Non-wearable multi-person somatosensory entertainment device used in large space
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Utility models(China)
- Current Assignee / Owner
- HANGZHOU XINJUE TECH CO LTD
- Filing Date
- 2025-01-20
- Publication Date
- 2026-06-26
AI Technical Summary
Existing motion-sensing interactive devices can only support 1-2 users, making it difficult to support multiple users simultaneously in commercial and large-space scenarios, and they have poor cross-platform compatibility.
Design a non-wearable multi-person MR (Mixed Reality) entertainment device for use in large spaces, including a camera, display device, processor host, frame and accessory devices, which are connected via USB and video cables. The camera is mounted on a bracket or pan-tilt unit, the display device is projected onto the wall, the processor host is fixed on the frame, and the frame covers the space above, supporting simultaneous interaction by multiple people.
It provides an integrated solution that simplifies equipment installation, supports simultaneous use by multiple users, is suitable for commercial and large-space scenarios, and enhances the interactive experience.
Smart Images

Figure CN224404313U_ABST
Abstract
Description
Technical Field
[0001] This utility model belongs to the field of MR somatosensory interaction technology, specifically relating to a non-wearable multi-person somatosensory entertainment device for use in large spaces. Background Technology
[0002] Motion-sensing interaction is a common interactive sensing method on the internet and gaming platforms. Its advantage lies in directly recognizing the human body's position and posture through motion-sensing cameras, and then using changes in posture to complete various designated actions, thereby engaging in games or entertainment content. The advantage of this type of MR (Mixed Reality) motion-sensing interactive game is that it can achieve its entertainment purpose without using traditional interaction methods such as mice, keyboards, and gamepads, while also allowing users to move their hands and feet, providing a certain degree of exercise. The core of motion-sensing interaction is the capture and processing of human body movements and postures.
[0003] Current motion-sensing interaction modes and the motion capture devices used have certain shortcomings:
[0004] 1. It can generally only be used through dedicated gaming devices (such as Xbox 360), and its cross-platform compatibility and portability are not strong;
[0005] 2. It can usually only support 1-2 users to play at the same time. When 3 or more users need to participate at the same time, it cannot support them well. Therefore, it is particularly unsuitable for commercial scenarios, large space scenarios, and multiple users at the same time.
[0006] Therefore, providing a non-wearable multi-person motion-sensing entertainment device for use in large spaces can increase the application scenarios of motion-sensing interaction, enrich the interaction methods, improve the playability and experience of motion-sensing interactive games, and give users a brand-new motion-sensing interactive experience. Utility Model Content
[0007] The purpose of this invention is to solve the problems mentioned above and provide a non-wearable multi-person MR somatosensory entertainment device for use in large spaces. It can be used in commercial and large-space scenarios, supports multiple people to use at the same time, and can be combined with a multi-person motion capture device for MR somatosensory interaction mode.
[0008] The purpose of this utility model is achieved through the following technical solution: a non-wearable multi-person human-sensing entertainment device for use in large spaces, characterized in that the device includes a camera, a display device, a processor host, a frame, and accessory devices;
[0009] The camera is connected to the processor host via a USB cable and is mounted on the frame via a bracket or gimbal. The connection position between the camera and the frame, as well as the number of cameras, are determined according to the actual site conditions.
[0010] The display device is a stand or a stand mounted on a frame and connected to the processor host via a video cable;
[0011] The processor host is fixedly connected to the frame;
[0012] The accessory devices include lighting equipment and control equipment, both of which are connected to the processor host and fixed to the frame.
[0013] Furthermore, the lenses of all the cameras are oriented towards the center of the activity area.
[0014] Furthermore, the display device uses a projector, which projects images onto the walls at the front and back of the event area, with the projected image centered on the wall.
[0015] Furthermore, the display device is a projector, which is installed and fixed on the front and back sides of the frame using a projector mount.
[0016] Furthermore, the display device uses an LED screen or a television display screen, which is directly fixed to the front and back walls of the venue, and the size is adjusted according to the venue.
[0017] Furthermore, the processor host includes multiple USB ports for direct connection to multiple cameras.
[0018] Furthermore, the processor host includes remote control functionality, enabling remote operation.
[0019] Furthermore, mounting slots are provided on the frame, and the processor host is directly fixed to the slots.
[0020] Furthermore, the frame is composed of trusses and wooden planks, serving as a canopy covering the activity area.
[0021] The beneficial effects of this utility model are: it provides an integrated solution for multi-person MR sports venues, provides an integrated platform, eliminates the cumbersome steps of on-site equipment installation, and allows the equipment to be placed directly according to the preset position. The equipment installation and debugging steps can be completed quickly by assembling blocks. In addition, it can be combined with MR motion-sensing interactive technology, and can be directly deployed and used in commercial and large-space scenarios, supporting multiple people to use at the same time. Attached Figure Description
[0022] like Figure 1 The diagram shows the installation location of a non-wearable multi-person sensory entertainment device for use in large spaces, as provided by this utility model.
[0023] In the diagram: 1. Camera; 2. Display device; 3. Processor host; 4. Frame; 5. Accessory device. Detailed Implementation
[0024] To make the objectives, technical solutions, and advantages of the embodiments of this utility model clearer, the technical solutions of the embodiments of this utility model will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this utility model, and not all embodiments. Based on the single embodiments of this utility model, all other embodiments obtained by those skilled in the art without creative effort are within the protection scope of this utility model.
[0025] like Figure 1 As shown, during the installation and implementation of this utility model, it is necessary to use 8 cameras 1 (at least 4), 2 display devices 2 (at least 1), and 1 processor host 3 simultaneously.
[0026] Eight cameras 1 are deployed at high positions in eight directions of the site and mounted on the frame 4 using brackets or pan-tilt units. The connection position between the cameras 1 and the frame 4 is determined according to the actual site conditions. The cameras are positioned to capture the entire site space at an angle downwards. When the number of cameras changes, the sensor order can be rearranged. For example, when using six motion-sensing cameras, they can be deployed on the left, right, and four corners of the site. However, all motion-sensing cameras still need to be deployed at high positions and to capture the entire site space at an angle downwards to ensure that the field of view of the motion-sensing cameras can cover the entire site.
[0027] Camera 1 is connected to the processor host 3 via a USB cable. The content captured by camera 1 is transmitted from the processor host 3 to the display device 2 to display images and game content.
[0028] Display device 2 is connected to the processor host (3) using a video transmission cable. The two display devices (2) are deployed on the left and right sides of the venue. The display devices can be various types such as projectors, LED screens, and TV displays. When using a projector, it is installed and fixed on the front and back sides of the frame (4) using a projector bracket. The projector projects the image onto the front and back walls of the activity venue, and the projected image is displayed in the center on the wall. When using an LED screen or TV display, it is directly fixed on the front and back walls of the venue, and the size is adjusted according to the venue. The main purpose of display device 2 is to display MR interactive game content, so that users can see the game scene and play it. The purpose of the two display devices is to present the game scene from multiple angles by arranging them in front and back.
[0029] The processor host 3 is mounted and fixed in slot 4 of the frame. The processor host 3 is connected to the camera 1 and the display device 2 via connecting cables and multiple USB ports. The processor host 3 includes remote control functionality, enabling remote operation.
[0030] The frame 4 is composed of trusses and wooden boards, and is customized according to the size of the event venue. When installing, the frame 4 is installed over the entire event venue, with an installation height ranging from 2.5 meters to 4 meters, which can be adjusted according to the actual conditions of the venue.
[0031] Accessory equipment 5 can be expanded and configured according to different site requirements, such as adding lighting equipment, control equipment, etc.
[0032] Lighting equipment includes neon lights, stage lights, grille lights, water ripple lights, and other lighting supplements and ambient effects lighting equipment;
[0033] Control equipment mainly refers to lighting controllers, such as stage light controllers and neon light controllers, which facilitate the control of lighting changes and effects.
[0034] The above embodiments are used to explain and illustrate the present utility model, and are not intended to limit the present utility model. Any modifications and changes made to the present utility model within the spirit and scope of the claims shall fall within the protection scope of the present utility model.
Claims
1. A non-wearable multi-person sensory entertainment device for use in large spaces, characterized in that, The device includes a camera (1), a display device (2), a processor host (3), a frame (4), and accessory devices (5); The camera (1) is connected to the processor host (3) via a USB cable and is mounted on the frame (4) via a bracket or gimbal. The connection position of the camera (1) and the frame (4) and the number of cameras (1) are determined according to the actual site. The display device (2) consists of one or two units mounted on the frame (4) and connected to the processor host (3) via a video cable; The processor host (3) is fixedly connected to the frame (4); The accessory device (5) includes lighting equipment and control equipment, both of which are connected to the processor host (3) and fixed on the frame (4).
2. The non-wearable multi-person sensory entertainment device for use in a large space according to claim 1, characterized in that, The lenses of all cameras (1) are directed toward the center of the activity area.
3. The non-wearable multi-person sensory entertainment device for use in a large space according to claim 1, characterized in that, The display device (2) uses a projector, and the projector projects the image onto the walls on the front and back sides of the activity area, with the projected image displayed in the center on the wall.
4. A non-wearable multi-person sensory entertainment device for use in a large space according to claim 1, characterized in that, The display device (2) is a projector, which is installed and fixed on the front and back sides of the frame (4) using a projection bracket.
5. A non-wearable multi-person sensory entertainment device for use in a large space according to claim 1, characterized in that, The display device (2) uses an LED screen or a TV display screen, which is directly fixed on the front and back walls of the site. The size is adjusted according to the site.
6. A non-wearable multi-person sensory entertainment device for use in a large space according to claim 1, characterized in that, The processor host (3) contains multiple USB ports that are directly connected to multiple cameras (1).
7. A non-wearable multi-person sensory entertainment device for use in a large space according to claim 1, characterized in that, The processor host (3) includes a remote control function, which can be operated remotely.
8. A non-wearable multi-person sensory entertainment device for use in a large space according to claim 1, characterized in that, An installation slot is provided on the frame (4), and the processor host (3) is directly fixed to the slot.
9. A non-wearable multi-person sensory entertainment device for use in a large space according to claim 1, characterized in that, The frame (4) is composed of trusses and wooden boards, serving as a canopy covering the activity area.