Simulated environments for marketplaces, gaming, sporting events, and performance events
Abstract
Systems and methods of simulated objects in simulated environments for marketplaces, gaming, sporting events and/or performance events are disclosed herein. In one aspect, embodiments of the present disclosure include a method to control a simulated object that is associated with a physical location in a real world environment. One embodiment includes enabling access of the simulated object in a simulated environment by a user via a device responsive to determining that a location data or timing data satisfies a criterion. The simulated environment can include a marketplace associated with the physical location in the real world environment where the simulated object represents virtual goods or real goods associated with the marketplace.
Claims
exact text as granted — not AI-modified1 . A system for facilitating a virtual performance in a real world environment, the system, comprising:
means for, generating a virtual object for display to a user located in a physical location in the real world environment, the virtual object being controlled by a real performer; wherein, the real performer is giving a live performance in the real world environment and is not necessarily located in the physical location where the virtual object is displayed to the user; means for, updating the virtual object in real time or near real time according to the live performance given by the real performer in the real world environment, the updates to the virtual object to be presented to the user in the physical location via a device is suitably sized to display a full-size adult human being.
2 . The system of claim 1 , wherein, the user is able to interact with the virtual object representing the real performer depicted on the device.
3 . The system of claim 2 , wherein, updates in characteristics of the virtual object resulting from interaction with the real user are presented via the device to be perceived by the real user.
4 . A method to control a simulated object that is associated with a physical location in a real world environment, the method, comprising:
enabling access of the simulated object in a simulated environment by a user via a device responsive to determining that a location data or timing data satisfies a criterion, the simulated object having attributes that are perceived by the user via the device; wherein, the location data includes a location of the device and the timing data includes a time when the device is located at the location; wherein, the simulated environment includes a marketplace associated with the physical location in the real world environment; wherein, the simulated object represents virtual goods or real goods associated with the marketplace.
5 . The method of claim 4 , wherein, the user sells or purchases virtual goods associated with the market place.
6 . The method of claim 4 , wherein, the user sells or purchases the real goods via the device when located in the physical location associated with marketplace.
7 . The method of claim 4 , further comprising, another simulated object representing an electronic coupon.
8 . The method of claim 7 , wherein, the user accesses the electronic coupon using the device when the device is located at the location during a certain period of time that satisfies the criteria; wherein, the device includes a mobile device.
9 . The method of claim 7 , wherein, the electronic coupon is redeemed by the user at a business located at or near the location.
10 . A method of simulating a virtual game that is played by a real user in a real world environment via a device, comprising:
providing, by a server, a gaming environment to the real user via the device, the gaming environment to correspond to a physical location in the real world environment where the real user is located; wherein, the gaming environment has characteristics that correspond to physical characteristics of the physical location, the gaming environment including a simulated object; wherein, the real user controls the simulated object in the gaming environment; detecting movement of the real user; updating, by the server, a characteristic of the simulated object in the gaming environment at least partially based on the movement of the real user.
11 . The method of claim 10 , wherein, accessibility of the simulated object via the device depends on a location of the device.
12 . The method of claim 10 , further comprising, identifying a user requested action on the simulated object in the gaming environment by detecting user interaction with the device;
updating the characteristic of the simulated object in the gaming environment according to the user requested action; wherein, updates in the characteristic of simulated object are presented through the device to be perceived by the user.
13 . The method of claim 10 , wherein, the gaming environment comprises a second simulated object.
14 . The method of claim 13 , wherein, the second simulated object is controlled by a second real user; and wherein, the second simulated object interacts with the simulated object in the gaming environment.
15 . The method of claim 14 , further comprising, detecting movement of the second real user;
updating the second simulated object in the gaming environment at least partially based on the movement of the second real user.
16 . The method of claim 10 , wherein, the gaming environment includes a simulated combat environment.
17 . The method of claim 16 , wherein, the gaming environment comprises a second simulated object wherein, the second simulated object is a real or simulated opponent with whom the simulated object controlled by the first user is in combat.
18 . The method of claim 10 , wherein, accessibility of the simulated object via the device depends on a time when the device is located at the location.
19 . The method of claim 13 , wherein, the second simulated object is at least in part controlled by a computer program.
20 . The method of claim 10 , wherein, the gaming environment includes, one or more of, an arcade game, a Pacman game, and a strategy game.
21 . The method of claim 20 , wherein, the strategy game includes, one or more of, chess, checkers, and Othello.
22 . The method of claim 10 ,
wherein, the gaming environment includes multiple simulated objects; and wherein, the multiple simulated objects include reward items, ammunition, barriers, goblins, places, events, and other characters.
23 . The method of claim 12 , wherein, the requested user action with the simulated object includes one or more of, collecting a reward item, firing ammunition, surmounting a barrier, and shooting a goblin.
24 . The method of claim 12 , wherein, the requested user action with the simulated object includes, one or more of, throwing an item, consuming an item.
25 . The method of claim 12 , wherein, the requested user action with the simulated object includes dialoguing with another character.
26 . A method for simulating a virtual performance in a real world environment, the method, comprising:
generating a virtual object for display on a device located in a physical location in the real world environment, the virtual object being controlled by a real performer; wherein, the real performer is giving a live performance in the real world environment and is not necessarily located in the physical location where the virtual object is displayed on the device; updating the virtual object in real time or near real time according to the live performance given by the real performer in the real world environment, the updates to the virtual object to be presented on the device in the physical location; wherein, the device is used by a real user, and the real user is able to interact with the virtual object representing the real performer depicted on the device; wherein, updates in characteristics of the virtual object resulting from interaction with the real user are presented via the device to be perceived by the real user.
27 . The method of claim 26 , further comprising, generating multiple simulated objects for display on devices located in multiple physical locations in the real world environment;
wherein, each of the multiple simulated objects represent the real performer giving the live performance such that the live performance is projected at each of the multiple physical locations in the real world environment.
28 . The method of claim 26 , wherein, the device is a mobile device.
29 . The method of claim 26 , wherein, the device is suitably sized to display a full-size adult human being.
30 . The method of claim 26 , wherein, the device includes a plasma display or an LCD display.
31 . The method of claim 26 , wherein, the simulated object includes audio data generated by the real performer; wherein, the audio data further includes sound effects or background music generated in the live performance.
32 . The method of claim 26 , wherein, the live performance is a concert, a play or a presentation.
33 . A method of simulating a sports game on a device played by a real participant in a real world environment, comprising:
depicting, at the device, a simulated playing field; wherein, the simulated playing field represents a physical location in the real world environment and is provided for access via the device, the simulated playing field having characteristics that correspond to physical characteristics of the physical location where the real participant is located; identifying a user requested action to be performed on a simulated object in the simulated playing field by detecting user interaction with the device; wherein, the user requested action is an action that corresponds to a type of sports of the sports game; updating, by the device, a characteristic of the simulated object in the simulated playing field according to the user requested action and at least in part according to actions of the real participant in the real world environment.
34 . The method of claim 33 , wherein, the simulated object is presented via the device such that the updated characteristic of the simulated object is perceived by the user.
35 . The method of claim 33 , further comprising, providing a simulated participant in the simulated playing field;
wherein, the simulated participant acts as a teammate or opponent of the real participant; wherein, the simulated participant performs actions on the simulated object, the actions corresponding to the type of game of the sports game.
36 . The method of claim 33 , wherein, the simulated object includes a simulated ball controlled by the user in a manner that corresponds to the type of sports of the sports game.Join the waitlist — get patent alerts
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