Combining motion capture and timing to create a virtual gaming experience
Abstract
A method for creating a virtual gaming experience without avatars is disclosed. The method described herein may be a computer-implemented software process. Conventional virtual games may require an avatar on a screen with which the player interacts. The present invention provides for the direct interaction between two or more players, without the need for a separate visual representation on a screen, or television. The two or more gamers may be within view of each other, thus obviating the need for a separate visual representation. The process described herein may use basic motion capture (using accelerometer technology) and timing to represent gaming maneuvers and situations to create a virtual gaming experience in real time. This way, people will be able to physically react to the other people and their actions and reactions involved in this experience.
Claims
exact text as granted — not AI-modified1 . A method for creating a virtual gaming experience, comprising:
establishing a connection between all players of the game and a gaming system, each player being within view of each other player; receiving input of a player action by the gaming system, the player action pertaining to the virtual gaming experience, wherein the action equates to a physical motion combined with timed responses and/or timing parameters; determining whether the player action has an effect on a previous action, if any, by another player; if the player action has an effect on the previous action, if any, by another player, then assessing whether the timing of the response was within timing tolerance limits or parameters; and determining consequences for said player action and previous action, if any.
2 . The method of claim 1 , further comprising obtaining directional information on each of the players.
3 . The method of claim 1 , further comprising creating at least one of a vibration, a sound and a light detectable by the player, the vibration, the sound and the light being responsive to the player action.
4 . The method of claim 1 , further comprising detecting a location of each player with a global positioning device.
5 . The method of claim 1 , further comprising recording actions made by each of the players for later analysis.
6 . The method of claim 1 , further comprising utilizing an augmented reality device to provide the player with gameplay effects.
7 . The method of claim 1 , further comprising utilizing an HMD (Head or Helmet Mounted Display) to provide the player with gameplay effects.
8 . A gaming system comprising:
one or more motion sensors controlled by one or more players; and a processor adapted to detect motion of the one or more motion sensors and create a player action pertaining to the virtual gaming experience, wherein the player action equates to a physical motion combined with timed responses and/or timing parameters, wherein the processor determines whether the player action has an effect on a previous action, if any, by another player and if the player action has an effect on the previous action, if any, by another player, then assessing whether the timing of the response was within timing tolerance limits; and the processor determines consequences for said player action and previous action, if any.
9 . The gaming system of claim 8 , further comprising one or more effects generators, the effects generators adapted to create at least one of a vibration, a sound and a light.
10 . The gaming system of claim 8 , wherein the gaming system does not include a separate visual representation of the players.
11 . The gaming system of claim 8 , further comprising at least one augmented reality device adapted to provide the players with gameplay effects.
12 . The gaming system of claim 8 , further comprising at least one HMD (Head or Helmet Mounted Device) adapted to provide the players with gameplay effects.Cited by (0)
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