In-car gaming system and method

By integrating sensors in the vehicle and designing a dynamic adjustment of the game virtual environment, the problem of insufficient dynamic gaming experience in the vehicle is solved, and a more realistic and interactive gaming experience is achieved.

CN114073853BActive Publication Date: 2025-05-20GM GLOBAL TECHNOLOGY OPERATIONS LLC
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Patent Information

Application Number
CN202110506328.0
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Priority Date
2020-08-12
Filing Date
2021-05-10
Publication Date
2025-05-20
Estimated Expiration
2041-05-10

AI Technical Summary

Technical Problem

The prior art is difficult to provide interactive gaming systems within a vehicle, especially when the vehicle moves and the environment changes, the gaming experience is not dynamic and realistic enough.

Method used

A vehicle game system is designed to use vehicle sensors (such as GPS, accelerometer, temperature sensor, etc.) to monitor the vehicle's movement status and external environment in real time, and dynamically adjust the game's virtual environment based on these data, including Avatar's movement, weather effects, and changes in the state of items.

Benefits of technology

It realizes dynamic adjustment of the game experience when the vehicle moves and the environment changes, enhances the interactiveness and authenticity of the game, and provides a richer passenger entertainment experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

A gaming system for a vehicle includes: a gaming application that implements an interactive game and is stored in a memory; a sensor of the vehicle configured to determine a current condition when the vehicle is moving; and a gaming module of the vehicle configured to: execute the gaming application; display a virtual environment of the interactive game via one or more displays in the vehicle; output sounds of the interactive game via one or more speakers in the vehicle; control actions within the virtual environment of the interactive game based on user input received via one or more input devices of the vehicle; and adjust one or more characteristics of the virtual environment of the interactive game based on the current condition when the vehicle is moving.
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Description

Background Art

[0001] The information provided in this section is for the purpose of generally presenting the context of the present disclosure. To the extent described in this section, the work of the currently named inventors and aspects that may not otherwise be described as prior art at the time of filing are neither expressly nor impliedly considered prior art to the present disclosure.

[0002] The present disclosure relates to vehicles, and more particularly to systems and methods for in-vehicle games.

[0003] A vehicle includes one or more torque generating devices, such as an internal combustion engine and / or an electric motor. The passengers of the vehicle ride inside the passenger compartment (or passenger cabin) of the vehicle.

[0004] The vehicle may include one or more different types of sensors that sense the surrounding environment of the vehicle. An example of a sensor that senses the surrounding environment of the vehicle is a camera configured to capture an image of the surrounding environment of the vehicle. Examples of such cameras include a forward camera, a rear camera, and a side camera. Another example of a sensor that senses the surrounding environment of the vehicle includes a radar sensor configured to capture information about the surrounding environment of the vehicle. Other examples of sensors that sense the surrounding environment of the vehicle include sonar sensors configured to capture information about the surrounding environment of the vehicle and light detection and ranging (LIDAR) sensors. Summary of the Invention

[0005] In one aspect, a game system for a vehicle includes: a game application that implements an interactive game and is stored in a memory; sensors of the vehicle configured to determine a current condition when the vehicle is moving; a game module of the vehicle configured to, when the vehicle is moving: execute the game application; display a virtual environment of the interactive game via one or more displays in the vehicle; output sounds of the interactive game via one or more speakers in the vehicle; control an action within the virtual environment of the interactive game based on user input received via one or more input devices of the vehicle; and adjust one or more characteristics of the virtual environment of the interactive game based on the current condition.

[0006] In other aspects, the sensors include a global positioning system (GPS) module of the vehicle configured to determine the current location of the vehicle, wherein the game module is configured to adjust the virtual environment of the interactive game based on the current location of the vehicle when the vehicle is moving.

[0007] In other aspects, the game module is configured to move an avatar (representing the user in the game) through the virtual environment of the interactive game based on the vehicle speed multiplied by a predetermined scalar value.

[0008] In other aspects, the predetermined scalar value is greater than 1.

[0009] Among other features, the weather module is configured to obtain weather data representative of the weather conditions at the vehicle based on the vehicle's current location, and the game module is configured to adjust the weather in the virtual environment of the interactive game based on the weather data representative of the weather conditions at the vehicle.

[0010] Among other features, the weather module is configured to obtain weather data from a remote weather source via a network.

[0011] Among other features, the heating, ventilation, and air conditioning (HVAC) system is configured to control the heating and cooling of the vehicle's passenger compartment, and the game module is further configured to perform at least one of the following based on the wind speed of the weather data: adjust the speed of the blower of the HVAC system based on the wind speed of the weather data; and adjust one or more characteristics of the virtual environment of the interactive game based on the wind speed of the weather data.

[0012] Among other features, the game module is configured to increase the speed of the blower of the HVAC system when the wind speed is greater than a predetermined speed.

[0013] Among other features: a sensor is configured to measure the rate of acceleration (jerk, the rate of change of acceleration) of the vehicle; and the game module is configured to adjust one or more characteristics of the virtual environment of the interactive game based on the rate of acceleration of the vehicle.

[0014] Among other features, the game module is configured to shake one or more items in the virtual environment in response to determining that the rate of acceleration of the vehicle is greater than a predetermined rate of acceleration.

[0015] Among other features: a sensor is configured to measure the ambient temperature outside the vehicle; and the game module is configured to adjust one or more characteristics of the virtual environment of the interactive game based on the ambient temperature outside the vehicle.

[0016] Among other features, the game module is configured to adjust at least one light characteristic within the virtual environment in response to determining that the ambient temperature outside the vehicle is greater than a predetermined temperature.

[0017] Among other features, the game module is configured to visibly melt one or more items in the virtual environment in response to determining that the ambient temperature outside the vehicle is greater than a predetermined temperature.

[0018] Among other features, the game module is configured to visibly transition one or more items to a frozen state in the virtual environment in response to determining that the ambient temperature outside the vehicle is less than a predetermined temperature.

[0019] Among other features: a sensor is configured to capture an image of the environment outside the vehicle; and the game module is configured to adjust one or more characteristics of the virtual environment based on the image of the environment outside the vehicle.

[0020] In one aspect, a gaming system for a vehicle includes: a gaming application that implements an interactive game and is stored in a memory; a gaming module of the vehicle, the gaming module configured to, in response to determining that the vehicle has stopped and is parked: execute the gaming application; display a virtual environment of the interactive game via a display in the vehicle; and control an action within the virtual environment of the interactive game based on an input received via at least one of: a steering wheel of the vehicle; a horn input device of the vehicle; an accelerator pedal of the vehicle; and a brake pedal of the vehicle.

[0021] In other aspects, the gaming module is configured to, in response to determining that the vehicle has stopped and is parked, control an action within the virtual environment of the interactive game based on inputs received via all of: a steering wheel of the vehicle; a horn input device of the vehicle; an accelerator pedal of the vehicle; and a brake pedal of the vehicle.

[0022] In other aspects, the gaming module is configured to, in response to determining that the vehicle has stopped and is parked, perform at least one of: moving an avatar left and right within the virtual environment of the interactive game in response to the steering wheel of the vehicle turning left and right, respectively; and moving the avatar up and down within the virtual environment of the interactive game in response to the steering wheel turning.

[0023] In other aspects, the gaming module is configured to, in response to determining that the vehicle has stopped and is parked, accelerate the movement of the avatar within the virtual environment of the interactive game in response to actuation of the accelerator pedal of the vehicle.

[0024] In other aspects, the gaming module is configured to, in response to determining that the vehicle has stopped and is parked, decelerate the movement of the avatar within the virtual environment of the interactive game in response to actuation of the brake pedal of the vehicle.

[0025] Solution 1. A gaming system for a vehicle, comprising:

[0026] a gaming application that implements an interactive game and is stored in a memory;

[0027] a sensor of the vehicle, configured to determine a current condition when the vehicle is moving;

[0028] a gaming module of the vehicle, the gaming module configured to, when the vehicle is moving:

[0029] execute the gaming application;

[0030] display a virtual environment of the interactive game via one or more displays in the vehicle;

[0031] output sound of the interactive game via one or more speakers in the vehicle;

[0032] Controlling actions within a virtual environment of an interactive game based on user input received via one or more input devices of a vehicle; and

[0033] Adjusting one or more characteristics of the virtual environment of the interactive game based on current conditions.

[0034] Solution 2. The game system according to Solution 1, wherein the sensor includes a global positioning system (GPS) module of the vehicle, configured to determine the current position of the vehicle,

[0035] wherein the game module is configured to adjust the virtual environment of the interactive game based on the current position of the vehicle when the vehicle is moving.

[0036] Solution 3. The game system according to Solution 2, wherein the game module is configured to move an avatar through the virtual environment of the interactive game based on the vehicle speed multiplied by a predetermined scalar value.

[0037] Solution 4. The game system according to Solution 3, wherein the predetermined scalar value is greater than or equal to 1.

[0038] Solution 5. The game system according to Solution 2, further comprising a weather module configured to obtain weather data representing the weather conditions at the vehicle based on the current position of the vehicle,

[0039] wherein the game module is configured to adjust the weather in the virtual environment of the interactive game based on the weather data representing the weather conditions at the vehicle.

[0040] Solution 6. The game system according to Solution 5, wherein the weather module is configured to obtain weather data from a remote weather source via a network.

[0041] Solution 7. The game system according to Solution 5, further comprising a heating, ventilation, and air conditioning (HVAC) system configured to control heating and cooling of the passenger compartment of the vehicle,

[0042] wherein the game module is further configured to perform at least one of the following based on the wind speed of the weather data:

[0043] Adjusting the speed of the blower of the HVAC system based on the wind speed of the weather data; and

[0044] Adjusting one or more characteristics of the virtual environment of the interactive game based on the wind speed of the weather data.

[0045] Solution 8. The game system according to Solution 7, wherein the game module is configured to increase the speed of the blower of the HVAC system when the wind speed is greater than a predetermined speed.

[0046] Solution 9. The game system according to Solution 1, wherein:

[0047] A sensor configured to measure the acceleration rate of a vehicle; and

[0048] A game module configured to adjust one or more characteristics of a virtual environment of an interactive game based on the acceleration rate of the vehicle.

[0049] Solution 10. The game system according to Solution 9, wherein the game module is configured to shake one or more items in the virtual environment in response to determining that the acceleration rate of the vehicle is greater than a predetermined acceleration rate.

[0050] Solution 11. The game system according to Solution 1, wherein:[[]]END]]

[0051] The sensor is configured to measure the ambient temperature outside the vehicle; and

[0052] The game module is configured to adjust one or more characteristics of a virtual environment of an interactive game based on the ambient temperature outside the vehicle.

[0053] Solution 12. The game system according to Solution 11, wherein the game module is configured to adjust at least one light characteristic in the virtual environment in response to determining that the ambient temperature outside the vehicle is greater than a predetermined temperature.

[0054] Solution 13. The game system according to Solution 11, wherein the game module is configured to visibly melt one or more items in the virtual environment in response to determining that the ambient temperature outside the vehicle is greater than a predetermined temperature.

[0055] Solution 14. The game system according to Solution 11, wherein the game module is configured to visibly transition one or more items to a frozen state in the virtual environment in response to determining that the ambient temperature outside the vehicle is less than a predetermined temperature.

[0056] Solution 15. The game system according to Solution 1, wherein:[[]]END]]

[0057] The sensor is configured to capture an image of the environment outside the vehicle; and

[0058] The game module is configured to adjust one or more characteristics of the virtual environment based on an image of the environment outside the vehicle.

[0059] Solution 16. A game system for a vehicle, comprising:[[]]END]]

[0060] A game application that implements an interactive game and is stored in a memory;

[0061] A game module of the vehicle, the game module configured to, in response to determining that the vehicle has stopped and is parked:[[]]END]]

[0062] Execute the game application;

[0063] Displaying a virtual environment of an interactive game via a display in a vehicle; and

[0064] Controlling an action within the virtual environment of the interactive game based on an input received via at least one of the following:

[0065] The steering wheel of the vehicle;

[0066] The horn input device of the vehicle;

[0067] The accelerator pedal of the vehicle; and

[0068] The brake pedal of the vehicle.

[0069] Solution 17. The game system according to Solution 16, wherein the game module is configured to control an action within the virtual environment of the interactive game based on inputs received via all of the following in response to determining that the vehicle has stopped and is parked:

[0070] The steering wheel of the vehicle;

[0071] The horn input device of the vehicle;

[0072] The accelerator pedal of the vehicle; and

[0073] The brake pedal of the vehicle.

[0074] Solution 18. The game system according to Solution 16, wherein the game module is configured to perform at least one of the following in response to determining that the vehicle has stopped and is parked:

[0075] Moving the avatar left and right within the virtual environment of the interactive game in response to the steering wheel of the vehicle turning left and right, respectively; and

[0076] Moving the avatar up and down within the virtual environment of the interactive game in response to the turning of the steering wheel.

[0077] Solution 19. The game system according to Solution 16, wherein the game module is configured to accelerate the movement of the avatar within the virtual environment of the interactive game in response to determining that the vehicle has stopped and is parked and in response to the actuation of the accelerator pedal of the vehicle.

[0078] Solution 20. The game system according to Solution 16, wherein the game module is configured to decelerate the movement of the avatar within the virtual environment of the interactive game in response to determining that the vehicle has stopped and is parked and in response to the actuation of the brake pedal of the vehicle.

[0079] Other application areas of the present disclosure will become apparent from the detailed description, claims, and drawings. The detailed description and specific examples are for illustrative purposes only and are not intended to limit the scope of the present disclosure. Brief Description of the Drawings

[0080] The present disclosure will be more fully understood from the detailed description and the drawings, wherein:

[0081] Figure 1 is a functional block diagram of an exemplary vehicle system;

[0082] Figure 2 is a functional block diagram of a vehicle including various external cameras and sensors;

[0083] Figure 3 is a functional block diagram of a game system;

[0084] Figure 4 is a flowchart showing an exemplary method of adjusting a virtual environment of a game based on conditions around a vehicle;

[0085] Figures 5 - 8 is a flowchart showing an exemplary method of updating a virtual game environment based on vehicle conditions;

[0086] Figure 9 includes Figure 3 a functional block diagram of an exemplary game system including additional inputs; and

[0087] Figure 10 includes a flowchart showing an exemplary method of controlling playing game 308 when the vehicle is parked.

[0088] In the drawings, reference numerals may be reused to identify similar and / or identical elements. Detailed Description

[0089] A vehicle may include a game system that allows one or more users of the vehicle to play games in the vehicle. The game system may use one or more game controllers to control in-game actions.

[0090] This application relates to a game system for a vehicle that controls a virtual environment in a game based on one or more conditions of the vehicle when the vehicle is moving. For example, when the vehicle shakes (e.g., in response to hitting a pothole), the game system may cause one or more items to shake within the virtual environment. Additionally or alternatively, when rain occurs at the location of the vehicle, the game system may display rain within the virtual environment. Additionally or alternatively, when the ambient temperature at the vehicle is greater than a predetermined temperature, the game system may cause one or more items to melt within the virtual environment and / or display a mirage effect within the virtual environment. Other examples of how the game system may adjust the virtual environment based on conditions at the vehicle are discussed further below.

[0091] The vehicle's gaming system can also allow for playing games (e.g., via a virtual reality headset) using one or more input devices of the vehicle (such as the vehicle's steering wheel, the vehicle's brake pedal, the vehicle's accelerator pedal, and the vehicle's horn input device) when the vehicle is parked and stationary. When the vehicle is parked and stationary, the gaming system can, for example, generate a honking sound within the virtual environment of the game in response to user actuation of the horn input device. When the vehicle is moving or the transmission is in the drive gear (e.g., stuck in traffic), the gaming system can also generate a honking sound within the virtual environment of the game in response to user actuation of the horn input device. Additionally or alternatively, when the vehicle is parked and stationary, the gaming system can turn the avatar left and right within the virtual environment in response to the user turning the steering wheel left and right, respectively. Additionally or alternatively, when the vehicle is parked and stationary, the gaming system can accelerate the avatar within the virtual environment in response to user actuation of the accelerator pedal. Additionally or alternatively, when the vehicle is parked and stationary, the gaming system can decelerate the avatar within the virtual environment in response to user actuation of the brake pedal. This can allow for using vehicle inputs to control game play when the vehicle is stopped and parked.

[0092] Now referring to Figure 1 , a functional block diagram of an exemplary vehicle system is presented. Although a vehicle system for a hybrid vehicle is shown and will be described, the present application is also applicable to non - hybrid vehicles, electric vehicles, fuel cell vehicles, and other types of vehicles. The present application is applicable to autonomous vehicles, semi - autonomous vehicles, non - autonomous vehicles, shared vehicles, non - shared vehicles, and other types of vehicles.

[0093] The engine 102 can combust an air / fuel mixture to produce drive torque. The engine control module (ECM) 106 controls the engine 102. For example, the ECM 106 can control the actuation of engine actuators such as throttle valves, one or more spark plugs, one or more fuel injectors, valve actuators, camshaft phasers, exhaust gas recirculation (EGR) valves, one or more supercharging devices, and other suitable engine actuators. In some types of vehicles (e.g., electric vehicles), the engine 102 can be omitted.

[0094] The engine 102 can output torque to the transmission 110. The transmission control module (TCM) 114 controls the operation of the transmission 110. For example, the TCM 114 can control gear selection within the transmission 110 and one or more torque transfer devices (e.g., torque converters, one or more clutches, etc.).

[0095] The vehicle system can include one or more electric motors. For example, the electric motor 118 can be implemented within the transmission 110, as Figure 1as shown in the example of. The electric motor can be used as a generator or a motor at a given time. When used as a generator, the electric motor converts mechanical energy into electrical energy. The electrical energy can be used, for example, to charge the battery 126 via the power control device (PCD) 130. When used as a motor, the electric motor generates torque, which can be used, for example, to supplement or replace the torque output by the engine 102. Although an example of one electric motor is provided, the vehicle can include zero or more than one electric motor.

[0096] The power inverter module (PIM) 134 can control the electric motor 118 and the PCD 130. The PCD 130 applies the power from the battery 126 to the electric motor 118 based on a signal from the PIM 134, and the PCD 130 supplies the power output by the electric motor 118 to, for example, the battery 126. The PIM 134 can include, for example, an inverter.

[0097] The steering control module 140 controls the steering / rotation of the vehicle's wheels, for example, based on the driver turning the steering wheel inside the vehicle and / or a steering command from one or more vehicle control modules. A steering wheel angle (SWA) sensor (not shown) monitors the rotational position of the steering wheel and generates an SWA 142 based on the position of the steering wheel. As an example, the steering control module 140 can control the vehicle steering via the electric power steering (EPS) motor 144 based on the SWA 142. However, the vehicle can include another type of steering system.

[0098] The electronic brake control module (EBCM) 150 can selectively control the vehicle's brakes 154. When the horn input 160 is in a first state, the horn module 156 can apply power to the horn 158. When power is applied to the horn 158, the horn 158 outputs sound. When the horn input 160 is in a second state, the horn module 156 can refrain from applying power to the horn 158. The horn input 160 can transition from the second state to the first state, for example, in response to the user applying at least a predetermined force to a horn input device (e.g., located on the steering wheel). The horn input device can apply a biasing force such that when less than a predetermined force is applied to the horn input device, the horn input 160 is in the second state.

[0099] The modules of the vehicle can share parameters via a controller area network (CAN) 162. The CAN 162 can also be referred to as an automotive local area network. For example, the CAN 162 can include one or more data buses. Various parameters can be made available to other modules via the CAN 162 by a given module.

[0100] Driver inputs can include, for example, an accelerator pedal position (APP) 166 that can be provided to the ECM 106. A brake pedal position (BPP) 170 can be provided to the EBCM 150. The position 174 of a park, reverse, neutral, drive shifter (PRNDL) can be provided to the TCM 114. An ignition state 178 can be provided to a body control module (BCM) 180. For example, the ignition state 178 can be input by the driver via an ignition key, button, or switch. At a given time, the ignition state 178 can be one of off, accessory, run, or crank.

[0101] The vehicle system can also include a game module 182. The game module 182 can be connected to, be part of, or include an infotainment module 183 of the vehicle.

[0102] The game module 182 outputs game feedback via one or more output devices 184. The output devices 184 can include, for example, one or more displays, one or more sets of virtual reality (VR) goggles, one or more sets of augmented reality (AR) goggles, one or more other suitable types of video output devices, one or more speakers, one or more haptic devices, and / or one or more other suitable types of output devices. In various embodiments, the goggles can include one or more video devices and one or more speakers.

[0103] The game module 182 outputs game video via one or more displays, one or more sets of VR goggles, and / or one or more sets of AR goggles. The game module 182 outputs game audio via one or more speakers. The game module 182 can also output other game feedback via one or more haptic devices. For example, the haptic devices can be included within one or more seats, within one or more seat belts, in a steering wheel, etc. Examples of displays can include, for example, one or more displays of the vehicle (e.g., on a front console), a heads-up display (HUD) that displays information via a substrate (e.g., a windshield), one or more displays that extend downward or upward to form a panoramic view, and / or one or more other suitable displays.

[0104] The game module 182 controls the playing of one or more games based on user input received via one or more input devices 185 (such as one or more game controllers, one or more control handles, etc.). In some cases, the game module 182 can control the playing of games based on input from vehicle components (such as a steering wheel, brake and accelerator pedals, horn, etc.), as discussed further below.

[0105] The vehicle can include generally in Figure 1A plurality of external sensors and cameras shown by 186. One or more actions can be taken based on inputs from the external sensors and the camera 186. For example, the infotainment module can display videos, various views, and / or alerts on the display during driving via inputs from the external sensors and the camera 186.

[0106] As another example, based on inputs from the external sensors and the camera 186, the sensing module 187 senses objects around the vehicle and the position of the object relative to the vehicle. The ECM 106 can adjust the torque output of the engine 102 based on inputs from the sensing module 187. Additionally or alternatively, the PIM 134 can control the power flow to and / or from the electric motor 118 based on inputs from the sensing module 187. Additionally or alternatively, the EBCM 150 can adjust braking based on inputs from the sensing module 187. Additionally or alternatively, the steering control module 140 can adjust steering based on inputs from the sensing module 187.

[0107] The vehicle may include one or more additional control modules not shown, such as a chassis control module, a battery pack control module, etc. The vehicle may omit one or more of the control modules shown and discussed.

[0108] Now referring to Figure 2 , a functional block diagram of a vehicle including an example of an external sensor and a camera is presented. The external sensors and the camera 186 ( Figure 1 ) include various cameras positioned to capture images and videos outside (the outside) of the vehicle and various types of sensors that measure parameters outside (outside the vehicle). Examples of the external sensors and the camera 186 will now be discussed. For example, the forward camera 204 captures images and videos within a predetermined field of view (FOV) 206 in front of the vehicle.

[0109] The front camera 208 can also capture images and videos within a predetermined FOV 210 in front of the vehicle. The front camera 208 can capture images and videos within a predetermined distance in front of the vehicle and can be located in front of the vehicle (e.g., in the front panel, grille, or bumper). However, the forward camera 204 can be located in a more rearward position, such as within the rearview mirror at the windshield of the vehicle. The forward camera 204 may not be able to capture images and videos of items within all or at least a part of the predetermined FOV of the front camera 208 and may capture images and videos beyond a predetermined distance in front of the vehicle. In various embodiments, only one of the forward camera 204 and the front camera 208 may be included.

[0110] The rear camera 212 captures images and videos within a predetermined FOV 214 behind the vehicle. The rear camera 212 can be located at the rear of the vehicle, such as near the rear license plate.

[0111] The right camera 216 captures images and videos within a predetermined FOV 218 on the right side of the vehicle. The right camera 216 can capture images and videos within a predetermined distance from the right side of the vehicle and can be located, for example, below the right rearview mirror. In various embodiments, the right rearview mirror can be omitted, and the right camera 216 can be located near the position where the right rearview mirror would typically be positioned.

[0112] The left camera 220 captures images and videos within a predetermined FOV 222 on the left side of the vehicle. The left camera 220 can capture images and videos within a predetermined distance from the left side of the vehicle and can be located, for example, below the left rearview mirror. In various embodiments, the left rearview mirror can be omitted, and the left camera 220 can be located near the position where the left rearview mirror would typically be positioned. Although exemplary FOVs are shown for illustrative purposes, the FOVs can overlap, for example, for more accurate and / or inclusive stitching.

[0113] The external sensors and cameras 186 can additionally or alternatively include various other types of sensors, such as ultrasonic sensors, radar sensors, etc. For example, the vehicle can include one or more forward ultrasonic sensors (such as forward ultrasonic sensors 226 and 230), one or more rearward ultrasonic sensors (such as rearward ultrasonic sensors 234 and 238). The vehicle can also include one or more right ultrasonic sensors (such as right ultrasonic sensor 242) and one or more left ultrasonic sensors (such as left ultrasonic sensor 246). The positions of the cameras and ultrasonic sensors are provided only as examples, and different positions can be used. The ultrasonic sensors output ultrasonic signals around the vehicle.

[0114] The external sensors and cameras 186 can additionally or alternatively include one or more other types of sensors, such as one or more sonar sensors, one or more radar sensors, and / or one or more light detection and ranging (LIDAR) sensors.

[0115] Figure 3It is a functional block diagram of an exemplary game system. The game module 182 includes a processor module 304, and the processor module 304 includes one or more processors. The processor module 304 executes one or more games 308, such as games stored in the memory, to control the playing of the games. Each game 308 is an application executable by the processor module 304. Each game 308 may include an avatar traveling in a virtual environment. The processor module 304 can determine which game to play (e.g., the avatar passing through the virtual environment) based on user input from one or more of the input devices 185.

[0116] The processor module 304 manipulates the playing of the games based on the environment of the vehicle and the conditions around the vehicle. This couples the real-world environment of the vehicle with the virtual environment of the game. Examples of environmental conditions include, for example, the acceleration / acceleration rate of the vehicle (e.g., due to road conditions), sudden steering to avoid obstacles, external weather conditions, etc.

[0117] This application relates to coupling the current vehicle environment when the vehicle moves through changing conditions such as potholes, rain, fog, high-temperature conditions, seismic tremors, etc., so as to instantaneously change the state of the in-vehicle game by integrating the current conditions into the game. The processor module 304 receives the conditions from the sensors 312 of the vehicle to change the state of the game when playing the game.

[0118] Examples of the sensors 312 include, but are not limited to, global positioning system (GPS) data 316 (e.g., latitude, longitude, altitude, heading) from the GPS module 320 of the vehicle, inertial data 324 (e.g., speed, acceleration, acceleration rate) from the vehicle inertial module 328, camera data 332 from one or more cameras 336 of the vehicle, ambient temperature data 340 around the vehicle measured using the ambient temperature sensor 344, weather data 348 from one or more weather modules 352 (e.g., from the National Oceanic and Atmospheric Administration (NOAA), the United States Geological Survey (USGS) agency, etc.), and other data 356 from one or more other data sources 360 of the vehicle. The weather module 352 can obtain the weather data 348 from one or more remote sources (e.g., NOAA, USGS, etc.) via one or more networks based on the GPS data 316.

[0119] The vehicle also includes a heating, ventilation, and air conditioning (HVAC) system 364 that controls heating and cooling of the vehicle's passenger compartment. A passenger / user rides in the passenger compartment of the vehicle. In various embodiments, the game module 182 can control the HVAC system 364 based on weather data 348. For example, when the weather data 348 indicates that the wind speed at the vehicle's location is greater than a predetermined speed (e.g., 10 miles per hour) and / or a high wind speed event is near the vehicle (e.g., a tornado or hurricane), the game module 182 can increase the speed of the blower of the HVAC system 364.

[0120] Figure 4 is a flowchart showing an exemplary method of adjusting a virtual environment of a game based on conditions around a vehicle. Control begins at 404, where the game module 182 creates a virtual world for the game 308, for example, based on the vehicle's navigation route. The vehicle's navigation route can be received from an external source (e.g., a route server), such as in the example of an autonomous vehicle, or from the GPS module 320 based on the vehicle's location and heading. The game module 182 can additionally create the virtual world based on user preferences (e.g., user-preferred locations and / or scenery). User preferences can be stored in a memory. The game module 182 can additionally create the virtual world based on a predetermined scalar value. The predetermined scalar value can relate to the speed through the virtual world relative to the vehicle's speed and can be stored in a memory. For example, the predetermined scalar value can be 2 (or another predetermined value) such that the speed through the virtual world is twice (2x) the vehicle's actual speed.

[0121] At 408, the game module 182 starts the game 308. At 412, the game module 182 obtains the vehicle's current GPS data 316 and updates the position and orientation of the avatar in the virtual world based on the current GPS data 316. At 416, the game module 182 obtains user input (if any) via the one or more input devices 185. The game module 182 adjusts the avatar in the virtual world of the game 308 based on the user input (if any).

[0122] At 420, the game module 182 obtains data from the sensor 312, such as the ambient temperature 340, sound information (e.g., from one or more microphones of the vehicle), inertial data 324, etc. The microphone can be considered as an input device 185, and the output of the input device can include sound information. At 424, the game module 182 obtains local information (e.g., weather) around the vehicle from, for example, the weather module 352. At 428, the game module 182 updates the virtual environment based on the data received at 420 and 424. For example, when there is rain at the vehicle's location (as indicated by the weather data 348), the game module 182 can cause rain to appear within the virtual environment. Other examples of adjusting the virtual environment are discussed further below.

[0123] At 432, the game module 182 determines whether the game 308 has ended. For example, the game module 182 can determine whether a predetermined end point of the game 308 has been reached, the user's avatar has perished, etc. If 432 is true, the control can end. If 432 is false, the control can continue at 436.

[0124] At 436, the game module 182 determines whether the vehicle's journey is complete. For example, the game module 182 can determine at 436 whether the vehicle has transitioned to park, whether the vehicle's location has reached the destination (e.g., a predetermined home or work location) or the end of the navigation route. The position 174 of the PRNDL can indicate whether the vehicle (transmission) is in park. If 436 is true, the control can transfer to 440. If 436 is false, the control can return to 412.

[0125] At 440, the game module 182 prompts the user to provide an input regarding whether the user wants to continue playing the game 308. For example, the game module 182 can output the prompt visually or auditorily to the user. At 444, the game module 182 determines whether the user wants to continue the game based on the user input received via one or more input devices 185 in response to the prompt. If 444 is false, the control can end. If 444 is true, the control returns to 412.

[0126] Figure 5 is a flowchart showing an exemplary method for updating a virtual game environment based on vehicle conditions. Figure 5 Examples of can occur as part of Figure 4 420 - 428 of.

[0127] The control starts at 504 after 416. At 504, the game module 182 obtains inertial data 324 (e.g., including speed, acceleration, and acceleration rate) from the inertial module 328. At 508, the game module 182 determines whether the acceleration rate is greater than a predetermined acceleration rate (Jmax ). The predetermined acceleration rate is greater than zero and can be calibrated. If 508 is true, the control continues at 512. If 508 is false, the game module 182 may not adjust the virtual environment of game 308 based on the acceleration rate of the vehicle at 524 (i.e., do nothing based on the acceleration rate), and the control may continue at 432. Although the game module 182 may not adjust the virtual environment based on the acceleration rate, the game module 182 may adjust the virtual environment of game 308 based on one or more other conditions of the vehicle. For example, when one or more tires of the vehicle travel over a pothole, over a speed bump, and / or when one or more other events occur, the acceleration rate may be greater than the predetermined acceleration rate.

[0128] At 512, the game module 182 may determine whether shaking of the building is prohibited, such as in user preferences stored in the vehicle's memory. If 512 is true, the game module 182 may not adjust the virtual environment of game 308 based on the acceleration rate of the vehicle at 524 (i.e., do nothing based on the acceleration rate), and the control may continue at 432. If 512 is false, the control may continue at 516.

[0129] At 516, the game module 182 may shake one, more than one, or all of the buildings (or other objects) around the user's avatar in the virtual environment (e.g., within a predetermined radius of the avatar). The game module 182 may determine the level (e.g., amplitude) of the shaking based on the acceleration rate. For example, the game module 182 may increase the shaking as the acceleration rate increases, and vice versa. The game module 182 may shake all the buildings for a predetermined period of time, such as 1 - 2 seconds or another suitable period of time. At 520, the game module 182 may prohibit the shaking of the buildings for a second predetermined period of time (T). The second predetermined period of time may be the same as or different from the predetermined period of time. The second predetermined period of time may be, for example, 1 - 2 seconds or another suitable period of time. The control continues at 432.

[0130] Figure 6 is a flowchart showing an exemplary method for updating a virtual game environment based on vehicle conditions. Figure 6 Examples of can occur as part of Figure 4 420 - 428 of. Figure 6 Examples of can be executed in parallel with Figure 5 Examples of.

[0131] The control starts at 604 after 416. At 604, the game module 182 obtains the ambient temperature 340 outside the vehicle from the ambient temperature sensor 344. At 608, the game module 182 determines whether the ambient temperature 340 is greater than a predetermined temperature (T max). The predetermined temperature is greater than zero and can be calibrated. By way of example only, the predetermined temperature can be about 90 degrees Fahrenheit or another suitable temperature. If 608 is true, the control continues at 612. If 608 is false, the game module 182 may not adjust the virtual environment of the game 308 based on the ambient temperature 340 at 620, and the control can continue at 432. Although the game module 182 may not adjust the virtual environment based on the ambient temperature 340, the game module 182 may adjust the virtual environment of the game 308 based on one or more other conditions of the vehicle.

[0132] At 612, the game module 182 may determine whether to enable the generation of a visual phantom effect, such as in user preferences stored in the vehicle's memory. If 612 is false, the game module 182 may not adjust the virtual environment of the game 308 based on the ambient temperature 340 (i.e., do nothing based on the ambient temperature) at 620, and the control can continue at 432. If 612 is true, the control can continue at 616.

[0133] At 616, the game module 182 may visually apply a phantom effect to the virtual environment of the game. The phantom effect may include, for example, bending the light rays from the light sources in the virtual environment to create a displaced image of a distant object in the virtual environment and / or the sky of the virtual environment. Additionally or alternatively, the game module 182 may cause one or more items to melt in the virtual environment when the ambient temperature 340 is greater than the predetermined temperature, or freeze when the ambient temperature 340 is less than the predetermined temperature. The control continues at 432.

[0134] Figure 7 is a flowchart showing an exemplary method for updating a virtual game environment based on vehicle conditions. Figure 7 Examples of can be used as Figure 4 a part of 420 - 428 of Figure 7 Examples of can be executed in parallel with Figure 5 and Figure 6 Examples of

[0135] Control begins at 416 and starts at 704. At 704, game module 182 obtains weather data 348 regarding the current weather conditions around the vehicle. At 708, game module 182 determines whether one or more instances of thunder have been captured around the vehicle, such as whether weather data 348 reflects one or more instances of thunder occurring within a last predetermined time period (e.g., 15 minutes) prior to the current time. Additionally or alternatively, game module 182 may determine whether one or more instances of thunder have been captured by one or more microphones of the vehicle. If 708 is true, control continues at 712. If 708 is false, game module 182 may not adjust the virtual environment of game 308 based on whether thunder has occurred at 720, and control may continue at 432. Although game module 182 may not adjust the virtual environment based on whether thunder has occurred, game module 182 may adjust the virtual environment of game 308 based on other information in weather data 348 and / or one or more other conditions of the vehicle. Although an example of thunder is provided, the present application is also applicable to atmospheric discharges or lightning. Atmospheric discharges may be identified, for example, in one or more images, in weather data 348, or in another suitable manner.

[0136] At 712, game module 182 may determine whether generation of (e.g., audible) thunder effects is enabled, such as in user preferences stored in the vehicle's memory. If 712 is false, game module 182 may not audibly generate an audible thunder scenario in the virtual environment of game 308 at 720 (i.e., do nothing based on whether thunder has occurred), and control may continue at 432. If 712 is true, control may continue at 716.

[0137] At 716, game module 182 may generate a scenario of thunder in the virtual environment of game 308. For example, game module 182 may audibly generate a predetermined thunder in the game environment at 716 for output via one or more speakers. Additionally or alternatively, game module 182 may visually adjust the virtual environment of game 308 to include a scenario of thunder. For example, game module 182 may shake the virtual environment by a predetermined amount for a predetermined time period to include a scenario of thunder. Control continues at 432.

[0138] Figure 8 is a flowchart showing an exemplary method for updating a virtual game environment based on vehicle conditions. Figure 8 Examples of can occur as part of Figure 4 420 - 428 of Figure 8 Examples of can be executed in parallel with the examples of 5, 6, and 7.

[0139] Control begins at 416 and starts at 804. At 804, game module 182 determines whether one or more emergency vehicles are within a predetermined distance of the vehicle in the real world. Game module 182 can determine whether one or more emergency vehicles are within the predetermined distance of the vehicle, for example, by using images captured by one or more of external sensors and camera 186 or in another suitable manner. At 808, game module 182 determines whether an ambulance is within the predetermined distance of the vehicle. If 808 is true, control continues at 812. If 808 is false, control can continue at 816. At 812, game module 182 can increase the health of the avatar in the virtual environment, and control can continue at 816. Game module 182 can increase the health of the avatar by a predetermined amount or to a predetermined full health value (e.g., 100% health).

[0140] At 816, game module 182 determines whether a police car is within the predetermined distance of the vehicle. If 816 is true, game module 182 takes one or more actions in the virtual environment at 820, such as causing one or more adversarial characters in the virtual environment to perish (e.g., reducing the health value to zero). As discussed above, control can continue at 432. If 816 is false, control can continue at 824. At 824, game module 182 may not adjust the virtual environment based on whether an ambulance and / or a police car is within the predetermined distance of the vehicle. Control can continue at 432. Although game module 182 may not adjust the virtual environment based on whether an ambulance and / or a police car is within the predetermined distance of the vehicle, game module 182 can adjust the virtual environment of game 308 based on one or more other conditions of the vehicle.

[0141] Figure 9 including Figure 3 Functional block diagram of an exemplary game system, including additional inputs. Figure 10 Including a flowchart showing an exemplary method of controlling the playing of game 308 when the vehicle is parked.

[0142] Now refer to Figure 9 and 10 , control begins at 1104 ( Figure 10 ), where the vehicle stops (e.g., vehicle speed = 0) and parks. For example, when the position 174 of the PRNDL measured by the PRNDL sensor 1004 indicates the park mode and / or when the park brake signal 1008 from the park brake sensor 1012 indicates that the park brake of the vehicle is applied, game module 182 can determine that the vehicle is parked. At 1108 ( Figure 10 ), game module 182 transitions the game mode to start to allow the playing of game 308.

[0143] At 1112 (Figure 10 At (), the game module 182 transitions the functions input by the vehicle from the real world to the virtual environment. For example, in the real world, the steering control module 140 can control steering based on the SWA 142 measured by the SWA sensor 1016. The propulsion of the vehicle (including acceleration and deceleration) can be controlled based on the APP 166 measured by the APP sensor 1020 and / or the BPP 170 measured using the BPP sensor 1024. The power applied to the horn 158 can be controlled based on the horn input 160 from the horn input device 1028. In the virtual environment, the game module 182 controls the steering of the user's avatar based on the SWA 142 measured by the SWA sensor 1016. The game module 182 controls the propulsion of the avatar (including acceleration, deceleration, and acceleration rate) based on the APP 166 measured by the APP sensor 1020 and / or the BPP 170 measured using the BPP sensor 1024. The game module 182 controls the output of a predetermined horn sound in the virtual environment based on the horn input 160 from the horn input device 1028. The game module 182 can control other aspects of the virtual environment based on other inputs 1032 from other input devices 1036.

[0144] At 1116 ( Figure 10 ), the game module 182 establishes a connection with the vehicle input. The game module 182 can also establish an Internet connection, such as via the vehicle's WiFi transceiver, the vehicle's cellular transceiver, or the vehicle's satellite transceiver. At 1120, the game module 182 can also obtain user preferences from the memory, for example.

[0145] At 1124 ( Figure 10 ), the game module 182 starts the game 308. When playing the game 308, the game module 182 controls the playing of the game and the actions taken in the virtual environment based on signals from the vehicle input. The corresponding control module does not control the relevant vehicle components in the real world. For example, the horn module 156 does not apply power to the horn 158 based on the horn input 160 from the horn input device 1028. The steering control module 140 does not control steering based on the SWA 142. The propulsion (including acceleration, deceleration, and acceleration rate) is not controlled based on the APP 166. The application of the brake 154 is not controlled based on the BPP 170.

[0146] At 1128, the game module 182 determines whether a toggle input has been received from a toggle input device (e.g., a button or switch, such as an ignition button or switch). The toggle input device can be one of the other input devices 1036. The toggle input can be received in response to a user actuating the toggle input device. If 1128 is false, the game module 182 can continue playing the game 308. If 1128 is true, the game module 182 pauses the game 308 at 1136, and the control continues at 1140.

[0147] When the game is paused, the game module 182 transfers the functionality of some vehicle inputs from the virtual environment to the real world at 1140. For example, the game module 182 can transfer the functionality of the horn 158 to the real world. Then, the horn module 156 applies power to the horn 158 based on the horn input 160 from the horn input device 1028. Additionally or alternatively, the game module can transfer the functionality of one or more displays to the real world. The game module 182 can then display video from one or more external cameras on those one or more displays, display video from outside the vehicle on those one or more displays, and so on. This can allow the user to monitor the vehicle's surroundings during the game.

[0148] At 1144 ( Figure 10 ), the game module 182 determines whether to stop the game 308. For example, the game module 182 can determine whether a predetermined period of time has elapsed since the game started, whether a user input to stop the game 308 has been received, and so on. If 1144 is false, the game module 182 can continue playing the game 308 and remain at 1144 or 1128. If 1144 is true, the control continues at 1148. At 1148, the game module 182 transfers the functionality of (all) vehicle inputs from the virtual environment to the real world. For example, in the real world, the steering control module 140 can control the steering based on the SWA 142 measured by the SWA sensor 1016. The propulsion of the vehicle (including acceleration, deceleration, and acceleration rate) can be controlled based on the APP 166 measured by the APP sensor 1020 and / or the BPP 170 measured using the BPP sensor 1024. The horn module 156 can control the power applied to the horn 158 based on the horn input 160 from the horn input device 1028.

[0149] The foregoing description is merely illustrative in nature and is in no way intended to limit the present disclosure, its application, or its use. The broad teachings of the present disclosure can be implemented in a variety of forms. Thus, while the present disclosure includes specific examples, the true scope of the present disclosure should not be so limited since other modifications will become apparent upon study of the drawings, the specification, and the appended claims. It should be understood that one or more steps within a method may be executed in a different order (or concurrently) without altering the principles of the present disclosure. Additionally, although each of the embodiments described above is characterized as having certain features, any one or more of those features described with reference to any embodiment of the present disclosure may be implemented in and / or combined with the features of any one of the other embodiments, even if not explicitly described as such. In other words, the described embodiments are not mutually exclusive, and permutations of one or more of the embodiments with each other are still within the scope of the present disclosure.

[0150] Various terms are used to describe spatial and functional relationships between elements (e.g., between modules, circuit elements, semiconductor layers, etc.), including "connected," "engaged," "coupled," "adjacent," "next to," "on top of," "above," "below," and "disposed." Unless explicitly described as "direct," when the relationship between a first and a second element is described in the foregoing disclosure, the relationship can be a direct relationship in which no other intervening elements exist between the first and second elements, but can also be an indirect relationship in which one or more intervening elements exist between the first and second elements (spatially or functionally). As used herein, the phrase "at least one of A, B, and C" should be construed to mean a logic (A or B or C) using non-exclusive logic "or" and should not be construed to mean "at least one of A, at least one of B, and at least one of C."

[0151] In the figures, the direction of an arrow, as indicated by the arrowhead, generally represents the information flow of interest in the illustration (e.g., data or instructions). For example, when element A and element B exchange various information, but the information transmitted from element A to element B is relevant to the illustration, the arrow can point from element A to element B. This one-way arrow does not imply that no other information is transmitted from element B to element A. Additionally, for the information sent from element A to element B, element B can send a request for the information or an acknowledgement of the receipt of the information to element A.

[0152] In this application, including the following definitions, the term "module" or the term "controller" may be replaced by the term "circuit". The term "module" may refer to, be part of, or include the following: application specific integrated circuit (ASIC); digital, analog, or mixed analog / digital discrete circuits; digital, analog, or mixed analog / digital integrated circuits; combinational logic circuits; field programmable gate arrays (FPGA); processor circuits (shared, dedicated, or group) that execute code; memory circuits (shared, dedicated, or group) that store code executed by the processor circuits; other suitable hardware components that provide the functions; or some or all of the combinations thereof, such as in a system on a chip.

[0153] A module may include one or more interface circuits. In some examples, the interface circuit may include a wired or wireless interface connected to a local area network (LAN), the Internet, a wide area network (WAN), or a combination thereof. The functions of any given module of the present disclosure may be distributed among a plurality of modules connected via the interface circuits. For example, multiple modules may allow load balancing. In additional examples, a server (also referred to as remote or cloud) module may perform some functions on behalf of a client module.

[0154] As used above, the term "code" may include software, firmware, and / or microcode, and may refer to programs, routines, functions, classes, data structures, and / or objects. The term "shared processor circuit" encompasses a single processor circuit that executes some or all of the code from multiple modules. The term "group processor circuits" encompasses processor circuits that, in combination with additional processor circuits, execute some or all of the code from one or more modules. References to multiple processor circuits encompass multi-processor circuits on separate die, multiple processor circuits on a single die, multiple cores of a single processor circuit, multiple threads of a single processor circuit, or combinations thereof. The term "shared memory circuit" encompasses a single memory circuit that stores some or all of the code from multiple modules. The term "group memory circuits" encompasses memory circuits that, in combination with additional memory, store some or all of the code from one or more modules.

[0155] The term "memory circuit" is a subset of the term "computer-readable medium". As used herein, the term "computer-readable medium" does not cover transient electrical or electromagnetic signals propagated through a medium such as on a carrier wave; the term "computer-readable medium" can thus be considered tangible and non-transitory. Non-limiting examples of non-transitory tangible computer-readable media are non-volatile memory circuits such as flash memory circuits, erasable programmable read-only memory circuits, or mask read-only memory circuits, volatile memory circuits such as static random access memory circuits or dynamic random access memory circuits, magnetic storage media such as analog or digital tapes or hard disk drives, and optical storage media such as CDs, DVDs, or Blu-ray discs.

[0156] The devices and methods described in this application can be implemented in part or in whole by a special-purpose computer created by configuring a general-purpose computer to perform one or more specific functions implemented in a computer program. The above functional blocks, flowchart components, and other elements serve as software specifications, which can be converted into a computer program through the routine work of a skilled technician or programmer.

[0157] A computer program includes processor-executable instructions stored on at least one non-transitory tangible computer-readable medium. A computer program may also include or rely on the stored data. A computer program can cover a basic input / output system (BIOS) that interacts with the hardware of a special-purpose computer, device drivers that interact with specific devices of a special-purpose computer, one or more operating systems, user applications, background services, background applications, etc.

[0158] A computer program can include: (i) descriptive text to be parsed, such as HTML (HyperText Markup Language), XML (eXtensible Markup Language), or JSON (JavaScript Object Notation) (ii) assembly code, (iii) object code generated from source code by a compiler, (iv) source code executed by an interpreter, (v) source code compiled and executed by a just-in-time compiler, and so on. By way of example only, source code can be written using the syntax of languages including C, C++, C#, Objective-C, Swift, Haskell, Go, SQL, R, Lisp, Java®, Fortran, Perl, Pascal, Curl, OCaml, Javascript®, HTML5 (5th revision of the HyperText Markup Language), Ada, ASP (Active Server Pages), PHP (PHP: Hypertext Preprocessor), Scala, Eiffel, Smalltalk, Erlang, Ruby, Flash®, Visual Basic®, Lua, MATLAB, SIMULINK, and Python®.

Claims

1. A vehicle gaming system, comprising: a game application implementing an interactive game and stored in the memory; a sensor of the vehicle configured to determine a current condition of the vehicle while it is moving, the sensor comprising a global positioning system (GPS) module configured to determine a current position of the vehicle; a weather module configured to obtain weather data representing weather conditions at the vehicle based on a current location of the vehicle, the weather data including a wind speed at the current location of the vehicle; a heating, ventilation, and air conditioning (HVAC) system configured to control heating and cooling of a passenger compartment of the vehicle; and A gaming module for a vehicle, the gaming module being configured to: Execute the game application; displaying a virtual environment of the interactive game via one or more displays in the vehicle; outputting sounds for the interactive game via one or more speakers in the vehicle; controlling actions within a virtual environment of an interactive game based on user input received via one or more input devices of the vehicle; as well as adjusting one or more characteristics of the virtual environment of the interactive game based on the current situation, Among them, the game module is also configured as: adjusting the speed of the blower of the HVAC system based on the wind speed of the weather data; and One or more characteristics of a virtual environment of an interactive game are adjusted based on wind speed from weather data.

2. The gaming system according to claim 1, wherein: The game module is configured to adjust a virtual environment of the interactive game based on a current position of the vehicle as the vehicle moves.

3. The gaming system according to claim 2, wherein: The game module is configured to move the avatar through a virtual environment of the interactive game based on the vehicle speed multiplied by a predetermined scalar value.

4. The gaming system according to claim 3, wherein: The predetermined scalar value is greater than 1.

5. The gaming system according to claim 2, wherein: The game module is configured to adjust weather in a virtual environment of the interactive game based on weather data representing weather conditions at the vehicle.

6. The gaming system according to claim 5, wherein: The weather module is configured to obtain weather data from a remote weather source via a network.

7. The gaming system according to claim 1, wherein: The gaming module is configured to increase the speed of a blower of the HVAC system when the wind speed is greater than a predetermined speed.

8. The gaming system of claim 1, wherein: The sensor is configured to measure an acceleration rate of the vehicle; as well as The game module is configured to adjust one or more characteristics of a virtual environment of the interactive game based on the acceleration rate of the vehicle.

9. The gaming system according to claim 8, wherein: The gaming module is configured to shake one or more items of the virtual environment in response to determining that the acceleration rate of the vehicle is greater than a predetermined acceleration rate.

10. The gaming system of claim 1, wherein: a sensor configured to measure an ambient temperature outside the vehicle; and The gaming module is configured to adjust one or more characteristics of a virtual environment of the interactive game based on an ambient temperature outside the vehicle.

11. The gaming system according to claim 10, wherein: The gaming module is configured to adjust at least one light characteristic within the virtual environment in response to determining that the ambient temperature outside the vehicle is greater than a predetermined temperature.

12. The gaming system according to claim 10, wherein: The game module is configured to cause one or more items to visibly melt in the virtual environment in response to determining that the ambient temperature outside the vehicle is greater than a predetermined temperature.

13. The gaming system according to claim 10, wherein: The gaming module is configured to visibly transition the one or more objects in the virtual environment to a frozen state in response to determining that the ambient temperature outside the vehicle is less than a predetermined temperature.

14. The gaming system of claim 1, wherein: The sensor is configured to capture an image of an environment external to the vehicle; as well as The gaming module is configured to adjust one or more characteristics of the virtual environment based on the image of the environment external to the vehicle.

15. A vehicle gaming system, comprising: a game application implementing an interactive game and stored in the memory; a sensor of the vehicle configured to determine a current condition of the vehicle while it is moving, the sensor comprising a global positioning system (GPS) module configured to determine a current position of the vehicle; a weather module configured to obtain weather data representing weather conditions at the vehicle based on a current location of the vehicle, the weather data including a wind speed at the current location of the vehicle; a heating, ventilation, and air conditioning (HVAC) system configured to control heating and cooling of a passenger compartment of the vehicle; as well as A gaming module of the vehicle, the gaming module configured to, in response to determining that the vehicle is stopped and parked: Execute the game application; displaying a virtual environment of the interactive game via a display in the vehicle; and Controlling actions within a virtual environment of an interactive game based on input received via at least one of: the vehicle's steering wheel; The vehicle's horn input device; the vehicle's accelerator pedal; and The vehicle's brake pedal, Among them, the game module is also configured as: adjusting the speed of the blower of the HVAC system based on the wind speed of the weather data; and One or more characteristics of a virtual environment of an interactive game are adjusted based on wind speed from weather data.

16. The gaming system according to claim 15, wherein: The gaming module is configured to control actions within the virtual environment of the interactive game based on input received via all of the following in response to determining that the vehicle is stopped and parked: the vehicle's steering wheel; The vehicle's horn input device; the vehicle's accelerator pedal; and The vehicle's brake pedal.

17. The gaming system according to claim 15, wherein: The gaming module is configured to, in response to determining that the vehicle is stopped and parked, do at least one of the following: moving the avatar left and right within the virtual environment of the interactive game in response to the vehicle's steering wheel turning left and right, respectively; and The avatar is moved up and down within the virtual environment of the interactive game in response to turning of the steering wheel.

18. The gaming system according to claim 15, wherein: The gaming module is configured to, in response to determining that the vehicle is stopped and parked, accelerate the movement of the avatar within the virtual environment of the interactive game in response to actuation of an accelerator pedal of the vehicle.

19. The gaming system according to claim 15, wherein: The gaming module is configured to, in response to determining that the vehicle is stopped and parked, decelerate movement of the avatar within the virtual environment of the interactive game in response to actuation of a brake pedal of the vehicle.

Citation Information

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