This invention relates generally to dynamic media activities.
The provision of dynamic media activities to recipient users is well known in the art. Common examples of dynamic media activities are audio-visual programs and interactive computer games. Audio-visual programs may be generally characterized as passive experiences for the user, wherein the user does little more than select what audio-visual program or part of a program to experience. Interactive computer games may be generally characterized as potentially active or interactive experiences for the user wherein input from the user can be used to cause selective alterations of the media activity provided.
It is often desirable to provide realism (or at least an increased perception of reality) in dynamic media activities. Some prior art methods attempt to enhance realism by, for example, drawing the recipient user into the environment of the media activity. This has been done by extending the dynamic media activity into the user's environment using techniques such as surround sound or wrap-around video displays.
Such prior art methods, though successful at least in some measure in some instances, do not fully address the potential needs of all potential users. In some cases, for example, the real world circumstances being experienced by a user who is also partaking in a given dynamic media activity can be sufficiently intense and/or otherwise distracting to the point of essentially defeating the cognitive value of so attempting to extend the dynamic media activity into the user's environment. This occurs, for example, when a local environmental experience is highly contrary to a virtual experience being suggested via the dynamic media activity.
The above needs are at least partially met through provision of the method and apparatus for altering a media activity described in the following detailed description, particularly when studied in conjunction with the drawings, wherein:
Skilled artisans will appreciate that elements in the figures are illustrated for simplicity and clarity and have not necessarily been drawn to scale. Also, common but well-understood elements that are useful or necessary in a commercially feasible embodiment are often not depicted in order to facilitate a less obstructed view of these various embodiments of the present invention. It will further be appreciated that certain actions and/or steps may be described or depicted in a particular order of occurrence while those skilled in the art will understand that such specificity with respect to sequence is not actually required. It will also be understood that the terms and expressions used herein have the ordinary meaning as is accorded to such terms and expressions with respect to their corresponding respective areas of inquiry and study except where specific meanings have otherwise been set forth herein.
Generally speaking, pursuant to these various embodiments, one alters (by, for example, enhancing) the realism of a dynamic media activity by acquiring information regarding ambient conditions experienced by a recipient user of the dynamic media activity and using that information to alter the media activity. In a preferred embodiment these events occur substantially in a real-time manner. The ambient conditions can comprise any condition of choice with examples comprising visual conditions, auditory conditions, temperature conditions, haptic conditions, and so forth. The alterations of the dynamic media activity can, in turn, correspond (at least in a preferred approach) to the nature of the ambient condition (or conditions) in question. In one approach, the dynamic media activity can be altered in such a manner that an ambient condition of the user is mirrored in the media activity, thereby extending the user's environment into the environment of the media activity. This could be done, for example, by branching an audio-visual program being presented to a segment wherein the weather conditions in the audio-visual program are similar to those at the user's location. Those skilled in the art will recognize a wide variety of ways in which a dynamic media activity can be altered so as to mirror one or more ambient conditions of a recipient user.
In another approach, information about one or more ambient conditions of a user may be used to alter a dynamic media activity in a manner that, rather than mirroring the information, correlates with it in a more indirect manner. For example, if the information indicates that a user is driving down a particularly bumpy road, a character in a video game being played by the user might bounce down a staircase. As another example, if the information indicates a sudden forward acceleration of the vehicle in which a user is riding, a character in a video game being played by the user might be shoved from behind.
So configured, environmental conditions (including even relatively intense and/or otherwise highly obtrusive conditions), instead of potentially distracting the user, can themselves serve to highlight, supplement, and/or otherwise at least potentially enhance the user's perception and interaction with the dynamic media activity. These and other benefits may become clearer upon making a thorough review and study of the following detailed description.
Referring now to the drawings, and in particular to
The process 100 further provides for the dynamic acquisition 102 of information regarding at least one ambient condition for the recipient user (i.e., an ambient condition that is being experienced by, or will likely be experienced by, the recipient user). By way of example and not by way of limitation, the information may comprise data concerning a present geographic location of the user, present weather conditions at the location of the user, present ambient illumination conditions, ambient temperature, ambient sounds, ambient odors, present acceleration, present geographic trajectory, and/or a present haptic condition. In a preferred embodiment, the information is acquired 102 by the portable hand-held apparatus 106. By way of examples, information may be acquired 102 using sensors built in to or in communication with the hand-held apparatus 106 or which may be communicated to the hand-held apparatus 106 via, for example, wireless messaging from a remote source (using, for example, radio frequency, optical, or sonic bearer channels as are known in the art).
This process 100 uses the acquired information to dynamically alter 104 the dynamic media activity. In a preferred embodiment, the media activity is altered by providing media content that correlates, at least in part, to the acquired information. The following examples of how information might be used 104 may help the reader to understand the spirit of the process 100. As a first example, when the information indicates that a vehicle in which the recipient user is riding is making a right hand turn, that may be reflected by altering the media activity to have the user encounter a right hand turn in a corresponding video game. Further examples include: when the user is in a vehicle that enters a tunnel, information about ambient illumination conditions can be used to alter a video game storyline to direct the presentation of a scenario wherein a character in the video game encounters a dark environment; detection of thunder sounds in the user's environment may be used to trigger the appearance of lightning in a video game; if the user is in a vehicle encountering a series of speed bumps, the character in a video game may encounter a series of explosions; ambient sounds such as car horns honking or birds chirping may trigger similar sounds within a video game; and information about present weather conditions of the user may be used to branch an audio-visual program being provided to the user to a story portion or storyline that reflects and/or otherwise incorporates those weather conditions. Yet further examples of the use of information about present weather conditions include: the presence of snowfall in the user's environment may be reflected in a video game as a blinding visualization due to snow reflecting sunlight in the game or as a reduced visibility due to airborne snow in the game; and information about extreme hot or cold conditions may be used to alter the power level or general effectiveness of characters in the game.
In some situations it may be desirable to optionally automatically modify 105 the manner in which the information is used. For example, ambient conditions being experienced by the user may not be appropriate for the video game being played. Also in one embodiment of the invention, then, the detection 103 of a predetermined state is used to trigger a modification 105 in the manner in which information is used 104 to dynamically alter the media activity. For example, the user might preselect a level of intensity for the correlation between the information and the media content that is provided to the user. As another example, if the information indicates that the user is in a any number of given environments, the intensity with which information is used to alter 104 the media activity could be automatically dialed down or may reach a threshold. As a further example, when the intensity of an ambient condition surpasses a predetermined threshold, the linkage between the information about the user and the video game could be completely disengaged and the user may be provided with a notification of that change.
Those skilled in the art will appreciate that the above-described processes are readily enabled using any of a wide variety of available and/or readily configured platforms, including partially or wholly programmable platforms as are known in the art or dedicated purpose platforms as may be desired for some applications.
To illustrate, and referring now to
The apparatus may further preferably comprise a memory 202 having information regarding at least one ambient condition that is at least potentially perceivable by a recipient user of the dynamic media activity engine 201. The memory 202 could be implemented in any form of machine readable memory and may further be comprised of one or of several constituent storage elements (with such component and architectural options being well understood by those skilled in the art). The dynamic media activity engine 201 is operably coupled to the memory 202 and is configured and arranged (via, for example, appropriate corresponding programming) to use the information to dynamically alter the media activity as provided to the recipient user in a manner consistent with the process 100.
The apparatus further comprises a user interface 205 operably coupled to the dynamic media activity engine 201 for communicating the dynamic media activity to a user. Common examples of user interfaces comprise one or more of a video display device, a sound production device, a scent production device, a rumble production device, and/or a force feedback interface device. Those skilled in the art will recognize a variety of other user interfaces that are potentially usable in accordance with these teachings.
In a preferred embodiment, at least one ambient condition detector 203 (and possibly many such detectors) is operably coupled to the memory 202 for acquiring and storing information regarding at least one ambient condition of the user. The nature of the detector 203, of course, will vary in accordance with the particular ambient condition of interest. Alternatively, or in addition, a wireless interface 204 may be configured and arranged to receive information concerning at least one ambient condition of the user and be operably coupled to the memory 202 for storing the information. To illustrate, such a wireless interface 204 may take the form of a device for receiving wireless messages via a cellular network.
Those skilled in the art will recognize and understand that such an apparatus 200 may be comprised of a plurality of physically distinct elements as is suggested by the illustration shown in
So configured, such an apparatus, programmed and/or otherwise arranged to comport with these teachings, can facilitate the alteration of any of a variety of dynamic media activities such that environmental stimuli and/or otherwise perceivable external conditions can supplement and enhance the user's experience with respect to the dynamic media activity. The specific environmental condition to which the activity responds, and the precise nature of that response, can vary widely to reflect the needs and/or capabilities of the apparatus itself as will be understood by those skilled in the art.
Those skilled in the art will recognize that a wide variety of modifications, alterations, and combinations can be made with respect to the above described embodiments without departing from the spirit and scope of the invention, and that such modifications, alterations, and combinations are to be viewed as being within the ambit of the inventive concept.