The present invention is in the technical area of virtual reality systems, and pertains more particularly to communication by players with in-game characters.
Virtual reality systems and video games based on such systems are well known in the art. In the latest technology, on-line enterprises stream video games to players, also termed users in this specification, from game servers and streams to users are updated based on actions by the users, such as moving an avatar in a game.
In some games and in some other VR circumstances, it may be desired that a user speak directly to a VR character, and for the character to respond to the user's input in some manner, such as by a returned communication, by an action, or by a series of actions. As a very simple example, a character may be programmed to turn a somersault in the video triggered by a voice input by a user. The voice input may be in a situation where there is one user and one character, for example a user might say “turn a somersault”. It is, of course, necessary that the system at the game server understand the voice input and meaning from the user.
In conventional technology the interaction between a user and the system in such a circumstance requires substantial computer resources. Typically, there must be a voice-recognition system to resolve the audio input to a word or a phrase, and a library of words and phrases used for matching and triggering the programmed reaction of the character. In many circumstances the situation may be a multi-player game, and there may also be multiple characters in the game; if this is the case, then the challenge at the server is even greater because the server has to know the user and because there must be recognizable input from the user to identify the character being addressed so that the right character may be triggered to perform the response or responses.
What is clearly needed is an improvement wherein input from the user may be understood and managed by the system without need for voice recognition or libraries of words and phrases.
The present invention provides a method for coordinating physical and verbal reactions of a virtual character with script spoken by a player in a video game or presentations, for example virtual reality (VR) simulations. The system starts the process by sensing a start of a dialogue and displaying a script for a player on a display of a computerized platform used by the player, and prompting the player to speak the script. A timer is then started and/or tracking begins on an audio stream of the spoken script. A determination is then made as to where the player is in the script by the timer or the audio stream, which causes specific actions and responses of the virtual character according to pre-programmed association of actions and responses of the character to points of time or specific variations in the audio stream.
In one embodiment, in the step for sensing start of a dialogue, the system associates viewpoint of the player with a specific virtual character in the video game or presentation and selects a script accordingly. One embodiment includes that specific actions and responses of the virtual character are implemented according to passage of time since the start of the dialogue. Additionally, specific actions and responses of the virtual character are implemented according to specific variations in the audio stream.
Another embodiment provides a step of sensing that the dialogue is finished, wherein a step of playing any one of a verbal reaction and at least facial physical movement by the virtual character after the end of dialogue is sensed.
A system may also be provided for coordinating reactions of a virtual character with script spoken by a player in a video game or presentation, comprising an internet-connected server executing software and streaming video games or presentations including VR simulations. An internet-connected computerized platform used by a player is also provided in this embodiment, the platform having a display, a command input interface, and a microphone.
In this embodiment, the system senses start of a dialogue between the player and the virtual character, displays a script for the player on a display of the computerized platform and prompts the player to speak the script. The system then starts a timer and/or tracks an audio stream of the spoken script, determines where the player is in the script by the timer or the audio stream, and causes specific actions and responses of the virtual character according to pre-programmed association of actions and responses of the character to points of time or specific variations in the audio stream.
One embodiment provides that the system associates viewpoint of the player with a specific virtual character in the video game or presentation and selects a script accordingly. One embodiment provides that specific actions and responses of the virtual character are implemented according to passage of time since the start of the dialogue. Alternatively, or in addition to this embodiment, specific actions and responses of the virtual character are implemented according to specific variations in the audio stream.
The system may also further determine when the dialogue is finished further comprising a step of sensing that the dialogue is finished. In this embodiment, after determining that the dialogue is finished, the system plays a verbal reaction by the virtual character after the end of dialogue is sensed.
In this example the gaming enterprise hosting server 102 and 105 stream games to players using game platforms such as computerized appliance 108a executing software 109a, communicating with the enterprise servers through an Internet service provider (ISP) 111a. Platform 108a has a connected head-mounted display 110a with input interface 111a through which a player inputs commands during game play. This head-mounted display may also comprise a gyroscope or other apparatus for determining the head position of the player wearing the display. This is input the system may be used to decide where the user may be looking. The skilled person will understand that ISP 111a is a generalized representation meaning to encompass all of the many ways that a gaming platform may connect to the Internet network.
A second player platform 108b executing software 109b communicates through an ISP 111b and provides a head-mounted display 110b with input interface 111b for a second player. And a third platform 113 with a display and a keyboard 112 has a pointer (not shown) executes software 109n and communicates through an ISP 111c.
The representations of the gaming platforms are meant to illustrate a substantial number of such platforms that may be communicating with the gaming enterprise servers in parallel with a number of players, some of whom may be engaged in multi-player games streamed by the enterprise servers. The skilled person will also understand that, in some circumstances, games may be stored locally and played with local software from data repositories at the individual gaming platforms.
The skilled person will also understand the general process in the playing of video games and in other instances of individual users at local platforms interacting with virtual reality presentations. The general circumstance is that a user (player) at a gaming platform has a display, which may be a head-mounted display as illustrated in
In some circumstances it may be desirable to provide programming wherein a player may engage in direct voice communication with an avatar, and that avatar may respond to the voice input of the player, by a specific movement, a change of facial expression, and even a voice response. For this purpose, it is, of course, necessary that the game platform in use by the player may have a microphone such that the player's voice input may be communicated to the game engine which may then make the data edits to stream new data to the player and other players in order to display the responses of the avatar to whom voice input is directed. It is typical that platforms as shown in
In a circumstance of voice input by a player directed to a specific avatar, it is needed that the system recognize the player speaking and the avatar spoken to. The programming of the game or other video presentation has preprogrammed input for the player, and the player's voice input is anticipated. The responses of the avatar are also pre-programmed. The system will update the data stream for the avatar to perform whatever pre-programmed responses are associated with certain voice input.
In an embodiment of the invention with a game or video presentation in progress in which player voice input and virtual character response is programmed and enabled, it is necessary for the system to respond to a trigger event to begin listening for a player voice input. In one embodiment, the system may simply switch to “listening” mode at specific time intervals. Other triggers may comprise tracking which point on the screen a player may be looking or which point the player has concentrated activity. In another example, certain start words may trigger listening mode; for example, the player may say “Hey!” and the system in response will start a voice input-character response process.
In one embodiment, the system, when triggered, continues listening to the player until the player has stopped speaking, or until a predetermined time interval has been reached. In the case of a predetermined time interval, after the time expires the microphone starts listening for the specific start words again. Upon recognizing a trigger event, the system listens for the predetermined duration or until the user has stopped speaking. While the user is speaking, in-game responses are triggered based on the time interval of the speech.
A typical use case involves the system recognizing a trigger event. The system may display a script for the player to address to the virtual character identified as the target of the voice input. As the player begins to read the script from script displayed, rather than resorting through a voice recognition and a library of word and phases matched with character activity, the system simply tracks the players real-time position in the script and triggers the virtual character's responses accordingly. As a simple example, if the script describes details of a recent sporting event to an in-game character, the character may be caused to visibly shake the head when the user mentions a blown play or may widen the eyes with shock when the player explains how their team took the lead in the end. After the player reaches the end of the script and is finished speaking, there may be an interval where the character may speak a predetermined set of lines based on what the user said from the script, and then the system goes back to listening mode, looking for another trigger.
In one embodiment, the system assumes the player talking speaks at the rate illustrated in
Again, this example assumes the player speaks at a particular pre-assumed rate. This creates a problem because, in some circumstances, players may speak faster or slower than this assumed rate, the coordination may be awkward.
Referring back to
The skilled person will understand that the embodiments described above are exemplary and not specifically limiting to the scope of the invention. Many functions may be accomplished in different ways, and apparatus may vary in different embodiments. The invention is limited only by the scope of the claims.
Number | Name | Date | Kind |
---|---|---|---|
4581756 | Togawa et al. | Apr 1986 | A |
4696042 | Goudie | Sep 1987 | A |
4776016 | Hansen | Oct 1988 | A |
4908864 | Togawa | Mar 1990 | A |
5129000 | Tanaka | Jul 1992 | A |
5170432 | Hackbarth et al. | Dec 1992 | A |
5955693 | Kageyama | Sep 1999 | A |
6708150 | Hirayama et al. | Mar 2004 | B1 |
6990445 | Ky | Jan 2006 | B2 |
7027565 | Tateishi et al. | Apr 2006 | B2 |
7164076 | McHale | Jan 2007 | B2 |
7203651 | Baruch et al. | Apr 2007 | B2 |
7548861 | Nada | Jun 2009 | B2 |
7725307 | Bennett | May 2010 | B2 |
8469713 | Kron | Jun 2013 | B2 |
8604327 | Takeda | Dec 2013 | B2 |
9076448 | Bennett | Jul 2015 | B2 |
9437191 | Chen | Sep 2016 | B1 |
9437206 | Yu et al. | Sep 2016 | B2 |
9721373 | Marsella | Aug 2017 | B2 |
9754586 | Deligne et al. | Sep 2017 | B2 |
11244668 | Yu | Feb 2022 | B2 |
11282257 | Li | Mar 2022 | B2 |
20030130843 | Ky | Jul 2003 | A1 |
20070005370 | Elshout | Jan 2007 | A1 |
20080020361 | Kron | Jan 2008 | A1 |
20090138335 | Lieberman | May 2009 | A1 |
20100028846 | Cohen | Feb 2010 | A1 |
20100312547 | van Os et al. | Dec 2010 | A1 |
20110144987 | Zhao et al. | Jun 2011 | A1 |
20120078634 | Ariu | Mar 2012 | A1 |
20120101871 | Lieberman | Apr 2012 | A1 |
20130041670 | Morgan et al. | Feb 2013 | A1 |
20130051548 | Chavez | Feb 2013 | A1 |
20130110565 | Means, Jr. | May 2013 | A1 |
20130231937 | Woodall et al. | Sep 2013 | A1 |
20170169818 | VanBlon et al. | Jun 2017 | A1 |
20190388787 | Padmanabhan | Dec 2019 | A1 |
20200251089 | Pinto | Aug 2020 | A1 |
20200297262 | Chappell, III | Sep 2020 | A1 |
20210149941 | Moskowitz | May 2021 | A1 |
20210312400 | Irimie | Oct 2021 | A1 |
20210352380 | Duncan | Nov 2021 | A1 |
20210375260 | Yu | Dec 2021 | A1 |
20220040581 | Tan | Feb 2022 | A1 |
Entry |
---|
Marsella, Stacy, et al. “Virtual Character Performance From Speech.” Online Publication Date: Jul. 19, 2013. SCA '13: Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation. pp. 25-35. <https://doi.org/10.1145/2485895.2485900> (Year: 2013). |
Number | Date | Country | |
---|---|---|---|
20220040581 A1 | Feb 2022 | US |