Methods for the feasibility and execution of an immersive game
The method ensures safe and energy-efficient immersive gameplay in vehicles by activating game mode only when the vehicle is off and stationary, using mixed-reality headsets to simulate a race, addressing safety and energy concerns.
Patent Information
- Authority / Receiving Office
- DE · DE
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-09-07
- Publication Date
- 2026-03-12
AI Technical Summary
Existing immersive game methods in vehicles do not ensure safety when the vehicle is powered on, as they can lead to unintentional acceleration and collision risks, and do not effectively manage energy consumption during gameplay.
A method that activates an immersive game mode only when the vehicle's drive unit is switched off, requires a minimum charge level, and engages the parking brake, decouples steering and pedals from vehicle controls, and uses mixed-reality headsets to simulate a race experience, ensuring safety and efficient energy use.
The method significantly reduces collision risks and conserves energy by allowing immersive gameplay only when the vehicle is stationary and safely isolated from actual vehicle control, providing a realistic racing experience without risking vehicle movement.
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Abstract
Description
[0001] The invention relates to a method for the feasibility and execution of an immersive game in a vehicle with a display device for mixing a real perception and an artificial perception, at least for one occupant of the vehicle.
[0002] An entertainment system is known from US patent 2019 / 0105572 A1. The entertainment system comprises a drivable vehicle whose speed and direction are controlled by a driver assisted by the vehicle, and a display unit visible to the driver. The entertainment system further comprises a camera mounted on a support structure such that the camera captures real moving images while the driver operates the vehicle, and the display unit shows these real moving images; a controller coupled to process feedback signals from the vehicle relating at least to the vehicle's speed and direction; and the controller configured to control the display unit to show simulated images that change according to the actual movements of the vehicle, the simulated images on the display unit emulating a view from inside the vehicle.
[0003] Furthermore, CN 114821005 A describes a method for implementing an immersive game in a vehicle. The method comprises the following steps: providing virtual reality equipment in the vehicle; establishing a communication link between a vehicle control system and the virtual reality equipment; executing a game program in a vehicle-mounted entertainment module; mapping elements in the virtual game to corresponding elements in the real world; and outputting a result from the virtual game in the real world.
[0004] The invention is based on the objective of providing a method for the feasibility and execution of an immersive game in a vehicle.
[0005] The problem is solved according to the invention by a method which has the features specified in claim 1.
[0006] Advantageous embodiments of the invention are the subject of the dependent claims.
[0007] A method for implementing and executing an immersive game in a vehicle, in particular an electric vehicle, with a display device for mixing a real perception and an artificial perception, at least for one occupant of the vehicle, provides according to the invention that a game mode for executing the immersive game in the vehicle can only be activated if the vehicle detects that at least one drive unit of the vehicle is switched off.
[0008] By applying this method, it is possible to execute an immersive game, in particular a vehicle race, at least when the vehicle's drive unit is switched off, which significantly increases safety during the execution of the immersive game, since the vehicle cannot accelerate, for example in the event of an unintentional activation of an accelerator pedal, and thus a potential collision risk for the vehicle can be largely eliminated.
[0009] In one implementation, the game mode can only be activated if the vehicle also detects that it is stationary, connected to a charging unit for the vehicle's electrical energy storage system, and / or that the electrical energy storage system has a predefined minimum charge level. This essentially ensures that the vehicle's sensors required for the immersive game, as well as at least one control unit for running the immersive game, are powered without the risk of the electrical energy storage system becoming completely depleted and thus preventing the vehicle from driving.
[0010] If the vehicle is coupled with a charging unit, the vehicle's occupant, for example a driver, has the option of spending the time required for charging the electrical energy storage system by playing the immersive game.
[0011] Another version of the procedure involves blocking the vehicle's drive unit from being started when game mode is activated. This prevents the vehicle from being started while the immersive game is running, thus addressing an additional safety aspect.
[0012] In one possible implementation, the vehicle's parking brake is automatically activated when game mode is enabled. Specifically, the parking brake is immediately and automatically engaged if not initiated by the vehicle's occupant as soon as game mode is activated. This secures the vehicle against unintentional rolling and reduces the potential risk of collision.
[0013] In a training course, the display device for blending perceptions is designed as glasses, and when game mode is activated, a virtual, drivable racetrack is displayed via the glasses. This gives the occupant the feeling of being on a racetrack and participating in a race with their vehicle.
[0014] Furthermore, one possible implementation of the method involves decoupling the steering wheel from the steering gear and / or the electric motors that execute steering movements when the game mode is activated. This allows the occupant to operate the steering wheel for immersive gameplay without the steering input affecting the vehicle's steerable wheels. This largely prevents excessive stress on the steerable wheels when performing steering movements during immersive gameplay.
[0015] In a possible advanced feature, when game mode is activated, the steering resistance of the steering wheel is adjusted according to a game setting. This makes it possible to simulate the occupant sitting in a race car and participating in a race, as different race cars have varying levels of steering resistance. For example, the steering resistance could also be adjusted depending on the available fleet of race cars and the selected race car.
[0016] In another version, when game mode is activated, the accelerator and brake pedals are controlled by their respective functional units designed for driving operation, and the pedal actuation resistance of the accelerator and / or brake pedal is adjusted depending on a game setting. Here, too, it is possible to simulate to the vehicle's occupant, based on the set pedal actuation resistance, that they are currently in a race car and participating in a race, particularly on a racetrack.
[0017] In one implementation of the method, when the game mode is activated, the vehicle's cornering is simulated by applying pressure to bubbles placed in the vehicle seat. The vehicle occupant thus has the sensation, when driving through a curve in the immersive game, that they are actually driving through a curve due to seat movement. The occupant is therefore given a truly impressive experience during the execution of the immersive game.
[0018] Furthermore, in the activated game mode, during a simulated cornering maneuver, the vehicle's shock absorbers are controlled according to the steering angle and / or simulated positive and / or negative acceleration. This allows, for example, driving over a bump, accelerating on the racetrack, braking, etc., to be perceptibly simulated for the vehicle's occupant.
[0019] Exemplary embodiments of the invention are explained in more detail below with reference to a drawing.
[0020] This shows: Fig. 1 schematically a device for carrying out a method for the feasibility and execution of an immersive game in a vehicle.
[0021] The single figure shows, in an exemplary and highly simplified manner, a device for carrying out a method for the feasibility and execution of an immersive game in a vehicle 1. The vehicle 1 is, in particular, an electric vehicle.
[0022] The device for carrying out the method comprises a vehicle 1 with an accelerator pedal 1.1, a brake pedal 1.2, a steering wheel 1.3, a display unit 1.4, a control unit 1.5, a vehicle seat 1.6 with controllable seat cushions 1.7, shock absorbers 1.8, ambient lighting 1.9, and optionally further functional elements for enhancing the experience. In particular, the control unit 1.5 is connected via signaling to the accelerator pedal 1.1, the brake pedal 1.2, the steering wheel 1.3, the display unit 1.4, the vehicle seat 1.6 with the controllable seat cushions 1.7, the shock absorbers 1.8, the ambient lighting 1.9, and optionally the further functional elements of the vehicle 1.
[0023] The control unit 1.5 is connected to a central computer unit 2, in particular of a vehicle manufacturer, and has an interface to an application program A, which is stored on a mobile device of an occupant of the vehicle 1, in particular a driver.
[0024] Furthermore, the control unit 1.5 is signal-technically coupled, or can be coupled, to a display device 3 for blending real and artificial perception, at least for one occupant of the vehicle 1. This display device 3 is, in particular, a so-called mixed-reality headset, which is referred to below as MR headset 3. The integration of MR headset 3 into a vehicle 1 is generally known.
[0025] The method provides that it is possible, in particular for an occupant of vehicle 1, to perform an immersive game, in particular a race, especially a car race, while vehicle 1 is stationary, whereby the occupant of vehicle 1 is immersed in a game event, so that a virtual environment is perceived as largely real.
[0026] Vehicle 1 has a game mode, in particular a race mode, which can only be activated by an occupant of vehicle 1 if it is detected by the vehicle, in particular by means of the control unit 1.5, that a drive unit of vehicle 1 is switched off.
[0027] Furthermore, it is only possible to activate the game mode if the vehicle, in particular by means of the control unit 1.5, detects that the vehicle 1, which is designed as an electric vehicle, is stationary, is coupled with a charging unit for charging an electrical energy storage device of the vehicle 1 and / or the electrical energy storage device has a predetermined minimum charge level.
[0028] Regarding the game mode, it is possible that when the game mode is activated, the accelerator pedal 1.1, the brake pedal 1.2 and the steering wheel 1.3 can be used to execute the immersive game without the vehicle 1 actually being accelerated or braked and without any action of the steering wheel 1.3 actually affecting the steerable wheels of the vehicle 1.
[0029] If the vehicle system detects that the drive unit of vehicle 1 is switched off, that vehicle 1 is stationary and connected to a charging unit, or that the electrical energy storage device has reached the specified minimum charge level (for example, if vehicle 1 is on a completely blocked road), then the occupant can activate the vehicle's game mode, for example, to pass the time during charging. If the game mode is activated and the vehicle's parking brake is not engaged, the parking brake is automatically activated to prevent the vehicle from rolling away unintentionally. The parking brake can only be deactivated once the game mode is deactivated.
[0030] In activated game mode, the vehicle 1 and the aforementioned functional elements, in conjunction with the MR glasses 3, create the impression that the occupant is sitting in a race car and participating in a race on a race track.
[0031] For this purpose, a race track is displayed for the occupant using the MR glasses 3, whereby an experience relating to racing with one's own vehicle 1 is presented in a relatively realistic manner, whereby this experience can be enhanced by means of vehicle-side sensors, in particular by means of signals recorded by the sensors.
[0032] Vehicle 1 features a so-called steer-by-wire steering system, which allows the steering wheel 1.3 to be decoupled from the steering gear and / or the electric motors of vehicle 1 that execute steering movements. This prevents steering wheel 1.3 input during immersive gameplay from being transmitted to the steerable vehicle wheels. As a result, it is essentially possible to avoid putting any load on the vehicle wheels when vehicle 1 is stationary.
[0033] Furthermore, it is possible to set different steering resistances in relation to the operation of the steering wheel 1.3, especially since the steering resistance differs between different racing cars.
[0034] Furthermore, the procedure stipulates that when game mode is activated, the accelerator pedal 1.1 and the brake pedal 1.2 are decoupled from their respective functional units designed for driving operation. Additionally, the pedal actuation resistance of the accelerator pedal 1.1 and / or the brake pedal 1.2 can be adjusted depending on a game setting, particularly depending on the vehicle type.
[0035] The decoupled accelerator pedal 1.1 is used to accelerate a virtual racing vehicle 1, whereas the virtual vehicle 1 is slowed down by actuating the decoupled brake pedal 1.2.
[0036] If a vehicle seat 1.6, in particular a driver's seat, of the vehicle 1 is designed as a massage seat and has seat bubbles 1.7 distributed in the seat cushions that can be pressurized with a medium, it is possible to simulate a cornering maneuver of the vehicle 1 by pressing certain seat bubbles 1.7. For example, during a left turn, which is virtually driven through, a seat bubble 1.7, located, for example, in a left seat bolster, is pressed to a greater or lesser degree depending on a steering angle set by the operation of the steering wheel 1.3.
[0037] In one embodiment of the method, the ambient lighting 1.9 is activated by the control unit 1.5 to indicate that vehicle 1 has collided with another vehicle during the virtual race. For example, red light is emitted by the ambient lighting 1.9. It is also conceivable that the ambient lighting 1.9 emits light at a predetermined flashing frequency, for example, when vehicle 1 decelerates or accelerates sharply during the virtual race. Furthermore, the ambient lighting 1.9 can also be activated to emit light based on other conditions related to the immersive gameplay.
[0038] In another embodiment, the shock absorbers 1.8 of vehicle 1 are controlled, particularly to provide the occupant of vehicle 1 with an immersive experience of driving over a bump. By controlling the shock absorbers 1.8, vehicle 1 can lean into the curve depending on a steering angle, thus simulating a virtual turn. Vehicle 1 can also pitch during braking, and the front of vehicle 1 can be raised during acceleration by controlling the shock absorbers 1.8.
[0039] In particular, the MR glasses 3 are used to run the immersive game, so that the occupant of vehicle 1 can still see the interior of vehicle 1, including other occupants, their own body, their hands, and the steering wheel 1.3. The environment outside of vehicle 1 is hidden, and instead, a virtual world, especially a racetrack, is displayed, which represents the driving of the race as realistically as possible.
[0040] For example, the race track is displayed using the MR glasses 3 in the area of the windshield and in the area of the side windows of vehicle 1, whereby individual race screens can be displayed via the MR glasses 3 and / or on an instrument panel of vehicle 1. Additionally or alternatively, a virtual driving speed is displayed by the display unit 1.4 depending on the application of the accelerator pedal 1.1 and the brake pedal 1.2.
[0041] Further information about the immersive game can be displayed using the MR glasses 3 and / or the display unit 1.4 and / or a central display unit. Information about the race, a navigation route in a virtual rally, and / or similar information can also be displayed.
[0042] If the vehicle has a head-up display, this can be replaced by the MR glasses 3 when game mode is activated, and can display, for example, navigation instructions for turning in a rally, driving speed, etc.
[0043] The MR glasses can also overlay images reflected from side mirrors and / or a rearview mirror using a display content related to the virtual race. This allows the occupant to see images of following traffic, especially other race cars, using the MR glasses.
[0044] For example, with the game mode activated, it's possible to drive street races, Formula 1 races, and / or rallies on a real-world track. Specifically, image signals captured by the vehicle's environmental sensors are used and stored, allowing the occupant to virtually re-drive the track. Additional vehicles can be integrated, and the occupant can also drive the track without opponents. For instance, coins and / or other items can be collected while driving a track, and / or obstacle courses can be completed.
[0045] By applying artificial intelligence, any route can be generated, particularly using the central computing unit 2, and accessed by the vehicle. These routes can also be stored in vehicle 1 once it is connected to its home network and used when game mode is activated. It is also possible for the routes to be loaded by the vehicle for use in game mode upon request.
[0046] In one possible implementation, the data connection between the control unit 1.5 and the application program A exists, as this allows an overview of the results achieved in game mode to be viewed. For example, a group can be formed so that different occupants can compare their performance in the immersive game. This might involve completing various challenges, unlocking new routes, and / or purchasing additional content. Reference symbol list 1 vehicle 1.1 Accelerator pedal 1.2 Brake pedal 1.3 Steering wheel 1.4 Display unit 1.5 Control unit 1.6 Vehicle seat 1.7 sitz bath 1.8 Shock absorbers 1.9 Ambient lighting 2 central computing units 3 Display device / MR glasses A Application program QUOTES INCLUDED IN THE DESCRIPTION
[0000] This list of documents cited by the applicant was automatically generated and is included solely for the reader's convenience. The list is not part of the German patent or utility model application. The DPMA accepts no liability for any errors or omissions. Cited patent literature
[0000] US 2019 / 0105572 A1
[0002] CN 114821005 A
[0003]
Claims
[1] Method for making possible and running an immersive game in a vehicle (1) with a display device (3) for blending a real perception and an artificial perception for an occupant of the vehicle (1), characterized by , that a game mode for performing the immersive game in the vehicle (1) can only be activated if the vehicle detects that at least one drive unit of the vehicle (1) is switched off. [2] Method according to claim 1, characterized by , that the game mode can only be activated if the vehicle additionally detects that the vehicle (1) is stationary, is coupled to a charging unit for charging an electrical energy storage device of the vehicle (1) and / or the electrical energy storage device has a predetermined minimum charge level. [3] Method according to claim 1 or 2, characterized by, that when game mode is activated, the vehicle's drive unit (1) cannot be started. [4] Method according to any one of the preceding claims, characterized by , that when game mode is activated, the vehicle's parking brake (1) is automatically activated. [5] Method according to any one of the preceding claims, characterized by , that the display device (3) for blending perceptions is designed as glasses and, when game mode is activated, a virtually drivable race track is displayed using the glasses. [6] Method according to any one of the preceding claims, characterized by , that when game mode is activated, a steering wheel (1.3) of the vehicle (1) is decoupled from a steering gear and / or electric motors performing a steering movement. [7] Method according to claim 6, characterized by, that when game mode is activated, a steering resistance of the steering wheel (1.3) is set to execute a steering movement depending on a game setting. [8] Method according to any one of the preceding claims, characterized by , that when game mode is activated, an accelerator pedal (1.1) and a brake pedal (1.2) are decoupled from their respective functional unit designed for driving operation and a pedal actuation resistance of the accelerator pedal (1.1) and / or the brake pedal (1.2) is set depending on a game setting. [9] Method according to any one of the preceding claims, characterized by , that when the game mode is activated, a cornering maneuver of the vehicle (1) is simulated by applying pressure to seat bubbles (1.7) arranged in a vehicle seat (1.6). [10] Method according to any one of the preceding claims, characterized by, that during a simulated cornering maneuver in the activated game mode, depending on a steering angle and / or during a simulated positive acceleration and / or during a simulated negative acceleration, the shock absorbers (1.8) of the vehicle (1) are controlled accordingly.
Citation Information
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