Centurion VR, Inc.

United States of America

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        World 2
Date
2024 1
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IPC Class
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 10
A63F 13/285 - Generating tactile feedback signals via the game input device, e.g. force feedback 10
A63F 13/212 - Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity 9
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 9
A63F 13/25 - Output arrangements for video game devices 9
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Status
Pending 1
Registered / In Force 10
Found results for  patents

1.

VIRTUAL REALITY SIMULATION OF A LIVE-ACTION SEQUENCE

      
Application Number 18534944
Status Pending
Filing Date 2023-12-11
First Publication Date 2024-03-28
Owner Centurion VR, Inc. (USA)
Inventor Ghanchi, Muhammad Yasser

Abstract

The present disclosure generally relates to virtual reality simulation, and more specifically, in some implementations, to devices, systems, and methods for use in a virtual reality sports simulation. A system for virtual reality simulation may include an accessory (e.g., one or more of a bat, a glove, or a helmet) for interacting with a virtual reality environment. The accessory may provide the user with haptic feedback that emulates sensations that the user would experience when playing a live-action sport to provide the user with a more meaningful and realistic experience when playing a virtual reality game. Further, virtual reality simulations disclosed herein may include incorporating data from a live-action event (e.g., a live-action sporting event) into a virtual reality environment to provide a user with a realistic experience.

IPC Classes  ?

  • A63F 13/812 - Ball games, e.g. soccer or baseball
  • A63F 13/212 - Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
  • 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 13/245 - Constructional details thereof, e.g. game controllers with detachable joystick handles specially adapted to a particular type of game, e.g. steering wheels
  • A63F 13/25 - Output arrangements for video game devices
  • A63F 13/285 - Generating tactile feedback signals via the game input device, e.g. force feedback
  • A63F 13/31 - Communication aspects specific to video games, e.g. between several handheld game devices at close range
  • 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 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • A63F 13/54 - Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
  • 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 13/577 - Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
  • 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
  • G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
  • G06T 13/20 - 3D [Three Dimensional] animation
  • G06T 13/40 - 3D [Three Dimensional] animation of characters, e.g. humans, animals or virtual beings

2.

Virtual reality simulation of a live-action sequence

      
Application Number 17356842
Grant Number 11872473
Status In Force
Filing Date 2021-06-24
First Publication Date 2021-12-09
Grant Date 2024-01-16
Owner Centurion VR, Inc. (USA)
Inventor Ghanchi, Muhammad Yasser

Abstract

The present disclosure generally relates to virtual reality simulation, and more specifically, in some implementations, to devices, systems, and methods for use in a virtual reality sports simulation. A system for virtual reality simulation may include an accessory (e.g., one or more of a bat, a glove, or a helmet) for interacting with a virtual reality environment. The accessory may provide the user with haptic feedback that emulates sensations that the user would experience when playing a live-action sport to provide the user with a more meaningful and realistic experience when playing a virtual reality game. Further, virtual reality simulations disclosed herein may include incorporating data from a live-action event (e.g., a live-action sporting event) into a virtual reality environment to provide a user with a realistic experience.

IPC Classes  ?

  • G09G 5/00 - Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators
  • A63F 13/812 - Ball games, e.g. soccer or baseball
  • G06T 13/20 - 3D [Three Dimensional] animation
  • G06T 13/40 - 3D [Three Dimensional] animation of characters, e.g. humans, animals or virtual beings
  • A63F 13/285 - Generating tactile feedback signals via the game input device, e.g. force feedback
  • A63F 13/31 - Communication aspects specific to video games, e.g. between several handheld game devices at close range
  • 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 13/573 - 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 13/65 - 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 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • 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
  • 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 13/54 - Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
  • A63F 13/577 - Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
  • A63F 13/212 - Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
  • 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

3.

USE OF PROJECTILE DATA TO CREATE A VIRTUAL REALITY SIMULATION OF A LIVE-ACTION SEQUENCE

      
Application Number US2021021021
Publication Number 2021/178755
Status In Force
Filing Date 2021-03-05
Publication Date 2021-09-10
Owner CENTURION VR, INC. (USA)
Inventor
  • Ghanchi, Muhammad Yasser
  • Khan, Saad Khalid

Abstract

Projectile data associated with a projectile launched by a player in a live-action sequence may be used to render an accurate graphical representation of the projectile (and its trajectory) within a virtual reality environment, e.g., for use in a virtual reality game or similar. For example, certain implementations described herein include the use of projectile data characterizing the path of a cricket ball bowled by a player (e.g., the "bowler") in a live-action cricket match for recreating the same (or substantially the same) path in a virtual reality cricket game. To this end, the present disclosure includes techniques for transforming projectile data for use in a virtual reality environment, creating realistic projectile movement in a virtual reality setting, and determining and recreating post-bounce behavior of a projectile for virtual representation of a bounced projectile.

IPC Classes  ?

  • A63F 7/06 - Games simulating outdoor ball games, e.g. hockey

4.

ACCESSORY FOR VIRTUAL REALITY SIMULATION

      
Application Number US2020053684
Publication Number 2021/067536
Status In Force
Filing Date 2020-10-01
Publication Date 2021-04-08
Owner CENTURION VR, INC. (USA)
Inventor
  • Ghanchi, Muhammad, Yasser
  • Weitmann, Dane, Rene
  • Marcheselli, Christian, Ivan
  • Kling, Jonathan, Keith
  • Ebsworth, Tara, Pratap
  • Erickson, Stephen, Daniel

Abstract

Techniques for virtual reality simulation may include an accessory (e.g., a bat) for interacting with a virtual reality environment (e.g., simulating a live-action cricket match). The accessory may provide a user with haptic feedback that emulates sensations that one would experience when playing a live-action sport to provide the user with a more meaningful and realistic experience when playing a virtual reality game. To this end, the accessory may include one or more vibration motors in combination with one or more solenoids to emulate contact scenarios by providing feedback to a user in connection with contact between a virtual representation of the accessory and a projectile within a virtual reality environment. For example, in certain implementations, a solenoid may provide a feeling of an impact of the accessory with a projectile, while a vibration motor provides the feel of the aftershock of such contact between the accessory and a projectile.

IPC Classes  ?

  • 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
  • A63F 13/285 - Generating tactile feedback signals via the game input device, e.g. force feedback

5.

Accessory for virtual reality simulation

      
Application Number 16403876
Grant Number 10792573
Status In Force
Filing Date 2019-05-06
First Publication Date 2019-08-22
Grant Date 2020-10-06
Owner Centurion VR, Inc. (USA)
Inventor
  • Ghanchi, Muhammad Yasser
  • Amaral, Adam
  • Snyder, Glenn
  • Meza, Roberto Josue
  • Laviola, Jr., John Thomas

Abstract

The present disclosure generally relates to virtual reality simulation, and more specifically, in some implementations, to devices, systems, and methods for use in a virtual reality sports simulation. A system for virtual reality simulation may include an accessory (e.g., one or more of a bat, a glove, or a helmet) for interacting with a virtual reality environment. The accessory may provide the user with haptic feedback that emulates sensations that the user would experience when playing a live-action sport to provide the user with a more meaningful and realistic experience when playing a virtual reality game. Further, virtual reality simulations disclosed herein may include incorporating data from a live-action event (e.g., a live-action sporting event) into a virtual reality environment to provide a user with a realistic experience.

IPC Classes  ?

  • A63F 13/812 - Ball games, e.g. soccer or baseball
  • G06T 13/20 - 3D [Three Dimensional] animation
  • G06T 13/40 - 3D [Three Dimensional] animation of characters, e.g. humans, animals or virtual beings
  • A63F 13/285 - Generating tactile feedback signals via the game input device, e.g. force feedback
  • A63F 13/31 - Communication aspects specific to video games, e.g. between several handheld game devices at close range
  • 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 13/573 - 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 13/65 - 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 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • 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
  • 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 13/54 - Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
  • A63F 13/577 - Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
  • A63F 13/212 - Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
  • 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

6.

Virtual reality simulation of a live-action sequence

      
Application Number 16381892
Grant Number 10792572
Status In Force
Filing Date 2019-04-11
First Publication Date 2019-08-08
Grant Date 2020-10-06
Owner Centurion VR, Inc. (USA)
Inventor Ghanchi, Muhammad Yasser

Abstract

The present disclosure generally relates to virtual reality simulation, and more specifically, in some implementations, to devices, systems, and methods for use in a virtual reality sports simulation. A system for virtual reality simulation may include an accessory (e.g., one or more of a bat, a glove, or a helmet) for interacting with a virtual reality environment. The accessory may provide the user with haptic feedback that emulates sensations that the user would experience when playing a live-action sport to provide the user with a more meaningful and realistic experience when playing a virtual reality game. Further, virtual reality simulations disclosed herein may include incorporating data from a live-action event (e.g., a live-action sporting event) into a virtual reality environment to provide a user with a realistic experience.

IPC Classes  ?

  • A63B 69/00 - Training appliances or apparatus for special sports
  • A63B 71/06 - Indicating or scoring devices for games or players
  • A63F 13/812 - Ball games, e.g. soccer or baseball
  • G06T 13/20 - 3D [Three Dimensional] animation
  • G06T 13/40 - 3D [Three Dimensional] animation of characters, e.g. humans, animals or virtual beings
  • A63F 13/285 - Generating tactile feedback signals via the game input device, e.g. force feedback
  • A63F 13/31 - Communication aspects specific to video games, e.g. between several handheld game devices at close range
  • 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 13/573 - 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 13/65 - 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 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • 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
  • 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 13/54 - Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
  • A63F 13/577 - Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
  • A63F 13/212 - Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
  • 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

7.

Virtual reality simulation of a live-action sequence

      
Application Number 16381907
Grant Number 11052320
Status In Force
Filing Date 2019-04-11
First Publication Date 2019-08-08
Grant Date 2021-07-06
Owner Centurion VR, Inc. (USA)
Inventor Ghanchi, Muhammad Yasser

Abstract

The present disclosure generally relates to virtual reality simulation, and more specifically, in some implementations, to devices, systems, and methods for use in a virtual reality sports simulation. A system for virtual reality simulation may include an accessory (e.g., one or more of a bat, a glove, or a helmet) for interacting with a virtual reality environment. The accessory may provide the user with haptic feedback that emulates sensations that the user would experience when playing a live-action sport to provide the user with a more meaningful and realistic experience when playing a virtual reality game. Further, virtual reality simulations disclosed herein may include incorporating data from a live-action event (e.g., a live-action sporting event) into a virtual reality environment to provide a user with a realistic experience.

IPC Classes  ?

  • A63B 71/06 - Indicating or scoring devices for games or players
  • A63B 69/00 - Training appliances or apparatus for special sports
  • G09B 19/00 - Teaching not covered by other main groups of this subclass
  • G06T 19/00 - Manipulating 3D models or images for computer graphics
  • A63F 13/812 - Ball games, e.g. soccer or baseball
  • G06T 13/20 - 3D [Three Dimensional] animation
  • G06T 13/40 - 3D [Three Dimensional] animation of characters, e.g. humans, animals or virtual beings
  • A63F 13/285 - Generating tactile feedback signals via the game input device, e.g. force feedback
  • A63F 13/31 - Communication aspects specific to video games, e.g. between several handheld game devices at close range
  • 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 13/573 - 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 13/65 - 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 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • 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
  • 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 13/54 - Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
  • A63F 13/577 - Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
  • A63F 13/212 - Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
  • 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

8.

Virtual reality simulation of a live-action sequence

      
Application Number 16381694
Grant Number 10456690
Status In Force
Filing Date 2019-04-11
First Publication Date 2019-08-01
Grant Date 2019-10-29
Owner Centurion VR, Inc. (USA)
Inventor Ghanchi, Muhammad Yasser

Abstract

The present disclosure generally relates to virtual reality simulation, and more specifically, in some implementations, to devices, systems, and methods for use in a virtual reality sports simulation. A system for virtual reality simulation may include an accessory (e.g., one or more of a bat, a glove, or a helmet) for interacting with a virtual reality environment. The accessory may provide the user with haptic feedback that emulates sensations that the user would experience when playing a live-action sport to provide the user with a more meaningful and realistic experience when playing a virtual reality game. Further, virtual reality simulations disclosed herein may include incorporating data from a live-action event (e.g., a live-action sporting event) into a virtual reality environment to provide a user with a realistic experience.

IPC Classes  ?

  • A63B 71/06 - Indicating or scoring devices for games or players
  • A63B 69/00 - Training appliances or apparatus for special sports
  • G09B 19/00 - Teaching not covered by other main groups of this subclass
  • G06T 19/00 - Manipulating 3D models or images for computer graphics
  • A63F 13/812 - Ball games, e.g. soccer or baseball
  • G06T 13/20 - 3D [Three Dimensional] animation
  • G06T 13/40 - 3D [Three Dimensional] animation of characters, e.g. humans, animals or virtual beings
  • A63F 13/285 - Generating tactile feedback signals via the game input device, e.g. force feedback
  • A63F 13/31 - Communication aspects specific to video games, e.g. between several handheld game devices at close range
  • 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 13/573 - 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 13/65 - 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 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • 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
  • 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 13/54 - Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
  • A63F 13/577 - Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
  • A63F 13/212 - Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
  • 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

9.

Virtual reality simulation of a live-action sequence

      
Application Number 16381868
Grant Number 10792571
Status In Force
Filing Date 2019-04-11
First Publication Date 2019-08-01
Grant Date 2020-10-06
Owner Centurion VR, Inc. (USA)
Inventor Ghanchi, Muhammad Yasser

Abstract

The present disclosure generally relates to virtual reality simulation, and more specifically, in some implementations, to devices, systems, and methods for use in a virtual reality sports simulation. A system for virtual reality simulation may include an accessory (e.g., one or more of a bat, a glove, or a helmet) for interacting with a virtual reality environment. The accessory may provide the user with haptic feedback that emulates sensations that the user would experience when playing a live-action sport to provide the user with a more meaningful and realistic experience when playing a virtual reality game. Further, virtual reality simulations disclosed herein may include incorporating data from a live-action event (e.g., a live-action sporting event) into a virtual reality environment to provide a user with a realistic experience.

IPC Classes  ?

  • A63B 69/00 - Training appliances or apparatus for special sports
  • A63B 71/06 - Indicating or scoring devices for games or players
  • A63F 13/812 - Ball games, e.g. soccer or baseball
  • G06T 13/20 - 3D [Three Dimensional] animation
  • G06T 13/40 - 3D [Three Dimensional] animation of characters, e.g. humans, animals or virtual beings
  • A63F 13/285 - Generating tactile feedback signals via the game input device, e.g. force feedback
  • A63F 13/31 - Communication aspects specific to video games, e.g. between several handheld game devices at close range
  • 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 13/573 - 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 13/65 - 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 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • 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
  • 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 13/54 - Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
  • A63F 13/577 - Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
  • A63F 13/212 - Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
  • 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

10.

Accessory for virtual reality simulation

      
Application Number 16015825
Grant Number 10279269
Status In Force
Filing Date 2018-06-22
First Publication Date 2018-12-27
Grant Date 2019-05-07
Owner CENTURION VR, INC. (USA)
Inventor
  • Ghanchi, Muhammad Yasser
  • Amaral, Adam
  • Snyder, Glenn
  • Meza, Roberto Josue
  • Laviola, Jr., John Thomas

Abstract

The present disclosure generally relates to virtual reality simulation, and more specifically, in some implementations, to devices, systems, and methods for use in a virtual reality sports simulation. A system for virtual reality simulation may include an accessory (e.g., one or more of a bat, a glove, or a helmet) for interacting with a virtual reality environment. The accessory may provide the user with haptic feedback that emulates sensations that the user would experience when playing a live-action sport to provide the user with a more meaningful and realistic experience when playing a virtual reality game. Further, virtual reality simulations disclosed herein may include incorporating data from a live-action event (e.g., a live-action sporting event) into a virtual reality environment to provide a user with a realistic experience.

IPC Classes  ?

  • A63F 13/20 - Input arrangements for video game devices
  • A63F 13/812 - Ball games, e.g. soccer or baseball
  • G06T 13/20 - 3D [Three Dimensional] animation
  • G06T 13/40 - 3D [Three Dimensional] animation of characters, e.g. humans, animals or virtual beings
  • A63F 13/285 - Generating tactile feedback signals via the game input device, e.g. force feedback
  • A63F 13/31 - Communication aspects specific to video games, e.g. between several handheld game devices at close range
  • 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 13/573 - 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 13/65 - 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 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • A63F 13/212 - Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
  • 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 13/245 - Constructional details thereof, e.g. game controllers with detachable joystick handles specially adapted to a particular type of game, e.g. steering wheels
  • 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 13/54 - Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
  • A63F 13/577 - Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars

11.

Virtual reality simulation of a live-action sequence

      
Application Number 16015895
Grant Number 10265627
Status In Force
Filing Date 2018-06-22
First Publication Date 2018-12-27
Grant Date 2019-04-23
Owner CENTURION VR, INC. (USA)
Inventor Ghanchi, Muhammad Yasser

Abstract

The present disclosure generally relates to virtual reality simulation, and more specifically, in some implementations, to devices, systems, and methods for use in a virtual reality sports simulation. A system for virtual reality simulation may include an accessory (e.g., one or more of a bat, a glove, or a helmet) for interacting with a virtual reality environment. The accessory may provide the user with haptic feedback that emulates sensations that the user would experience when playing a live-action sport to provide the user with a more meaningful and realistic experience when playing a virtual reality game. Further, virtual reality simulations disclosed herein may include incorporating data from a live-action event (e.g., a live-action sporting event) into a virtual reality environment to provide a user with a realistic experience.

IPC Classes  ?

  • A63B 71/06 - Indicating or scoring devices for games or players
  • A63B 69/00 - Training appliances or apparatus for special sports
  • G09B 19/00 - Teaching not covered by other main groups of this subclass
  • G06T 19/00 - Manipulating 3D models or images for computer graphics
  • A63F 13/812 - Ball games, e.g. soccer or baseball
  • G06T 13/20 - 3D [Three Dimensional] animation
  • G06T 13/40 - 3D [Three Dimensional] animation of characters, e.g. humans, animals or virtual beings
  • A63F 13/285 - Generating tactile feedback signals via the game input device, e.g. force feedback
  • A63F 13/31 - Communication aspects specific to video games, e.g. between several handheld game devices at close range
  • 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 13/573 - 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 13/65 - 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 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • A63F 13/212 - Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
  • 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 13/245 - Constructional details thereof, e.g. game controllers with detachable joystick handles specially adapted to a particular type of game, e.g. steering wheels
  • 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 13/54 - Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
  • A63F 13/577 - Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars