This application is related to the following co-pending U.S. Patent Applications, each of which has a common assignee and common inventors.
The aforementioned applications are herein incorporated by reference for all purposes.
This invention relates in general to the field of virtual reality attractions, and more particularly to virtual reality attractions that blend physical elements with VR representations.
These and other objects, features, and advantages of the present invention will become better understood with regard to the following description, and accompanying drawings where:
Exemplary and illustrative embodiments of the invention are described below. In the interest of clarity, not all features of an actual implementation are described in this specification, for those skilled in the art will appreciate that in the development of any such actual embodiment, numerous implementation specific decisions are made to achieve specific goals, such as compliance with system-related and business-related constraints, which vary from one implementation to another. Furthermore, it will be appreciated that such a development effort might be complex and time-consuming but would nevertheless be a routine undertaking for those of ordinary skill in the art having the benefit of this disclosure. Various modifications to the preferred embodiment will be apparent to those skilled in the art, and the general principles defined herein may be applied to other embodiments. Therefore, the present invention is not intended to be limited to the particular embodiments shown and described herein but is to be accorded the widest scope consistent with the principles and novel features herein disclosed.
The present invention will now be described with reference to the attached Figures. Various structures, systems, and devices are schematically depicted in the drawings for purposes of explanation only and so as to not obscure the present invention with details that are well known to those skilled in the art. Nevertheless, the attached drawings are included to describe and explain illustrative examples of the present invention. The words and phrases used herein should be understood and interpreted to have a meaning consistent with the understanding of those words and phrases by those skilled in the relevant art. No special definition of a term or phrase (i.e., a definition that is different from the ordinary and customary meaning as understood by those skilled in the art) is intended to be implied by consistent usage of the term or phrase herein. To the extent that a term or phrase is intended to have a special meaning (i.e., a meaning other than that understood by skilled artisans) such a special definition will be expressly set forth in the specification in a definitional manner that directly and unequivocally provides the special definition for the term or phrase.
A modular stage 1 comprises a plurality of separable modular stage sections 2 designed to fit and cooperate with each other for ease of assembly to form the stage 1. The modular stage 1 and its kit 11 of stage accessories 14, 16, 18, 70, 110, 120 are configurable to fill a discrete set of spatial areas—for example, 10 meters by 20 meters and 15 meters by 15 meters—that might be found in a mall, theater, or other retail space. Different spatial representations of a VR world are created to fit one or more of these areas and correspond to one or more stage plans or arrangements of accessories 14, 16, 18, 70, 110, 120 on the stage 1.
In one embodiment, the modular stage 1 comprises a commercially available stage kit (not to be confused with the accessory kit 11 described herein). Discretely positioned (and preferably regularly spaced) accessory mounts 7 are either provided with, or incorporated into, the stage 1. In one embodiment, the stage 1 is elevated above the ground, enabling signal lines 12 and power lines 13 to pass underneath the platform 3 and through openings in the platform 3 (e.g., the peg holes 7) to service the accessories 14, 16, 18, 70, 110, 120 mounted on the stage 1.
The accessory mounts 7 are placed at preselected coordinates in a grid-like fashion in order to provide discrete places, readily and accurately represented in a VR world, for the mounting of the stage accessories 14, 16, 18, 70, 110, 120. In one practical embodiment, the accessory mounts 7 are peg holes that are regularly spaced and configured for receiving accessories that have cooperating pegs. In this application, the term “peg” is used in a broad sense to encompass large structures as well as small structures. The peg holes 7 may be round, square, dimensioned to receive a dimensional board, or some other shape. The peg holes 7 are defined by a surrounding structure that, in conjunction with cooperating fittings or mounts 17 (e.g., pegs), provide sufficient strength to fix and stabilize any mounted accessory 14, 16, 18, 70, 110, 120. In an alternative embodiment, the stage platform 3 is modified to incorporate pegs 17 for receiving accessories 14, 16, 18, 70, 110, 120 with cooperating holes 7.
Any suitable substitute for a peg-and-hole system would also fall within the scope of the present invention, including mounts in the form of seats, sockets, interconnectors, fasteners, couplers, couplings, clamps, hand-operated quick-release clasps, ties, pins, snaps, links, and the like. The scope of the invention also includes any arrangement of female and male parts that attach one object to another, provided that they facilitate quick assembly and disassembly.
Collectively, the peg holes or other accessory mounts 7 of the modular stage platform 3 are aligned within rectilinear rows and columns, forming a grid or regular pattern 8. In one embodiment, the stage sides have a primary set of alphanumeric markings 9, respectively, to identify each square 2 in the modular stage. In the 1 meter by 1 meter square embodiment, this grid density provides a 1 meter by 1 meter level of resolution. Each square or alternatively dimensioned platform section 2 may also be labeled with its own secondary set of alphanumeric markings 9, to identify each accessory mount 7 in the square or section 2. In the 100-holes per square embodiment, this grid density provides a 1-decimeter by 1-decimeter level of resolution. The invention is, of course, not limited to these square dimensions or grid densities.
The assembly of the accessories 14, 16, 18, 70, 110, 120 to the modular stage platform 3 makes use of the positioning grid 8. For example, as noted above, many of the accessories 14, 16, 18, 70, 110, 120 are arranged with fittings 17 (such as pegs) to mount them to the modular stage platform 3 at particular stage platform coordinates. The accessory mounts 7 cooperate with the fittings 17 to secure the accessories 14, 16, 18, 70, 110, 120 to the platform 3. This aids in fast and accurate alignment with objects in virtual reality.
Parts may be added to or subtracted from the kit 11 to create new configurations. In one embodiment, the modular stage 1 includes perimeter walls 5 that are also covered in a labeled grid pattern 8, facilitating fastening of objects to the walls 5 in precise, discrete, exact, and vertically-aligned locations. A primary modular stage accessory 5, such as an interior wall, may include its own labeled grid and pattern of accessory mounts (not shown) so that one or more secondary modular stage accessories 14, 16, 18, 70, 110, 120 can be accurately mounted to the primary stage accessory 5.
The grid-based approach described above is preferable to several alternative approaches to aligning a virtual world with a physical construction. One common alternative approach is to create a permanent “one-up” VR attraction that has not been designed in a modular fashion. It is not practical to update such attractions, limiting their ability to bring in and appeal to repeat customers. Another approach would require that video sensors and/or other sensors be used to determine the location and orientation of each fixed, stationary modular stage accessory 14, 16, 18. This approach in practice would provide a less accurate and/or reliable means of aligning the virtual and physical worlds than this invention's approach, in which the objects of the VR representation and the physical world are positioned at predetermined coordinates or grid points that select prepositioned accessory mounts 7. Another alternative would involve arranging accessories 14, 16, 18, 70, 110, 120 on to the stage platform 3 at specified coordinates without the benefit of a grid 8 or a patterned arrangement of peg holes or the like. A disadvantage of this approach is that it takes longer to assemble the stage, and with greater chance of error. Another disadvantage of this approach is that stage assemblers cannot assemble a stage as precisely and quickly, this way, as they would with the grid-based approach. The result is that the physical and virtual worlds may not align as precisely as they would with the grid-based approach.
As noted above, in one embodiment, the stage 1 is elevated above the ground, enabling signal lines 12 and power lines 13 to pass underneath the platform 3 and through openings in the platform 3 (e.g., the peg holes 7) to service the accessories 14, 16, 18, 70, 110, 120 mounted on the stage 1.
As shown in
The physical space 151 enables players to advance through and interact with other players. The grid 152 is set up in the physical space 151. The grid 152 provides discrete locations for setting up both fixedly mounted and free-standing physical objects that provide a tactile substrate for virtual objects presented in the VR world.
The first set of components 153a -f (collectively referred to as 153 in this description) comprise unfixed mobile components that are tracked using motion tracking LEDs or retroreflective markers. The first set of components 153 comprises, for example, headgear 153a, 3D goggles 42 (
The second set of components 154a-d (collectively referred to as 154) is fixedly mounted or at least partially mounted on the grid 152. Two fixedly mounted examples are a desk 154a and filing cabinet 154b. Sensors detect when certain drawers are opened or closed. One partially fixed example is a fixed door frame (e.g., part of façade 14 of
The third set of components 155a-d (collectively referred to as 155) comprise items that are fixedly mounted on the grid 152. But unlike the second set 154, the third set 155 is not tracked or controlled wirelessly or via wire 158. Examples include a wall 155a, a fence 155b, a rail 155c (
The game server 157 relies on a combination of the first, second, and third sets of components 153-155 to provide an immersive, shared experience of the VR world to the players. The game server 157 serves updates to the first and second sets of components 153 and 154 via WiFi and wire 158, respectively. The game server 157 does not gather data from the third set of components 155.
In one embodiment, the VR system 150 includes a motion tracking system 159 comprising an array of cameras positioned along a perimeter of the physical space 151 and/or over the physical space 151. In one implementation, the motion tracking system 159 transmits data using WiFi to the game server 157. In another implementation, the motion tracking system 159 transmits data over wire 158 to the game server 157.
The game server 157 serves constructs of a VR world (the VR engines perform the final rendering) having thematically-embellished virtual objects that are virtually (as a player perceives it through his or her headgear) located in positions and orientations that match the positions and orientations of the free-standing physical props and thematic objects. The game server 157 interprets the data from the motion tracking system 159 and transmits the interpreted data to headgear 153a or 42 worn by the players. When the players reach out far enough to touch the thematically-embellished virtual objects, they feel a corresponding physical object, providing the players with a tactile experience that is consistent with and augments the VR world's audiovisual experience.
The VR system further comprises an inventory tracking system having a scanner, both embodied in a handheld computer that includes a WiFi circuit. The inventory tracking system scans the physical space 151 and registers free-standing physical props found within the physical space 151, and identifies whether each free-standing physical prop is in the physical space 151, and if so, whether the free-standing physical prop is properly positioned and oriented in the physical space 151. An inventory tracking system is further described in U.S. Provisional Patent Application No. 62/618,030, filed Jan. 16, 2018, and the non-provisional of that application, which is being filed on the same day, Jan. 16, 2019, as the instant application, and both of which are herein incorporated by reference.
The VR system further comprises a chip or tag located in each prop that provides identification (ID) information (e.g., RFID) identifying the free-standing physical prop to the inventory tracking system. The inventory tracking system collects 3D scan data from the scanner and collects the ID information from the chips and/or tags.
In this embodiment, the game server 157 uses a combination of the first, second, and third sets of components 153-155 to provide players an immersive, shared experience of the VR world. (In other embodiments, components are grouped in other ways). The instruction set forth in block 162 provides that a first set of components 153 should be tracked using motion tracking LEDs or retroreflective markers to wirelessly communicate with the game server 157. The instruction set forth in block 163 provides that a second set of components 154 are wired to a wired I/O controller 156. The instruction set forth in block 164 provides that a third set of components 155 are fixedly placed on the grid 152 but unlike the other two sets 153 and 154, are not tracked wirelessly or via wire 158.
As noted in connection with
The instruction set forth in block 165 calls for tracking movements and generating tracking data of the first and second sets of components 153 and 154 using an array of cameras positioned along a perimeter of and/or over the physical space 151 and transmitting the tracking data to the game server 157. For most of the first set of components 153, tracking data is sent using WiFi to the game server 157. Tracking data from the second set of components 154 is sent by wire 158 to the wired I/O controller 156.
The instruction set forth in block 166 calls for the game server 157 to interpret the tracking data and transmits interpreted data to headgear (e.g., VR headsets) worn by the players and furthermore serves updates to the second set of components 154 via WiFi.
The instruction set forth in block 167 calls for the game server 157 serves the VR engines (computer processing components of the VR system 150 that are carried by players) constructs of a VR world having thematically-embellished virtual objects that are virtually located in positions and orientations that match the positions and orientations of the free-standing physical props and thematic objects.
The instruction set forth in block 168 calls for the VR engines to feed an audiovisual experience of a VR world to the players' headgear. The players carry VR engines on their persons (using, for example, backpacks) in order that generate and feed player-specific audiovisual experiences and perspectives of a VR world to the players' headgear.
During a VR game, one or more of the players are likely to reach out far enough to virtually touch (as perceived in the VR world by the player) one of the thematically-embellished virtual objects. When players do so, they feel a corresponding physical object. This provides the players with a tactile experience that is consistent with and augments the VR world's audiovisual experience.
This application claims the benefit of our U.S. Provisional Patent App. No. 62/618,038, filed Jan. 16, 2018. This application also claims the benefit of related U.S. Provisional Patent Application No. 62/618,030, also filed Jan. 16, 2018, entitled “Registering and Calibrating Physical Props Used in a VR World.”
Number | Date | Country | |
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62618038 | Jan 2018 | US | |
62618030 | Jan 2018 | US |