ConceptioArchiveGoogle Patents
Google Patentsopen access

Methods and systems for spectating characters in virtual reality views — Sony Interactive Entertainment Inc. (US12023579B2)

Sony Interactive Entertainment Inc. · Google Patents
Google Patents · Patents · License: Open Access
Open Source ↗
mahdiazmandiansonyinteractiveentertainmentinc.
patent, google patents, intellectual property, US12023579B2, Sony Interactive Entertainment Inc., Mahdi Azmandian, en, 2024

ABSTRACT

Abstract

Methods and systems for spectating a live video game are presented. In one method embodiment, an operation includes providing an interface for presenting an overhead view of an interactive environment of a video game on a head mounted display (HMD). The method also provides an operation for providing a magnifying window for displaying a magnified view of the interactive environment, where the magnified view is associated with a second vantage point that is closer to the interactive environment than is a first vantage point of the overhead view. The method further provides an operation for tracking a real-world position of a controller of the spectator and moving the location of the magnifying window to correspond to the real-world position of the controller.

Description

CLAIM OF PRIORITY

This application is a Divisional Application under 35 U.S.C. § 120 of U.S. application Ser. No. 16/355,635, filed on Mar. 15, 2019 (U.S. Pat. No. 11,058,950, issued on Jul. 13, 2021), entitled “Methods and Systems for Spectating Characters in Virtual Reality Views,” which is herein incorporated by reference

RELATED APPLICATION

This application is related to U.S. patent application Ser. No. 16/355,668, entitled “METHODS AND SYSTEMS FOR SPECTATING CHARACTERS IN FOLLOW-MODE FOR VIRTUAL REALITY VIEWS,” filed Mar. 15, 2019, which is herein incorporated by reference.

FIELD OF THE DISCLOSURE

The present disclosure relates generally to virtual reality applications, and more particularly, to methods and systems for providing spectating views.

BACKGROUND

Virtual reality is becoming an increasingly popular way for consumers to interact with content. This is especially true in the context of video games. Currently, both players and spectators are able to interact with a video game in virtual reality via a head mounted display (HMD). A spectator is typically given a spectator view that is generated by introducing a camera within the environment of the game. The spectator may be able to navigate the environment of the video game via a controller to view the game action of the video game. For example, a spectator may choose to follow a certain player to view the performance of that player.

Current methods of spectating video games via HMD have certain drawbacks in terms of navigability, usability, comfort, and functionality. For example, currently it may be difficult for a spectator to navigate a game environment in a desired manner to view the various happenings that are of interest to the spectator. Additionally, it may be difficult for a spectator to follow a target player in a comfortable way.

It is in this context that embodiments arise.

SUMMARY

Embodiments of the present disclosure relate to methods and systems for enabling various spectator views of a live video game as well as for enabling a spectator to be transported between the various views.

In one embodiment, a method is provided. The method includes an operation for providing an interface for presenting an overhead view of an interactive environment of a video game on a head mounted display (HMD) of a spectator. The overhead view is associated with a first vantage point for showing one or more players within the interactive environment. Further, the method includes an operation for providing a magnifying window within the interface that covers a portion of the overhead view where the magnifying window displays a magnified view of the interactive environment depending on a location of the magnifying window within the interface. In these and other embodiments, the magnified view is associated with a second vantage point that is closer to the interactive environment than the first vantage point is. Moreover, the method provides an operation for tracking a real-world position of a controller held by the spectator and moving a location of the magnifying window within the interface to correspond to the real-world position of the controller. In certain embodiments, the method also includes an operation for detecting a selection by the spectator for entering into a player portal view of a player of the plurality of players to achieve a third-person view of the player, the player portal view is associated with a second vantage point. Additionally, certain embodiments, the method includes an operation for moving the second vantage point to a third vantage point that is closer to the player such that a virtual position of the spectator is brought closer to the player within the player portal view, while the view outside of the player portal view remains at the first vantage point. Further still, the method may include an operation for wiping away the player portal view during at least a portion of said moving the second vantage point for said achieving the third-person view, said wiping away the player portal view includes expanding a size of the player portal view such that the third-person view replaces the view in the interface.

In another embodiment, a method includes an operation for providing an interface for presenting a view of an interactive environment of a video game being played by a plurality of players, the interface being displayed on a client device to a spectator, wherein the view is associated with a first vantage point. The method also includes an operation for generating, in response to an input of the spectator, an interactable map view of the interactive environment. The interactable map view includes a map of the interactive environment, the map including a plurality of indicators indicating respective locations of the plurality of players within the environment. The interactable map view also includes a plurality of player portal views respective of each of the plurality of players. Further, the method includes an operation for displaying the interactable map view to the spectator via the client device, wherein the interactable map view enables the spectator to view the map of the interactive environment and the third-person views of each of the plurality of players concurrently.

In another embodiment a non-transitory computer-readable storage medium storing a computer program executable by a processor-based system is provided. The non-transitory computer-readable storage medium includes program instructions for providing an interface for presenting an overhead view of an interactive environment of a video game on a head mounted display (HMD) of a spectator, the overhead view is associated with a first vantage point for showing one or more players within the interactive environment. The non-transitory computer-readable storage medium also includes program instructions for providing a magnifying window within the interface that covers a portion of the overhead view, the magnifying window displays a magnified view of the interactive environment depending on a location of the magnifying window within the interface, the magnified view is associated with a second vantage point that is closer to the interactive environment than the first vantage point is. The non-transitory computer-readable storage medium further includes program instructions for detecting a selection by the spectator for entering a third-person view of a player, the third-person view is associated with a third vantage point that is closer to the player than the first vantage point or the second vantage point. Additionally, the non-transitory computer-readable storage medium includes program instructions for processing a music track to identify markers for the music track that correspond to musical signatures associated with the music track. The non-transitory computer-readable storage medium moreover includes program instructions for moving the second vantage point of the magnifying window to the third vantage point such that a virtual position of the spectator is brought closer to the player within the magnifying window, while the overhead view remains at the first vantage point outside the magnifying window. Further still, the non-transitory computer-readable storage medium includes program instructions for wiping away the magnifying window during at least a portion of said moving the second vantage point, said wiping away the magnifying window includes expanding a size of the magnifying window such that the third-person view replaces the overhead view in the interface.

Other aspects of the disclosure will become apparent from the following detailed description, taken in conjunction with the accompanying drawings, illustrating by way of example the principles of the disclosure.

BRIEF DESCRIPTION OF THE DRAWINGS

The disclosure may best be understood by reference to the following description taken in conjunction with the accompanying drawings in which:

FIG. 1 A shows a conceptual diagram of a camera placement used to capture an overhead view, according to one embodiment.

FIG. 1 B shows an illustration of an overhead view of an interactive environment of a video game being played by a plurality of players, according to one embodiment.

FIG. 2 A shows a conceptual diagram of camera placement relative to an interactive environment of a video game for generating a magnified view of the interactive environment, according to one embodiment.

FIG. 2 B shows an illustration of a magnified view displayed within a magnifying window, which is displayed within an overhead view of an interactive environment of a video game, according to one embodiment.

FIGS. 3 A and 3 B show an illustration of an HMD user moving a magnifying window to magnify various regions of an interactive space using handheld controller, according to one embodiment.

FIGS. 4 A- 4 D illustrate a sequence of events that occur when a spectator enters into a magnifying window, according to one embodiment.

FIGS. 5 A and 5 B show a resulting third-person view of the player after the magnifying window of FIG. 4 D has been wiped away, according to one embodiment.

FIGS. 6 A- 6 C show camera placement diagrams, each representing a different path the magnified view camera may take during the zooming function, according to some embodiments.

FIGS. 7 A- 7 D show a timeline of events attendant to entering into a magnifying window from an overhead view, according to one embodiment.

FIGS. 8 A and 8 B show a camera placement diagram and a corresponding interactable map view, respectively, of the interactive environment, according to one embodiment.

FIGS. 9 A- 9 D show a sequence of events illustrating how the spectator is enabled to enter into a player portal, according to one embodiment.

FIGS. 10 A- 10 C illustrate a yaw-correction function that may be executed during entry into a magnifying window or entry into a player portal, according to various embodiments.

FIGS. 11 A- 11 D show a timeline of events attendant to entering into a player portal of an interactable map view that is displayed during a third-person view, according to one embodiment.

FIG. 12 shows additional features that may be used in conjunction with a map view, according to one embodiment.

FIG. 13 shows additional features that may be used in conjunction with an overhead view, according to one embodiment.

FIG. 14 illustrates components of an example device that can be used to perform aspects of the various embodiments of the present disclosure, according to various embodiments.

DETAILED DESCRIPTION

Embodiments of the present disclosure relate to improved methods and systems for spectating video games. Some embodiments of the present disclosure relate to methods of providing seamless transitions between an overhead view of an interactive space of a wide area video game to a third-person view of a player. Additionally, embodiments of the present disclosure relate to methods for seamlessly transitioning between a map view of the interactive environment to third-person views of players. In some embodiments, the methods can be implemented via one or more head mounted displays (HMDs). It will be obvious, however, to one skilled in the art, that the present disclosure may be practiced without some or all of these specific details. In other instances, well known process operations have not been described in detail in order to not unnecessarily obscure the present disclosure.

Video game spectating is an important component in the video game ecosystem and provides users with an opportunity to derive entertainment from a video game without having to play it. Just as spectating a sports game, a race, or a concert is entertaining for spectators, the same is true of video games. A video game need not be played first-hand to be a source of entertainment, just as a bobsledding race need not be raced first-hand to be a source of entertainment. Video games, however, can offer a spectating experience that is more immersive, engaging, and customized than that of other activities. Because video game action takes place in a virtual interactive environment, virtual cameras that capture spectator views are not limited in the ways real-life cameras are when capturing real-life action. For example, real-life cameras for capturing real-life spectating activities are limited by the costs of camera equipment, camera operation and broadcast, as well the impracticability of placing cameras at various areas on interest.

Spectating video games are confined by none of these. For example, it is possible to introduce cameras at virtually any location within a virtual interactive environment and to move them in a desired way to provide immersive and user-controlled spectator views. For example, it is possible to obtain overhead or top-down views for spectating the overall happenings of a video game by placing a virtual camera at an elevated position above the virtual interactive environment. It is also possible to obtain third-person views and over-the-shoulder views that are relatively close to a selected player to see in greater detail that player's actions. Moreover, it is possible to enable a spectator to control a virtual camera used to generate a spectator view, such as to move a camera location or to pan the camera.

However, while a greater number of views are possible with video game spectating, current methods are lacking in the way they manage the greater number of views as well as how comfortable the spectating experience is within a virtual reality setting. For example, current methods do not provide ways to seamlessly transition between various viewpoints, such as between an overhead view and a third-person view. Current methods transport a spectator within a virtual environment by providing translational movement to a virtual camera used to capture the spectator view. However, such movements can be disorienting and hard to follow, especially when the view is supplied to a VR view in an HMD. It has been observed that when spectators are moved translationally or rotationally within a VR scene without a sense of agency over the movement, disorientation may result.

Current methods also do not address a way to allow a spectator to automatically catch-up or follow a player of interest. For example, current methods either require a spectator to manually follow a player or provide fixed views that follow a player. The former method can become tiring and distracting for a spectator, especially during complex multiplayer games sessions of extended length. The latter method has been observed to cause disorientation because of herky-jerky nature of the fixed spectator view and translational and rotational movements imparted on the spectator view without an attendant sense of agency. The embodiments contemplated here address these and other shortcomings associated with current video game spectating technology.

Embodiments described here solve current problems related to spectator viewing technology in the computer-related arts by providing computer-implemented features of portal-mediated transitions between various spectator vantage points. Portal-mediated transitions or transport are used to support transitions between various vantage points (e.g., between an overhead view and a third-person view). Portal-mediated tr

CLAIM OF PRIORITY

This application is a Divisional Application under 35 U.S.C. § 120 of U.S. application Ser. No. 16/355,635, filed on Mar. 15, 2019 (U.S. Pat. No. 11,058,950, issued on Jul. 13, 2021), entitled “Methods and Systems for Spectating Characters in Virtual Reality Views,” which is herein incorporated by reference

RELATED APPLICATION

This application is related to U.S. patent application Ser. No. 16/355,668, entitled “METHODS AND SYSTEMS FOR SPECTATING CHARACTERS IN FOLLOW-MODE FOR VIRTUAL REALITY VIEWS,” filed Mar. 15, 2019, which is herein incorporated by reference.

FIELD OF THE DISCLOSURE

The present disclosure relates generally to virtual reality applications, and more particularly, to methods and systems for providing spectating views.

BACKGROUND

Virtual reality is becoming an increasingly popular way for consumers to interact with content. This is especially true in the context of video games. Currently, both players and spectators are able to interact with a video game in virtual reality via a head mounted display (HMD). A spectator is typically given a spectator view that is generated by introducing a camera within the environment of the game. The spectator may be able to navigate the environment of the video game via a controller to view the game action of the video game. For example, a spectator may choose to follow a certain player to view the performance of that player.

Current methods of spectating video games via HMD have certain drawbacks in terms of navigability, usability, comfort, and functionality. For example, currently it may be difficult for a spectator to navigate a game environment in a desired manner to view the various happenings that are of interest to the spectator. Additionally, it may be difficult for a spectator to follow a target player in a comfortable way.

It is in this context that embodiments arise.

SUMMARY

Embodiments of the present disclosure relate to methods and systems for enabling various spectator views of a live video game as well as for enabling a spectator to be transported between the various views.

In one embodiment, a method is provided. The method includes an operation for providing an interface for presenting an overhead view of an interactive environment of a video game on a head mounted display (HMD) of a spectator. The overhead view is associated with a first vantage point for showing one or more players within the interactive environment. Further, the method includes an operation for providing a magnifying window within the interface that covers a portion of the overhead view where the magnifying window displays a magnified view of the interactive environment depending on a location of the magnifying window within the interface. In these and other embodiments, the magnified view is associated with a second vantage point that is closer to the interactive environment than the first vantage point is. Moreover, the method provides an operation for tracking a real-world position of a controller held by the spectator and moving a location of the magnifying window within the interface to correspond to the real-world position of the controller. In certain embodiments, the method also includes an operation for detecting a selection by the spectator for entering into a player portal view of a player of the plurality of players to achieve a third-person view of the player, the player portal view is associated with a second vantage point. Additionally, certain embodiments, the method includes an operation for moving the second vantage point to a third vantage point that is closer to the player such that a virtual position of the spectator is brought closer to the player within the player portal view, while the view outside of the player portal view remains at the first vantage point. Further still, the method may include an operation for wiping away the player portal view during at least a portion of said moving the second vantage point for said achieving the third-person view, said wiping away the player portal view includes expanding a size of the player portal view such that the third-person view replaces the view in the interface.

In another embodiment, a method includes an operation for providing an interface for presenting a view of an interactive environment of a video game being played by a plurality of players, the interface being displayed on a client device to a spectator, wherein the view is associated with a first vantage point. The method also includes an operation for generating, in response to an input of the spectator, an interactable map view of the interactive environment. The interactable map view includes a map of the interactive environment, the map including a plurality of indicators indicating respective locations of the plurality of players within the environment. The interactable map view also includes a plurality of player portal views respective of each of the plurality of players. Further, the method includes an operation for displaying the interactable map view to the spectator via the client device, wherein the interactable map view enables the spectator to view the map of the interactive environment and the third-person views of each of the plurality of players concurrently.

In another embodiment a non-transitory computer-readable storage medium storing a computer program executable by a processor-based system is provided. The non-transitory computer-readable storage medium includes program instructions for providing an interface for presenting an overhead view of an interactive environment of a video game on a head mounted display (HMD) of a spectator, the overhead view is associated with a first vantage point for showing one or more players within the interactive environment. The non-transitory computer-readable storage medium also includes program instructions for providing a magnifying window within the interface that covers a portion of the overhead view, the magnifying window displays a magnified view of the interactive environment depending on a location of the magnifying window within the interface, the magnified view is associated with a second vantage point that is closer to the interactive environment than the first vantage point is. The non-transitory computer-readable storage medium further includes program instructions for detecting a selection by the spectator for entering a third-person view of a player, the third-person view is associated with a third vantage point that is closer to the player than the first vantage point or the second vantage point. Additionally, the non-transitory computer-readable storage medium includes program instructions for processing a music track to identify markers for the music track that correspond to musical signatures associated with the music track. The non-transitory computer-readable storage medium moreover includes program instructions for moving the second vantage point of the magnifying window to the third vantage point such that a virtual position of the spectator is brought closer to the player within the magnifying window, while the overhead view remains at the first vantage point outside the magnifying window. Further still, the non-transitory computer-readable storage medium includes program instructions for wiping away the magnifying window during at least a portion of said moving the second vantage point, said wiping away the magnifying window includes expanding a size of the magnifying window such that the third-person view replaces the overhead view in the interface.

Other aspects of the disclosure will become apparent from the following detailed description, taken in conjunction with the accompanying drawings, illustrating by way of example the principles of the disclosure.

BRIEF DESCRIPTION OF THE DRAWINGS

The disclosure may best be understood by reference to the following description taken in conjunction with the accompanying drawings in which:

FIG. 1 A shows a conceptual diagram of a camera placement used to capture an overhead view, according to one embodiment.

FIG. 1 B shows an illustration of an overhead view of an interactive environment of a video game being played by a plurality of players, according to one embodiment.

FIG. 2 A shows a conceptual diagram of camera placement relative to an interactive environment of a video game for generating a magnified view of the interactive environment, according to one embodiment.

FIG. 2 B shows an illustration of a magnified view displayed within a magnifying window, which is displayed within an overhead view of an interactive environment of a video game, according to one embodiment.

FIGS. 3 A and 3 B show an illustration of an HMD user moving a magnifying window to magnify various regions of an interactive space using handheld controller, according to one embodiment.

FIGS. 4 A- 4 D illustrate a sequence of events that occur when a spectator enters into a magnifying window, according to one embodiment.

FIGS. 5 A and 5 B show a resulting third-person view of the player after the magnifying window of FIG. 4 D has been wiped away, according to one embodiment.

FIGS. 6 A- 6 C show camera placement diagrams, each representing a different path the magnified view camera may take during the zooming function, according to some embodiments.

FIGS. 7 A- 7 D show a timeline of events attendant to entering into a magnifying window from an overhead view, according to one embodiment.

FIGS. 8 A and 8 B show a camera placement diagram and a corresponding interactable map view, respectively, of the interactive environment, according to one embodiment.

FIGS. 9 A- 9 D show a sequence of events illustrating how the spectator is enabled to enter into a player portal, according to one embodiment.

FIGS. 10 A- 10 C illustrate a yaw-correction function that may be executed during entry into a magnifying window or entry into a player portal, according to various embodiments.

FIGS. 11 A- 11 D show a timeline of events attendant to entering into a player portal of an interactable map view that is displayed during a third-person view, according to one embodiment.

FIG. 12 shows additional features that may be used in conjunction with a map view, according to one embodiment.

FIG. 13 shows additional features that may be used in conjunction with an overhead view, according to one embodiment.

FIG. 14 illustrates components of an example device that can be used to perform aspects of the various embodiments of the present disclosure, according to various embodiments.

DETAILED DESCRIPTION

Embodiments of the present disclosure relate to improved methods and systems for spectating video games. Some embodiments of the present disclosure relate to methods of providing seamless transitions between an overhead view of an interactive space of a wide area video game to a third-person view of a player. Additionally, embodiments of the present disclosure relate to methods for seamlessly transitioning between a map view of the interactive environment to third-person views of players. In some embodiments, the methods can be implemented via one or more head mounted displays (HMDs). It will be obvious, however, to one skilled in the art, that the present disclosure may be practiced without some or all of these specific details. In other instances, well known process operations have not been described in detail in order to not unnecessarily obscure the present disclosure.

Video game spectating is an important component in the video game ecosystem and provides users with an opportunity to derive entertainment from a video game without having to play it. Just as spectating a sports game, a race, or a concert is entertaining for spectators, the same is true of video games. A video game need not be played first-hand to be a source of entertainment, just as a bobsledding race need not be raced first-hand to be a source of entertainment. Video games, however, can offer a spectating experience that is more immersive, engaging, and customized than that of other activities. Because video game action takes place in a virtual interactive environment, virtual cameras that capture spectator views are not limited in the ways real-life cameras are when capturing real-life action. For example, real-life cameras for capturing real-life spectating activities are limited by the costs of camera equipment, camera operation and broadcast, as well the impracticability of placing cameras at various areas on interest.

Spectating video games are confined by none of these. For example, it is possible to introduce cameras at virtually any location within a virtual interactive environment and to move them in a desired way to provide immersive and user-controlled spectator views. For example, it is possible to obtain overhead or top-down views for spectating the overall happenings of a video game by placing a virtual camera at an elevated position above the virtual interactive environment. It is also possible to obtain third-person views and over-the-shoulder views that are relatively close to a selected player to see in greater detail that player's actions. Moreover, it is possible to enable a spectator to control a virtual camera used to generate a spectator view, such as to move a camera location or to pan the camera.

However, while a greater number of views are possible with video game spectating, current methods are lacking in the way they manage the greater number of views as well as how comfortable the spectating experience is within a virtual reality setting. For example, current methods do not provide ways to seamlessly transition between various viewpoints, such as between an overhead view and a third-person view. Current methods transport a spectator within a virtual environment by providing translational movement to a virtual camera used to capture the spectator view. However, such movements can be disorienting and hard to follow, especially when the view is supplied to a VR view in an HMD. It has been observed that when spectators are moved translationally or rotationally within a VR scene without a sense of agency over the movement, disorientation may result.

Current methods also do not address a way to allow a spectator to automatically catch-up or follow a player of interest. For example, current methods either require a spectator to manually follow a player or provide fixed views that follow a player. The former method can become tiring and distracting for a spectator, especially during complex multiplayer games sessions of extended length. The latter method has been observed to cause disorientation because of herky-jerky nature of the fixed spectator view and translational and rotational movements imparted on the spectator view without an attendant sense of agency. The embodiments contemplated here address these and other shortcomings associated with current video game spectating technology.

Embodiments described here solve current problems related to spectator viewing technology in the computer-related arts by providing computer-implemented features of portal-mediated transitions between various spectator vantage points. Portal-mediated transitions or transport are used to support transitions between various vantage points (e.g., between an overhead view and a third-person view). Portal-mediated transitions are contemplated to be used when a vantage point of a spectator is to be moved such that the spectator experiences translational and rotational movements via a portal rather than experiencing the translational and rotational movement in a full field of view. The portal-mediated transitions include providing a portal that initially appears larger in size and constricts to a smaller size to restrict the spectator's field of view. The spectator's vantage point is then provided with translational and rotational movement to a desired destination within the portal while the area outside of the portal remains relatively static. In this manner, the spectator is made to focus on the area within the HMD display where movement occurs while the spectator's peripheral vision is not stimulated by movement. Portal-mediated transitions have been observed to result in more comfortable virtual movements with less disorientation for HMD spectators.

FIG. 1 A shows a conceptual diagram of a camera 102 used to capture an overhead view 101 shown in FIG. 1 B , according to one embodiment. The camera 102 is placed at an elevated altitude in the z-axis to capture overall game action occurring in an interactive environment 100 of a video game. The video game may be of any genre, such as but not limited to a first-person shooter, a role-playing game, a fighting game, an action-adventure game, a racing game, a sports game, a turn-based game, a strategy game, a multiplayer online battle arena (MOBA), a massively multiplayer online role-playing game (MMORPG), a mobile game, and the like. The interactive environment includes the associated game environment in which players of the video game interact with each other and with game objects. While many games feature a generally flat interactive environment 100 , other games have interactive environments that are multi-level or of varied topology. The interactive environment 100 of FIG. 1 A is shown to be planar for the sake of clarity, although other map topologies are contemplated.

The camera 102 may be elevated to such an altitude that a wide-angle view of the interactive environment 100 is achieved. As such, the altitude, or z-coordinate of the camera 102 used for capturing an overhead view will depend upon the video game and the size of the interactive environment 100 . For a smaller interactive environment 100 , the z-coordinate may be around 10 meters or less, while for a large interactive environment, the z-coordinate may be 100 meters or greater. The camera 102 is also angled at pitch 104 between 0° and −90° relative to the horizon 103 to capture the interactive environment 100 at a favorable angle. Additionally, because the overhead view is contemplated to be displayed as a VR scene within an HMD where the pitch 104 corresponds to spectator's real-world head pitch, the pitch 104 need not be vertical as to not strain the neck and head of the spectator.

FIG. 1 B shows an illustration of an interface 105 having an overhead view 101 of an interactive environment 100 of a video game generated by camera 102 of FIG. 1 A , according to one embodiment. The actions of a plurality of players 106 a - d are captured in overhead view 101 to provide an overview of the general happenings of the interactive environment 100 . For example, a spectator may choose to use the overhead view 101 to gain overall knowledge of the video game, such as where each of players 106 a - d are positioned and where they are moving, which of players 106 a - d are still active in the video game and which are eliminated, etc. However, the overhead view 101 may be less effective at conveying detailed game actions of the interactive environment 100 because the spectator is positioned relatively far away from individual players of the plurality of players 106 a - d.

The overhead view 101 shown in FIG. 1 B may be displayed in a virtual reality environment provided by an HMD such that the interactive environment 100 and players 106 a - d there interacting appear to the spectator in 3D. Additionally, various camera effects may be utilized to achieve desired display effects. For example, the overhead view 101 appears as a wide-angle, or “fisheye,” or hemispherical view for purposes of capturing a wider field of the interactive environment 100 . In this manner, more of the interactive environment 100 is shown within a given frame of view. Additionally, the spectator is not required to rotate his or her head very much to view different regions of the interactive environment 100 .

FIG. 2 A shows a conceptual diagram for placing overhead view camera 102 and magnified view camera 200 for generating a magnified view 204 of the interactive environment 100 , according to one embodiment. As noted above, the overhead view 101 is effective at communicating the general state of affairs of a video game but may be less so at communicating detailed events of the interactive environment 100 . The magnified view 204 shown in FIG. 2 B and captured by camera 200 is contemplated to augment the spectator's overhead view 101 by providing a magnified or closer-up view of a particular region of the interactive environment 100 . The magnified view 204 is capable of conveying greater details of certain types of game action than the overhead view 204 is, enabling the spectator to simultaneously observe selected detailed game action along with the general state of affairs of the interactive environment 100 .

FIG. 2 A shows one embodiment used to generate a magnified view 204 within an overhead view 101 . The overhead view camera 102 is positioned similarly as it is in FIG. 1 A . To capture the magnified view 204 , an additional camera 200 is executed within the video game program at a vantage point that is closer to the interactive environment 100 than is camera 102 . Generally, the vantage point of camera 200 is to be less altitudinally elevated than camera 102 (e.g., the z-coordinate of camera 200 is less than that of camera 102 ). Moreover, the vantage point of camera 200 may be more centered over the interactive environment 100 . For example, the vantage point of camera 200 may have a greater y-coordinate than camera 102 . It is contemplated that camera 200 is to be more proximal to a selected magnified region in one, two, or three of the coordinate axes. Thus, the vantage point of camera 200 provides what appears to be a “magnified view” relative to the overhead view 101 because objects appear larger and closer relative to how they appear in the overhead view 101 . As a result, finer, more granular visual details of game action may be discerned from the magnified view 204 captured by camera 200 .

In certain embodiments, the vantage point of camera 200 may be controlled by a spectator via a controller. For example, in some embodiments, a spectator may move the vantage point of camera 200 by moving a handheld controller whose position in the real-world space is tracked. In this manner, the spectator may obtain a magnified view 204 of various regions of the interactive environment 100 by moving the controller.

In various embodiments, a pitch 201 of camera 200 may be at an angle that is the same as or different from the pitch 104 of camera 102 . For example, FIG. 2 A shows that the pitch 201 is less angled from the horizon 103 than pitch 104 . In some embodiments, it is contemplated that pitch 201 may be adjusted in real-time by the spectator via the handheld controller. For example, if the spectator is able to move a vantage point of camera 200 by moving the controller translationally, the spectator may be able to change the pitch 201 by rotating the controller. In other embodiments, the pitch 201 of camera 200 may be similar to pitch 204 of camera 102 by default until it is adjusted by the spectator. In other embodiments, it is contemplated that the difference between the vantage points of camera 102 and camera 200 may be only positional and not rotational. In these embodiments, pitch 104 will match pitch 201 while the spectator views and manipulates the magnifying window 202 .

FIG. 2 B shows an illustration of an interface 105 having a magnified view 204 displayed within a magnifying window 202 , which displayed within an overhead view 101 , according to one embodiment. The magnified view 204 is one that may be generated by camera 200 while the overhead view 101 may be generated by camera 102 of FIG. 2 A . The magnified view 204 displays a region of interactive environment 100 such that it appears to the spectator that a region of the overhead view 101 is being magnified by a magnifying glass. The magnified view 204 may have a “magnification factor” of between about 1.1× to about 100×, or between about 1.5× to about 10×, or between about 2× to about 5×. The “magnification factor” will depend upon the vantage point of camera 200 . In the embodiment shown in FIG. 2 B , for example, player 106 b appears two or three times as larger within the magnified view 204 as it does within the overhead view 101 of FIG. 1 B .

The magnified view 204 is displayed within a magnifying window 202 , which, in the embodiment shown, is a virtual magnifying glass. The magnifying glass is a user interface element that may be moved by the spectator via the controller. When the spectator moves the controller translationally, the translational movement is tracked, processed, and mapped in at least two ways. First, the translational movement is mapped to a translational movement of camera 200 . As a result of this mapping, a different region of the interactive environment 100 is magnified for the magnified view 204 . If the magnifying window 202 does not experience a corresponding translational movement within the interface 105 , the region of the interactive environment 100 that is displayed within the magnifying window 202 would not correlate to the position of the magnifying window 202 within the interface 105 . For example, if the magnifying window 202 is near a central position of the interface 105 but displays a magnified view of a far-right corner of the interactive environment 100 , such a scenario would be confusing and hard to follow for the spectator. As a result, it is contemplated that the any translational movement experienced by camera 200 is accompanied by a proportional translational movement of the magnifying window 202 . In this manner, the spectator will interact with the magnifying window 202 as if it were a virtual magnifying glass. The magnifying window 202 is shown to be associated with a handle 206 to add to this experience.

In certain embodiments, camera 200 captures video frames that are cropped to fit the size of the magnifying window 202 . For example, if the video frames are not cropped, they could fit and fill the interface 105 .

In certain embodiments, the magnified view 204 may also be accompanied by audio generated by the location of interactive interface 100 that is being magnified by the magnifying window 202 . For example, if each of players 106 a - 106 d are making sounds, the sound of player 106 b may be selectively transmitted or amplified to the spectator. Meanwhile, the sounds of

players

106 a , 106 c , and 106 d may be reduced or not selectively transmitted to the spectator. If the spectator were then to move the magnifying window 202 to magnify player 106 c , for example, the sound of player 106 c would then be selectively transmitted while that of player 106 b would cease to be transmitted. It is further contemplated that the audio generated may be rendered to sound far away but also amplified with respect to other game sounds, or even replacing them.

FIGS. 3 A- 3 B shows an illustration of an HMD user moving a handheld controller 300 to move a magnifying window 202 to magnify different regions of an interactive environment 100 , according to one embodiment. In FIG. 3 A , the user holds the controller 300 with their hand 304 at a left-of-center position. The magnifying window 202 shows a magnified view 204 ′ of player 106 b . The controller 300 is shown to include a trackable component 302 that may be an illuminated object that an image capture device tracks within a real-world environment. When the user moves the controller 300 toward the right, the magnifying window 202 similarly moves toward the right as shown in FIG. 3 B . As a result of the movement of the controller 302 , the magnifying window 202 now shown a magnified view 204 ″ of player 106 c.

In addition to the rightward movement of the controller 300 , the user may have also changed an orientation of the HMD to face toward the right. For example, the user may have turned their head toward the right while wearing the HMD. As a result, the far-right corner of the interactive environment 100 is closer to a center of the interface 105 . It is contemplated that the positioning of the magnifying window 202 may either be dependent or independent of the orientation of the HMD. For example, in some embodiments where the position of the magnifying window 202 is independent of the orientation of the HMD, a rotation of the HMD while holding the controller 300 in place causes the magnifying window 202 to not move along with the HMD. As a result, the portion of the interactive environment 100 displayed within the magnifying window 202 remains the same before and after the rotation of the HMD. In embodiments where the position of the magnifying window 202 is dependent upon the orientation of the HMD, a rotation of the HMD while holding the controller 300 in place causes the magnifying window 202 to move along with the HMD. As a result, the portion

CLAIMS

Claims ( 11 )

What is claimed is:

1. A method, comprising:

providing an interface for presenting a view of an interactive environment of a video game being played by a plurality of players, the interface being displayed on a client device to a spectator, wherein the view is associated with a first vantage point;

generating, in response to an input of the spectator, an interactable map view of the interactive environment, the interactable map view includes:

a plurality of indicators indicating respective locations of the plurality of players within the environment; and

a plurality of player portal views respective of each of the plurality of players; and

displaying the interactable map view to the spectator via the client device, wherein the interactable map view enables the spectator to view a third-person view of each of the plurality of players concurrently;

wherein from the third-person view, the spectator is enabled to select a player portal view to enter into to obtain a second vantage point.

2. The method of claim 1 , further comprising:

detecting a selection by the spectator for entering into the player portal view of a player of the plurality of players to achieve the third-person view of the player, the player portal view is associated with the second vantage point;

moving the second vantage point to a third vantage point that is closer to the player such that a virtual position of the spectator is brought closer to the player within the player portal view, while the view outside of the player portal view remains at the first vantage point; and

wiping away the player portal view during at least a portion of said moving the second vantage point for said achieving the third-person view, said wiping away the player portal view includes expanding a size of the player portal view such that the third-person view replaces the view in the interface.

3. The method of claim 2 , wherein the third vantage point is identified using a yaw-correction function based on a difference between a real-world rotation of a head mounted display (HMD) and a center-facing direction of the HMD and based on a predicted path of the player, and wherein the third vantage point is identified such that the difference between the real-world rotation of the HMD and the center-facing direction is reduced when the spectator follows the player in the third-person view.

4. The method of claim 1 , further comprising:

tracking a real-world position of a controller held by the spectator by moving a location of the interactable map view within the interface to correspond to the real-world position of the controller.

5. A method, comprising:

providing an interface for presenting a view of an interactive environment of a video game being played by a plurality of players, the interface being displayed on a client device to a spectator, wherein the view is associated with a first vantage point;

generating, in response to an input of the spectator, an interactable map view of the interactive environment, the interactable map view includes:

a plurality of indicators indicating respective locations of the plurality of players within the environment;

a plurality of player portal views respective of each of the plurality of players; and

displaying the interactable map view to the spectator via the client device, wherein the interactable map view enables the spectator to view a third-person view of each of the plurality of players concurrently;

tracking a gaze of the spectator while the spectator views the interactable map view;

detecting that the gaze is directed to one of the plurality of player portal views or a map of the interactive environment;

enlarging, in response to said detecting, the one of the plurality of player portal views of the map of the interactive environment; and

selectively providing audio associated with the one of the plurality of player portal views to the client device.

6. The method of claim 2 , wherein the player portal view is surrounded by a ring structure that is highlighted, and wherein the view that is outside the player portal view is frozen or blurred during said moving the second vantage point to the third vantage point.

7. The method of claim 2 , wherein the view is associated with a second pitch angle that corresponds with a real-world pitch of a head mounted display (HMD) and the player portal view is associated with a second pitch angle that differs from a first pitch angle, and wherein the second pitch angle is adjusted to correspond to the first pitch angle during said moving the second vantage point to the third vantage point.

8. A non-transitory computer-readable storage medium storing a computer program executable by a processor-based system, comprising:

program instructions for providing an interface for presenting an overhead view of an interactive environment of a video game on a head mounted display (HMD) of a spectator, the overhead view is associated with a first vantage point for showing one or more players within the interactive environment;

program instructions for providing a magnifying window within the interface that covers a portion of the overhead view, the magnifying window displays a magnified view of the interactive environment depending on a location of the magnifying window within the interface, the magnified view is associated with a second vantage point that is closer to the interactive environment than the first vantage point is;

program instructions for detecting a selection by the spectator for entering a third-person view of a player, the third-person view is associated with a third vantage point that is closer to the player than the first vantage point or the second vantage point;

program instructions for moving the second vantage point of the magnifying window to the third vantage point such that a virtual position of the spectator is brought closer to the player within the magnifying window, while the overhead view remains at the first vantage point outside the magnifying window; and

program instructions for wiping away the magnifying window during at least a portion of said moving the second vantage point, said wiping away the magnifying window includes expanding a size of the magnifying window such that the third-person view replaces the overhead view in the interface.

9. The non-transitory computer-readable storage medium of claim 8 , wherein the overhead view is associated with a first pitch angle that corresponds to a real-world pitch angle of the HMD and the magnified view is associated with a second pitch angle that differs from the first pitch angle, and wherein the second pitch angle is adjusted to correspond to the first pitch angle during said moving the second vantage point to the third vantage point.

10. The non-transitory computer-readable storage medium of claim 8 , wherein the third vantage point is identified using a yaw-correction function based on a difference between a real-world rotation of the HMD and a center-facing direction of the HMD and based on a predicted path of the player, and wherein the vantage point is identified such that the difference between the real-world rotation of the HMD and the center-facing direction is reduced when the spectator follows the player in the third-person view.

11. The non-transitory computer-readable storage medium of claim 8 , wherein the first vantage point of the overhead view is altitudinally elevated from the interactive environment and the third-person view is altitudinally level with the interactive environment.

US17/374,979

2019-03-15

2021-07-13

Methods and systems for spectating characters in virtual reality views

Active

2040-03-02

US12023579B2

( en )

Priority Applications (1)

Application Number

Priority Date

Filing Date

Title

US17/374,979

US12023579B2

( en )

2019-03-15

2021-07-13

Methods and systems for spectating characters in virtual reality views

Applications Claiming Priority (2)

Application Number

Priority Date

Filing Date

Title

US16/355,635

US11058950B2

( en )

2019-03-15

2019-03-15

Methods and systems for spectating characters in virtual reality views

US17/374,979

US12023579B2

( en )

2019-03-15

2021-07-13

Methods and systems for spectating characters in virtual reality views

Related Parent Applications (1)

Application Number

Title

Priority Date

Filing Date

US16/355,635

Division

US11058950B2

( en )

2019-03-15

2019-03-15

Methods and systems for spectating characters in virtual reality views

Publications (2)

Publication Number

Publication Date

US20210339137A1

US20210339137A1 ( en )

2021-11-04

US12023579B2

true

US12023579B2 ( en )

2024-07-02

Family

ID=69771104

Family Applications (2)

Application Number

Title

Priority Date

Filing Date

US16/355,635

Active

US11058950B2

( en )

2019-03-15

2019-03-15

Methods and systems for spectating characters in virtual reality views

US17/374,979

Active

2040-03-02

US12023579B2

( en )

2019-03-15

2021-07-13

Methods and systems for spectating characters in virtual reality views

Family Applications Before (1)

Application Number

Title

Priority Date

Filing Date

US16/355,635

Active

US11058950B2

( en )

2019-03-15

2019-03-15

Methods and systems for spectating characters in virtual reality views

Country Status (2)

Country

Link

US

( 2 )

US11058950B2

( en )

WO

( 1 )

WO2020190398A1

( en )

Cited By (6)

* Cited by examiner, † Cited by third party

Publication number

Priority date

Publication date

Assignee

Title

US12541280B2

( en )

2022-02-28

2026-02-03

Apple Inc.

System and method of three-dimensional placement and refinement in multi-user communication sessions

US12608115B2

( en )

2022-09-24

2026-04-21

Apple Inc.

Methods for controlling and interacting with a three-dimensional environment

US12608890B2

( en )

2022-04-20

2026-04-21

Apple Inc.

Obstructed objects in a three-dimensional environment

US12608877B2

( en )

2024-06-09

2026-04-21

Apple Inc.

Methods of interacting with content in a virtual environment

US12625608B2

( en )

2022-09-24

2026-05-12

Apple Inc.

Methods for interacting with user interfaces based on attention

US12632170B2

( en )

2023-09-22

2026-05-19

Apple Inc.

Methods for interacting with user interfaces based on attention

Families Citing this family (31)

* Cited by examiner, † Cited by third party

Publication number

Priority date

Publication date

Assignee

Title

US10600245B1

( en )

*

2014-05-28

2020-03-24

Lucasfilm Entertainment Company Ltd.

Navigating a virtual environment of a media content item

US11307647B2

( en )

2019-09-11

2022-04-19

Facebook Technologies, Llc

Artificial reality triggered by physical object

EP4082638B1

( en )

*

2020-01-28

2025-10-22

Nintendo Co., Ltd.

Image processing system, image processing program, and image processing method

JP7476580B2

( en )

*

2020-03-09

2024-05-01

株式会社Jvcケンウッド

Spectating support device, spectacle support method, and spectacle support program

US11625973B2

( en )

*

2020-04-22

2023-04-11

Igt

Multi-user gaze detection at electronic gaming devices

US11417052B2

( en )

*

2020-06-30

2022-08-16

Snap Inc.

Generating ground truth datasets for virtual reality experiences

JP7569603B2

( en )

*

2020-07-29

2024-10-18

エイベックス・エンタテインメント株式会社

Animation Production System

US11176755B1

( en )

2020-08-31

2021-11-16

Facebook Technologies, Llc

Artificial reality augments and surfaces

JP7101735B2

( en )

*

2020-10-20

2022-07-15

株式会社スクウェア・エニックス

Image generation program and image generation system

CN114466202B

( en )

*

2020-11-06

2023-12-12

中移物联网有限公司

Mixed reality live broadcast method, apparatus, electronic device and readable storage medium

US11409405B1

( en )

2020-12-22

2022-08-09

Facebook Technologies, Llc

Augment orchestration in an artificial reality environment

WO2022146800A1

( en )

*

2020-12-31

2022-07-07

Sony Interactive Entertainment Inc.

Data display overlays for esport streams

CN112870713B

( en )

*

2021-02-08

2024-02-27

网易(杭州)网络有限公司

Interaction method and device of game interface

CN112973112B

( en )

*

2021-03-08

2022-05-24

北京正远展览展示有限公司

VR virtual reality extends training system

US11676348B2

( en )

2021-06-02

2023-06-13

Meta Platforms Technologies, Llc

Dynamic mixed reality content in virtual reality

US11762952B2

( en )

2021-06-28

2023-09-19

Meta Platforms Technologies, Llc

Artificial reality application lifecycle

US11521361B1

( en )

2021-07-01

2022-12-06

Meta Platforms Technologies, Llc

Environment model with surfaces and per-surface volumes

US12056268B2

( en )

2021-08-17

2024-08-06

Meta Platforms Technologies, Llc

Platformization of mixed reality objects in virtual reality environments

US11907495B2

( en )

*

2021-10-19

2024-02-20

Motorola Mobility Llc

Electronic devices and corresponding methods utilizing ultra-wideband communication signals for user interface enhancement

US11748944B2

( en )

2021-10-27

2023-09-05

Meta Platforms Technologies, Llc

Virtual object structures and interrelationships

TWI799195B

( en )

*

2021-12-10

2023-04-11

宅妝股份有限公司

Method and system for implementing third-person perspective with a virtual object

WO2023132132A1

( en )

*

2022-01-07

2023-07-13

株式会社Nttドコモ

Image transmission system and image transmission device

US12093447B2

( en )

2022-01-13

2024-09-17

Meta Platforms Technologies, Llc

Ephemeral artificial reality experiences

US12026527B2

( en )

2022-05-10

2024-07-02

Meta Platforms Technologies, Llc

World-controlled and application-controlled augments in an artificial-reality environment

US11880499B2

( en )

*

2022-05-12

2024-01-23

Science Applications International Corporation

Systems and methods for providing observation scenes corresponding to extended reality (XR) content

US12318700B2

( en )

*

2022-05-31

2025-06-03

Tmrw Group Ip

Method and system for providing navigation assistance in three-dimensional virtual environments

US12422969B2

( en )

2022-08-23

2025-09-23

Apple Inc.

Head-mounted electronic device with magnification tool

WO2024044556A1

( en )

*

2022-08-23

2024-02-29

Apple Inc.

Head-mounted electronic device with magnification tool

US12548245B2

( en )

2023-03-31

2026-02-10

Meta Platforms Technologies, Llc

Rendering an artificial reality environment based on a defined hierarchy of multiple states including multiple artificial reality experiences with augments

US20250177863A1

( en )

*

2023-12-05

2025-06-05

Sony Interactive Entertainment Inc.

Methods and systems for processing audio signals for controlling game assets

US12326971B1

( en )

2024-10-03

2025-06-10

Bansen Labs, Llc

System and method for facilitating adaptive recentering in virtual reality environments

Citations (26)

* Cited by examiner, † Cited by third party

Publication number

Priority date

Publication date

Assignee

Title

US6304267B1

( en )

*

1997-06-13

2001-10-16

Namco Ltd.

Image generating system and information storage medium capable of changing angle of view of virtual camera based on object positional information

US20030186741A1

( en )

*

1997-09-12

2003-10-02

Kabushiki Kaisha Sega Enterprises, Ltd.

Game device

US20030210329A1

( en )

*

2001-11-08

2003-11-13

Aagaard Kenneth Joseph

Video system and methods for operating a video system

US20060146132A1

( en )

*

2005-01-05

2006-07-06

Hy Mayerson

Video system having multiple video cameras for capturing events

US20070022447A1

( en )

*

2005-07-22

2007-01-25

Marc Arseneau

System and Methods for Enhancing the Experience of Spectators Attending a Live Sporting Event, with Automated Video Stream Switching Functions

US20070279494A1

( en )

*

2004-04-16

2007-12-06

Aman James A

Automatic Event Videoing, Tracking And Content Generation

US20080096623A1

( en )

*

2004-09-22

2008-04-24

Konami Digital Entertainment Co., Ltd.

Operation Input Device, Operation Evaluation Method, Recording Medium, and Program

US20090290848A1

( en )

*

2007-01-11

2009-11-26

Michael James Brown

Method and System for Generating a Replay Video

US20100151943A1

( en )

*

2006-11-09

2010-06-17

Kevin Johnson

Wagering game with 3d gaming environment using dynamic camera

US20110054792A1

( en )

*

2009-08-25

2011-03-03

Inthinc Technology Solutions, Inc.

System and method for determining relative positions of moving objects and sequence of such objects

US20120141046A1

( en )

*

2010-12-01

2012-06-07

Microsoft Corporation

Map with media icons

US20140184801A1

( en )

*

2013-01-02

2014-07-03

Samsung Electronics Co., Ltd.

Wearable video device and video system including the same

US9176325B2

( en )

*

2014-02-18

2015-11-03

Merge Labs, Inc.

Soft head mounted display goggles for use with mobile computing devices

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

US20160255268A1

( en )

*

2014-09-05

2016-09-01

Lg Electronics Inc.

Mobile terminal and method of controlling the same

US20160320951A1

( en )

*

2015-04-30

2016-11-03

Pixia Corp.

Systems and methods of selecting a view from a plurality of cameras

US20170001118A1

( en )

*

2014-10-10

2017-01-05

Livebarn Inc.

System and method for optical player tracking in sports venues

US20170269713A1

( en )

*

2016-03-18

2017-09-21

Sony Interactive Entertainment Inc.

Spectator View Tracking of Virtual Reality (VR) User in VR Environments

US20170269685A1

( en )

*

2016-03-17

2017-09-21

Sony Interactive Entertainment Inc.

Spectating Virtual (VR) Environments Associated With VR User Interactivity

US20170266554A1

( en )

*

2016-03-18

2017-09-21

Sony Interactive Entertainment Inc.

Spectator View Perspectives in VR Environments

US20180005431A1

( en )

*

2016-07-04

2018-01-04

Colopl, Inc.

Display control method and system for executing the display control method

US20180359427A1

( en )

*

2015-10-05

2018-12-13

Woncheol Choi

Virtual flying camera system

US20190104235A1

( en )

*

2017-09-29

2019-04-04

Sony Interactive Entertainment America Llc

Spectator view into an interactive gaming world showcased in a live event held in a real-world venue

US20190099675A1

( en )

*

2017-09-29

2019-04-04

Sony Interactive Entertainment America Llc

Augmenting Virtual Reality Video Games With Friend Avatars

US10434425B2

( en )

*

2002-12-10

2019-10-08

Sony Interactive Entertainment America Llc

System for streaming databases serving real-time applications used through streaming interactive video

US20200145623A1

( en )

*

2018-11-07

2020-05-07

Avigilon Corporation

Method and System for Initiating a Video Stream

Family Cites Families (1)

* Cited by examiner, † Cited by third party

Publication number

Priority date

Publication date

Assignee

Title

US20150130843A1

( en )

2013-11-14

2015-05-14

Microsoft Corporation

Lens view for map

2019

2019-03-15

US

US16/355,635

patent/US11058950B2/en

active

Active

2020

2020-02-04

WO

PCT/US2020/016665

patent/WO2020190398A1/en

not_active

Ceased

2021

2021-07-13

US

US17/374,979

patent/US12023579B2/en

active

Active

Patent Citations (26)

* Cited by examiner, † Cited by third party

Publication number

Priority date

Publication date

Assignee

Title

US6304267B1

( en )

*

1997-06-13

2001-10-16

Namco Ltd.

Image generating system and information storage medium capable of changing angle of view of virtual camera based on object positional information

US20030186741A1

( en )

*

1997-09-12

2003-10-02

Kabushiki Kaisha Sega Enterprises, Ltd.

Game device

US20030210329A1

( en )

*

2001-11-08

2003-11-13

Aagaard Kenneth Joseph

Video system and methods for operating a video system

US10434425B2

( en )

*

2002-12-10

2019-10-08

Sony Interactive Entertainment America Llc

System for streaming databases serving real-time applications used through streaming interactive video

US20070279494A1

( en )

*

2004-04-16

2007-12-06

Aman James A

Automatic Event Videoing, Tracking And Content Generation

US20080096623A1

( en )

*

2004-09-22

2008-04-24

Konami Digital Entertainment Co., Ltd.

Operation Input Device, Operation Evaluation Method, Recording Medium, and Program

US20060146132A1

( en )

*

2005-01-05

2006-07-06

Hy Mayerson

Video system having multiple video cameras for capturing events

US20070022447A1

( en )

*

2005-07-22

2007-01-25

Marc Arseneau

System and Methods for Enhancing the Experience of Spectators Attending a Live Sporting Event, with Automated Video Stream Switching Functions

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

US20100151943A1

( en )

*

2006-11-09

2010-06-17

Kevin Johnson

Wagering game with 3d gaming environment using dynamic camera

US20090290848A1

( en )

*

2007-01-11

2009-11-26

Michael James Brown

Method and System for Generating a Replay Video

US20110054792A1

( en )

*

2009-08-25

2011-03-03

Inthinc Technology Solutions, Inc.

System and method for determining relative positions of moving objects and sequence of such objects

US20120141046A1

( en )

*

2010-12-01

2012-06-07

Microsoft Corporation

Map with media icons

US20140184801A1

( en )

*

2013-01-02

2014-07-03

Samsung Electronics Co., Ltd.

Wearable video device and video system including the same

US9176325B2

( en )

*

2014-02-18

2015-11-03

Merge Labs, Inc.

Soft head mounted display goggles for use with mobile computing devices

US20160255268A1

( en )

*

2014-09-05

2016-09-01

Lg Electronics Inc.

Mobile terminal and method of controlling the same

US20170001118A1

( en )

*

2014-10-10

2017-01-05

Livebarn Inc.

System and method for optical player tracking in sports venues

US20160320951A1

( en )

*

2015-04-30

2016-11-03

Pixia Corp.

Systems and methods of selecting a view from a plurality of cameras

US20180359427A1

( en )

*

2015-10-05

2018-12-13

Woncheol Choi

Virtual flying camera system

US20170269685A1

( en )

*

2016-03-17

2017-09-21

Sony Interactive Entertainment Inc.

Spectating Virtual (VR) Environments Associated With VR User Interactivity

US20170269713A1

( en )

*

2016-03-18

2017-09-21

Sony Interactive Entertainment Inc.

Spectator View Tracking of Virtual Reality (VR) User in VR Environments

US20170266554A1

( en )

*

2016-03-18

2017-09-21

Sony Interactive Entertainment Inc.

Spectator View Perspectives in VR Environments

US20180005431A1

( en )

*

2016-07-04

2018-01-04

Colopl, Inc.

Display control method and system for executing the display control method

US20190104235A1

( en )

*

2017-09-29

2019-04-04

Sony Interactive Entertainment America Llc

Spectator view into an interactive gaming world showcased in a live event held in a real-world venue

US20190099675A1

( en )

*

2017-09-29

2019-04-04

Sony Interactive Entertainment America Llc

Augmenting Virtual Reality Video Games With Friend Avatars

US20200145623A1

( en )

*

2018-11-07

2020-05-07

Avigilon Corporation

Method and System for Initiating a Video Stream

Cited By (7)

* Cited by examiner, † Cited by third party

Publication number

Priority date

Publication date

Assignee

Title

US12541280B2

( en )

2022-02-28

2026-02-03

Apple Inc.

System and method of three-dimensional placement and refinement in multi-user communication sessions

US12608890B2

( en )

2022-04-20

2026-04-21

Apple Inc.

Obstructed objects in a three-dimensional environment

US12608115B2

( en )

2022-09-24

2026-04-21

Apple Inc.

Methods for controlling and interacting with a three-dimensional environment

US12625608B2

( en )

2022-09-24

2026-05-12

Apple Inc.

Methods for interacting with user interfaces based on attention

US12632170B2

( en )

2023-09-22

2026-05-19

Apple Inc.

Methods for interacting with user interfaces based on attention

US12633044B2

( en )

*

2023-09-24

2026-05-19

Apple Inc.

Methods for time of day adjustments for environments and environment presentation during communication sessions

US12608877B2

( en )

2024-06-09

2026-04-21

Apple Inc.

Methods of interacting with content in a virtual environment

Also Published As

Publication number

Publication date

US11058950B2

( en )

2021-07-13

US20210339137A1

( en )

2021-11-04

WO2020190398A1

( en )

2020-09-24

US20200289934A1

( en )

2020-09-17

Similar Documents

Publication

Publication Date

Title

US11058950B2

( en )

2021-07-13

Methods and systems for spectating characters in virtual reality views

US11865447B2

( en )

2024-01-09

Methods and systems for spectating characters in follow-mode for virtual reality views

US12134037B2

( en )

2024-11-05

Method and system for directing user attention to a location based game play companion application

US10401960B2

( en )

2019-09-03

Methods and systems for gaze-based control of virtual reality media content

US10463962B2

( en )

2019-11-05

Spectator view perspectives in VR environments

JP6929380B2

( en )

2021-09-01

Second screen virtual window to VR environment

JP6408629B2

( en )

2018-10-17

Image rendering in response to user movement on a head-mounted display

JP6679747B2

( en )

2020-04-15

Watching virtual reality environments associated with virtual reality (VR) user interactivity

EP3177376B1

( en )

2019-10-30

Sensory stimulus management in head mounted display

JP7503122B2

( en )

2024-06-19

Method and system for directing user attention to a location-based gameplay companion application - Patents.com

CN109069934B

( en )

2022-08-19

Audience view tracking of virtual reality environment (VR) users in a VR

JP2021518778A

( en )

2021-08-05

Asynchronous virtual reality interaction

US11579752B1

( en )

2023-02-14

Augmented reality placement for user feedback

Legal Events

Date

Code

Title

Description

2021-08-24

STPP

Information on status: patent application and granting procedure in general

Free format text : DOCKETED NEW CASE - READY FOR EXAMINATION

2023-09-26

STPP

Information on status: patent application and granting procedure in general

<p ite

Related documents

Record · ID 607603
Conceptio Open Knowledge Archive — every document is proof-bundled with source, license, and retrieval metadata.