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Virtual reality collision interpretation — Facebook Technologies, Llc (US10780349B2)

Facebook Technologies, Llc · Google Patents
Google Patents · Patents · License: Open Access
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patent, google patents, intellectual property, US10780349B2, Facebook Technologies, Llc, Vladimír Hrin{hacek over (c)}ár, en, 2020

ABSTRACT

Abstract

A rhythm-based video game (“game”) is disclosed. In the game, a player slashes blocks representing musical beats using a pair of energy blades resembling a lightsaber. A gaming console renders multiple digital objects, e.g., digital blocks, digital mines and digital obstacles, that are approaching a player in a virtual space. The gaming console also renders a digital representation of an instrument, e.g., a lightsaber (“digital saber”), using which the player slashes, cuts or otherwise interacts with the digital blocks to cause a digital collision between the digital saber and the digital blocks. The player can score by slashing the digital blocks, not hitting the digital mines and avoiding the digital obstacles. The game presents the player with a stream of approaching digital objects in synchronization with music, e.g., a song's beats, being played in the game. The pace at which the digital blocks approach the player increases with the beats.

Description

CROSS-REFERENCE TO RELATED APPLICATION(S)

The present application claims the benefit of U.S. Provisional Patent Application No. 62/755,468, entitled “VIDEO GAME INCLUDING BODY TRACKING AND VIRTUAL OBJECTS,” and filed Nov. 3, 2018, which is incorporated herein in its entirety.

TECHNICAL FIELD

The disclosure is related to video games, and more specifically to video games that track the movements of the player.

BACKGROUND

A player-tracking video game is one where a user's movements (e.g., of their head, body, arms, wrists, hands, or legs) provide meaningful controls to the game. Player-tracking games take a variety of forms and often include music video games.

A music video game is a video game where the gameplay is meaningfully and often almost entirely oriented around the player's interactions with a musical score or individual songs. Music video games may take a variety of forms and are often grouped with puzzle games due to their common use of “rhythmically generated puzzles”. Music video games are distinct from purely audio games in that they feature a visual feedback, to lead the player through the game's soundtrack, although eidetic music games can fall under both categories.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a block diagram of an environment in which a rhythm-based video game can be implemented.

FIG. 2 is a block diagram of a three-dimensional (3D) virtual space in which the game is played, consistent with various embodiments.

FIG. 3 is a flow diagram of a process for presenting the game to a player, consistent with various embodiments.

FIG. 4 is a flow diagram of a process for presenting the game to a player, consistent with various embodiments.

FIG. 5 is a flow diagram of a process for presenting the game to a player, consistent with various embodiments.

FIG. 6 is a flow diagram of a process for presenting the game to a player, consistent with various embodiments.

FIG. 7 illustrates variable game actions based on angle and position of incidence between a digital element and a digital object.

FIG. 8 is a screenshot of a player playing the game, consistent with various embodiments.

FIG. 9 is a screenshot of a player view of the 3D virtual space generated by the gaming console, consistent with various embodiments.

FIG. 10 is a screenshot of a graphical user interface (GUI) with instructions to the player, consistent with various embodiments.

FIG. 11 is a screenshot of a GUI with instructions to the player, consistent with various embodiments.

FIG. 12A is a screenshot of a GUI with instructions to the player, consistent with various embodiments.

FIG. 12B is a screenshot of a GUI with instructions to the player, consistent with various embodiments.

FIG. 13 is a screenshot of a GUI with instructions to the player, consistent with various embodiments.

FIG. 14 is a screenshot of a GUI in which the player can select various options, consistent with various embodiments.

FIG. 15 is a screenshot of a GUI showing multiple digital objects approaching the player in the 3D virtual space, consistent with various embodiments.

FIG. 16 is a screenshot of a GUI showing multiple digital objects approaching the player in the 3D virtual space, consistent with various embodiments.

FIG. 17 is a block diagram of a computer system as may be used to implement features of some embodiments of the disclosed technology.

DETAILED DESCRIPTION

The disclosure is related to a video game (“game”). In the game a player interacts with digital objects that approach the user in a 3D corridor. Interaction occurs via digital collision between a digital element controlled by the player. Control of the digital element is based on body tracking. In some embodiments, body tracking is performed via a worn or held peripheral that tracks its own movement relative some other reference point. In some embodiments, a depth camera or room-mapping cameras (e.g., Playstation Camera, Microsoft Kinect, LeapMotion, or equivalents) captures video of the player and uses computer vision techniques to identify body positions of the user. The game presents the player with a stream of approaching digital objects and the user causes the digital element to collide with the digital objects based on use of body tracking. Digital collisions with different types of digital objects and from different angles cause a variety of game actions to occur. In some embodiments, the game further tracks the motion of the user's body and shifts a player location in game corresponding to body movements. Movement of the player location enables the player to avoid digital obstacles.

An embodiment of the disclosure is related to a rhythm-based video game. In the rhythm-based video game a player slashes blocks representing musical beats using one or a pair of energy blades resembling a lightsaber (the digital element). A gaming console renders multiple digital objects, e.g., a digital representation of a block (“digital block” or “block”), that are moving in a specified direction, e.g., in a direction towards a user or player. The gaming console also renders a digital representation of an instrument, e.g., a digital representation of a sword resembling a lightsaber (“digital saber”), using which the player slashes, cuts or otherwise interact with the digital blocks to cause a digital collision between the digital saber and the digital blocks. The game presents the player with a stream of approaching digital blocks in synchronization with beats of music, e.g., a song's beats and notes, being played in the game. As the beat picks up in the music, the pace at which the digital blocks approach the player can increase.

A game action occurs in response to the digital collision. The game action can be any of an increase or decrease in score of the player, an increase or decrease in energy of the player, a gain or loss of life of the player in the game, an increase or decrease in a rate at which the score changes, an increase or decrease in the pace at which the blocks move towards the player, etc. The game can end based on multiple factors, such as after a specified time period, when the player runs out of energy or lives, or when the player issues a command to stop the game. The video game can be implemented as a two-dimensional (2D) video game, a three-dimensional (3D) video game, a virtual reality (VR) game, or an augmented reality (AR) game. In some embodiments, the gaming console is configured to implement the video game as a VR game.

FIG. 1 is a block diagram of an environment 100 in which the rhythm-based video game can be implemented. The environment 100 includes a gaming console 105 which executes a rhythm-based video game, such as the one described above. In some embodiments, the gaming console 105 can be a computing device having a processor and memory, and the processor executes instructions stored in the memory to present the game to a player 110 on a display device 115 . The display device 115 supports 2D and/or 3D rendering of the game. In some embodiments, the player 110 may have to wear 3D glasses (not illustrated) to experience the game in 3D. The gaming console 105 supports a VR implementation of the game. In the VR implementation, an apparatus such as a headset 120 may have to be used by the player 110 to experience the game in VR.

The headset 120 is head-mounted device, which is used to track the orientation or position of a body or head of the player 110 . The headset 120 has one or more display devices that presents the game in VR. The headset 120 can also have one or more sensors that are used to determine and transmit co-ordinates of the position of the player 110 to the gaming console 105 . Examples of such sensors include gyroscopes, accelerometers, structured light systems, depth sensing cameras, magnetic position sensors, and eye tracking sensors. Sensors can be located in one or more locations, e.g., integrated with the headset 120 , be worn by the player 110 anywhere on the body, integrated with a motion controller 125 , or part of other equipment worn by the player 110 . The gaming console 105 establishes the position of the player 110 in a 3D virtual space by translating the co-ordinates received from the headset 120 to coordinates in the 3D virtual space. The co-ordinates received from the headset 120 can also help in determining different positions or actions of the player 110 , e.g., whether the player 110 is sitting, standing, ducking, jumping, moving, etc. The headset 120 may include a microphone to receive any audio input from the player 110 or the surroundings of the player 110 . The headset 120 may include one or more speakers that outputs audio to the player 110 , such as the song being played in the game. The headset 120 can communicate with the gaming console 105 wirelessly or using wired means.

The environment 100 also includes a hand-held or hand-worn apparatus such as a motion controller 125 , which is used to track an orientation, position and movement of the hand of the player 110 . The motion controller 125 includes one or more sensors, e.g., such as the ones mentioned above, that track the orientation, position and motion of the hand of the player 110 (examples include an Oculus Touch, a Samsung Gear controller, a PlayStation Move, or a Nintendo Switch controller). In some embodiments, the motion controller includes a magnetic position sensor that senses a position of the motion controller 125 in relation to a non-hand-held peripheral, e.g., headset 120 . The motion controller 125 transmits the co-ordinates of the hand and/or the movement of the hand to the gaming console 105 , which then translates the movement to the 3D virtual space. The motion controller 125 can also include a haptic feedback mechanism that provides haptic feedback, e.g., when the player 110 slashes the digital block. In some embodiments, the environmen

CROSS-REFERENCE TO RELATED APPLICATION(S)

The present application claims the benefit of U.S. Provisional Patent Application No. 62/755,468, entitled “VIDEO GAME INCLUDING BODY TRACKING AND VIRTUAL OBJECTS,” and filed Nov. 3, 2018, which is incorporated herein in its entirety.

TECHNICAL FIELD

The disclosure is related to video games, and more specifically to video games that track the movements of the player.

BACKGROUND

A player-tracking video game is one where a user's movements (e.g., of their head, body, arms, wrists, hands, or legs) provide meaningful controls to the game. Player-tracking games take a variety of forms and often include music video games.

A music video game is a video game where the gameplay is meaningfully and often almost entirely oriented around the player's interactions with a musical score or individual songs. Music video games may take a variety of forms and are often grouped with puzzle games due to their common use of “rhythmically generated puzzles”. Music video games are distinct from purely audio games in that they feature a visual feedback, to lead the player through the game's soundtrack, although eidetic music games can fall under both categories.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a block diagram of an environment in which a rhythm-based video game can be implemented.

FIG. 2 is a block diagram of a three-dimensional (3D) virtual space in which the game is played, consistent with various embodiments.

FIG. 3 is a flow diagram of a process for presenting the game to a player, consistent with various embodiments.

FIG. 4 is a flow diagram of a process for presenting the game to a player, consistent with various embodiments.

FIG. 5 is a flow diagram of a process for presenting the game to a player, consistent with various embodiments.

FIG. 6 is a flow diagram of a process for presenting the game to a player, consistent with various embodiments.

FIG. 7 illustrates variable game actions based on angle and position of incidence between a digital element and a digital object.

FIG. 8 is a screenshot of a player playing the game, consistent with various embodiments.

FIG. 9 is a screenshot of a player view of the 3D virtual space generated by the gaming console, consistent with various embodiments.

FIG. 10 is a screenshot of a graphical user interface (GUI) with instructions to the player, consistent with various embodiments.

FIG. 11 is a screenshot of a GUI with instructions to the player, consistent with various embodiments.

FIG. 12A is a screenshot of a GUI with instructions to the player, consistent with various embodiments.

FIG. 12B is a screenshot of a GUI with instructions to the player, consistent with various embodiments.

FIG. 13 is a screenshot of a GUI with instructions to the player, consistent with various embodiments.

FIG. 14 is a screenshot of a GUI in which the player can select various options, consistent with various embodiments.

FIG. 15 is a screenshot of a GUI showing multiple digital objects approaching the player in the 3D virtual space, consistent with various embodiments.

FIG. 16 is a screenshot of a GUI showing multiple digital objects approaching the player in the 3D virtual space, consistent with various embodiments.

FIG. 17 is a block diagram of a computer system as may be used to implement features of some embodiments of the disclosed technology.

DETAILED DESCRIPTION

The disclosure is related to a video game (“game”). In the game a player interacts with digital objects that approach the user in a 3D corridor. Interaction occurs via digital collision between a digital element controlled by the player. Control of the digital element is based on body tracking. In some embodiments, body tracking is performed via a worn or held peripheral that tracks its own movement relative some other reference point. In some embodiments, a depth camera or room-mapping cameras (e.g., Playstation Camera, Microsoft Kinect, LeapMotion, or equivalents) captures video of the player and uses computer vision techniques to identify body positions of the user. The game presents the player with a stream of approaching digital objects and the user causes the digital element to collide with the digital objects based on use of body tracking. Digital collisions with different types of digital objects and from different angles cause a variety of game actions to occur. In some embodiments, the game further tracks the motion of the user's body and shifts a player location in game corresponding to body movements. Movement of the player location enables the player to avoid digital obstacles.

An embodiment of the disclosure is related to a rhythm-based video game. In the rhythm-based video game a player slashes blocks representing musical beats using one or a pair of energy blades resembling a lightsaber (the digital element). A gaming console renders multiple digital objects, e.g., a digital representation of a block (“digital block” or “block”), that are moving in a specified direction, e.g., in a direction towards a user or player. The gaming console also renders a digital representation of an instrument, e.g., a digital representation of a sword resembling a lightsaber (“digital saber”), using which the player slashes, cuts or otherwise interact with the digital blocks to cause a digital collision between the digital saber and the digital blocks. The game presents the player with a stream of approaching digital blocks in synchronization with beats of music, e.g., a song's beats and notes, being played in the game. As the beat picks up in the music, the pace at which the digital blocks approach the player can increase.

A game action occurs in response to the digital collision. The game action can be any of an increase or decrease in score of the player, an increase or decrease in energy of the player, a gain or loss of life of the player in the game, an increase or decrease in a rate at which the score changes, an increase or decrease in the pace at which the blocks move towards the player, etc. The game can end based on multiple factors, such as after a specified time period, when the player runs out of energy or lives, or when the player issues a command to stop the game. The video game can be implemented as a two-dimensional (2D) video game, a three-dimensional (3D) video game, a virtual reality (VR) game, or an augmented reality (AR) game. In some embodiments, the gaming console is configured to implement the video game as a VR game.

FIG. 1 is a block diagram of an environment 100 in which the rhythm-based video game can be implemented. The environment 100 includes a gaming console 105 which executes a rhythm-based video game, such as the one described above. In some embodiments, the gaming console 105 can be a computing device having a processor and memory, and the processor executes instructions stored in the memory to present the game to a player 110 on a display device 115 . The display device 115 supports 2D and/or 3D rendering of the game. In some embodiments, the player 110 may have to wear 3D glasses (not illustrated) to experience the game in 3D. The gaming console 105 supports a VR implementation of the game. In the VR implementation, an apparatus such as a headset 120 may have to be used by the player 110 to experience the game in VR.

The headset 120 is head-mounted device, which is used to track the orientation or position of a body or head of the player 110 . The headset 120 has one or more display devices that presents the game in VR. The headset 120 can also have one or more sensors that are used to determine and transmit co-ordinates of the position of the player 110 to the gaming console 105 . Examples of such sensors include gyroscopes, accelerometers, structured light systems, depth sensing cameras, magnetic position sensors, and eye tracking sensors. Sensors can be located in one or more locations, e.g., integrated with the headset 120 , be worn by the player 110 anywhere on the body, integrated with a motion controller 125 , or part of other equipment worn by the player 110 . The gaming console 105 establishes the position of the player 110 in a 3D virtual space by translating the co-ordinates received from the headset 120 to coordinates in the 3D virtual space. The co-ordinates received from the headset 120 can also help in determining different positions or actions of the player 110 , e.g., whether the player 110 is sitting, standing, ducking, jumping, moving, etc. The headset 120 may include a microphone to receive any audio input from the player 110 or the surroundings of the player 110 . The headset 120 may include one or more speakers that outputs audio to the player 110 , such as the song being played in the game. The headset 120 can communicate with the gaming console 105 wirelessly or using wired means.

The environment 100 also includes a hand-held or hand-worn apparatus such as a motion controller 125 , which is used to track an orientation, position and movement of the hand of the player 110 . The motion controller 125 includes one or more sensors, e.g., such as the ones mentioned above, that track the orientation, position and motion of the hand of the player 110 (examples include an Oculus Touch, a Samsung Gear controller, a PlayStation Move, or a Nintendo Switch controller). In some embodiments, the motion controller includes a magnetic position sensor that senses a position of the motion controller 125 in relation to a non-hand-held peripheral, e.g., headset 120 . The motion controller 125 transmits the co-ordinates of the hand and/or the movement of the hand to the gaming console 105 , which then translates the movement to the 3D virtual space. The motion controller 125 can also include a haptic feedback mechanism that provides haptic feedback, e.g., when the player 110 slashes the digital block. In some embodiments, the environment 100 may include more than one motion controller 125 , e.g., a pair of motion controllers. The player 110 can hold one motion controller in one hand and the other in the other hand. In some embodiments, a single motion controller 125 is held in both hands. In a two-player game one player can hold one motion controller and the other player can hold the other motion controller. The motion controller 125 can be of any shape, size or dimension that is suitable to be held in the hand of a player. The motion controller 125 can communicate with the gaming console 105 wirelessly or using wired means. The motion controller 125 can also communicate with other devices, such as headset 120 , wirelessly or using wired means.

In the rhythm-based video game, the gaming console 105 establishes a 3D virtual space, such as the 3D virtual space 205 of FIG. 2 . The 3D virtual space 205 includes a position of the player 110 , e.g., which is determined based on the co-ordinates of the position of the player 110 obtained from the headset 120 . The 3D virtual space 205 includes a proximate end 210 that is proximate to the player 110 and a distal end 215 opposite to the proximate end 210 . A portion of the proximate end 210 corresponds to the position of the player 110 . In some embodiments, the player may calibrate the controller or the virtual space 205 to themselves. Calibration may be performed by the hardware, or manually by the player.

The gaming console 105 renders multiple digital objects, e.g., a digital block 220 , that are approaching the player 110 from the distal end 220 . In some embodiments, the digital block 220 may appear bigger in size as it approaches the proximate end 210 . The gaming console 105 also renders a digital representation of an instrument, e.g., a digital saber, using which the player 110 can slash, cut or otherwise interact with the digital block 220 to cause a game action to occur in the game. The game presents the player 110 with a stream of the digital blocks in synchronization with beats of music, e.g., a song's beats and notes, being played in the game. As the beat picks up in the music, the pace at which the digital blocks approach the player 110 can increase.

In the VR implementation, the motion controller 125 can be a VR based motion controller, which is represented as a digital saber in the 3D virtual space 205 . The player 110 uses a pair of VR motion controllers to wield a pair of digital lightsabers, e.g., a first digital saber 230 and a second digital saber 235 , in the 3D virtual space 205 to slash the digital blocks. The digital blocks can be of various types, e.g., a first type and a second type, which the player 110 may interact with using the two different digital sabers. A specific type of digital blocks should be interacted with using a specified digital saber. In some embodiments, the first type of digital blocks can be of a first color and may have to be interacted with using a digital saber of the corresponding color, and the second type of digital blocks can be of a second color and may have to be interacted with using a digital saber of the corresponding color. For example, each digital block is colored red or blue to indicate whether the red or blue digital saber should be used to slash it.

In some embodiments, each of the digital blocks is marked with a direction indicator 225 , which indicates the direction to slash through the digital block. For example, a directional indicator 225 such as an arrow can indicate one of eight possible directions to slash through the digital block 220 . In another example, a directional indicator 225 such as a dot can indicate that the player 110 may slash through the digital block 220 in any direction. When a digital block is slashed by a digital saber, the digital block is destroyed, and a score is awarded based on one or more factors, e.g., timing accuracy and physical positioning of the cut.

The game can also present digital objects other than digital blocks, which the player 110 should not hit. For example, the game can present a digital object such as a “digital mine” 240 that the player 110 should not hit. In another example, the game can present obstacles such as a digital representation of an oncoming wall (“digital obstacle”) 245 that the player 110 or the head of the player 110 should avoid. The player 110 can avoid the digital obstacle 245 approaching the proximate end 210 by moving out of the path of digital obstacle 245 , which can be done by stepping to the right or left of the digital obstacle 245 or by ducking below the digital obstacle 245 . For example, if the player 110 steps to the right (in the real world) of the oncoming digital obstacle 245 , the gaming console 105 shifts at least a portion of the 3D virtual space 205 to the right of the player 110 so that the digital obstacle ends up passing through the left of the player 110 at the proximate end 210 .

The sensors worn by the player 110 , e.g., in the headset 120 , motion controller 125 or elsewhere, can transmit the co-ordinates of the player 110 , portion of the body of the player 110 , such as a head of the player 110 , movements of the player 110 , or movements of a portion of the body of the player 110 to the gaming console 105 . The gaming console 105 translates the received co-ordinates to the co-ordinates in the 3D virtual space 205 and determines the action of the player 110 , e.g., whether there was a digital collision between a digital block and a digital saber, whether there was a digital collision between a digital obstacle and a digital saber, whether there was a digital collision between a digital wall and any portion of the body of the player 110 (which corresponds to a portion of the 3D virtual space in the proximate end 210 ), whether the player 110 moved out of the path of the approaching digital obstacles, etc., which result in a specified game action.

A game action can occur in response to a digital collision between a digital saber and a digital object. The game action can be any of an increase or decrease in score of the player, an increase or decrease in energy of the player 110 , a gain or loss of life of the player 110 in the game, an increase or decrease in a rate at which the score changes, an increase or decrease in the pace at which the digital objects are created or move towards the player 110 , etc. Different types of game actions can occur in response to different events. For example, a score of the player 110 can increase in response to a digital collision between a digital block of a specified color and the digital saber of the specified color. In another example, a score of the player 110 can decrease in response to a digital collision between a digital block of a specified color and a digital saber of a color other than the specified color. In another example, a score of the player 110 may increase, or increase by an amount above a threshold, in response to a digital collision between a digital block and a digital saber in which a contact angle of the digital saber with the digital block is consistent with the direction indicated on the digital block.

In another example, a score of the player 110 may not increase, or increase by an amount below a threshold, in response to a digital collision between a digital block and a digital saber in which a contact angle of the digital saber with the digital block is not consistent with the direction indicated on the digital block. In another example, a score of the player 110 may not increase, or increase by an amount below a threshold, in response to a digital collision between a digital block and a digital saber whose collision impact is below a specified threshold.

In some embodiments, the collision impact can be measured as a function of how hard, fast or strong the player 110 swings the motion controller 125 to slash the digital block 220 . In another example, a score, energy or life of the player 110 can decrease in response to a digital collision between a digital mine and a digital saber. In another example, a score, energy or life of the player 110 can decrease in response to a digital collision between a digital obstacle and a digital saber or the player 110 . In some embodiments, a game action can also occur if there is no digital collision for a specified duration. For example, if the player 110 does not slash through any of the digital blocks for a duration exceeding a specified threshold, a score, energy or life of the player 110 can decrease, or the rate at which the score, energy or life increases can be decreased. The game can be configured to calculate the score, energy, or a life of the player 110 using various factors, including the above specified factors.

The game can end based on one or more factors, such as after a specified time period, when the player runs out of energy or lives, when the player 110 has completed one or more levels of the game, when the music stops playing, or when the player issues a command to stop the game.

As mentioned above, the game can be implemented as a 2D game, 3D game, a VR game, or an AR game. The entities of the environment 100 can be adjusted, adapted or configured for a specific implementation. For example, while the environment 100 described providing the VR gaming experience through the headset 120 , in some embodiments, the VR gaming experience can also be created through specially designed rooms with multiple large screens.

In some embodiments, some of the entities of the environment 100 may have to be calibrated before being able to play the game to obtain the coordinates of the position of the player 110 . For example, a setup process in the game may ask the player 110 to turn the headset 120 and perform some gestures, such as moving from left to right, right to left, ducking, jumping, or talking. In another example, the setup process in the game may ask the player 110 to move the motion controller in each hand to perform a gesture, such as raising the motion controller, swinging the hand with the motion controller to hit a digital object displayed on the display device 115 or the headset 120 . Once the calibration is complete, the gaming console 105 establishes the 3D virtual space 205 after which the player 110 can proceed to play the game.

In some embodiments, the user is able to customize their game experience. Examples include changing the graphical representation on the digital element (the digital sabers) 230 / 235 . The digital sabers 230 / 235 may change color, change in graphical design and through use of various “skins.” The sabers 230 / 235 may also change in shape or character causing the manner in which the user causes digital collisions to shift. In some embodiments, a player avatar is displayed to the user. The player avatar is customizable using skins and different digital models. In some embodiments, the user is able to generate gameplay via attaching a “beat map” to an audio file. A beat map includes data describing each

digital object

220 , 240 , 245 that is generated in the 3D virtual space 205 , at what point in the audio file the

objects

220 , 240 , 245 are generated, the speed of the

objects

220 , 240 , 245 , the type/color of each

object

220 , 240 , 245 , the directionality 225 of each

object

220 , 240 , 245 , and a position and vector in the 3D virtual space 205 of each

object

220 , 240 , 245 . Given a beat map and a corresponding audio file, any song can be played in the game. A digital distribution system may also provide packs or groups of beat maps and audio files to play with the game.

FIG. 3 is a flow diagram of a process 300 for presenting the game to a player, consistent with various embodiments. In some embodiments, the process 300 can be implemented in the environment 100 of FIG. 1 . The player 110 can complete the setup process to calibrate the motion controller and the headset 120 . In some embodiments, the player 110 may need to complete the calibration only once per session, e.g., when the gaming console 105 is powered on and prior to playing a first game and need not calibrate the devices again unless the gaming console 105 is powered off and powered on again. In some embodiments, the devices may have to be calibrated when the player changes. In some embodiments, the devices may have to be calibrated when there are environmental changes around the player 110 , e.g., a change in intensity of light in the room where the player 110 plays the game, a change in distance between the player 110 and the gaming console 105 , a change in the position of the furniture in the room where the game is played. After the devices are calibrated, the gaming console 105 will have the necessary coordinates to establish the 3D virtual space in which the game is played.

At block 305 , the gaming console 105 renders the 3D virtual space 305 in which the game is to be played. The 3D virtual space 305 includes a digital position of the player 110 .

At block 310 , the gaming console 105 renders a digital element, e.g., a digital saber, in the 3D virtual space 305 relative to the digital position of the player 110 . The co-ordinates and the orientation of the digital saber relative to the digital position correspond to an orientation and the co-ordinates of the physical hand of the player 110 relative to the physical body of the player 110 . The gaming console 105 obtains the orientation and the co-ordinates of the physical hand of the player 110 relative to the physical body of the player 110 using the motion controller 125 held in the hand of the player 110 and the headset 120 worn by the player 110 .

At block 315 , the gaming console 105 renders multiple digital objects that approach the digital position of the player 110 from a distance in the 3D virtual space. The digital objects can include digital blocks that the player 110 should slash using the digital element. In some embodiments, the digital objects can include digital mines that the player 110 should not hit, and digital obstacles that the player 110 should avoid.

At block 320 , the gaming console 105 causes a game action to occur in response to a digital collision between the digital element and one or more of the digital objects. The different type of game actions that can occur are described at least with reference to FIG. 1 .

FIG. 4 is a flow diagram of a process 400 for presenting the game to a player, consistent with various embodiments. In some embodiments, the process 400 can be implemented in the environment 100 of FIG. 1 . The process 400 assumes that the headset 120 and the motion controllers are calibrated. At block 405 , the gaming console 105 renders a 4D virtual space in which the game is to be played. The 4D virtual space 205 includes a proximate end 210 that is proximate to the player 110 and a distal end 2

CLAIMS

Claims ( 19 )

The invention claimed is:

1. A method comprising:

instantiating a game space that includes a player location, and a lane having a proximate end positioned next to the player location and a distal end opposite the player location;

rendering a plurality of digital objects that move in a linear path in the lane from the distal end to the proximate end, wherein at least a first subset of the plurality of digital objects include a directional component; and

detecting collisions between the plurality of digital objects and one or more digital sword elements controlled by a user,

wherein detected collisions that A) are between the first subset of the plurality of digital objects and a first digital sword elements, of the one or more digital sword elements, and B) that occurring at a contact angle that is consistent with the directional component, effect a first game action,

wherein detected collisions that C) are between the first subset of the plurality of digital objects and the first digital sword element and D) that occurring at a contact angle that is inconsistent with the directional component, effect a second game action, and

wherein control of the one or more digital sword elements is based on a position and orientation of a pair of hands of the user.

2. The method of claim 1 , wherein the first game action or second game action are any of:

increasing a game score;

decreasing the game score;

effecting a pace of the approach of the digital objects;

effecting a creation of the digital objects; or

effecting a rate of change in the game score.

3. The method of claim 1 , further comprising:

playing a musical score including musical notes, wherein a pace of movement of the plurality of digital objects through the lane is based on the musical notes.

4. The method of claim 3 , wherein a pace of generation of the plurality of digital objects within the lane is based on the musical notes.

5. The method of claim 1 , wherein the digital sword elements include a right sword and a left sword, and wherein a first subset of the plurality of digital objects correspond to the right sword and a second subset of the plurality of digital objects correspond to the left sword, and wherein detected collisions between the plurality of digital objects and a corresponding digital sword element effect a first game action and detected collisions between the plurality of digital objects and the an opposing digital sword element effect a second game action.

6. A system comprising:

a hand tracking apparatus configured to track a position and orientation of at least a first real hand of a user; and

a processor that, in response to executing instructions, performs operations comprising:

directing rendering of a virtual space that includes a digital position of the user,

instantiating a first digital element in the virtual space that is positioned and oriented relative to the digital position corresponding to the position and orientation of the first real hand of the user,

causing a display to graphically represent a plurality of digital objects in the virtual space that approach the digital position from a distance, wherein at least a first digital object of the plurality of digital objects includes a directional component, and

causing a predetermined game action to occur in response to a digital collision in the virtual space between the first digital object of the plurality of digital objects and the first digital element,

wherein the predetermined game action is a first game action when a contact angle of the digital collision is consistent with the directional component of the first digital object, and

wherein the predetermined game action is a second game action when the contact angle of the digital collision is inconsistent with the directional component of the first digital object.

7. The system of claim 6 , wherein the hand tracking apparatus is any of:

hand-held peripherals that wirelessly transmit the position and orientation to a communication apparatus communicatively coupled with the processor;

hand-held peripherals including magnetic position sensors that sense a position of the hand-held peripherals in relation to a non-hand-held peripheral; or

a depth sensing camera positioned toward at least the first hand of the user.

8. The system of claim 6 , wherein the display is any of:

a head mounted display; or

a 2D display monitor.

9. The system of claim 6 , wherein the virtual space is any of:

an immersive virtual reality environment wherein the space surrounds the user;

a digital space overlaid on a real space via augmented reality wherein the space surrounds the user; or

a digital space wherein a user perspective is positioned external to a fourth wall.

10. The system of claim 6 , further comprising:

a body or head tracking apparatus configured to track body or head position and orientation, and wherein a detected change in body or head position and orientation cause the processor to effect a corresponding change in a position and orientation of the digital position of the user in the virtual space.

11. A method comprising:

rendering a virtual space that includes a digital position of a user;

instantiating in the virtual space a first digital element, wherein a set of coordinates and orientation of the first digital element relative to the digital position of the user corresponds to an orientation of a first real hand of the user to a real body of the user;

graphically representing a plurality of digital objects in the virtual space that approach the digital position, wherein a first digital object of the plurality of digital objects includes a directional component; and

causing a predetermined game action to occur in response to a digital collision in the virtual space between the first digital object and the first digital element,

wherein the predetermined game action is a first game action when a contact angle of the digital collision is consistent with the directional component of the first digital object; and

wherein the predetermined game action is second game action when the contact angle of the digital collision is inconsistent with the directional component of the first digital object.

12. The method of claim 11 , wherein a pace of the approach of the digital objects to the digital position of the user corresponds with musical notes.

13. The method of claim 11 , further comprising:

causing a third game action to occur in response to a second digital object of the plurality of digital objects passing by a collision region without digitally colliding with the first digital element.

14. The method of claim 11 , wherein the first digital element is a sword.

15. The method of claim 11 , wherein the predetermined game action is any of:

increasing a game score;

decreasing the game score;

effecting a pace of the approach of the digital objects;

effecting a creation of the digital objects; or

effecting a rate of change in the game score.

16. The method of claim 11 , further comprising:

instantiating in the virtual space a second digital element, wherein a second set of coordinates and orientation of the second digital element relative to the digital position of the user corresponds to an orientation of a second real hand of the user to the real body of the user;

causing an additional game action to occur in response to a digital collision in the virtual space between a second digital object of the plurality of digital objects and the second digital element.

17. The method of claim 16 , wherein a first subset of the plurality of digital objects correspond to the first digital element and a second subset of the plurality of digital objects correspond to the second digital element.

18. The method of claim 11 , wherein the first digital object includes a type criterion and the predetermined game action includes an effect style, wherein the effect style is based on the type criterion.

19. The method of claim 11 , wherein the contact angle is consistent with the directional component of the first digital object when the first digital element initiates contact with the first digital object on an intersection path that is in a same direction as a direction indicated by the directional component.

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