A comprehensive solution is provided to transforming locations and retail spaces into high-traffic VR attractions that provide a VR experience blended with a real-world tactile experience. A modular stage and kit of stage accessories suitable for a wide variety of commercial venues contains all of the necessary equipment, infrastructure, technology and content to assemble and operate a tactile, onsite VR attraction. Utilizing a modular set of set design and physical props, the physical structure and layout of the installations are designed to be easily rearranged and adapted to new VR content, without requiring extensive construction or specialized expertise.
G06T 19/00 - Manipulating 3D models or images for computer graphics
A63F 13/25 - Output arrangements for video game devices
G06T 15/00 - 3D [Three Dimensional] image rendering
A63F 13/27 - Output arrangements for video game devices characterised by a large display in a public venue, e.g. in a movie theatre, stadium or game arena
A63F 13/28 - Output arrangements for video game devices responding to control signals received from the game device for affecting ambient conditions, e.g. for vibrating players' seats, activating scent dispensers or affecting temperature or light
A63F 13/211 - Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
A63F 13/24 - Constructional details thereof, e.g. game controllers with detachable joystick handles
A63G 31/16 - Amusement arrangements creating illusions of travel
A63F 13/428 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
A63F 13/213 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
A63F 13/323 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using local area network [LAN] connections between game devices with different hardware characteristics, e.g. hand-held game devices connectable to game consoles or arcade machines
A virtual reality (VR) experience augmentation method includes: generating VR representations, each preprogrammed to simulate a virtual environment with virtually represented objects; associating stage kits with one or more of the representations, each kit having a modular stage and stage accessories, the modular stage marked to aid assembly; and building one of the kits, by: assembling the accessories to the stage according to the one of the kits by using coordinates identified by stage markings; and configuring a motion tracking system to track a VR participant's movements and movements of one of more of the stage accessories by communicating identity, location and/or orientation information to a VR simulation engine. Locations and orientations of the objects within the virtual environment correspond to locations and orientations of the stage accessories that are arranged according to the one of the kits. Each of the VR representations uses tracking information generated by the motion tracking system to present imagery of VR objects as the VR participant moves about corresponding stage accessories.
A63F 13/245 - Constructional details thereof, e.g. game controllers with detachable joystick handles specially adapted to a particular type of game, e.g. steering wheels
G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
A63G 31/16 - Amusement arrangements creating illusions of travel
G06F 3/03 - Arrangements for converting the position or the displacement of a member into a coded form
G06F 3/0481 - Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
G06Q 30/06 - Buying, selling or leasing transactions
A63F 13/65 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
A63F 13/98 - Accessories, i.e. detachable arrangements optional for the use of the video game device, e.g. grip supports of game controllers
A63F 13/217 - Input arrangements for video game devices characterised by their sensors, purposes or types using environment-related information, i.e. information generated otherwise than by the player, e.g. ambient temperature or humidity
A63F 13/219 - Input arrangements for video game devices characterised by their sensors, purposes or types for aiming at specific areas on the display, e.g. light-guns
A63J 1/02 - SceneryCurtainsOther decorationsMeans for moving same
G06T 19/00 - Manipulating 3D models or images for computer graphics
A63F 13/216 - Input arrangements for video game devices characterised by their sensors, purposes or types using geographical information, e.g. location of the game device or player using GPS
A63F 13/285 - Generating tactile feedback signals via the game input device, e.g. force feedback
A63F 13/211 - Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
A63F 13/213 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
3.
Method for grid-based virtual reality attraction system
A virtual reality (VR) attraction method includes implementing a kit corresponding to plans associated with VR representations. The kit includes fixed accessories, moveable accessories, a platform having a pattern of markings, and sections. The platform has mounts to affix the fixed stage accessories to the platform. The pattern identifies coordinates corresponding to a location of the mounts. The sections interconnect according to the pattern to form the platform. The platform is configurable according to stage plans. The method also includes: configuring a motion tracking system to register identity, location, and/or orientation of the fixed accessories and to track identity, location, and/or orientation of the moveable accessories and a VR participant; and via a VR simulation engine, receiving the identity, location, and/or orientation of the fixed accessories and the identity, location, and/or orientation of the moveable accessories; and generating the VR representations to simulate a virtual environment for the VR participant.
A63F 13/245 - Constructional details thereof, e.g. game controllers with detachable joystick handles specially adapted to a particular type of game, e.g. steering wheels
G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
A63G 31/16 - Amusement arrangements creating illusions of travel
G06F 3/03 - Arrangements for converting the position or the displacement of a member into a coded form
G06F 3/0481 - Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
G06Q 30/06 - Buying, selling or leasing transactions
A63F 13/65 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
A63F 13/98 - Accessories, i.e. detachable arrangements optional for the use of the video game device, e.g. grip supports of game controllers
A63F 13/217 - Input arrangements for video game devices characterised by their sensors, purposes or types using environment-related information, i.e. information generated otherwise than by the player, e.g. ambient temperature or humidity
A63F 13/219 - Input arrangements for video game devices characterised by their sensors, purposes or types for aiming at specific areas on the display, e.g. light-guns
A63J 1/02 - SceneryCurtainsOther decorationsMeans for moving same
G06T 19/00 - Manipulating 3D models or images for computer graphics
A63F 13/216 - Input arrangements for video game devices characterised by their sensors, purposes or types using geographical information, e.g. location of the game device or player using GPS
A63F 13/285 - Generating tactile feedback signals via the game input device, e.g. force feedback
A63F 13/211 - Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
A63F 13/213 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
4.
Modular props for a grid-based virtual reality attraction
A virtual reality system includes a stage kit, a motion tracking system, and a VR engine. The kit corresponds to plans associated with VR representations, and includes fixed and moveable props that are represented in one or more of the representations. The kit has a stage including a marked platform with accessory mounts to affix the fixed props to the platform, and stage sections that are interconnected according to the markings to form said platform. The platform is configurable according to differently dimensioned plans. The motion tracking system generates tracking information corresponding to the props and a VR participant on the stage. The VR simulation engine receives the tracking information, and employs that tracking information to generate the VR representations that simulate a virtual environment with virtually represented objects corresponding to the props, where the props are arranged according to a corresponding stage plan.
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
A63F 13/65 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
A63F 13/245 - Constructional details thereof, e.g. game controllers with detachable joystick handles specially adapted to a particular type of game, e.g. steering wheels
A63G 31/16 - Amusement arrangements creating illusions of travel
G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
G06F 3/03 - Arrangements for converting the position or the displacement of a member into a coded form
G06F 3/0481 - Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
G06Q 30/06 - Buying, selling or leasing transactions
A63F 13/98 - Accessories, i.e. detachable arrangements optional for the use of the video game device, e.g. grip supports of game controllers
A63F 13/217 - Input arrangements for video game devices characterised by their sensors, purposes or types using environment-related information, i.e. information generated otherwise than by the player, e.g. ambient temperature or humidity
A63F 13/219 - Input arrangements for video game devices characterised by their sensors, purposes or types for aiming at specific areas on the display, e.g. light-guns
A63J 1/02 - SceneryCurtainsOther decorationsMeans for moving same
G06T 19/00 - Manipulating 3D models or images for computer graphics
A63F 13/216 - Input arrangements for video game devices characterised by their sensors, purposes or types using geographical information, e.g. location of the game device or player using GPS
A63F 13/285 - Generating tactile feedback signals via the game input device, e.g. force feedback
A63F 13/211 - Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
A63F 13/213 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
5.
Apparatus and method for grid-based virtual reality attraction
A comprehensive solution is provided to transforming locations and retail spaces into high-traffic virtual reality (VR) attractions that provide a VR experience blended with a real-world tactile experience. A grid-based stage and kit of fixed and moveable accessories suitable for a wide variety of commercial venues contain all of the necessary equipment, infrastructure, technology, and content to assemble and operate a tactile, on-site VR attraction. Utilizing a modular set of set design and physical props, the physical structure and layout of the installations are designed to be easily rearranged and adapted to new VR content without requiring extensive construction or specialized expertise.
G09G 5/00 - Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators
A63J 1/02 - SceneryCurtainsOther decorationsMeans for moving same
G06T 19/00 - Manipulating 3D models or images for computer graphics
G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
A63F 13/216 - Input arrangements for video game devices characterised by their sensors, purposes or types using geographical information, e.g. location of the game device or player using GPS
A comprehensive solution is provided to transforming locations and retail spaces into high-traffic VR attractions that provide a VR experience blended with a real-world tactile experience. A modular stage and kit of stage accessories suitable for a wide variety of commercial venues contains all of the necessary equipment, infrastructure, technology and content to assemble and operate a tactile, onsite VR attraction. Utilizing a modular set of set design and physical props, the physical structure and layout of the installations are designed to be easily rearranged and adapted to new VR content, without requiring extensive construction or specialized expertise.
A63F 13/57 - Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
A63F 13/213 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
G06T 11/60 - Editing figures and textCombining figures or text
A63F 13/25 - Output arrangements for video game devices
G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
A63F 13/80 - Special adaptations for executing a specific game genre or game mode
E04H 3/22 - TheatresConcert hallsStudios for broadcasting, cinematography, television or similar purposes
G06T 19/00 - Manipulating 3D models or images for computer graphics
A63F 13/216 - Input arrangements for video game devices characterised by their sensors, purposes or types using geographical information, e.g. location of the game device or player using GPS
A comprehensive solution is provided to transforming locations and retail spaces into high-traffic VR attractions that provide a VR experience blended with a real-world tactile experience. A modular stage and kit of stage accessories suitable for a wide variety of commercial venues contains all of the necessary equipment, infrastructure, technology and content to assemble and operate a tactile, onsite VR attraction. Utilizing a modular set of set design and physical props, the physical structure and layout of the installations are designed to be easily rearranged and adapted to new VR content, without requiring extensive construction or specialized expertise.
G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
A63F 13/80 - Special adaptations for executing a specific game genre or game mode
E04H 3/22 - TheatresConcert hallsStudios for broadcasting, cinematography, television or similar purposes
G06T 19/00 - Manipulating 3D models or images for computer graphics
A63F 13/216 - Input arrangements for video game devices characterised by their sensors, purposes or types using geographical information, e.g. location of the game device or player using GPS
A63G 31/16 - Amusement arrangements creating illusions of travel
G06F 3/0346 - Pointing devices displaced or positioned by the userAccessories therefor with detection of the device orientation or free movement in a 3D space, e.g. 3D mice, 6-DOF [six degrees of freedom] pointers using gyroscopes, accelerometers or tilt-sensors