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Wearable virtual reality motion helmet and wearable virtual action game system

A virtual reality and game system technology, applied in sports accessories, indoor games, video games, etc., can solve the problems of inability to combine games and players, insufficient sealing effect, high failure rate, etc., and achieve simple human-computer interaction and network competition. High precision of control, enhanced realism effect

Inactive Publication Date: 2015-08-26
永嘉县帅动体育用品有限公司
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

The game and the player cannot be integrated
Can't inspire real sports game fun
Judging from the information collected so far, the cost of virtual simulation is high, the operation is complicated, and the sealing effect is not enough, so it cannot achieve its due effect.
The hardware and software implementation of its components is relatively cumbersome, resulting in a high failure rate

Method used

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  • Wearable virtual reality motion helmet and wearable virtual action game system
  • Wearable virtual reality motion helmet and wearable virtual action game system

Examples

Experimental program
Comparison scheme
Effect test

Embodiment 1

[0022] Embodiment 1: a kind of wearable virtual reality sports helmet, such as figure 1 As shown, the helmet is provided with a three-dimensional image display screen 1, a sound player 2, a sensor unit 3 for sensing head rotation and direction changes, a vibration component 4 that can generate vibrations, and a processing control device that installs and runs a three-dimensional virtual game. The unit 5 and the data transceiving unit 6, the three-dimensional image display screen, the sensing unit, the vibrating component, the sound player and the data transceiving unit are all electrically connected to the processing control unit.

[0023] The three-dimensional image display screen is a liquid crystal screen that adopts imaging technology for the left and right eyes to produce a three-dimensional effect. Therefore, the two eyes are respectively provided with lenses to distinguish the imaging content of the liquid crystal.

[0024] The sound player is a generating device equipp...

Embodiment 2

[0029] Embodiment 2: a kind of wearable virtual action game system, such as figure 2 As shown, it has the wearable virtual reality sports helmet A described in Embodiment 1, and also includes at least one of game guns B, game handles, sports vests C, game gloves, treadmills and sports shoes D, the game Firearms, game handles, sports vests, game gloves, treadmills and sports shoes are each signally connected to the helmet.

[0030] The sports vest, the game gun, the game handle, the game glove, the sports shoes and the treadmill are each provided with a vibrating part that can generate vibrations, and the game gun, the game handle, the game glove and the sports shoes have collection directions and angles respectively. The terminal sensor of , the terminal sensor is an angle and direction sensor.

[0031] The helmet can be combined with auxiliary terminals such as game guns, game handles, sports vests, game gloves, treadmills and / or sports shoes, so that the human-computer int...

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PUM

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Abstract

The invention discloses a wearable virtual reality motion helmet and a wearable virtual action game system. The helmet comprises a three-dimensional image display screen, a sound player, a sensing unit, a vibration component, a process control unit running a three-dimensional virtual game, and a data transceiving unit. An enclosed virtual simulated visual and acoustic effect can be generated; and the viewing angle of the game scene can be changed by the turning and the direction change of the head. The helmet can be used in combination with auxiliary terminals such as a game gun, a gamepad, a sport jacket, game gloves, a treadmill and / or sport shoes, to make the human-machine interaction and the network competition of virtual games such as simulated gunnery, simulated driving, simulated outdoor live CS become easier; and real-time bidirectional information exchange can be achieved among the helmet, the auxiliary terminals and the network; the verisimilitude is enhanced by the vibration feedback, such as the vibration feeling like being really shot in shooting game competitions, thereby achieving the 5D interaction.

Description

technical field [0001] The invention belongs to the field of sports equipment, and in particular relates to a sports game helmet with a virtual reality function and a simulation game system using the helmet. Background technique [0002] The current 3D somatosensory motion equipment often requires powerful hardware simulation auxiliary equipment, as well as complex software and hardware combined operations and implementation measures. Its experience effect is also relatively simple, and it is impossible to realize the immersive virtual simulation effect. In particular, such a huge system can only be implemented conveniently in institutions such as commercial clubs or service business units, and it is difficult to popularize and fail to achieve ideal virtual sports effects. The current technologies that can generally be applied to products on the market often focus on 4D and 5D simulation effects, or on professional simulation operation training platforms such as virtual dri...

Claims

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Application Information

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IPC IPC(8): A63F13/285A63F13/23A63F13/26
Inventor 任有恒
Owner 永嘉县帅动体育用品有限公司
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