Multiplayer system and procedures for it

The system integrates a large number of players into an immersive environment by using portable trackers and efficient data processing, overcoming computational and hardware limitations of existing systems.

DE102022133163B4Active Publication Date: 2026-01-08A4VR GMBH
View PDF 3 Cites 0 Cited by

Patent Information

Application Number
DE102022133163
Authority / Receiving Office
DE · DE
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-12-13
Publication Date
2026-01-08
Estimated Expiration
2042-12-13

AI Technical Summary

Technical Problem

Existing multiplayer gaming systems are limited to a small number of players and large areas due to computational and hardware constraints, leading to increased costs and reduced accuracy, making them unsuitable for immersive environments with many participants.

Method used

A system comprising portable trackers, detection units, and a computing unit that processes data efficiently, allowing integration of a large number of players into an immersive environment without the need for registration, using light- and radio-based ID codes, event-based cameras, and a SoC for reduced latency and hardware costs.

Benefits of technology

Enables real-time interaction of up to 500 players in areas over 1800 square meters with low latency and reduced hardware costs, maintaining user experience and accuracy.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 00000000_0000_ABST
    Figure 00000000_0000_ABST
Patent Text Reader

Abstract

Immersive real-life multiplayer system, suitable for a minimum of 50 players (1) in an area of ​​at least 100 square meters for continuous real-time interaction of all players (1) with a game, the system comprising - a plurality of portable trackers (2) set up to transmit a code representing an individual ID; - at least one detection unit (3) arranged at a distance from the player (1) for direction-dependent detection of the code, the same also configured to generate data comprising the ID of the associated tracker (2) assigned to this code, as well as the position and / or direction and / or rotation of the tracker (2) emitting the code by means of data extraction from a recordable image, as well as to provide a data set comprising this data and the ID; - a computing unit (4) comprising a list (6) of the IDs of all trackers (2), configured to receive the data records and to calculate the positions and / or directions and / or rotations of all trackers (2) detectable in the respective field of view of all detection units (3) in a real or - virtual spatial game environment; - at least one display device (5) for displaying these positions, directions and rotations, and / or of displays reacting to them in said game environment; so that very lean data sets reducing latency can be provided by means of the detection unit (3), and a significant part of the computing power required for the complete provision of the game environment can be shifted away from the computing unit (4).
Need to check novelty before this filing date? Find Prior Art

Description

Introduction

[0001] The invention relates to the field of computer-aided multiplayer gaming systems. In particular, the invention relates to an immersive real-life multiplayer system for a very large number of players, as well as a method for implementing such a system. State of the art and disadvantages

[0002] Computer-assisted games come in many forms.

[0003] Commonly, games run purely on a computer system, where user interaction occurs via peripherals such as a keyboard and mouse, or via special controllers that include additional input options and optional sensors. Optionally, the game can also react to player movements using suitable hardware (e.g., camera, motion sensors), eliminating the need for a controller. However, games that incorporate the player's environment are also well-known. For example, projections onto walls or floors create a game environment in which the player then moves (immersive "real-life" gaming).

[0004] In the latter case, the computer system must be able to capture certain spatial parameters relating to the player, such as their position (X, Y, and Z coordinates or their altitude), direction of movement, and their translational and rotational dynamics. For this purpose, radio-based solutions are known from the prior art, where, for example, the player's position can be determined via a so-called "tracker" worn by the player, e.g., via Wi-Fi or Bluetooth. Systems are also known in which one or more cameras enable optical detection and tracking of the player. The advantage of this variant lies in the fact that the player does not need any special hardware.

[0005] Ideally, the game is designed as an open system where players can enter or leave at will without having to log in or out. However, distinguishing a player from other people within the camera's field of view requires considerable computational effort. This effort increases even further when multiple players are present (so-called multiplayer games). Therefore, existing systems are only suitable for a small number of players, such as two to a maximum of 25, and / or exhibit insufficient accuracy for a satisfactory user experience with regard to position, changes in position over time, and / or player height when dealing with larger numbers of players.

[0006] The aforementioned disadvantages increase with the size of the playing field, as the distance between the players and the detection units (cameras) grows, which can only be compensated for by using higher-quality and / or more of these units. Therefore, the use of known systems is typically limited to areas of just a few square meters, where the distance to the detection units also only needs to be a few meters, or a very large number of such units are required, which leads to corresponding costs.

[0007] A system for recording biometric data of a group of people, such as players on a playing field, is known from publication WO 2010 034 308 A2. Movement data is recorded using a motion detection device attached to the player, comprising multiple sensors. This data is stored on the device's internal memory and then analyzed after a delay—for example, only after the game has ended. However, this system is not suitable for real-time interaction between players.

[0008] Publication US 2013 / 0 232 430 A1 concerns the interaction of a single user with media content, but not the interactive real-time interaction of a large number of users in the context of a multiplayer game.

[0009] From US patent application 2022 / 0301594A1, a multi-sensor event detection and tracking system is disclosed that enables intelligent analysis of event data from a variety of sensors and / or non-sensors. The system can be used to record players or their equipment (e.g., rackets) and overlay data relating to these individuals or objects in real time onto the image of the person or object. However, interaction between players using the system is not intended. Problem of the invention and solution

[0010] The invention is therefore based on the objective of providing a device and a method which avoids the disadvantages of the prior art.

[0011] The invention is intended to allow the integration of even a very large number of players, e.g., 50, 100, 200, 500, or more, into an immersive gaming environment for a multiplayer game system. The system is intended to be open, meaning that players do not need to log in or out. The invention is also intended to allow the use of large areas, such as 20x20 square meters or more, without compromising the user experience or significantly increasing the hardware costs.

[0012] The problem is solved by a system according to claim 1 and a method according to dependent claim 13. Advantageous embodiments can be found in the respective dependent claims, the following description, and the figures. Description

[0013] The device according to the invention and advantageous embodiments thereof are described below. This is followed by a description of the method according to the invention.

[0014] The invention relates to an immersive real-life multiplayer system suitable for at least 50, preferably 100, 200, or 400 players on an area of ​​at least 100, preferably 500 to 1800 square meters or more. The system comprises the following components, which are briefly described after being named: - A number of portable trackers.

[0015] Each tracker is set up to send out a code that represents a unique ID (identification) of the tracker.

[0016] The tracker is designed to be attached to a player's body. It can therefore be attached directly to the body (e.g., directly to the arm or leg), or to clothing, footwear, other accessories, or even to sports equipment used during the game, such as roller skates, ice skates, skateboards, etc., or integrated into these items. Ideally, it should operate independently of external power sources. A user can wear one or more trackers (e.g., to eliminate blind spots or improve positioning accuracy). The tracker can also be a single unit or a multi-part device, potentially featuring multiple transmitters that can be positioned differently.

[0017] The code representing (encoding) the individual ID enables the unique identification of the tracker and thus its assignment to the person wearing it. The tracker repeatedly and automatically emits the code, with a sufficiently high repetition rate for accurate position tracking, for example, 1000 Hz. If only the ID is to be transmitted, a repetition rate of 10 Hz may suffice. In one implementation, the code and its transmission frequency are predefined during the tracker's programming. Alternatively, the code is emitted "on demand" or depending on the situation, as described below. - At least one detection unit.

[0018] This is used for direction-dependent code detection. This means that the detection unit can determine the direction from which the code is transmitted. Detection takes place in at least two, and preferably in three dimensions.

[0019] The detection unit is also configured to generate data including the ID of the associated tracker assigned to this code. This means that the tracker's ID, which it can generate and transmit in coded form, can be received and decoded by the detection unit, allowing it to be added to the data set.

[0020] Furthermore, the detection unit is configured to generate data including the position and / or direction and / or rotation of the tracker sending the code.

[0021] Finally, it is also configured to provide a data set containing this information as well as the ID. In other words, the detection unit generates data sets concerning the ID as well as the location, orientation, and / or direction of movement and / or rotation of the tracker, and thus of the person wearing the tracker, and provides this data set via an interface. This interface can be wired, but preferably wireless, so that a larger number of detection units can be easily integrated into the system without unnecessarily interfering with the game environment, which may also be outdoors. - a computing unit.

[0022] The computing unit contains a list of the IDs of all trackers. This means that players joining the game wearing a tracker and identifiable by their individual ID do not need to register (again) with the computing unit, thus enabling an "open" gaming environment.

[0023] The computing unit is also equipped to receive the data sets provided by the detection units.

[0024] The computing unit also serves to calculate the positions and / or directions and / or rotations of all trackers detectable within the respective field of view of all detection units in a real or virtual spatial game environment.

[0025] Tests have shown that a relatively simple processing unit, such as a system-on-a-chip (SoC), is sufficient for this purpose, eliminating the need for high-performance, and therefore expensive and energy-intensive, units, which is advantageous. This is primarily due to the very efficient data provisioning of the data sets by the detection units, as explained further below. This shifts a significant portion of the computing power required to fully provide the game environment away from the processing unit, and the very small data sets can be processed more quickly, which, among other things, helps to reduce latency. - at least one display device for showing these positions and / or directions and / or rotations, and / or of displays reacting to them (and thus to the individual player) in said game environment.

[0026] The display or visualization device therefore serves primarily to visually represent the player's position in the game, and / or to (also primarily visually) display graphics that do not concern the player but the game environment, particularly in a "dynamic" manner. This means that the game environment changes, or (virtual) elements are added to or removed from it, depending on how the player moves within or interacts with the game environment. A simple example is (virtual) directional arrows appearing on a (real) surface as the player approaches it; the player selects one of these arrows, whereupon the remaining arrows disappear.In addition to visual representation, acoustic and haptic representation should also be mentioned; for example, a player's action can be accompanied or acknowledged by a sound, or a (real or virtual) object can vibrate or move when touched by the player.

[0027] The invention thus avoids the disadvantages known from the prior art.

[0028] Due to the efficient handling of tracker data, the invention allows even a very large number of players, e.g., 50 or more, of a multiplayer game system to be integrated into an immersive gaming environment. The system is open, meaning that players do not need to log in or out. The invention also allows for the use of large areas, such as 20x20 square meters or more, without compromising the user experience or significantly increasing the hardware costs.

[0029] Various embodiments of the invention are described in more detail below.

[0030] According to a particularly preferred embodiment, the tracker comprises LEDs for emitting a light code, i.e., the code is light-based and is emitted (using an energy source) by suitable light sources.

[0031] The code can preferably be provided by a microcontroller, which allows both the signal frequency and the signal structure to be adjusted in order to ensure individual identification of the tracker while maintaining broad hardware and software support.

[0032] In another embodiment, the code is radio-based; that is, radio signals encoding the tracker ID are transmitted, which, using suitable techniques known to those skilled in the art, for example, triangulation, allow conclusions to be drawn about the position, etc., of the tracker. A particular advantage of such radio signals is the ability to detect the tracker's position even when direct line of sight is obstructed, for example, by other players.

[0033] Furthermore, a combination of light- and radio-based code provisioning is conceivable. Using both technologies in parallel allows for the advantage of the typically higher accuracy of the light-based solution, while also providing the option to fall back to the radio-based solution, which is independent of line of sight but typically somewhat less accurate, if necessary.

[0034] According to one embodiment, the code is continuously transmitted repeatedly, preferably at fixed time intervals.

[0035] In another embodiment, the code is transmitted "on demand," for example, only when a detection unit is ready to receive data. The demand can be radio- or light-based (the detection unit sends a general radio or light signal to all, or an individual radio or light signal that addresses a specific tracker). The latter method, in particular, further reduces the amount of data, as the data sets do not arrive in parallel and therefore do not need to be processed quickly, but rather sequentially. Furthermore, the demand can be sent more frequently to trackers that are currently in motion than to those that are stationary.

[0036] Conversely, instead of continuously repeating the code at a fixed time interval, the tracker itself can emit it situationally, i.e., with variable time intervals between successive transmission events. As long as no new code is transmitted and received by the detection unit, the latter assumes that the tracker is at rest or moving along a linear path. In this case, the tracker preferably includes motion sensors that are linked to the transmitting device (e.g., a microcontroller).

[0037] The described solution with variable and / or demand-based transmission of the code is particularly advantageous for the radio-based location tracking solution described above, as such a method has a higher energy consumption compared to the light-based method. This can be significantly reduced by decreasing the transmission frequency, resulting in a considerable extension of the tracker's otherwise limited operating time.

[0038] In one embodiment, the tracker includes a Bluetooth unit that allows it to connect to the player's mobile device. This device can then act as a bridge to a local Wi-Fi network.

[0039] According to another embodiment, the tracker includes an integrated power source with charging electronics, so that it can be used without additional cables to an external power source and can be charged directly (for example via USB-C connection).

[0040] In another embodiment, the tracker can be put into an energy-saving mode, thus extending its operating time. The energy-saving mode can be activated, for example, if the tracker remains stationary for an extended period or if the power source is nearly depleted.

[0041] In another embodiment, the tracker is configured to switch between low- and high-frequency transmission of the ID, for example, between a frequency of 10 and 10,000 Hz, or between frequencies that differ by a factor of 2, 5, 10, 100, or 1000. In this way, depending on the specific situation (movement / stationary, clear line of sight / obstructed view), a frequency leading to an optimal result can be selected.

[0042] The advantages of a tracker according to the invention include, among others, the avoidance of diffraction or interference effects, particularly in light-based tracking; low costs when using a SoC; low weight, so that no movement restrictions occur; low latency, provided that an update rate (repeat frequency) in the microsecond range is used (1,000 to 10,000 Hz); and high energy efficiency due to the use of energy-saving LEDs (in light-based tracking).

[0043] In a preferred embodiment, the detection unit includes a camera, preferably an event-based camera. This means that the camera only generates and provides data to be transmitted when the captured image changes. Such cameras, also known as neuromorphic cameras, are based, for example, on changes in pixel-based brightness values. Only when this value changes does the corresponding pixel "report" and otherwise remains "silent." In this way, a significant reduction in the amount of image data that occurs and therefore needs to be processed can be achieved. An event-based camera can typically process data with a latency of only 0.1 ms; this corresponds approximately to a frame rate of 10,000 fps for a shutter-based camera.

[0044] Preferably, the detection unit is configured for an update rate (“recognition frequency”) of 10,000 updates per second. This means that it can process a corresponding number of incoming ID signals. Preferably, the update rate is equal to, or particularly preferably greater than, the frame rate (“display frequency”) of the display device, which is typically in the range of 50 to 1000 Hz. Preferably, the output delay is between 2 and 20 ms. According to the invention, the number of available data records can be reduced by technical means, as explained below.

[0045] In a preferred embodiment, the detection unit features event detection. This means it can distinguish between a static and a dynamic situation (particularly with regard to the position of an individual tracker). The advantage of this lies in enabling event-based provision of data records; only when a change in the situation of a tracker occurs is its next data record generated and transmitted.

[0046] The detection unit is preferably configured to reduce the amount of data that can be provided, in particular by extracting the position, direction, and / or rotation data (rotations) of a tracker (and especially preferably all trackers) from the captured image. This means, for example, that the detection unit does not simply capture an image of the playing field with the trackers and forward it, but also "interprets" it and only transmits the aforementioned data, along with the associated individual IDs, to the processing unit. This significantly reduces the amount of data, and at the same time, a considerable portion of the computational load is distributed from the processing unit to a large number of detection units, each of which only needs to provide manageable computing power that can be handled with cost-effective hardware.

[0047] If the number of players increases beyond a certain value that exceeds the processing capacity of the existing detection units, additional detection units are simply added to the system. This only slightly increases the processing load of the processing unit, as processing the already reduced amount of additional data requires very little extra computing power.

[0048] According to one embodiment, the system comprises at least one input unit for at least one player. The input unit serves to expand the player's interaction possibilities with the game. It can be, for example, a joystick or a so-called "controller" (control device, "gamepad"), which is typically provided to the player. However, a mobile phone, possibly supplemented by software, is also a possibility; for example, commands can be easily sent to the detection or processing unit, or information can be exchanged with it. Furthermore, so-called "smartwatches" are also suitable. The use of body sensors, which in particular detect the player's movement and / or speed, is also possible. Such sensors can also be provided via the aforementioned mobile phone or smartwatch, in which they are typically already integrated.

[0049] In another embodiment, the system includes gesture recognition integrated into the detection unit and / or based in the processing unit. In other words, either the detection unit is configured to recognize and interpret the gestures of a player wearing the tracker; in this case, the data set it sends is supplemented with the corresponding information. Or, images or videos of the player are captured by the detection unit and forwarded to the processing unit along with the data set; in this case, the processing unit is programmed to recognize the gestures, draw the relevant game-related conclusions, and react accordingly.

[0050] In one embodiment, the detection units look essentially perpendicularly at the playing field. They can, for example, be mounted on a rig that hangs several meters above the playing field.

[0051] In a further embodiment, at least some of the detection units are directed at the playing field at a non-perpendicular angle. This means that the detection units arranged above the playing field are tilted away from the vertical; preferably towards the center of the playing field. The detection units can also be arranged, at least partially, to the side of the playing field and, according to their tilted orientation, face the center of the playing field.

[0052] The advantage of such detection units, positioned at an angle to the playing field, lies in the fact that they allow for perspective processing of the tracker information. This enables the recognition of more complex movement patterns, and allows for better detection of player falls, collisions between multiple players, and virtual inputs through movements and gestures. Combined with the use of VR / AR / MR / XR headsets, this allows players to be integrated into the virtual representation with full-body movement.

[0053] It is possible for the system to include both event-based and non-event-based detection units. In particular, the detection units operating in an angled orientation can also be of the non-event-based type. A further advantage of combining event-based and non-event-based detection units lies in the latter's ability to deliver highly precise images even at very high speeds. Subsequent interpolation of the results from both types can therefore lead to particularly precise results.

[0054] In one embodiment, the system is designed to combine a real playing field with a virtual playing field. This means that it includes means that "overlay" the real playing field, allowing it to be supplemented with virtual elements. For this purpose, the display device mentioned above and described in more detail below is used.

[0055] According to one embodiment, the display device is in the form of a single or multi-part screen. The screen(s) can be used to display a purely virtual playing field or be integrated into a real playing field.

[0056] The display device can also take the form of one or more projectors; here too, the two aforementioned variants are conceivable.

[0057] Similarly, the display device can be provided in the form of augmented reality or virtual reality (AR / VR) glasses for each player; here too, the playing field can be purely virtual or a combination of virtual and real playing field.

[0058] According to another embodiment, the display device is in the form of wall and / or floor tiles; these can be integrated into a real playing field in a suitable manner.

[0059] Finally, the display device can be a mobile device (mobile phone), preferably a smartphone or tablet. The player uses this device to move through the game environment. It is also possible to overlay an AR image onto the game environment, similar to AR glasses.

[0060] According to further embodiments, the display device is designed to generate acoustic, tactile, or olfactory effects; reference is made to the explanations above.

[0061] Of course, combinations of the aforementioned embodiments of the display device(s) are also conceivable.

[0062] In one embodiment, the detection unit(s) is / are stationary, i.e., permanently installed at a specific location. Such an embodiment is particularly suitable for playing fields that are enclosed spaces and / or are used permanently as playing fields.

[0063] In another embodiment, the detection units are mobile and, for example, have wheels, run on rails, or are attached to a drone. The latter embodiment, in particular, offers the advantage of maximum flexibility. It is clear that, if mobile, each detection unit must know its own position and, if applicable, its movement in space and incorporate this information into the respective data set so that it contains the correct information from the tracker relative to the (stationary) playing field.

[0064] According to a particularly preferred embodiment, the system comprises at least 100 trackers, configured to transmit the respective codes at regular intervals, with an integrated energy source and charging electronics.

[0065] It further comprises multiple detection units in the form of event-triggered cameras, which are configured to achieve an accuracy of 10 cm and can also achieve an update rate at least twice the refresh rate of a display device. It is clear that the detection units also possess the capability, described in detail above, of generating data sets from the received codes and the detected positions of the individual trackers, in order to ensure, among other things, the subsequent determination of the positions of all players in real time.

[0066] Furthermore, the system includes a computing unit for calculating the positions of the trackers and thus the players.

[0067] Finally, the preferred system comprises a plurality of display devices, each configured to achieve a resolution that is at least equivalent to the accuracy of the aforementioned detection devices.

[0068] To avoid repetition, please refer to the explanations above. A system equipped in this way fulfills the task described above: to integrate a very large number of players into an open, immersive gaming environment.

[0069] The invention also relates to a method for operating an immersive real-life multiplayer system suitable for at least 50 players on an area of ​​at least 100 square meters, wherein the system comprises a plurality of portable trackers, at least one detection unit for direction-dependent detection of a wirelessly transmitted code, a computing unit, and a display device. For an explanation of these components, reference is made to the above description thereof.

[0070] The method according to the invention comprises the following steps: - Sending a code representing an individual ID from a tracker; - Detection of the code by the detection unit; - Determining the ID, as well as the position and / or direction and / or rotation of the tracker using the detection unit and providing this data in the form of a data set; - Receiving this data set by the processing unit and calculating the positions and / or directions and / or rotations of all trackers detectable in the respective field of view of all detection units in a real or virtual spatial game environment; - Display of these positions and / or directions and / or rotations, and / or of graphics reacting to them in said game environment by means of the display device.

[0071] Preferably, a plurality of trackers (e.g., 50 or more) and a plurality of detection units (e.g., 2 to 30 or more) are present. The data sets are transmitted by the respective detection units at a rate acceptable for the game; this rate can be in the range of a few seconds, but also significantly lower, for example, in the range of 50 milliseconds and below (i.e., 20 times per second or more frequently). It is also possible to adjust the data rate to the actual change in the position or direction of movement of the tracker. For the sake of brevity, reference is made to the above explanations of the system according to the invention, which apply analogously to the method.

[0072] Preferably, when another tracker enters the field of view of a detection unit (and thus when a player "enters" the playing field), its position, direction, and / or rotation are also determined and provided by the detection unit, and recognized by the processing unit as another player and integrated into the game environment. Likewise, when a tracker leaves the field of view of all detection units (and thus the playing field), the data of that tracker is no longer considered, and the player associated with it is removed from the game environment.

[0073] It is not necessary for a newly added tracker to be registered with the processing unit, nor for a tracker to be removed to be unregistered from it. If the tracker IDs have been communicated to the processing unit once in advance (e.g., before the start of the game), a further synchronization (i.e., initial "notification") with the detection units and / or the processing unit is unnecessary.

[0074] In one embodiment, the player interacts with the processing unit via an input unit and / or gesture recognition, as described above. However, it should be noted that such interaction options are optional, since the basic interaction normally consists solely of the player's presence and, if applicable, movement within the game, detected by the detection unit(s).

[0075] The data reduction described above is particularly preferred. This means that a tracker's data record is only sent when its situation changes, and / or that the detection unit only provides data relating to the tracker's position, direction, and / or rotation. This minimizes the amount of data provided and allows the processing unit to integrate a large number of trackers into the game environment simultaneously in real time. Together with the ID of the associated tracker, this forms a small data record, which is then transmitted wirelessly or via cable to the processing unit.

[0076] Depending on the game's design or intended use, the acceptable transmission rate range for data sets provided by the detection unit varies. Therefore, in one embodiment, to avoid noticeable positional discrepancies between the actual and calculated position of a tracker, "intermediate positions" between two actually detected positions are determined using interpolation, or expected positions are determined using extrapolation. This means that, through the targeted use of interpolation and extrapolation methods, a smooth image can still be generated even in environments with an inherently low update frequency. Thus, transmission rates above the actual data set provision frequency by the detector unit (for example, in conjunction with its frame rate) can be "simulated" without causing visual limitations (e.g., visible positional discrepancies) in the game.

[0077] In one embodiment, the latency between the tracker's actual position and its position detected in the game is less than 10 milliseconds. This means that in most situations, a user will not perceive any discrepancy between the real position and the calculated position in the game.

[0078] It is also possible to adjust the latency depending on the speed and / or rate of change of the tracker. This means that in situations with high rates of change, latencies of less than 10 ms, for example 8, 5, or 2 ms, are set, whereas for slow movements or even standstill, latencies of 50, 100, or 500 ms are acceptable. By adjusting the latency according to the situation, resources can be used more efficiently, and, for example, the operating time of the tracker can be extended. Character description

[0079] The invention is explained below using figures as examples. Fig. 1 an embodiment of the system according to the invention using the example of an ice sports hall; Fig. 2 schematically a person participating in the game with a tracker; Fig. 3 schematically an embodiment of a tracker; Fig. 4 schematically another embodiment of a tracker; Fig. 5. Follow the tracker Fig. 4 with a view inside; Fig. 6 a flowchart to illustrate the method according to the invention.

[0080] In the Fig. Figure 1 shows an embodiment of the system according to the invention using the example of a suitably equipped ice sports hall.

[0081] Each of the players 1 (not all labeled) wears a tracker 2 (not shown). Several downward-facing detection units 3 are arranged on the ceiling of the arena. These cover the entire playing field, schematically indicated by the dotted areas (depth coverage not shown). The detection units 3 located at both ends (right and left in the image) are oriented at a non-perpendicular angle to the playing field; the covered areas are indicated by the dashed lines. This allows for the detection of more complex movement patterns. Several display devices 5 are also arranged on the ceiling of the arena. These can project images onto the "playing field," in this case, the floor of the ice rink; the beam path is indicated by a dashed area (depth coverage not shown).

[0082] A processing unit 4 is depicted on the side of the playing field. This unit receives (via radio or cable connection, not shown) the data sets provided by the detection units 3, which contain the IDs of the individual trackers 2 of the players 1, as well as their positions, which are determined by the detection units 3. Based on the data sets, the processing unit 4 can determine the positions of all players 1. The processing unit, in turn, transmits data for graphical display to the display units 5 via radio or cable (transmission path not shown). These then project, for example, graphics onto the playing field, which can be related to the individual position, direction, or game situation of each player 1. A virtual object 7 in the form of a game piece is projected as an example.Since the computing unit has access to a list of 6 all IDs of the trackers 2, it is not necessary to register a newly arriving player 1 with the computing unit 4, resulting in an open game environment.

[0083] In the Fig. Figure 2 schematically depicts a person participating in the game (Player 1) with Tracker 2. In this example, Tracker 2 is attached to the front of a vest worn by Player 1; however, a position on the back or shoulder might be more advantageous. It is also possible to have multiple Tracker 2 units, or to divide Tracker 2 into several subunits, one of which is responsible for generating the code, and several others for transmitting the code from different locations.

[0084] The tracker can also, as in Fig. Figure 3 shows the device in the form of a belt with several LEDs arranged around its circumference. This design greatly reduces the probability that Player 1's position will be obscured by other Player 1 or objects and thus remain undetected. The belt can, of course, also carry the power supply and any other components that may be required.

[0085] As in Fig. 4 and Fig. 5 shown, can be in Fig. The two trackers shown comprise a base with a transparent cap (for the selected wavelength). Fig. Figure 5 shows that a plurality of LEDs intended for transmitting the code are arranged under the cap.

[0086] In the Fig.Figure 6 shows a flowchart illustrating the method according to the invention. The left column lists the steps relating to player A, and the right column lists the steps relating to player B. Each player wears a tracker 2 that transmits a unique code. The code is detected by a detection unit 3 (A or B); however, it would also be conceivable for both codes to be detected by the same detection unit 3, provided the spatial situation allows it. The detection units 3 determine (calculate) the position, movement, and rotation of the respective tracker 2, and thus of player A or B. From this data, the detection units 3 each generate a data record, which they then send to the processing unit 4. The processing unit knows the IDs of all trackers 2 intended for the game from a corresponding list 6.Thus, the positions of all Trackers 2 (and therefore Player 1) on the playing field can be determined. Depending on requirements, the processing unit 4 can then calculate a graphical representation showing the positions of Player 1 on the playing field or, for example, virtual objects 7 with which Player 1 can interact. This representation can then be displayed on the playing field by the display unit 5 in a suitable manner, for example, by projection. There, Player 1 interacts with the representation and, if necessary, changes their position. This change is then transmitted to the processing unit 4 via the Trackers 2 and the detection units 3, enabling continuous real-time interaction of all Player 1 with the game. Reference symbol list 1 player 2 Tracker 3 Detection unit 4 Calculation unit 5 Display device List 6 7 virtual item

Claims

[1] Immersive real-life multiplayer system, suitable for a minimum of 50 players (1) in an area of ​​at least 100 square meters for continuous real-time interaction of all players (1) with a game, the system comprising - a plurality of portable trackers (2) set up to transmit a code representing an individual ID; - at least one detection unit (3) arranged at a distance from the player (1) for direction-dependent detection of the code, the same also configured to generate data comprising the ID of the associated tracker (2) assigned to this code, as well as the position and / or direction and / or rotation of the tracker (2) emitting the code by means of data extraction from a recordable image, as well as to provide a data set comprising this data and the ID; - a computing unit (4) comprising a list (6) of the IDs of all trackers (2), configured to receive the data records and to calculate the positions and / or directions and / or rotations of all trackers (2) detectable in the respective field of view of all detection units (3) in a real or - virtual spatial game environment; - at least one display device (5) for displaying these positions, directions and rotations, and / or of displays reacting to them in said game environment; so that very lean data sets reducing latency can be provided by means of the detection unit (3), and a significant part of the computing power required for the complete provision of the game environment can be shifted away from the computing unit (4). [2] System according to claim 1, wherein the tracker (2) comprises LEDs for emitting a light code to the detection unit (3). [3] System according to claim 1 or 2, wherein the tracker (2) - sends out the code at regular intervals, or - sends the code at irregular, situationally and needs-based intervals, or - sends the code upon request of the detection unit (3). [4] System according to any one of claims 1 to 3, wherein the tracker (2) - has a Bluetooth unit by which it can be connected to a mobile device of the player (1); - includes an integrated power source with charging electronics; - can be put into an energy-saving mode; - is set up to switch between low-frequency and high-frequency transmission of the ID. [5] System according to any of the preceding claims, wherein the detection unit (3) - includes a camera, preferably an event-triggered camera; and / or - is set up for an update rate of 10,000 updates per second. [6] System according to one of the preceding claims, wherein the detection unit (3) is configured to reduce the number of available data records by means of - Event detection and / or - Extraction of the positions and / or directions and / or rotations of all trackers detectable within the respective field of view of all detection units (2). [7] System according to any one of the preceding claims, further comprising - at least one input unit for at least one player (1), and / or - a gesture recognition system integrated into the detection unit (3) and / or based in the computing unit (4) for the interaction of the player (1) with the computing unit (4). [8] System according to one of the preceding claims, wherein at least part of the detection units (3) are directed at a non-perpendicular angle to the playing field, and / or the system comprises both event-based and non-event-based detection units (3). [9] System according to any of the preceding claims, configured to combine a real playing field with a virtual playing field. [10] System according to one of the preceding claims, wherein the display device (5) is in the form - a single or multi-part screen, - one or more projectors, - an augmented reality or virtual reality headset provided for each player (1), - of wall and / or floor tiles, and / or - a mobile device, and / or is designed to produce acoustic, tactile, or olfactory effects, or a combination thereof. [11] System according to any of the preceding claims, wherein the detection unit (3) - stationary or - is mobile. [12] Immersive real-life multiplayer system for continuous real-time interaction of all players (1) with a game, comprising - at least 100 trackers (2) as defined in claim 2, at least configured solely for transmitting the respective codes at regular intervals as defined in claim 3, with an integrated energy source with charging electronics as defined in claim 4; - a plurality of detection units (3) in the form of event-triggered cameras as defined in claim 5, arranged at a distance from the player (1), configured to achieve an update rate that is at least twice the refresh rate of a display device (5), and to achieve an accuracy of 10 cm; - a computing unit (4) for calculating the positions of the trackers (2); - a plurality of display devices (5), each configured to achieve a resolution that is at least equivalent to the accuracy of the detection devices (3). [13] Method for operating an immersive real-life multiplayer system suitable for a number of at least 50 players (1) on an area of ​​at least 100 square meters for continuous real-time interaction of all players (1) with a game, the system comprising a plurality of portable trackers (2), at least one detection unit (3) arranged at a distance from the player (1) for direction-dependent detection of a wirelessly transmitted code, a computing unit (4) and a display device (5), comprising the following steps: - Emitting a code representing an individual ID from a tracker (2); - Detection of the code by the detection unit (3); - Determining the ID, as well as the position and / or direction and / or rotation of the tracker (2) using the detection unit (3) by extracting data from a recordable image and providing this data in the form of a very lean data set that reduces latency; - Receiving this data set by the computing unit (4) and calculating the positions and / or directions and / or rotations of all trackers (2) detectable in the respective field of view of all detection units (3) in a real or virtual spatial game environment; - Display of these positions and / or directions and / or rotations, and / or graphics reacting thereto in said game environment by means of the display device (5); whereby a significant portion of the computing power required to fully provide the game environment is shifted away from the computing unit (4). [14] Method according to claim 13, wherein - when another tracker (2) enters the field of view of a detection unit (3), its position, direction and / or rotation is also determined and provided by the detection unit (3), and is recognized by the computing unit (4) as another player (1) and integrated into the game environment, and - when a tracker (2) leaves the field of view of all detection units (3), the data of this tracker (2) is no longer taken into account, and the player (1) assigned to it is removed from the game environment, without a newly added tracker (2) having to be registered with the computing unit (4), or a tracker (2) to be removed having to be unregistered from it. [15] Method according to one of claims 13 or 14, wherein the player (1) interacts with the computing unit (4) by means of an input unit and / or gesture recognition. [16] Method according to any one of claims 13 to 15, wherein the tracker's data record is sent only when the situation of the tracker (2) changes, and / or wherein only the data relating to the position, direction and / or rotation of a tracker (2) are provided by the detection unit (3), so that the amount of data provided is minimal and a large number of trackers (2) can be integrated into the game environment simultaneously by the computing unit (4) in real time. [17] Method according to any one of claims 13 to 16, wherein, in order to avoid detectable positional deviations from the actual and the calculated position of a tracker (2), intermediate positions between two actually recorded positions are determined by means of interpolation or expected positions are determined by means of extrapolation. [18] Method according to any one of claims 13 to 17, wherein the latency between the actual position of the tracker (2) and its position detected in the game is less than 10 milliseconds, and / or is adjusted depending on the speed and / or speed change of the tracker (2).

Citation Information

Patent Citations

  • Interactive user interface

    US20130232430A1

  • Multi-source event correlation system

    US20220301594A1

  • Capturing biometric data of a group of persons

    WO2010034308A2