath showing a successful breakthrough of a virtual object.
- a virtual reality physical assessment or physical competition system is configured to allow multiple users in different physical spaces to interact with one another in the same virtual space.
- the users may interact in a competition or assessment task that involves the possibility of collisions between the users in the virtual space.
- One or more computer systems track overall physical locations of the users within their respective physical spaces, and correspond these physical locations to virtual locations within the same virtual space. Results of virtual collisions within the virtual space are resolved by the systems as a function of the physical postures of the users, and/or of physical power of the users.
- Physical posture of the users may be inferred from a vertical location of a center of gravity or other tracked location point of each user.
- the user's posture may be categorized into one of a plurality of posture categories, based for example on a comparison of a present vertical location of a measurement point of the user and a previously-taken measurement point of the user when standing or in another predetermined position. Examples of such posture categories may include standing, jumping, and stooping or crouching.
- the result of the collision (which player or user prevails in the collision) is determined by comparing the posture selected by the players or users.
- Each posture may have at least one other posture which it wins out over, and another posture which it loses in view of.
- crouching or stooping may win out over standing, standing may win out overjumping, and jumping may win out over crouching or stooping.
- the power may be determined, for example, by multiplying the weight of the user (entered before the start of the simulation), by the acceleration of the user (determined by examining the recent data on movement of the user's physical location).
- the system's process for resolving collisions may take into account real-world attributes of both posture and power.
- the system may involve the users participating in a competition, such as a game.
- Figs. 1 and 2 shows a prior art interactive tracking and feedback system 10 that is used as part of a multiplayer interactive system.
- the system 10 involves tracking the movements of a user 11 within a 3-dimensional physical space 12.
- the system 10 includes a wireless position tracking system 13 that has a pair of laterally spaced wireless optical sensors 14, 16 coupled to a processor 18.
- the processor 18 provides a data signal to a computer 22.
- the computer 22 under control of associated software, processes the data signal and provides a video signal to a large screen video monitor or video display 28.
- the computer 22 may be coupled to a data inputting device, such as a mouse, trackpad, keyboard, joystick, track ball, touch-sensitive video screen, or the like.
- the monitor 28 displays a computer- generated, defined virtual space 30 that may be a scaled translation of the defined physical space 12.
- the view of virtual space may be from a point of view in the virtual space corresponding to a location on a line directed outward from the display 28 into the physical space.
- the overall position of the user 11 in the physical space 12 is represented and correctly referenced in the virtual space 30 by a user icon 32.
- the overall position of the user will be understood as the position of the user's body as a whole, which may be the approximate position of the user's center of mass, or may be the position of some part of the user's body.
- the system 10 tracks the position of the user 11 within the defined physical space 12.
- the user icon 32 is represented in a spatially correct position and can interact with one or more other icons 34 such that movement related to actual distance and time required by the user 11 (also known as a player, an athlete, or a subject) to travel in the physical space 12 can be quantified.
- the other icons 24 may have their movement controlled by another user or by a computer.
- the defined physical space 12 may be any suitable available area, indoors or outdoors, of sufficient size.
- the optical sensors 14, 16 and processor 18 may be any of a variety of suitable, commercially-available tracking systems.
- the sensors may be a pair of optical sensors, i.e., trackers, mounted about 30 inches apart on a support mast centered laterally with respect to the defined physical space 12, to track movement in the desired physical space.
- the sensors 14, 16, operating in the near infrared frequency range, interact with a passive or active reflector or beacon 38 worn by the user 11.
- the reflector or beacon 38 (collectively herein referred to as a marker) is preferably located at or near the center of mass of the user 11 although it may be located elsewhere relative to the player.
- the reflector or beacon may be attached to a belt that is worn about the waist of the player.
- the sensors report positions of the reflector or beacon 38 in three dimensions relative to a fiducial mark midway between the sensors.
- the fiducial mark is the origin of the default coordinate system.
- a suitable tracking system is the TRAZER system available from CYBEX International, Inc. Other types of suitable tracking systems may alternatively be used. Examples of other types of suitable tracking systems include magnetic systems, ultrasonic systems, and video-based systems, such as chroma-key systems and other image-tracking systems.
- the user 11 may also wear other devices, such as a heart monitor 36A. Also, the user 11 may also have beacons or other markers to track other body parts. [0029] Further details for tracking and display systems may be found in U.S. Patent Nos. 6,073,489, 6,098,458, 6,430,997, 6,765,726, and 6,876,496, the entire disclosures of which are incorporated herewith in their entireties. By tracking position, a wide variety of measures may be made that involve quantifying the change of position of the user 11.
- FIG. 3 shows multiple of the systems 10 may be combined together into a multi-user system 40 in which multiple users 42 and 44 participate simultaneously in separate respective physical spaces 46 and 48.
- the reference numbers 42 and 44 are used herein to refer to the virtual counterparts of the users 42 and 44 and their icons, which are also referred to as the users 42 and 44.
- the physical spaces 46 and 48 may be located in the same room, in which case it may be possible to have one tracking system track the position of both of the users. However, it may be more effective to have separate tracking systems for each of the physical spaces. This is shown in the illustrated embodiment, with tracking systems 50 and 52 corresponding to respective physical spaces 46 and 48. It will be appreciated that separate tracking systems will generally be needed if the physical spaces 46 and 48 are in different locations, such as in different rooms or in different buildings.
- the tracking systems 50 and 52 are operatively coupled to a computer 56 (which may consist of two or more separate computer units in communication with one another and/or with a central computer unit).
- the computer 56 in turn is operatively coupled to displays 58 and 60 that correspond to the physical spaces 46 and 48, respectively.
- the operative coupling between the computer 56, and the tracking systems 50 and 52 and the displays 58 and 60 may be accomplished by means of hard-wired cables between these components.
- the operative coupling may employ other means such as modems and telephone lines, radio or infrared light signals, or connections to computer networks such as the World Wide Web. Thus such connections may be made over long distances, allowing players separated by a large physical distance to participate in a simulation in the same virtual space.
- more than one computer or processor may be used, especially with systems connected over large distances.
- the displays 58 and 60 may show different views of the virtual space, for example oriented toward different starting points of the users 42 and 44 within their respective physical spaces. Alternatively, the displays 58 and 60 may show the same view of virtual space, such as the same third person perspective. [0033] It will be appreciated that more than two users may be involved in the same simulation, with additional physical spaces, displays, tracking systems, and/or computers added as appropriate. For example, each player may have certain individual components of the system 10 (a display, tracking system, and physical space), while all the users share a computer or computers. It will be appreciated that even when more than one physical space is used, more than one user may occupy each physical space. [0034] Many of the aspects of the multi-user system 40 shown in Fig.
- the multi-user system 40 is configured to incorporate virtual collisions in the virtual space between the users 42 and 44.
- the system 40 may detect a collision in the virtual space by determining when the virtual locations corresponding to the physical locations of the two users 42 and 44 are within a predetermined amount of each other. Once a virtual collision between the users 42 and 44 is determined to have occurred, the computer 56 resolves which of the users 42 and 44 prevails in the virtual collision, as described below.
- the posture of a user may be determined based on the relative height of the center of gravity of the user 11 (Fig. 2).
- the phrase "relative height,” as used herein, refers to a height of the sensor 38 of the user 11 relative to some reference height.
- the reference height may be a user- specific height, such as the height of the sensor when the user is standing up straight.
- the reference height may be some other suitable height or combination of heights, for example being based on both a user's standing and jumping heights.
- the relative height may be expressed as a percentage of the reference height, or as a difference from the reference height.
- Posture in the virtual space may a function of the reference height, and may involve categorizing the posture into one of a number of categories, based on relative height. Examples of categories are shown in Figs. 4-6, wherein Fig. 4 shows a standing posture 70, Fig. 5 shows a stooping or crouching posture 72, and Fig. 6 shows a jumping posture 74.
- the user may be in a standing posture if his or her relative height is 60% to 130% of the reference (standing) height. Users having a relative height below that may be categorized as crouching or stooping, and users with a relative height above that range may be characterized as jumping.
- Figs. 7-9 indicate the process of resolving a collision when both of the users 42 and 44 have the same standing posture 70.
- the users may be considered having the same posture when both of them fall into the same posture category, such as one of the categories shown in Figs. 4-6, and described above.
- the determination that both users have the same posture for purposes of collision resolution may be made by directly comparing the relative heights of the users.
- Relative heights that are sufficiently close to one another may be considered to place the users in the same posture, regardless of where the users may fall in terms of posture categories.
- determination of the power of each of the two users 42 and 44 is made (Fig. 7) immediately before a collision in virtual space (Fig. 8).
- the power may be simply the product of the user's mass (which may be entered in prior to beginning use of the system) and the user's acceleration (determined from the tracked movement of the user immediately prior to collision). It will be appreciated that an assumed mass may be used when a mass is not entered by a user. It will further be appreciated that relative velocities and/or accelerations may be compared directly, under the assumption that the users have the same mass.
- the results of the collision may be graphically displayed in the views shown on the various displays 28, 58, and 60.
- the user 44 losing in the collision may be indicated as knocked down or lying flat.
- the user who does not prevail in the collision may be penalized in terms of some competitive disadvantage, for example, losing game points, not being able to move for a certain period of time, or losing control of some object in the virtual space, such as a ball or flag.
- the collision-resolving procedure may realistically involve both size and acceleration, and may aid in training a user to selectively increase acceleration.
- Figs. 10-12 show the users 42 and 44 in a collision with both in a jumping posture 74.
- Figs. 13-15 illustrate the collision process for a collision where one of the users 42 is in a standing posture 70, and the other user 44 is in the crouching or stooping posture 72.
- the determination, that this difference in posture between the two users 42 and 44 exists, may be made either by directly comparing the relative heights of the users, or by first categorizing the relative heights into posture categories, and then comparing the posture categories for the two users.
- the user 44 in the stooping or crouching posture prevails in the collision, regardless of the power of either of the users. It will be appreciated that alternatively posture difference and power may both be involved in determining which of the users 42 and 44 prevails in the collision.
- FIGs. 16-18 illustrate resolution of another different-posture situation, with one of the users 42 in a standing posture 70, and the other of the users 44 in a jumping posture 74.
- the standing user 42 may prevail in the collisions, regardless of the relative power of the two users 42 and 44.
- An additional different-posture situation is illustrated in Figs. 19-21 , where one of the users 42 has a jumping posture 74, and the other user 44 is in a stooping or crouching posture 72.
- the jumping user 42 is considered to prevail in the "collision,” jumping, hurdling, or vaulting over the crouching or stooping user.
- each category defeats one of the other different postures, and loses out to another of the different postures.
- different users may be able to provide different sorts of power in different postures, such as sports-specific postures for various sports, adding to the depth of the strategic situations available.
- the ability to measure power in various different postures, which may be sports-specific postures provides a significant advantage in analyzing physical performance of a user.
- a further wrinkle is provided when different icons are used to represent different postures of the users in views of the virtual space. This allows the users 42 and 44 to make selections and changes in posture and strategy based on postures presently assumed by an opposing user. This allows for an additional layer of strategy based on quick reactions, and possible decoy postures taken shortly prior to a virtual collision. It will be appreciated that facing strategic choices that correspond to actual experience makes for a rewarding simulation.
- the performance of the two users may be scaled or handicapped if desired.
- a multiplier may be applied to one or more of the users in order to increase or decrease that user's power. This may allow opponents of different sizes and/or skills to competitively compete against one another.
- the user may be evaluated during the performance of suitable sample tasks. For example, the user's power may be measured as the user is instructed to impact a virtual object as hard as he or she is able to.
- Fig. 22 shows a view 100 of virtual space of one simulated competition that may be performed using a multiplayer system, such as that described above.
- the simulation involves two teams each having two users.
- Icons 102 and 104 represent the users for one team, and icons 106 and 108 represent the users for the other team.
- the icons 102-108 are also described herein as referring to their corresponding users.
- the goal of the competition is to advance an orb 110 into one of the home areas of the other team. Players may transfer the orb 110 back and forth by coming into contact with one another. Players may block one another from certain areas by positioning themselves in front of players of the other team.
- virtual collisions between players may be used to slow down or temporarily incapacitate players on the other team, and/or to gain possession of the orb 110.
- the simulation play may involve players touching certain locations, designated as "charge points,” in certain areas of their team's home areas, in order to activate their ability to prevail in collisions with players of the other team. This increases game strategy and provides a motivation for the users to vigorously move during the simulation.
- Game or simulation play may involve a goal of moving the orb 110 to the charge points of an opposing team, and thereby removing those charge points from the virtual world.
- the virtual view may include one or more scoreboards 120 for providing an indication of scoring or other status of the simulation.
- the virtual playing field may include virtual obstacles 122 and 124, which may limit movement of the users 102-108, and may thereby increase complexity and strategy in the competition.
- the obstacles or shields 122 and 124 may be breakable if colliding with, with sufficient power.
- Figs. 23-25 illustrate an unsuccessful attempt by a user 108 in a standing posture 70 to move through, destroy, or neutralize an obstacle 130, while Figs. 26-28 illustrate a successful attempt.
- the obstacle 130 may remain in place after the collision, with the user 108 perhaps suffering a penalty. For example, an unsuccessful attempt to destroy or move though an obstacle may cause the user 108 to lose possession of the orb 110, as illustrated in Fig. 25. Alternatively, other penalties may involve loss of mobility for a specified period of time.
- the obstacle 130 may be configured to yield either temporarily or permanently.
- Fig. 28 shows permanent destruction of the obstacle 130 following a successful collision by the user 108 in a crouching or stooping posture 72. This may be represented visually by showing broken pieces 134 of the object 130. It will be appreciated that many variations are possible with regard to the obstacles, including requiring one level of minimum power to move through an obstacle, and another level to permanently destroy the obstacle. Also, different levels of power may be required for different postures, and/or certain postures (i.e., jumping) may be required to navigate past an obstacle. [0052] The competition described above creates an opportunity for learning collaborative skills and sports-specific skills. Performance information that may be delivered to users includes heart rate (provided by heart monitors on the users), calories burned, impact power, and points scored.
Abstract
An interactive system tracks users in different physical spaces, both corresponding to a virtual space (see figure 1). The system resolves virtual collisions between the users in the virtual space. The system may resolve the virtual collision by examining the postures and power of the users. Different resolution criteria ('rules') may be used for same-posture and different postures collisions.
Description
VIRTUAL REALITY MOVEMENT SYSTEM
[0001] This application claims priority under 35 USC 119 of U.S. Provisional Application No. 60/684,463, filed May 25, 2005, which is incorporated by reference in its entirety.
BACKGROUND OF THE INVENTION FIELD OF THE INVENTION
[0002] The invention relates to physical competition and assessment systems that involve whole-body movement in a physical area corresponding to movements in a virtual space.
DESCRIPTION OF THE RELATED ART
[0003] U.S. Patent No. 6,876,496 describes a system for assessing movement and agility skills, which includes a wireless position tracker for continuously tracking and determining player position during movement in a defined physical space through player interaction with tasks displayed in a computer-generated, spatially translated virtual space for the quantification of the player's movement and agility skills based on time and distance traveled in the defined physical space. Multiple users, perhaps in different physical locations, may interact using some versions of the system.
[0004] However, to date, simulations and activities in virtual reality systems have suffered from the drawback of a lack of interesting and physically accurate interactions with objects in a virtual world. In particular, there has been a lack of systems that allow for interesting interaction with virtual objects by making large physical motions, such as sports-specific physical motions.
SUMMARY OF THE INVENTION
[0005] According to an aspect of the invention, an interactive system tracks users in different physical spaces, both corresponding to a virtual space. The system resolves virtual collisions between the users in the virtual space, in an manner that accurately models real world collisions. The system may resolve the virtual collision
by examining the postures and power of the users. Different resolution criteria ("rules") may be used for same-posture and different postures situations. [0006] According to another aspect of the invention, a method of multiuser physical competition includes tracking locations of multiple users in respective physical spaces, wherein the locations of the users in the physical spaces correspond to virtual locations in a virtual space, and resolving virtual collisions of the users in the virtual space.
[0007] According to still another aspect of the invention, a multiuser physical competition system includes: a first tracking system for determining changes in a first overall physical location of a first user within a first physical space; a second tracking system for determining changes in a second overall physical location of a second user within a second physical space; and at least one computer operatively coupled to the tracking systems for updating user virtual locations in a virtual space corresponding to the physical locations of the users, and for determining occurrence of virtual collisions of the users in the virtual space. The at least one computer resolves the virtual collisions in the virtual space.
[0008] According to yet another aspect of the invention, a method of multiuser physical competition includes the steps of: tracking a first overall physical location of a first user within a first physical space, wherein the first overall physical location corresponds to a first virtual location within a virtual space; at the same time, tracking a second overall physical location of a second user within a second physical space, wherein the second overall physical location corresponds to a second virtual location within the virtual space; determining occurrence of virtual collisions between the users within the virtual space; and for each of the virtual collisions, selecting a prevailing user.
[0009] To the accomplishment of the foregoing and related ends, the invention comprises the features hereinafter fully described and particularly pointed out in the claims. The following description and the annexed drawings set forth in detail certain illustrative embodiments of the invention. These embodiments are indicative, however, of but a few of the various ways in which the principles of the invention may be employed. Other objects, advantages and novel features of the invention will become apparent from the following detailed description of the invention when considered in conjunction with the drawings.
BRIEF DESCRIPTION OF THE DRAWINGS
[0010] In the annexed drawings, which are not necessarily to scale: [0011] Fig. 1 is an oblique view of a prior art physical tracking and simulation system;
[0012] Fig. 2 is an oblique view showing a prior art view of virtual space on a display of the system of Fig. 1 ;
[0013] Fig. 3 is an oblique view showing use of multiple of the systems of Fig. 1 coupled together to form a multiplayer system used in the present invention; [0014] Fig. 4 is a schematic illustration of a user in a standing posture; [0015] Fig. 5 is a schematic illustration of a user in a crouching or stooping posture;
[0016] Fig. 6 is a schematic illustration of a user in a jumping posture; [0017] Figs. 7-9 illustrate a virtual collision and its result for two users that are both in a standing posture;
[0018] Figs. 10-12 illustrate a virtual collision and its result for two users that are both in a jumping posture;
[0019] Figs. 13-15 illustrate a virtual collision and its results for two users, one of which is in a standing posture, and the other of which is in a stooping or crouching posture;
[0020] Figs. 16-18 illustrate a virtual collision and its results for two users, one of which is in a jumping posture, and the other of which is in a standing posture; [0021] Figs. 19-21 illustrate a virtual collision and its results for two users, one in a jumping posture, and the other in a crouching or stooping posture; [0022] Fig. 22 is an oblique view illustrating a view of virtual space that may be displayed on the display of the present system, for one specific competition or game; [0023] Figs. 23-25 illustrate a collision and its aftermath for a failed attempt to break through a virtual object; and
[0024] Figs. 26-28 illustrate a collision and its aftermath showing a successful breakthrough of a virtual object.
DETAILED DESCRIPTION
[0025] A virtual reality physical assessment or physical competition system is configured to allow multiple users in different physical spaces to interact with one another in the same virtual space. The users may interact in a competition or assessment task that involves the possibility of collisions between the users in the virtual space. One or more computer systems track overall physical locations of the users within their respective physical spaces, and correspond these physical locations to virtual locations within the same virtual space. Results of virtual collisions within the virtual space are resolved by the systems as a function of the physical postures of the users, and/or of physical power of the users. Physical posture of the users may be inferred from a vertical location of a center of gravity or other tracked location point of each user. The user's posture may be categorized into one of a plurality of posture categories, based for example on a comparison of a present vertical location of a measurement point of the user and a previously-taken measurement point of the user when standing or in another predetermined position. Examples of such posture categories may include standing, jumping, and stooping or crouching. When the players have assumed different postures for the collision, the result of the collision (which player or user prevails in the collision) is determined by comparing the posture selected by the players or users. Each posture may have at least one other posture which it wins out over, and another posture which it loses in view of. For example, crouching or stooping may win out over standing, standing may win out overjumping, and jumping may win out over crouching or stooping. When both users select the same posture, the winner in the collision may be selected on the basis of which user has the greater power. The power may be determined, for example, by multiplying the weight of the user (entered before the start of the simulation), by the acceleration of the user (determined by examining the recent data on movement of the user's physical location). Thus the system's process for resolving collisions may take into account real-world attributes of both posture and power. The system may involve the users participating in a competition, such as a game. The loser in a collision between users may suffer penalty in such a competition, for example by being immobilized or by losing possession of a desirable object, such as a ball represented in the virtual space as being obtainable and movable by the users. In a further aspect of the invention, the simulation may
involve static or movable virtual objects in the virtual space, which may be destroyed or overcome by a user or users, for example, by colliding with the objects with sufficient force. The system may be able to employ handicaps to allow players of different sizes and/or abilities to compete on a more even basis. [0026] Figs. 1 and 2 shows a prior art interactive tracking and feedback system 10 that is used as part of a multiplayer interactive system. The system 10 involves tracking the movements of a user 11 within a 3-dimensional physical space 12. The system 10 includes a wireless position tracking system 13 that has a pair of laterally spaced wireless optical sensors 14, 16 coupled to a processor 18. The processor 18 provides a data signal to a computer 22. The computer 22, under control of associated software, processes the data signal and provides a video signal to a large screen video monitor or video display 28. The computer 22 may be coupled to a data inputting device, such as a mouse, trackpad, keyboard, joystick, track ball, touch-sensitive video screen, or the like. The monitor 28 displays a computer- generated, defined virtual space 30 that may be a scaled translation of the defined physical space 12. The view of virtual space may be from a point of view in the virtual space corresponding to a location on a line directed outward from the display 28 into the physical space. The overall position of the user 11 in the physical space 12 is represented and correctly referenced in the virtual space 30 by a user icon 32. The overall position of the user will be understood as the position of the user's body as a whole, which may be the approximate position of the user's center of mass, or may be the position of some part of the user's body. - The system 10 tracks the position of the user 11 within the defined physical space 12. By scaling translation to the virtual space 30, the user icon 32 is represented in a spatially correct position and can interact with one or more other icons 34 such that movement related to actual distance and time required by the user 11 (also known as a player, an athlete, or a subject) to travel in the physical space 12 can be quantified. The other icons 24 may have their movement controlled by another user or by a computer. [0027] The defined physical space 12 may be any suitable available area, indoors or outdoors, of sufficient size. The optical sensors 14, 16 and processor 18 may be any of a variety of suitable, commercially-available tracking systems. The sensors may be a pair of optical sensors, i.e., trackers, mounted about 30 inches apart on a support mast centered laterally with respect to the defined physical space 12, to
track movement in the desired physical space. The sensors 14, 16, operating in the near infrared frequency range, interact with a passive or active reflector or beacon 38 worn by the user 11. The reflector or beacon 38 (collectively herein referred to as a marker) is preferably located at or near the center of mass of the user 11 although it may be located elsewhere relative to the player. For example the reflector or beacon may be attached to a belt that is worn about the waist of the player. The sensors report positions of the reflector or beacon 38 in three dimensions relative to a fiducial mark midway between the sensors. The fiducial mark is the origin of the default coordinate system. A suitable tracking system is the TRAZER system available from CYBEX International, Inc. Other types of suitable tracking systems may alternatively be used. Examples of other types of suitable tracking systems include magnetic systems, ultrasonic systems, and video-based systems, such as chroma-key systems and other image-tracking systems.
[0028] The user 11 may also wear other devices, such as a heart monitor 36A. Also, the user 11 may also have beacons or other markers to track other body parts. [0029] Further details for tracking and display systems may be found in U.S. Patent Nos. 6,073,489, 6,098,458, 6,430,997, 6,765,726, and 6,876,496, the entire disclosures of which are incorporated herewith in their entireties. By tracking position, a wide variety of measures may be made that involve quantifying the change of position of the user 11. These include measures of speed (or velocity), acceleration, quickness, agility, energy expended (work), dynamic posture, power, the user's ability to maximize spatial differences over time between the user and a virtual protagonist, a time in compliance, the user's ability to rapidly change direction of movement, dynamic reaction time, cutting ability, phase lag time, first step quickness, jumping or bounding ability, cardio-respiratory status, and sports posture. Further details regarding these measures may be found in the previously-mentioned patents.
[0030] As Fig. 3 shows, multiple of the systems 10 may be combined together into a multi-user system 40 in which multiple users 42 and 44 participate simultaneously in separate respective physical spaces 46 and 48. The reference numbers 42 and 44 are used herein to refer to the virtual counterparts of the users 42 and 44 and their icons, which are also referred to as the users 42 and 44. The physical spaces 46 and 48 may be located in the same room, in which case it may
be possible to have one tracking system track the position of both of the users. However, it may be more effective to have separate tracking systems for each of the physical spaces. This is shown in the illustrated embodiment, with tracking systems 50 and 52 corresponding to respective physical spaces 46 and 48. It will be appreciated that separate tracking systems will generally be needed if the physical spaces 46 and 48 are in different locations, such as in different rooms or in different buildings.
[0031] The tracking systems 50 and 52 are operatively coupled to a computer 56 (which may consist of two or more separate computer units in communication with one another and/or with a central computer unit). The computer 56 in turn is operatively coupled to displays 58 and 60 that correspond to the physical spaces 46 and 48, respectively. The operative coupling between the computer 56, and the tracking systems 50 and 52 and the displays 58 and 60 may be accomplished by means of hard-wired cables between these components. Alternatively, it will be appreciated that the operative coupling may employ other means such as modems and telephone lines, radio or infrared light signals, or connections to computer networks such as the World Wide Web. Thus such connections may be made over long distances, allowing players separated by a large physical distance to participate in a simulation in the same virtual space. It will be appreciated that more than one computer or processor may be used, especially with systems connected over large distances.
[0032] The displays 58 and 60 may show different views of the virtual space, for example oriented toward different starting points of the users 42 and 44 within their respective physical spaces. Alternatively, the displays 58 and 60 may show the same view of virtual space, such as the same third person perspective. [0033] It will be appreciated that more than two users may be involved in the same simulation, with additional physical spaces, displays, tracking systems, and/or computers added as appropriate. For example, each player may have certain individual components of the system 10 (a display, tracking system, and physical space), while all the users share a computer or computers. It will be appreciated that even when more than one physical space is used, more than one user may occupy each physical space.
[0034] Many of the aspects of the multi-user system 40 shown in Fig. 3 are described in the aforementioned patents. However, the multi-user system 40 is configured to incorporate virtual collisions in the virtual space between the users 42 and 44. The system 40 may detect a collision in the virtual space by determining when the virtual locations corresponding to the physical locations of the two users 42 and 44 are within a predetermined amount of each other. Once a virtual collision between the users 42 and 44 is determined to have occurred, the computer 56 resolves which of the users 42 and 44 prevails in the virtual collision, as described below.
[0035] One aspect that has not been addressed in prior systems is accurate simulation for handling virtual collisions within the virtual space. In real life, the result of such collisions, for instance attempted tackling in American football, is a function of many factors, including the weight, movement speeds, and postures of the colliding parties. All other things being equal, a larger and faster person will come out the better in a collision with a lighter, smaller person. However, posture is an important aspect in the outcome of the collision. A smaller person may be able to tackle, stop, or restrain a larger person by aiming low, hitting the larger person around the legs and feet. Countermeasures, such as jumping or hurdling, may be used to overcome an attempted low tackle or hit. Thus both posture and power (the latter being a function of mass and acceleration or velocity, for instance being mass times acceleration or velocity) are factors that may determine the outcome of a collision.
[0036] For purposes of the simulation, the posture of a user may be determined based on the relative height of the center of gravity of the user 11 (Fig. 2). The phrase "relative height," as used herein, refers to a height of the sensor 38 of the user 11 relative to some reference height. The reference height may be a user- specific height, such as the height of the sensor when the user is standing up straight. Alternatively, the reference height may be some other suitable height or combination of heights, for example being based on both a user's standing and jumping heights. The relative height may be expressed as a percentage of the reference height, or as a difference from the reference height. [0037] Posture in the virtual space may a function of the reference height, and may involve categorizing the posture into one of a number of categories, based on
relative height. Examples of categories are shown in Figs. 4-6, wherein Fig. 4 shows a standing posture 70, Fig. 5 shows a stooping or crouching posture 72, and Fig. 6 shows a jumping posture 74. To give one example of how categories for the postures may be determined, the user may be in a standing posture if his or her relative height is 60% to 130% of the reference (standing) height. Users having a relative height below that may be categorized as crouching or stooping, and users with a relative height above that range may be characterized as jumping. It will be appreciated that other criteria may be employed for categorizing posture, and that a greater number of different categories for postures may be employed. Views of virtual space provided on the displays 28, 58, and 60 may employ visual indicators, such as use of different sorts of icons to indicate the different postures. [0038] Figs. 7-9 indicate the process of resolving a collision when both of the users 42 and 44 have the same standing posture 70. The users may be considered having the same posture when both of them fall into the same posture category, such as one of the categories shown in Figs. 4-6, and described above. Alternatively, the determination that both users have the same posture for purposes of collision resolution may be made by directly comparing the relative heights of the users. Relative heights that are sufficiently close to one another may be considered to place the users in the same posture, regardless of where the users may fall in terms of posture categories. As illustrated in Figs. 7-9, determination of the power of each of the two users 42 and 44 is made (Fig. 7) immediately before a collision in virtual space (Fig. 8). As indicated above, the power may be simply the product of the user's mass (which may be entered in prior to beginning use of the system) and the user's acceleration (determined from the tracked movement of the user immediately prior to collision). It will be appreciated that an assumed mass may be used when a mass is not entered by a user. It will further be appreciated that relative velocities and/or accelerations may be compared directly, under the assumption that the users have the same mass.
[0039] As shown in Fig. 9, the results of the collision may be graphically displayed in the views shown on the various displays 28, 58, and 60. For example, the user 44 losing in the collision may be indicated as knocked down or lying flat. In addition, the user who does not prevail in the collision may be penalized in terms of some competitive disadvantage, for example, losing game points, not being able to move
for a certain period of time, or losing control of some object in the virtual space, such as a ball or flag. The collision-resolving procedure may realistically involve both size and acceleration, and may aid in training a user to selectively increase acceleration. [0040] The power-comparison process illustrated in Figs. 7-9 may also be employed in other situations where both of the users 42 and 44 have the same posture (both crouching or stooping, or both jumping). Figs. 10-12 show the users 42 and 44 in a collision with both in a jumping posture 74.
[0041] Figs. 13-15 illustrate the collision process for a collision where one of the users 42 is in a standing posture 70, and the other user 44 is in the crouching or stooping posture 72. The determination, that this difference in posture between the two users 42 and 44 exists, may be made either by directly comparing the relative heights of the users, or by first categorizing the relative heights into posture categories, and then comparing the posture categories for the two users. As indicated in Fig. 15, the user 44 in the stooping or crouching posture prevails in the collision, regardless of the power of either of the users. It will be appreciated that alternatively posture difference and power may both be involved in determining which of the users 42 and 44 prevails in the collision.
[0042] Figs. 16-18 illustrate resolution of another different-posture situation, with one of the users 42 in a standing posture 70, and the other of the users 44 in a jumping posture 74. In such a situation, the standing user 42 may prevail in the collisions, regardless of the relative power of the two users 42 and 44. [0043] An additional different-posture situation is illustrated in Figs. 19-21 , where one of the users 42 has a jumping posture 74, and the other user 44 is in a stooping or crouching posture 72. In such a circumstance, the jumping user 42 is considered to prevail in the "collision," jumping, hurdling, or vaulting over the crouching or stooping user.
[0044] Thus it will be appreciated that for the three categories of posture (standing, jumping, and stooping or crouching), each category defeats one of the other different postures, and loses out to another of the different postures. This creates a strategic situation where the users select posture with a desire to outwit their opponent, either a human opponent or a computer opponent. In addition, different users may be able to provide different sorts of power in different postures, such as sports-specific postures for various sports, adding to the depth of the
strategic situations available. The ability to measure power in various different postures, which may be sports-specific postures, provides a significant advantage in analyzing physical performance of a user. The information obtained by measuring power in different postures may be advantageously utilized by a coach, physical therapist, clinician, or athlete to evaluate and/or improve physical performance. [0045] A further wrinkle is provided when different icons are used to represent different postures of the users in views of the virtual space. This allows the users 42 and 44 to make selections and changes in posture and strategy based on postures presently assumed by an opposing user. This allows for an additional layer of strategy based on quick reactions, and possible decoy postures taken shortly prior to a virtual collision. It will be appreciated that facing strategic choices that correspond to actual experience makes for a rewarding simulation.
[0046] It will be appreciated that the performance of the two users may be scaled or handicapped if desired. For example, a multiplier may be applied to one or more of the users in order to increase or decrease that user's power. This may allow opponents of different sizes and/or skills to competitively compete against one another.
[0047] In determining the handicap for a user, the user may be evaluated during the performance of suitable sample tasks. For example, the user's power may be measured as the user is instructed to impact a virtual object as hard as he or she is able to.
[0048] Fig. 22 shows a view 100 of virtual space of one simulated competition that may be performed using a multiplayer system, such as that described above. The simulation involves two teams each having two users. Icons 102 and 104 represent the users for one team, and icons 106 and 108 represent the users for the other team. The icons 102-108 are also described herein as referring to their corresponding users. The goal of the competition is to advance an orb 110 into one of the home areas of the other team. Players may transfer the orb 110 back and forth by coming into contact with one another. Players may block one another from certain areas by positioning themselves in front of players of the other team. In addition, virtual collisions between players may be used to slow down or temporarily incapacitate players on the other team, and/or to gain possession of the orb 110. The simulation play may involve players touching certain locations, designated as
"charge points," in certain areas of their team's home areas, in order to activate their ability to prevail in collisions with players of the other team. This increases game strategy and provides a motivation for the users to vigorously move during the simulation. Game or simulation play may involve a goal of moving the orb 110 to the charge points of an opposing team, and thereby removing those charge points from the virtual world.
[0049] The virtual view may include one or more scoreboards 120 for providing an indication of scoring or other status of the simulation. The virtual playing field may include virtual obstacles 122 and 124, which may limit movement of the users 102-108, and may thereby increase complexity and strategy in the competition. [0050] Referring now in addition to Figs. 23-28, the obstacles or shields 122 and 124 may be breakable if colliding with, with sufficient power. Figs. 23-25 illustrate an unsuccessful attempt by a user 108 in a standing posture 70 to move through, destroy, or neutralize an obstacle 130, while Figs. 26-28 illustrate a successful attempt. If the user 108 does not have sufficient power, and/or does not have the right posture, the obstacle 130 may remain in place after the collision, with the user 108 perhaps suffering a penalty. For example, an unsuccessful attempt to destroy or move though an obstacle may cause the user 108 to lose possession of the orb 110, as illustrated in Fig. 25. Alternatively, other penalties may involve loss of mobility for a specified period of time.
[0051] If the user 108 makes contact with the virtual obstacle 130 with sufficient power and/or in the correct posture, the obstacle 130 may be configured to yield either temporarily or permanently. Fig. 28 shows permanent destruction of the obstacle 130 following a successful collision by the user 108 in a crouching or stooping posture 72. This may be represented visually by showing broken pieces 134 of the object 130. It will be appreciated that many variations are possible with regard to the obstacles, including requiring one level of minimum power to move through an obstacle, and another level to permanently destroy the obstacle. Also, different levels of power may be required for different postures, and/or certain postures (i.e., jumping) may be required to navigate past an obstacle. [0052] The competition described above creates an opportunity for learning collaborative skills and sports-specific skills. Performance information that may be
delivered to users includes heart rate (provided by heart monitors on the users), calories burned, impact power, and points scored.
[0053] It will be appreciated that systems described herein take the concept of virtual simulation with whole-body movements to new levels, allowing enhanced options involving resolution of virtual collisions in virtual space. Such revisions may teach a variety of skills, including sports-specific skills, collaborative skills, as well as increased awareness of body movement.
[0054] Although the invention has been shown and described with respect to a certain preferred embodiment or embodiments, it is obvious that equivalent alterations and modifications will occur to others skilled in the art upon the reading and understanding of this specification and the annexed drawings. In particular regard to the various functions performed by the above described elements (components, assemblies, devices, compositions, etc.), the terms (including a reference to a "means") used to describe such elements are intended to correspond, unless otherwise indicated, to any element which performs the specified function of the described element (i.e., that is functionally equivalent), even though not structurally equivalent to the disclosed structure which performs the function in the herein illustrated exemplary embodiment or embodiments of the invention. In addition, while a particular feature of the invention may have been described above with respect to only one or more of several illustrated embodiments, such feature may be combined with one or more other features of the other embodiments, as may be desired and advantageous for any given or particular application.
Claims
1. A multiuser physical competition system comprising: a first tracking system for determining changes in a first overall physical location of a first user within a first physical space; a second tracking system for determining changes in a second overall physical location of a second user within a second physical space; and at least one computer operatively coupled to the tracking systems for updating user virtual locations in a virtual space corresponding to the physical locations of the users, and for determining occurrence of virtual collisions of the users in the virtual space; wherein the at least one computer resolves the virtual collisions in the virtual space.
2. The system of claim 1 , wherein the at least one computer resolves the virtual collisions by selecting a prevailing user for each of the virtual collisions.
3. The system of claim 2, wherein the at least one computer selects the prevailing user by applying different criteria for same-posture collisions and for different-posture collisions.
4. The system of claim 2, wherein the at least one computer provides a relative benefit to the prevailing user, thereby also providing a relative detriment to the non-prevailing user.
5. The system of claim 1 , wherein the at least one computer resolves the virtual collisions by determining whether the users are considered as having the same posture or as having different postures, and by applying a same-posture resolution criterion if the users have the same posture, or applying a different- posture resolution criterion if the users have different postures.
6. The system of claim 5, wherein the at least one computer determines whether the users are considered as having the same posture by comparing relative overall physical location heights of the users.
7. The system of claim 5, wherein the at least one computer determines whether the users are considered as having the same posture by categorizing postures of the users based on overall physical location heights of the users into one of a plurality of posture categories.
8. The system of claim 7, wherein the at least one computer applies the different-posture resolution criterion such that each of the posture categories is at an advantage to at least one of the other posture categories, and such that each of the posture categories is at a disadvantage to at least another of the other posture categories.
9. The system of claim 5, wherein the at least one computer applies the same-posture criterion by comparing respective powers of the users, wherein the power is based both on movement and mass of the user.
10. The system of claim 1 , further comprising at least one display, wherein the at least one display is operatively coupled to the at least one computer to provide at least one view of the virtual space to at least one of the users.
11. The system of claim 10, wherein the at least one view includes one or more icons that provide an indication of posture of at least one of the users.
12. The system of claim 1 , the at least one computer resolves the virtual collisions in the virtual space by comparing respective powers of the users, wherein the power is based both on movement and mass of the user.
13. A method of multiuser physical competition comprising: tracking a first overall physical location of a first user within a first physical space, wherein the first overall physical location corresponds to a first virtual location within a virtual space; at the same time, tracking a second overall physical location of a second user within a second physical space, wherein the second overall physical location corresponds to a second virtual location within the virtual space; determining occurrence of virtual collisions between the users within the virtual space; and for each of the virtual collisions, selecting a prevailing user.
14. The method of claim 13, wherein the selecting is based at least on posture of the users, and movement of the users prior to the virtual collision.
15. The method of claim 13, wherein the selecting the prevailing user includes determining whether the users are in a same-posture relation to each other, or in a different-posture relation to each other.
16. The method of claim 15, wherein the selecting further includes: if the users are in the same-posture relation to each other, applying a same- posture resolution criterion, wherein the same-posture resolution criterion includes comparing powers of the users at the time of the virtual collision; and if the users are in the different-posture relation to each other, applying a different-posture resolution criterion, wherein the different-posture resolution criterion provides at least an advantage based on the postures of the users.
17. The method of claim 16, wherein the determining includes comparing relative overall physical location heights of the users.
18. The method of claim 17, wherein the determining includes categorizing postures of the users based on overall physical location heights of the users into one of a plurality of posture categories.
19. The method of claim 18, wherein the different-posture resolution criterion specifies that each of the posture categories is at an advantage to at least one of the other posture categories, and that each of the posture categories is at a disadvantage to at least another of the other posture categories.
20. The method of claim 13, further comprising, during the tracking, displaying at least one view of the virtual space to at least one of the users.
21. The method of claim 20, wherein the displaying includes displaying one or more icons that provide an indication of posture of at least one of the users.
22. The method of claim 13, wherein the selecting includes: comparing powers of the users at the time of the virtual collision; and selecting the prevailing user as the user with the greater power.
Applications Claiming Priority (4)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
US68446305P | 2005-05-25 | 2005-05-25 | |
US60/684,463 | 2005-05-25 | ||
US11/431,270 | 2006-05-10 | ||
US11/431,270 US7864168B2 (en) | 2005-05-25 | 2006-05-10 | Virtual reality movement system |
Publications (2)
Publication Number | Publication Date |
---|---|
WO2006127670A2 true WO2006127670A2 (en) | 2006-11-30 |
WO2006127670A3 WO2006127670A3 (en) | 2008-11-13 |
Family
ID=37452723
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
PCT/US2006/019853 WO2006127670A2 (en) | 2005-05-25 | 2006-05-22 | Virtual reality movement system |
Country Status (2)
Country | Link |
---|---|
US (1) | US7864168B2 (en) |
WO (1) | WO2006127670A2 (en) |
Cited By (1)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
ITTO20111216A1 (en) * | 2011-12-27 | 2013-06-28 | Microdata Telemation Srl | TRAINING METHOD FOR MEDICAL RADIODIAGNOSTICS, SURGERY, BIOENGINEERING, ROBOTICS, MECHATRONICS AND THE LIKE. |
Families Citing this family (61)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US20070005540A1 (en) * | 2005-01-06 | 2007-01-04 | Fadde Peter J | Interactive video training of perceptual decision-making |
JP4006008B2 (en) * | 2005-03-14 | 2007-11-14 | 株式会社コナミスポーツ&ライフ | Motion information processing system |
WO2010120822A1 (en) * | 2005-09-07 | 2010-10-21 | Bvp Holding, Inc. | 3-d, interactive exercise analysis, gaming, and physical therapy system |
US8483616B1 (en) | 2005-11-01 | 2013-07-09 | At&T Intellectual Property Ii, L.P. | Non-interference technique for spatially aware mobile ad hoc networking |
US8777752B2 (en) * | 2005-11-30 | 2014-07-15 | At&T Intellectual Property I, L.P. | Geogame for mobile device |
US8702506B2 (en) * | 2005-11-30 | 2014-04-22 | At&T Intellectual Property I, L.P. | Geogame for mobile device |
US8355410B2 (en) | 2007-08-17 | 2013-01-15 | At&T Intellectual Property I, L.P. | Location-based mobile gaming application and method for implementing the same using a scalable tiered geocast protocol |
CN101636745A (en) * | 2006-12-29 | 2010-01-27 | 格斯图尔泰克股份有限公司 | Manipulation of virtual objects using enhanced interactive system |
US20080211771A1 (en) * | 2007-03-02 | 2008-09-04 | Naturalpoint, Inc. | Approach for Merging Scaled Input of Movable Objects to Control Presentation of Aspects of a Shared Virtual Environment |
US8360904B2 (en) * | 2007-08-17 | 2013-01-29 | Adidas International Marketing Bv | Sports electronic training system with sport ball, and applications thereof |
US8221290B2 (en) * | 2007-08-17 | 2012-07-17 | Adidas International Marketing B.V. | Sports electronic training system with electronic gaming features, and applications thereof |
US8419545B2 (en) * | 2007-11-28 | 2013-04-16 | Ailive, Inc. | Method and system for controlling movements of objects in a videogame |
US8217995B2 (en) * | 2008-01-18 | 2012-07-10 | Lockheed Martin Corporation | Providing a collaborative immersive environment using a spherical camera and motion capture |
US9544922B2 (en) * | 2008-09-16 | 2017-01-10 | At&T Intellectual Property I, L.P. | Quality of service scheme for collision-based wireless networks |
US20100146395A1 (en) * | 2008-12-08 | 2010-06-10 | Gustavo De Los Reyes | Method and System for Exploiting Interactions Via A Virtual Environment |
US8250143B2 (en) | 2008-12-10 | 2012-08-21 | International Business Machines Corporation | Network driven actuator mapping agent and bus and method of use |
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 |
US9118428B2 (en) | 2009-11-04 | 2015-08-25 | At&T Intellectual Property I, L.P. | Geographic advertising using a scalable wireless geocast protocol |
US9008973B2 (en) * | 2009-11-09 | 2015-04-14 | Barry French | Wearable sensor system with gesture recognition for measuring physical performance |
US8884741B2 (en) | 2010-02-24 | 2014-11-11 | Sportvision, Inc. | Tracking system |
US8712056B2 (en) | 2010-06-03 | 2014-04-29 | At&T Intellectual Property I, L.P. | Secure mobile ad hoc network |
US9089775B1 (en) * | 2010-06-24 | 2015-07-28 | Isaac S. Daniel | Interactive game system and methods for a television audience member to mimic physical movements occurring in television broadcast content |
US8251819B2 (en) * | 2010-07-19 | 2012-08-28 | XMG Studio | Sensor error reduction in mobile device based interactive multiplayer augmented reality gaming through use of one or more game conventions |
US10016684B2 (en) | 2010-10-28 | 2018-07-10 | At&T Intellectual Property I, L.P. | Secure geographic based gaming |
US9298886B2 (en) | 2010-11-10 | 2016-03-29 | Nike Inc. | Consumer useable testing kit |
US20120142421A1 (en) * | 2010-12-03 | 2012-06-07 | Kennedy Jr Thomas William | Device for interactive entertainment |
US8506370B2 (en) | 2011-05-24 | 2013-08-13 | Nike, Inc. | Adjustable fitness arena |
US9161158B2 (en) | 2011-06-27 | 2015-10-13 | At&T Intellectual Property I, L.P. | Information acquisition using a scalable wireless geocast protocol |
US9319842B2 (en) | 2011-06-27 | 2016-04-19 | At&T Intellectual Property I, L.P. | Mobile device configured point and shoot type weapon |
US9495870B2 (en) | 2011-10-20 | 2016-11-15 | At&T Intellectual Property I, L.P. | Vehicular communications using a scalable ad hoc geographic routing protocol |
US20130108995A1 (en) * | 2011-10-31 | 2013-05-02 | C&D Research Group LLC. | System and method for monitoring and influencing body position |
US8744419B2 (en) | 2011-12-15 | 2014-06-03 | At&T Intellectual Property, I, L.P. | Media distribution via a scalable ad hoc geographic protocol |
US9033795B2 (en) | 2012-02-07 | 2015-05-19 | Krew Game Studios LLC | Interactive music game |
US9078598B2 (en) | 2012-04-19 | 2015-07-14 | Barry J. French | Cognitive function evaluation and rehabilitation methods and systems |
US9486705B2 (en) | 2012-04-26 | 2016-11-08 | Konami Digital Entertaiment, Inc. | Exercise support device, program, exercise support system, and motion detection device |
US9071451B2 (en) | 2012-07-31 | 2015-06-30 | At&T Intellectual Property I, L.P. | Geocast-based situation awareness |
US9210589B2 (en) | 2012-10-09 | 2015-12-08 | At&T Intellectual Property I, L.P. | Geocast protocol for wireless sensor network |
US9660745B2 (en) | 2012-12-12 | 2017-05-23 | At&T Intellectual Property I, L.P. | Geocast-based file transfer |
US9992021B1 (en) | 2013-03-14 | 2018-06-05 | GoTenna, Inc. | System and method for private and point-to-point communication between computing devices |
US20160300395A1 (en) * | 2014-11-15 | 2016-10-13 | The Void, LLC | Redirected Movement in a Combined Virtual and Physical Environment |
US11054893B2 (en) | 2014-11-15 | 2021-07-06 | Vr Exit Llc | Team flow control in a mixed physical and virtual reality environment |
US11030806B2 (en) | 2014-11-15 | 2021-06-08 | Vr Exit Llc | Combined virtual and physical environment |
US9852546B2 (en) | 2015-01-28 | 2017-12-26 | CCP hf. | Method and system for receiving gesture input via virtual control objects |
US10726625B2 (en) | 2015-01-28 | 2020-07-28 | CCP hf. | Method and system for improving the transmission and processing of data regarding a multi-user virtual environment |
US10725297B2 (en) | 2015-01-28 | 2020-07-28 | CCP hf. | Method and system for implementing a virtual representation of a physical environment using a virtual reality environment |
US9911232B2 (en) | 2015-02-27 | 2018-03-06 | Microsoft Technology Licensing, Llc | Molding and anchoring physically constrained virtual environments to real-world environments |
WO2016168267A1 (en) * | 2015-04-15 | 2016-10-20 | Thomson Licensing | Configuring translation of three dimensional movement |
US9898864B2 (en) | 2015-05-28 | 2018-02-20 | Microsoft Technology Licensing, Llc | Shared tactile interaction and user safety in shared space multi-person immersive virtual reality |
US9836117B2 (en) | 2015-05-28 | 2017-12-05 | Microsoft Technology Licensing, Llc | Autonomous drones for tactile feedback in immersive virtual reality |
US10650591B1 (en) | 2016-05-24 | 2020-05-12 | Out of Sight Vision Systems LLC | Collision avoidance system for head mounted display utilized in room scale virtual reality system |
US10981060B1 (en) | 2016-05-24 | 2021-04-20 | Out of Sight Vision Systems LLC | Collision avoidance system for room scale virtual reality system |
CN109952550A (en) * | 2016-06-16 | 2019-06-28 | 弗伊德有限责任公司 | Redirecting mobile in the virtual and physical environment of combination |
GB2554914B (en) * | 2016-10-14 | 2022-07-20 | Vr Chitect Ltd | Virtual reality system and method |
USD894308S1 (en) * | 2018-07-11 | 2020-08-25 | Irada LLC | Interactive playground pad |
US11247099B2 (en) * | 2018-12-05 | 2022-02-15 | Lombro James Ristas | Programmed control of athletic training drills |
US11226677B2 (en) * | 2019-01-08 | 2022-01-18 | V-Armed Inc. | Full-body inverse kinematic (FBIK) module for use in firearm simulation training |
JP2021018546A (en) * | 2019-07-18 | 2021-02-15 | トヨタ自動車株式会社 | Communication device for vehicle and communication system for vehicle |
US20210326594A1 (en) * | 2020-04-17 | 2021-10-21 | James Patrick COSTELLO | Computer-generated supplemental content for video |
US11544343B1 (en) * | 2020-10-16 | 2023-01-03 | Splunk Inc. | Codeless anchor generation for detectable features in an environment |
US11872486B2 (en) * | 2021-05-27 | 2024-01-16 | International Business Machines Corporation | Applying augmented reality-based gamification to hazard avoidance |
US20230211226A1 (en) * | 2022-01-04 | 2023-07-06 | Liteboxer Technologies, Inc. | Embedding a trainer in virtual reality (VR) environment using chroma-keying |
Citations (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US20030177187A1 (en) * | 2000-11-27 | 2003-09-18 | Butterfly.Net. Inc. | Computing grid for massively multi-player online games and other multi-user immersive persistent-state and session-based applications |
US20040103146A1 (en) * | 2002-11-26 | 2004-05-27 | Seung-Hun Park | Method and system for physically exercising with plurality of participants using network |
US6850252B1 (en) * | 1999-10-05 | 2005-02-01 | Steven M. Hoffberg | Intelligent electronic appliance system and method |
Family Cites Families (69)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US4162792A (en) * | 1977-01-12 | 1979-07-31 | Mattel, Inc. | Obstacle game |
US4709917A (en) * | 1982-09-03 | 1987-12-01 | Yang Tai Her | Mock bicycle for exercise and training effects |
US4695953A (en) | 1983-08-25 | 1987-09-22 | Blair Preston E | TV animation interactively controlled by the viewer |
US4627620A (en) | 1984-12-26 | 1986-12-09 | Yang John P | Electronic athlete trainer for improving skills in reflex, speed and accuracy |
US4645458A (en) | 1985-04-15 | 1987-02-24 | Harald Phillip | Athletic evaluation and training apparatus |
US4702475A (en) | 1985-08-16 | 1987-10-27 | Innovating Training Products, Inc. | Sports technique and reaction training system |
US4751642A (en) | 1986-08-29 | 1988-06-14 | Silva John M | Interactive sports simulation system with physiological sensing and psychological conditioning |
US4817950A (en) | 1987-05-08 | 1989-04-04 | Goo Paul E | Video game control unit and attitude sensor |
US5239463A (en) | 1988-08-04 | 1993-08-24 | Blair Preston E | Method and apparatus for player interaction with animated characters and objects |
JPH02199526A (en) | 1988-10-14 | 1990-08-07 | David G Capper | Control interface apparatus |
US4925189A (en) | 1989-01-13 | 1990-05-15 | Braeunig Thomas F | Body-mounted video game exercise device |
US5229756A (en) | 1989-02-07 | 1993-07-20 | Yamaha Corporation | Image control apparatus |
US5469740A (en) | 1989-07-14 | 1995-11-28 | Impulse Technology, Inc. | Interactive video testing and training system |
US5148154A (en) | 1990-12-04 | 1992-09-15 | Sony Corporation Of America | Multi-dimensional user interface |
US5534917A (en) | 1991-05-09 | 1996-07-09 | Very Vivid, Inc. | Video image based control system |
US6400996B1 (en) | 1999-02-01 | 2002-06-04 | Steven M. Hoffberg | Adaptive pattern recognition based control system and method |
US5320538A (en) | 1992-09-23 | 1994-06-14 | Hughes Training, Inc. | Interactive aircraft training system and method |
IT1257294B (en) | 1992-11-20 | 1996-01-12 | DEVICE SUITABLE TO DETECT THE CONFIGURATION OF A PHYSIOLOGICAL-DISTAL UNIT, TO BE USED IN PARTICULAR AS AN ADVANCED INTERFACE FOR MACHINES AND CALCULATORS. | |
US5495576A (en) | 1993-01-11 | 1996-02-27 | Ritchey; Kurtis J. | Panoramic image based virtual reality/telepresence audio-visual system and method |
JP2799126B2 (en) | 1993-03-26 | 1998-09-17 | 株式会社ナムコ | Video game device and game input device |
US5405152A (en) | 1993-06-08 | 1995-04-11 | The Walt Disney Company | Method and apparatus for an interactive video game with physical feedback |
US5423554A (en) | 1993-09-24 | 1995-06-13 | Metamedia Ventures, Inc. | Virtual reality game method and apparatus |
US5980256A (en) | 1993-10-29 | 1999-11-09 | Carmein; David E. E. | Virtual reality system with enhanced sensory apparatus |
JPH07155463A (en) * | 1993-12-09 | 1995-06-20 | Hudson Soft Co Ltd | Waging war type fight game device |
US5347306A (en) | 1993-12-17 | 1994-09-13 | Mitsubishi Electric Research Laboratories, Inc. | Animated electronic meeting place |
JP2552427B2 (en) | 1993-12-28 | 1996-11-13 | コナミ株式会社 | Tv play system |
US5577981A (en) | 1994-01-19 | 1996-11-26 | Jarvik; Robert | Virtual reality exercise machine and computer controlled video system |
US5580249A (en) | 1994-02-14 | 1996-12-03 | Sarcos Group | Apparatus for simulating mobility of a human |
US5597309A (en) | 1994-03-28 | 1997-01-28 | Riess; Thomas | Method and apparatus for treatment of gait problems associated with parkinson's disease |
US5385519A (en) | 1994-04-19 | 1995-01-31 | Hsu; Chi-Hsueh | Running machine |
US5524637A (en) | 1994-06-29 | 1996-06-11 | Erickson; Jon W. | Interactive system for measuring physiological exertion |
US5516105A (en) | 1994-10-06 | 1996-05-14 | Exergame, Inc. | Acceleration activated joystick |
US5638300A (en) | 1994-12-05 | 1997-06-10 | Johnson; Lee E. | Golf swing analysis system |
US5913727A (en) * | 1995-06-02 | 1999-06-22 | Ahdoot; Ned | Interactive movement and contact simulation game |
US5702323A (en) | 1995-07-26 | 1997-12-30 | Poulton; Craig K. | Electronic exercise enhancer |
US6308565B1 (en) | 1995-11-06 | 2001-10-30 | Impulse Technology Ltd. | System and method for tracking and assessing movement skills in multidimensional space |
US6073489A (en) | 1995-11-06 | 2000-06-13 | French; Barry J. | Testing and training system for assessing the ability of a player to complete a task |
US6430997B1 (en) * | 1995-11-06 | 2002-08-13 | Trazer Technologies, Inc. | System and method for tracking and assessing movement skills in multidimensional space |
US6098458A (en) | 1995-11-06 | 2000-08-08 | Impulse Technology, Ltd. | Testing and training system for assessing movement and agility skills without a confining field |
JP2765814B2 (en) * | 1995-11-24 | 1998-06-18 | コナミ株式会社 | Video game device and play character growth control method for video game |
US5933125A (en) | 1995-11-27 | 1999-08-03 | Cae Electronics, Ltd. | Method and apparatus for reducing instability in the display of a virtual environment |
US6028593A (en) * | 1995-12-01 | 2000-02-22 | Immersion Corporation | Method and apparatus for providing simulated physical interactions within computer generated environments |
US5641288A (en) | 1996-01-11 | 1997-06-24 | Zaenglein, Jr.; William G. | Shooting simulating process and training device using a virtual reality display screen |
JP2000510013A (en) | 1996-05-08 | 2000-08-08 | リアル ヴィジョン コーポレイション | Real-time simulation using position detection |
WO2004089486A1 (en) * | 1996-06-21 | 2004-10-21 | Kyota Tanaka | Three-dimensional game device and information recording medium |
US5989157A (en) | 1996-08-06 | 1999-11-23 | Walton; Charles A. | Exercising system with electronic inertial game playing |
US6100896A (en) | 1997-03-24 | 2000-08-08 | Mitsubishi Electric Information Technology Center America, Inc. | System for designing graphical multi-participant environments |
US5951015A (en) * | 1997-06-10 | 1999-09-14 | Eastman Kodak Company | Interactive arcade game apparatus |
JP3829014B2 (en) * | 1998-06-03 | 2006-10-04 | 株式会社コナミデジタルエンタテインメント | Video game equipment |
US6077201A (en) | 1998-06-12 | 2000-06-20 | Cheng; Chau-Yang | Exercise bicycle |
IL126284A (en) | 1998-09-17 | 2002-12-01 | Netmor Ltd | System and method for three dimensional positioning and tracking |
US6196917B1 (en) * | 1998-11-20 | 2001-03-06 | Philips Electronics North America Corp. | Goal directed user interface |
US6379250B2 (en) * | 1998-12-28 | 2002-04-30 | Hyper Management, Inc. | Simulated ball movement game using a trackball with an air bearing |
US6749432B2 (en) * | 1999-10-20 | 2004-06-15 | Impulse Technology Ltd | Education system challenging a subject's physiologic and kinesthetic systems to synergistically enhance cognitive function |
US7878905B2 (en) * | 2000-02-22 | 2011-02-01 | Creative Kingdoms, Llc | Multi-layered interactive play experience |
US6640202B1 (en) | 2000-05-25 | 2003-10-28 | International Business Machines Corporation | Elastic sensor mesh system for 3-dimensional measurement, mapping and kinematics applications |
US20040224740A1 (en) * | 2000-08-02 | 2004-11-11 | Ball Timothy James | Simulation system |
WO2002020111A2 (en) * | 2000-09-07 | 2002-03-14 | Omnisky Corporation | Coexistent interaction between a virtual character and the real world |
KR100859927B1 (en) * | 2000-12-14 | 2008-09-23 | 가부시키가이샤 세가 | Game machine, communication game system, and recorded medium |
KR100393350B1 (en) * | 2001-04-23 | 2003-08-02 | (주)가시오페아 | System and method for virtual game |
US6961055B2 (en) | 2001-05-09 | 2005-11-01 | Free Radical Design Limited | Methods and apparatus for constructing virtual environments |
US7126607B2 (en) * | 2002-08-20 | 2006-10-24 | Namco Bandai Games, Inc. | Electronic game and method for effecting game features |
US7082570B1 (en) * | 2002-08-29 | 2006-07-25 | Massachusetts Institute Of Technology | Distributed haptic interface system and method |
US20060015923A1 (en) * | 2002-09-03 | 2006-01-19 | Mei Chuah | Collaborative interactive services synchronized with real events |
US11033821B2 (en) * | 2003-09-02 | 2021-06-15 | Jeffrey D. Mullen | Systems and methods for location based games and employment of the same on location enabled devices |
US7335134B1 (en) * | 2004-02-23 | 2008-02-26 | Lavelle Richard | Exercise and game controller apparatus and method |
US20060209019A1 (en) * | 2004-06-01 | 2006-09-21 | Energid Technologies Corporation | Magnetic haptic feedback systems and methods for virtual reality environments |
WO2006103676A2 (en) * | 2005-03-31 | 2006-10-05 | Ronen Wolfson | Interactive surface and display system |
US20060258451A1 (en) * | 2005-05-10 | 2006-11-16 | Shih-Chin Yang | Interactive surface game system based on ultrasonic position determination |
-
2006
- 2006-05-10 US US11/431,270 patent/US7864168B2/en active Active
- 2006-05-22 WO PCT/US2006/019853 patent/WO2006127670A2/en active Application Filing
Patent Citations (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US6850252B1 (en) * | 1999-10-05 | 2005-02-01 | Steven M. Hoffberg | Intelligent electronic appliance system and method |
US20030177187A1 (en) * | 2000-11-27 | 2003-09-18 | Butterfly.Net. Inc. | Computing grid for massively multi-player online games and other multi-user immersive persistent-state and session-based applications |
US20040103146A1 (en) * | 2002-11-26 | 2004-05-27 | Seung-Hun Park | Method and system for physically exercising with plurality of participants using network |
Cited By (1)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
ITTO20111216A1 (en) * | 2011-12-27 | 2013-06-28 | Microdata Telemation Srl | TRAINING METHOD FOR MEDICAL RADIODIAGNOSTICS, SURGERY, BIOENGINEERING, ROBOTICS, MECHATRONICS AND THE LIKE. |
Also Published As
Publication number | Publication date |
---|---|
US20060287025A1 (en) | 2006-12-21 |
WO2006127670A3 (en) | 2008-11-13 |
US7864168B2 (en) | 2011-01-04 |
Similar Documents
Publication | Publication Date | Title |
---|---|---|
US7864168B2 (en) | Virtual reality movement system | |
US6308565B1 (en) | System and method for tracking and assessing movement skills in multidimensional space | |
US6098458A (en) | Testing and training system for assessing movement and agility skills without a confining field | |
US8861091B2 (en) | System and method for tracking and assessing movement skills in multidimensional space | |
US6749432B2 (en) | Education system challenging a subject's physiologic and kinesthetic systems to synergistically enhance cognitive function | |
US6073489A (en) | Testing and training system for assessing the ability of a player to complete a task | |
US9764213B2 (en) | Method and apparatus for simulated golf | |
CN103959094B (en) | For the system and method for synkinesia training | |
WO1999044698A2 (en) | System and method for tracking and assessing movement skills in multidimensional space | |
US20100035688A1 (en) | Electronic Game That Detects and Incorporates a User's Foot Movement | |
WO1997017598A9 (en) | System for continuous monitoring of physical activity during unrestricted movement | |
US20110270135A1 (en) | Augmented reality for testing and training of human performance | |
Lehtonen et al. | Movement empowerment in a multiplayer mixed-reality trampoline game | |
US11207581B2 (en) | Method and apparatus for simulated golf | |
CN115364473A (en) | Trampoline electronic game | |
Silva et al. | An adaptive game-based exercising framework | |
KR102613225B1 (en) | Device for evaluating training and method using the same | |
RU2786594C1 (en) | Virtual reality simulator for working the skill of the hockey player in shooting the puck and determining the level of skill | |
Nickel | Designing better exergames: Application of flow concepts and the FITT principle to full body exertion video games and flexible challenge systems | |
Rito | Virtual reality tool for balance training | |
WO2001029799A2 (en) | Education system challenging a subject's physiologic and kinesthetic systems to synergistically enhance cognitive function | |
Fraile | The feasibility and possible benefits of indoor exergames in primary school | |
Santiago et al. | Foundations for Creating a Handball Sport Simulator | |
Johnson | A Boxing Interface for a Games Console |
Legal Events
Date | Code | Title | Description |
---|---|---|---|
121 | Ep: the epo has been informed by wipo that ep was designated in this application | ||
NENP | Non-entry into the national phase |
Ref country code: DE |
|
NENP | Non-entry into the national phase |
Ref country code: RU |
|
122 | Ep: pct application non-entry in european phase |
Ref document number: 06770910 Country of ref document: EP Kind code of ref document: A2 |