The present invention relates to a ride system that can include static and/or interactive elements and is arranged for high passenger throughput with additional dimensions. To this end, an amusement ride is provided for amusement of groups of visitors of an amusement park or the like, the amusement ride including a platform, divided into multiple segments. The segments are arranged to facilitate the groups of visitors mutually shielded from each other; and interactive objects, divided circumferentially around the platform are provided, for interaction of the groups of visitors with the interactive objects. The segments of the platform include electronic input devices for electronic interaction of the group with the interactive objects by control of the input devices, and the segments being polygon segments of the platform, and wherein at least one of the platform and the interactive objects are arranged for relative rotation with respect to each other around a center of the platform for relative movement between the segments with the groups and the interactive objects.
The present invention generally relates to an amusement park ride arranged for high throughput of the passengers and high daily capacities. More in particular, the present invention relates to a ride system that can comprise static and/or interactive elements and is arranged for high passenger throughput with additional dimensions. To this end, in an aspect of the invention an amusement ride is provided for amusement of groups of visitors of an amusement park or the like, the amusement ride comprising a platform, divided into multiple segments, the segments being arranged to facilitate the groups of visitors mutually shielded from each other; and interactive objects, divided circumferentially around the platform, for interaction of the groups of visitors with the interactive objects; wherein the segments of the platform comprise electronic input devices for electronic interaction of the group with the interactive objects by control of the input devices, and the segments being polygon segments of the platform, and wherein at least one of the platform and the interactive objects are arranged for relative rotation with respect to each other around a center of the platform for relative movement between the segments with the groups and the interactive objects.
37 - Construction and mining; installation and repair services
42 - Scientific, technological and industrial services, research and design
Goods & Services
Business mediation in the sale and purchase of interactive
installations, attractions with image, light, sound and
interactive games (software and hardware); marketing; public
relations; business assistance relating to the
commercialization of interactive installations and
attractions; presentation of interactive installations and
attractions in communications media for commercial purposes;
consultancy, information and advice relating to the
aforesaid services; all the aforesaid services whether or
not provided via electronic channels, including the
Internet. Construction, repair, maintenance and installation of
lighting, lighting equipment, interactive installations,
attractions with image, light, sound and interactive games
(hardware); building of decor for third parties; advisory
services relating to the installation of lighting equipment
taking into account various lighting techniques. Designing for interactive installations, attractions with
image, light, sound and interactive games (software and
hardware); development and design of lamps and lighting
equipment; development, update, maintenance and installation
of software in relation to interactive installations,
attractions and games; design of decors; development,
repair, maintenance and installation of software.
The present invention generally relates to an interactive system for interaction of multiple users with multiple objects within a scene. In particular the present invention relates to a professional interactive system for interaction of a plurality of users with at least one object within a scene, comprising at least one computer device, arranged for receiving and processing said control signals from said at least one human interface devices, and for controlling manipulation of said at least one object within said scene, and at least one human interface device being a motion controller device, comprising at least one hand held unit and comprising a orientation determining unit for determining the orientation of the hand held unit, as well as a wireless transmitter unit for transmitting a radio frequency signal throughout said scene, wherein said radio frequency signal comprises identification information for identifying said human interface device from said plurality of human interface devices of said plurality of user, wherein said professional interactive system further comprises a plurality of beacons distributed over said scene,arranged for receiving said radio frequency signal from said wireless transmitter units of said motion controller devices and identifying said motion controller devices as well as determining said positions of said motion controller devices within said scene for interaction with said at least one object within said scene.
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
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 13/42 - 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
A63F 13/235 - Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console using a wireless connection, e.g. infrared or piconet
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 13/216 - 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 13/573 - Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using trajectories of game objects, e.g. of a golf ball according to the point of impact
A63F 13/327 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using local area network [LAN] connections using wireless networks, e.g. Wi-Fi® or piconet
The present invention generally relates to a system for interaction of at least one user or multiple users with a virtual environment. In particular the present invention relates to HIDs, and in an aspect to a pointing device game controller to be used to shoot virtual projectiles towards an object displayed on the display screen provided by a system for interaction of multiple users with a virtual environment, the system comprising: at least one computer device, arranged for processing and outputting a video signal to at least one display screen for displaying the virtual environment and moving at least one object within the virtual environment; multiple human interface devices, arranged for receiving input from the multiple users respectively, and wherein each of the human interface devices is arranged for generating control signals corresponding to input from the user and for communicating the control signal towards the at least one computer device for manipulating movement of at least one objects on the display screen. The system is characterized in that each of the human interface devices comprises a pointing device stationary attached by at least one shaft and arranged for determining an azimuth and altitude of the pointing device and generating the control signals thereon for movement of the at least one object within the virtual environment in a corresponding trajectory, and wherein the at least one computer device is arranged for distinguishing each of the multiple human interface devices and the relative position thereof in view of the display screen.
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
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