Augmented Reality Hat

JP2024515645A5Pending Publication Date: 2025-03-03NIANTIC INC
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Patent Information

Application Number
JP2023563168
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Priority Date
2021-08-09
Filing Date
2022-04-15
Publication Date
2025-03-03

AI Technical Summary

Technical Problem

Wearable AR devices face challenges in balancing functionality and form factor, with traditional glasses or headset designs being bulky and uncomfortable, while smaller form factors lack features and social acceptability.

Method used

A wearable AR device integrated into a baseball cap or visor form factor, featuring a headband, adjustment area, collar, optical displays, sensors, and speakers, with heat dissipation and weight distribution mechanisms to enhance comfort and functionality.

Benefits of technology

Provides a socially acceptable and functional AR experience by distributing weight comfortably across the head, allowing for augmented reality content and audio, while maintaining a compact and stylish design.

✦ Generated by Eureka AI based on patent content.

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Abstract

A wearable augmented reality device is described. The device includes a headband, a brim, an optical display, and an environmental sensor. The headband is at least partially wrapped around a user's head and distributes the weight of the device's components across the user's head supporting the device. The brim is coupled to the headband such that the brim extends away from the headband and over the user's eyes. The brim includes a heat sink that radiates heat from the device's electronics to the environment. The optical display is coupled to an underside of the brim. The optical display presents image light and allows environmental light to pass through. The environmental sensor is coupled to a leading edge of the brim and captures data about the environment.
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Description

[Technical field]

[0001] This application claims priority to U.S. Provisional Application No. 63 / 175,502, filed April 15, 2021, and U.S. Provisional Application No. 63 / 231,042, filed August 9, 2021, both of which are incorporated by reference herein in their entireties.

[0002] The present disclosure relates generally to augmented reality (AR), and more particularly, to wearable AR devices. [Background technology]

[0003] A variety of AR devices for consumer use cases have been developed over the past 10-15 years. Widespread adoption of wearable AR devices has been hindered by the challenge of providing a balance between usefulness and a socially acceptable form factor that is market-ready. Technical limitations have been barriers to achieving the desired level of functionality in conjunction with a form factor that is acceptable to a wide range of users. Mounting the components of a useful system in a glasses or headset form factor would make the wearable device heavy and bulky, inconvenient and uncomfortable for many users, and potentially socially unacceptable. In contrast, smaller form factor devices that may be considered more useful and more socially acceptable have fewer features and have too low an application value. Summary of the Invention

[0004] These and other challenges may be addressed by a wearable AR device that integrates electronic components to provide AR content to the wearer. Various features, aspects, and advantages of the wearable AR device may be better understood with reference to the following description and the appended claims. The accompanying drawings illustrate certain embodiments and, together with the description, serve to explain various principles. However, the drawings should not be considered limiting. Rather, the scope of protection should be determined from the claims. Although the following description focuses on a particular use case (a baseball cap with AR functionality for outdoor games), the disclosed principles may be applied to other use cases and form factors. A cap form factor with unique characteristics such as a brim or a large crown area can be used for various aspects of the AR system.

[0005] Various embodiments In various embodiments, the wearable AR device includes a headband, an adjustment region, a brim, one or more optical displays, one or more sensors, and one or more speakers. The device has a baseball cap or visor form factor depending on whether a crown portion is attached to the headband. The headband is at least partially wrapped around the user's head and acts to support the device and distribute the weight of the device's components across the user's head for comfort. The adjustment region is located on a portion of the headband that is intended to be at the rear of the user's head when worn. The adjustment region may house the device's battery and allow adjustment of the size (e.g., length or diameter) of the headband to fit the user's head. The brim is located at the front of the user's head and is coupled to the headband such that it extends to the front of the user at approximately forehead height when worn as intended.

[0006] In one embodiment, the brim includes a heat sink that radiates heat from the components of the device to the environment to prevent overheating or discomfort to the user. One or more optical displays are attached to the underside of the brim that present image light and allow ambient light to pass through, both of which are received by the user's eyes. One or more speakers are attached to the headband to provide audio to the user. In some embodiments, the speakers may be attached to areas of the headband closest to the user's ears. [Brief description of the drawings]

[0007] [Figure 1] FIG. 1 is a block diagram of a networked computing environment suitable for providing parallel reality games with augmented reality elements, according to one embodiment. [Diagram 2] FIG. 2 is a diagram illustrating coordinate correspondence between the virtual world and the real world in a parallel reality game, according to one embodiment. [Diagram 3] FIG. 3 is a front left perspective view of a wearable augmented reality device detailing the location of the electronics, sensors, and camera, according to one embodiment. [Figure 4A] FIG. 4A is a front left perspective view of a wearable augmented reality device showing heat dissipation areas, according to one embodiment. [Figure 4B] FIG. 4B is a front left perspective view of a wearable AR device showing a heat dissipation area with heat dissipation fins, according to one embodiment. [Diagram 5] FIG. 5 is a front view of a wearable augmented reality device with an optical display in a deployed position, according to one embodiment. [Figure 6] FIG. 6 is a right side view of a wearable augmented reality device with an optical display in an extended position, according to one embodiment. [Figure 7] FIG. 7 is a right side view of a wearable augmented reality device with an optical display in a folded position, according to one embodiment. [Figure 8]FIG. 8 is a front left perspective view of a wearable augmented reality device detailing the location of antennas, according to one embodiment. [Figure 9] FIG. 9 is a left rear perspective view of a wearable augmented reality device detailing an adjustable headband with a dial, according to one embodiment. [Figure 10] FIG. 10 is a front left perspective view of a wearable augmented reality device showing the location of the speakers, according to one embodiment. [Figure 11] FIG. 11 is a front right perspective view of a wearable augmented reality device in the form of a visor rather than a hat, according to one embodiment. [Figure 12] FIG. 12 is a rear right side perspective view of a wearable augmented reality device having a removable crown, according to one embodiment. [Figure 13] FIG. 13 is a right side view of a wearable augmented reality device with a removable crown showing two configurations. [Figure 14] FIG. 14 is a block diagram illustrating an exemplary computer suitable for use in the computer-based system. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0008] Reference will now be made in detail to various embodiments, one or more examples of which are illustrated in the drawings. Each example is provided as an explanation of the described embodiment, not as a limitation of the claims. Indeed, it will be apparent to those skilled in the art that various modifications and variations can be made without departing from the principles described. For example, features illustrated or described as part of one embodiment can be used with other embodiments to yield still further embodiments. It is therefore intended that the present disclosure cover modifications and variations that come within the scope of the appended claims and their equivalents.

[0009] Exemplary Location-Based Parallel Reality Game System In a parallel reality game, the geography of the virtual world is translated from at least a portion of the real world geography, such that the player's movements and actions in the real world affect actions in the virtual world and vice versa. The virtual world may include augmented reality (AR) content that the player can view overlaid on real-world images by moving to a corresponding real-world location. Those skilled in the art will appreciate that the disclosure provided herein may apply the subject matter described to other situations in which AR images are displayed. Furthermore, using the disclosure provided herein, those skilled in the art will appreciate that numerous game interface configurations and underlying functionalities are apparent in light of the present disclosure. The present disclosure is not intended to be limited to any one particular configuration.

[0010] FIG. 1 illustrates a networked computing environment 100, according to one or more embodiments. The networked computing environment 100 provides for interaction with players in a virtual world having a parallel geography to the real world. In particular, geographical regions of the real world may be directly linked or mapped to corresponding regions in the virtual world. A player may navigate the virtual world by moving through various geographic locations in the real world. For example, the player's location in the real world may be used to track and update the player's location in the virtual world. Typically, the player's location in the real world is determined by finding the location of the client device 110 at which the player is interacting with the virtual world and assuming that the player is in the same (or approximately the same) location. For example, in various embodiments, a player may interact with a virtual element if the player's location in the real world is within a threshold distance (e.g., 10 meters, 20 meters, etc.) of a real-world location that corresponds to the virtual location of the virtual element in the virtual world. For convenience, a player who is close enough to interact with a virtual element in this manner is referred to as being at the real-world location that corresponds to the virtual element. Additionally, although various embodiments are described with reference to the "position of the player," those skilled in the art will understand that such reference may also refer to the position of the player's client device 110.

[0011] Reference is now made to FIG. 2, which illustrates a conceptual diagram of a virtual world 210 parallel to a real world 200 that may serve as a game board for players of a parallel reality game, according to one embodiment. As illustrated, the virtual world 210 may include a geography that parallels the geography of the real world 200. In particular, a range of coordinates that defines a geographical area or space in the real world 200 is mapped to a corresponding range of coordinates that defines a virtual space in the virtual world 210. A range of coordinates in the real world 200 may be associated with a town, neighborhood, city, campus, neighborhood, country, continent, the entire globe, or other geographical area. Each geographic coordinate within the range of geographic coordinates is mapped to a corresponding coordinate in a virtual space in the virtual world 110.

[0012] The position of a player in the virtual world 210 corresponds to the position of the player in the real world 200. For example, player A located at location 212 in the real world 200 has a corresponding location 222 in the virtual world 210. Similarly, player B located at location 214 in the real world corresponds to location 224 in the virtual world. As a player moves within a range of geographic coordinates in the real world, the player also moves within a range of coordinates that define a virtual space in the virtual world 210. In particular, a positioning system (e.g., a GPS system) associated with a mobile computing device carried by the player may be used to track the position of the player as the player navigates a range of geographic coordinates in the real world 100. Data associated with the player's position in the real world 200 is used to update the player's position in the corresponding range of coordinates that define a virtual space in the virtual world 210. In this manner, a player may navigate along a continuous track within a range of coordinates defining a virtual space in the virtual world 210 by simply moving within a corresponding range of geographic coordinates in the real world 200, without checking in or periodically updating location information at any particular individual location in the real world 200.

[0013] Location-based games may include game objectives that require the player to navigate to or interact with various virtual elements or objects scattered at various virtual locations within the virtual world. Some or all of the virtual objects may be AR objects displayed by the client device 110. The AR objects may include animated and non-animated objects. The animated objects may be referred to as virtual characters. The virtual characters may represent characters of the game, such as non-player characters (NPCs). The player may navigate to these virtual locations by moving to the corresponding locations of the virtual elements or objects in the real world. For example, a positioning system may track the player's location such that as the player navigates the real world, the player also navigates the parallel virtual world. The player may then interact with the various virtual elements and objects at a particular location to accomplish or perform one or more game objectives.

[0014] These virtual elements 230 may be linked to landmarks, geographic locations, or objects 240 in the real world 200. The real world landmarks or objects 240 may be works of art, monuments, buildings, businesses, libraries, museums, or other suitable real world landmarks or objects. The interactions include capturing, claiming ownership, using some virtual items, using some virtual currency, etc. To capture these virtual elements 230, the player travels to the landmark or geographic location 240 linked to the virtual element 230 in the real world and interacts with the virtual element 230 in the virtual world 210. For example, player A in FIG. 2 may have to travel to the landmark 240 in the real world 200 to interact with or capture the virtual element 230 linked to that particular landmark 240. Interaction with the virtual element 230 may require actions in the real world, such as displaying an AR representation of the virtual element overlaid on a view of a real-world location in a set of images (e.g., video) captured by a camera, taking a "photo" of the virtual element in the real world, etc. The set of images and photos may be captured by a camera attached to a wearable AR device (e.g., an AR hat).

[0015] A game objective may require a player to use one or more virtual items that are collected by the player in the location-based game. For example, a player may travel through the virtual world 210 in search of virtual items (e.g., weapons, creatures, power-ups, or other items) that may be useful in achieving a game objective. These virtual items may be found or collected by traveling to different locations in the real world 200 or by completing various actions in either the virtual world 210 or the real world 200. In the example shown in FIG. 2, a player uses a virtual item 232 to capture one or more virtual elements 230. In particular, a player may deploy a virtual item 232 to a location in the virtual world 210 in proximity to or within the virtual element 230. Deploying one or more virtual items 232 in this manner may result in the capture of the virtual element 230 for a particular player or a particular player's team / faction.

[0016] In one particular implementation, a player may have to collect virtual energy as part of a parallel reality game. As shown in FIG. 2, virtual energy 250 may be scattered at different locations in the virtual world 210. The player may collect virtual energy 250 and other items by traveling to corresponding locations in the real world 200. The virtual energy 250 may be used to power virtual items or to perform various game objectives within the game. The other items may perform any other suitable functions, depending on the game.

[0017] According to aspects of the present disclosure, a parallel reality game may be a massively multiplayer location-based game in which all participants of the game share the same virtual world. Players may be divided into separate teams or factions and may cooperate to achieve one or more game goals, such as capturing or claiming ownership of virtual elements. In this way, a parallel reality game may essentially be a social game that encourages cooperation between players in the game. Players of opposing teams may compete against each other during the parallel reality game (or sometimes cooperate to achieve mutual goals). Players may use virtual items to attack or impede the progress of players of the opposing team. In some cases, players are encouraged to gather at real-world locations for cooperative or interactive events in the parallel reality game. In these cases, the game server attempts to verify that players are actually physically present and are not faking their locations.

[0018] A parallel reality game may have various features to enhance and encourage gameplay within the parallel reality game. For example, players may accumulate virtual currency or other virtual rewards (e.g., virtual tokens, virtual points, virtual material resources, etc.) that may be used throughout the game (e.g., to purchase in-game items, redeem other items, create items, etc.). Players may progress through various levels of one or more game objectives that the players accomplish during the game. In some embodiments, players may communicate with one another through a communication interface provided within one or more games. Players may also gain enhanced "powers" or virtual items that can be used to complete game objectives within the game. Using the disclosure provided herein, one of ordinary skill in the art should understand that various other game features may be included in a parallel reality game without departing from the scope of the present disclosure.

[0019] Returning to reference to Figure 1, networked computing environment 100 employs a client-server architecture, with game server 120 communicating with client devices 110 over network 105 to provide parallel reality games to players at client devices 110. Although only one client device 110 is shown in Figure 1, any number of client devices 110 or other external systems may be connected to game server 120 over network 105. Additionally, networked computing environment 100 may include different or additional elements, and functionality may be distributed between client devices 110 and server 120 in a manner different than that described below.

[0020] Client device 110 may be any portable computing device that a player may use to communicate with game server 120. For example, client device 110 may be a wireless device, a personal digital assistant (PDA), a portable gaming device, a mobile phone, a smartphone, a tablet, a navigation system, a handheld GPS system, a wearable computing device, a display having one or more processors, or other such device.

[0021] In one embodiment, the functions described below performed by client device 110 are distributed between a mobile computing device, such as a tablet or smartphone, and a wearable device, such as an AR hat. For example, one or more cameras on the AR hat, when worn by a player, can capture images of the environment around the player, the player's smartphone can determine a real-world location to display one or more AR elements, and one or more displays attached to the AR hat may display the AR elements at the determined location. In other embodiments, the AR hat provides all of the functions described below as performed by client device 110.

[0022] In one embodiment, the client device 110 communicates with the game server 120, which provides the game server 120 with sensory data of the physical environment. The client device 110 includes a camera assembly 125 that captures two-dimensional image data of a scene in the physical environment in which the client device 110 resides. In the embodiment shown in FIG. 1, the client device 110 includes additional software components, such as a game module 135 and a positioning module 140, as well as a lighting assembly 143. The client device 110 may include various other input / output devices for receiving information from a player or providing information to a player. Exemplary input / output devices include a display screen, a touch screen, a touch pad, data entry keys, a speaker, and a microphone suitable for voice recognition. The client device 110 may also include various other sensors for recording data from the client device 110, including, but not limited to, motion sensors, accelerometers, gyroscopes, other inertial measurement units (IMUs), barometers, positioning systems, thermometers, light sensors, and the like. The client device 110 may further include a network interface for providing communication over the network 105. A network interface may include any suitable components for interfacing with one or more networks, including, for example, a transmitter, a receiver, a port, a controller, an antenna, or other suitable components.

[0023] The camera assembly 125 captures image data of a scene of the environment in which the client device 110 is located. The camera assembly 125 may use various photosensors with various color capture ranges and various capture rates. The camera assembly 125 may include a wide-angle lens or a telephoto lens. The camera assembly 125 may be configured to capture a single image or a video as image data. The camera assembly 125 captures the image data and shares the image data with a computing device on the client device 110. The image data may add metadata that describes other details of the image data, including sensory data (e.g., temperature, brightness of the environment) or capture data (e.g., exposure, warmth, shutter speed, focal length, capture time, etc.). The camera assembly 125 may include one or more cameras that may capture image data. In one example, the camera assembly 125 includes a pair of cameras mounted on the left and right sides of the AR hat configured to capture stereo image data from a position close to the wearer's eye position. In another example, the camera assembly 125 includes a single camera mounted approximately centered on the front of the AR hat. In various other implementations, camera assembly 125 includes multiple cameras, each configured to capture image data.

[0024] The game module 135 provides an interface for players to participate in the parallel reality game. The game server 120 transmits game data over the network 105 to the client device 110 for use by the game module 135 at the client device 110 to provide a local version of the game to players at locations remote from the game server 120. The game server 120 may include a network interface 105 for providing communication over the network. The network interface may include any suitable components for interfacing with one or more networks, including, for example, a transmitter, a receiver, a port, a controller, an antenna, or other suitable components.

[0025] The game module 135 executed by the client device 110 provides an interface between the player and the parallel reality game. The game module 135 executed by the client device 110 provides an interface between the player and the parallel reality game. The game module 135 may present a user interface on a display device, such as an optical display attached to the brim of the AR hat and positioned in front of the wearer's eyes. The user interface may include virtual elements associated with the game and may allow the player to interact with the virtual elements to perform various game objectives. The game module 135 may generate virtual content or adjust the virtual content according to other information received from other components of the client device. For example, the game module 135 may adjust virtual objects displayed on the user interface according to a depth map of the scene captured in the image data.

[0026] The game module 135 may also control various other outputs to enable the player to interact with the game. For example, the game module 135 may control various sounds, vibrations, or other notifications. The game module 135 may access game data received from the game server 120 to provide an accurate representation of the game to the player. The game module 135 may receive and process player input and provide updates to the game server 120 over the network 105. The game module 135 may also generate or adjust game content displayed by the client device 110. For example, the game module 135 may generate virtual elements based on information describing the traversable space of the scene (e.g., as determined by the traversable space estimation model 130). For example, the game module 135 may determine a path for the virtual elements in the scene over the traversable space.

[0027] The positioning module 140 may be any device or circuitry for monitoring the location of the client device 110. For example, the positioning module 140 may determine the actual or relative location by using a satellite navigation positioning system (e.g., GPS system, Galileo positioning system, Global Navigation Satellite System (GLONASS), Beidou Satellite Navigation and Positioning System), an inertial navigation system, a dead reckoning system, IP address analysis, triangulation and / or proximity to cellular towers or Wi-Fi hotspots, or other suitable techniques. The positioning module 140 may further include various other sensors that may help precisely locate the location of the client device 110. For example, the client device 110 may perform localization by comparing images captured by one or more cameras of the client device to a 3D map.

[0028] As the player moves with the client device 110 in the real world, the positioning module 140 tracks the player's position and provides the player position information to the game module 135. The game module 135 updates the player's position in the virtual world associated with the game based on the player's actual position in the real world. Thus, the player may interact with the virtual world simply by carrying or transporting the client device 110 in the real world. In particular, the player's position in the virtual world may correspond to the player's position in the real world. The game module 135 may provide the player position information to the game server 120 over the network 105. In response, the game server 120 may implement various techniques to verify the client device 110's position to prevent cheaters from spoofing the client device 110's position. It should be understood that the player-associated position information is utilized only if permission is granted after the player is informed that the player's position information will be accessed and how the position information will be utilized in the context of the game (e.g., to update the player's position in the virtual world). Additionally, any location information associated with a player is stored and maintained in a manner that protects the player's privacy.

[0029] Illumination assembly 143 includes one or more lights that may illuminate the environment around the client device. In one embodiment, illumination assembly 143 includes a flash associated with camera assembly 125. The flash may be turned on momentarily to aid in the capture of a single photograph, or may be turned on for an extended period of time to function as a flashlight. In other embodiments, illumination assembly 143 may include a different type of light, such as an infrared light to illuminate objects and allow an image of a scene to be captured by an infrared camera without illuminating the scene with visible light.

[0030] The game server 120 may be any computing device and may include one or more processors and one or more computer-readable storage media. The computer-readable storage media may store instructions that cause the processor to perform operations. The game server 120 may include or communicate with a game database 115. The game database 115 stores game data used in the parallel reality game that is provided or provided to the client(s) 110 over the network 105.

[0031] The game data stored in the game database 115 may include (1) data associated with a virtual world in a parallel reality game (e.g., image data used to render the virtual world on a display device, geographic coordinates of locations within the virtual world, etc.); (2) data associated with a player of the parallel reality game (e.g., player profile including, but not limited to, player information, player experience level, player currency, current player location in the virtual / real world, player energy level, player preferences, team information, faction information); (3) data associated with game goals (e.g., data associated with current game goals, game goal state, past game goals, future game goals, desired game goals, etc.); and (4) data associated with virtual elements in the virtual world (e.g., location of virtual elements, virtual elements, etc.). (5) data elements associated with real-world objects, landmarks, and locations linked to the virtual world (e.g., real-world object / landmark location, real-world object / landmark description, virtual element linkage to real-world object, etc.); (6) game status (e.g., current number of players, current status of game goals, player leaderboard, etc.); (7) data associated with player actions / inputs (e.g., current player position, past player positions, player movement, player input, player queries, player communications, etc.); and (8) any other data used, related, or obtained during implementation of the parallel reality game. The game data stored in the game database 115 may be registered either offline or in real time by a system administrator or by data received from users / players of the system 100, such as from client devices 110 over the network 105.

[0032] Game server 120 may be configured to receive requests for game data from client devices 110 (e.g., via remote procedure calls (RPCs)) and respond to those requests over network 105. Game server 120 may encode the game data in one or more data files and provide the data files to client devices 110. Additionally, game server 120 may be configured to receive game data (e.g., player positions, player actions, player input, etc.) from client devices 110 over network 105. For example, client devices 110 may be configured to periodically send player input and other updates to game server 120, which game server 120 uses to update the game data in game database 115 to reflect any and all changed conditions of the game.

[0033] In the illustrated embodiment, server 120 includes universal game module 145, commercial game module 150, data collection module 155, event module 160, and traversable space estimation training system 170. As described above, game server 120 interacts with game database 115, which may be part of a game server or may be accessed remotely (e.g., game database 115 may be distributed across a database accessed via network 105). In other embodiments, game server 120 includes different or additional elements. Furthermore, functionality may be distributed among elements in a manner different than that described. For example, game database 115 may be integrated into game server 120.

[0034] The universal game module 145 hosts the parallel reality game for all players and serves as an authoritative source of the current status of the parallel reality game for all players. As a host, the universal game module 145 generates game content for presentation to players, for example, via their respective client devices 110. The universal game module 145 may access the game database 115 when hosting the parallel reality game to retrieve or store game data. The universal game module 145 may also receive game data (e.g., depth information, player input, player position, player actions, landmark information, etc.) from the client devices 110 and incorporate the received game data into the overall parallel reality game for all players of the parallel reality game. The universal game module 145 may also manage the distribution of game data to the client devices 110 over the network 105. The universal game module 145 may also manage security aspects of the client devices 110, including, but not limited to, securing connections between the client devices 110 and the game server 120, establishing connections between various client devices 110, and verifying the locations of various client devices 110.

[0035] Commercial games module 150 may be separate from or part of universal games module 145 in embodiments where one is included. Commercial games module 150 may manage the inclusion of various game features in the parallel reality game that are linked to commercial activities in the real world. For example, commercial games module 150 may receive a request over network 105 (via the network interface) from an external system, such as a sponsor / advertiser, business, or other entity, that includes game features linked to commercial activities in the parallel reality game. Commercial games module 150 may then arrange to include these game features in the parallel reality game.

[0036] The game server 120 may further include a data collection module 155. The data collection module 155 may be separate from or part of the universal game module 145 in an embodiment where one is included. The data collection module 155 may manage the inclusion of various game features in the parallel reality game linked to real-world data collection activities. For example, the data collection module 155 may modify the game data stored in the game database 115 to include game features linked to data collection activities in the parallel reality game. The data collection module 155 may also analyze data collected by players according to data collection activities and provide the data for access by various platforms.

[0037] The event module 160 manages player access to events within a parallel reality game. While the term "event" is used for convenience, it should be understood that the term does not necessarily refer to a specific event at a specific location or time. Rather, it may refer to any offering of access-controlled game content in which one or more access criteria are used to determine whether a player may access that content. Such content may be part of a larger parallel reality game that includes game content with less or no access control, or may be a stand-alone access-controlled parallel reality game.

[0038] Network 105 may be any type of communications network, such as a local area network (e.g., an intranet), a wide area network (e.g., the Internet), or some combination thereof. The network may also include a direct connection between client device 110 and game server 120. In general, communications between game server 120 and client device 110 may be transmitted over a network interface using any type of wired or wireless connection, using a variety of communications protocols (e.g., TCP / IP, HTTP, SMTP, FTP), encodings or formats (e.g., HTML, XML, JSON), or protection schemes (e.g., VPN, Secure HTTP, SSL).

[0039] The technology discussed herein refers to servers, databases, software applications, and other computer-based systems, as well as actions taken and information transmitted to and from such systems. Those skilled in the art will recognize that the inherent flexibility of computer-based systems allows for a wide variety of possible configurations, combinations, and divisions of tasks and functions between and among components. For example, the server processes discussed herein may be implemented using a single server or multiple servers operating in combination. Databases and applications may be implemented on a single system or distributed across multiple systems. Distributed components may operate sequentially or in parallel.

[0040] Additionally, in situations where the systems and methods discussed herein access and analyze personal information about a user (e.g., a player) or utilize personal information such as location information, the user may be provided with an opportunity to control whether a program or feature collects information and to control whether or how the user receives content from the system or other applications. Such information or data will not be collected or used until the user is provided with meaningful notice of what information is collected and how it will be used. Information will not be collected or used unless the user consents, and the user may revoke or change consent at any time. Thus, the user may control how information about the user is collected and used by the application or system. Additionally, certain information or data may be handled in one or more ways before being stored or used, such that any personally identifiable information is removed. For example, the user's identity may be handled such that no personally identifiable information can be determined for the user.

[0041] Exemplary Augmented Reality System In various embodiments, the augmented reality content may be provided by an augmented reality engine of the client device 110. For example, the augmented reality engine may run on a smartphone, a tablet, or a wearable device (e.g., an AR hat), or may be distributed among a combination of such elements. The augmented reality engine may receive a stream of digital images generated by the camera assembly 125 of the client device 110. The digital images represent a near real-time view of the environment around the client device 110.

[0042] The augmented reality engine may also receive geography on positioning from a geographic positioning system (e.g., positioning module 140). The augmented reality engine may use the geographic location to identify and obtain (e.g., by downloading from server 120) 3D map data (e.g., a point cloud) of the environment around client device 110. The augmented reality engine may perform localization and determine a more precise location of client device 110 by comparing images captured by camera assembly 125 of client device 110 to the 3D map data. Using the determined location of client device 110, the augmented reality engine may identify one or more augmented reality elements having positions in the virtual world that correspond to real-world positions within the field of view of one or more cameras of camera assembly 125. The augmented reality engine may cause the augmented reality elements to be overlaid on the images captured by camera assembly 125.

[0043] Exemplary Wearable Augmented Reality Device As described above, some or all of the functionality of the client device 110 may be provided by a wearable device. In one embodiment, the wearable device is an AR hat. The AR hat may have a baseball cap form factor. Alternatively, the AR hat may have other form factors, such as a visor, fedora, or sombrero.

[0044] The baseball cap structure includes a brim, a headband, and a crown. In one embodiment, these parts are modified into a volumetric shape that may contain some or all of the system components for providing augmented reality content to the wearer. The crown of the cap may be stiffened with a rib structure to support the attachment of the system components. In another embodiment, the crown is removable and made of fabric, so that the brim and headband are configured to accommodate the system components.

[0045] FIG. 3 illustrates an embodiment of an AR hat with a baseball cap form factor. FIG. 3 illustrates an embodiment of an AR hat with a baseball cap form factor. In the illustrated embodiment, the baseball cap includes electronics 300 attached to the inside of the brim 340 of the hat. Electronics 300 may include environmental sensors such as camera 320 and sensor 310 as well as communication components (BT, Wi-Fi, cellular, 5G, etc.), computer units (CPU, GPU), memory, wiring, etc. (not shown). In some embodiments, the environmental sensors are at the forward-most end of the brim 340 and include a camera, depth sensor, and microphone. In the embodiment illustrated in FIG. 3, the headband is not visible because it is behind the surface of the crown 330. In some embodiments, the crown 330 and the headband may be a single inseparable component, while in other embodiments, the two are separate.

[0046] 4A is a left front perspective view of a wearable augmented reality device showing the heat dissipation area, according to one embodiment. As shown, the top surface of the brim 340 may be used for heat dissipation, with an integrated heat sink 400 spreading the heat across the brim to the environment. The heat sink may be made of materials including copper, aluminum, alloys, or other thermally conductive materials, and has surface features (e.g., ridges or vanes) that increase the surface area of ​​the heat sink 400. In other embodiments, the heat sink 400 is the entire brim 340, where the brim 340 is a portion of the thermally conductive material. In other embodiments, the heat sink 400 is a sub-region of the brim 340, such as only the top or bottom surface, where the remainder of the brim 340 is not made of the thermally conductive material of the heat sink 400.

[0047] In another embodiment, the heat sink 400 is a thermally conductive plate within the material of the collar 340. In this embodiment, the collar 340 includes a fan that circulates air around and through the heat sink 400 to aid in dissipating heat. The collar 340 may additionally include vents to allow air to flow in and out of the collar 340.

[0048] 4B is a front left perspective view of a wearable AR device showing a heat sink with heat dissipation fins 410, according to one embodiment. The fins 410 are made of a thermally conductive material and are shaped to add surface area to the brim 340. The increased surface area allows more heat to be transferred from the brim 340 and away from the internal components and the user's head. In a similar embodiment, the surface area of ​​the brim 340 may be increased by etching or include other textures rather than adding heat dissipation fins 410. For example, the surface of the brim 340 may be scored or dimpled to achieve the same effect.

[0049] FIG. 5 illustrates one embodiment showing a see-through optical element 500 attached to the bottom (e.g., underside) of the brim. The optical display 500 is positioned to be in front of the wearer's eyes. The optical display 500 emits image light, such as visuals for augmented reality games, into the user's eyes. The optical display 500 is also transparent to allow light from the device's environment to pass through the optical display 500 so that the user can see the image light and the environment simultaneously. Thus, the wearer may perceive augmented reality objects as being overlaid on their surrounding environment. Although FIG. 5 illustrates a hat with a pair of optical displays 500, in some embodiments, the hat may have a single optical display 500 large enough to be in front of both of the wearer's eyes.

[0050] In some embodiments, the optical displays 500 may fold upwards into a folded position, may hinge upwards into a folded position, or may rest against the underside of the brim (or may be housed within a cavity in the brim) when not in use. FIG. 6 shows the optical displays 500 in an unfolded position. When the optical displays 500 are in the unfolded position, they are perpendicular or nearly perpendicular (e.g., within 20 degrees) to the bottom surface of the brim. In some embodiments, the optical displays 500 are attached to hinges connected to the underside of the brim to allow adjustment of their angle relative to the wearer's eyes.

[0051] FIG. 7 also shows that the optical display 500 may allow the user to rotate the folded optical display 500 on the hinge to be parallel to the brim of the hat for storage. Thus, when the AR function is not being used, the wearer's view is not obstructed by the inactive optical display 500. Because there is space between the optical display 500 under the brim and the wearer's eyes, the hat may be worn in conjunction with vision correction glasses or sunglasses. In some embodiments, vision correction glasses or sunglasses may be incorporated into the hat by being temporarily or permanently connected to the hat using one or more connectors (e.g., under the brim or at the bottom brim of the crown).

[0052] Figure 8 shows an embodiment in which the hat includes wireless and wired communication capabilities. A pair of antennas 800 are mounted around the crown of the cap. The antennas 800 allow for better communication with cell tower antennas. Although three antennas 800 are shown in Figure 8, it should be understood that any number of antennas may be mounted on the hat, limited only by the size of the antennas and the available space on (and inside) the hat.

[0053] In addition, the hat includes a socket 810 for connecting the hat to a separate device. The connector to the auxiliary device 810 may be a port for a cable attachment or a permanently attached cable for connecting a separate device to the AR hat. In one embodiment, this separate device is a mobile phone running an application that controls the AR hat. For example, the wearer may connect the hat to a smartphone to allow images and sensor data captured by the hat to be passed to the smartphone for processing, or to provide AR data for the smartphone to display AR content on the optical display 500 of the hat. In another embodiment, the separate device is an external battery pack for powering the AR hat. In this embodiment, the external battery may reduce the weight of the AR hat by replacing the battery in the crown of the hat, or may increase the battery life of the AR hat by providing an extra power source. In any embodiment, there may be one or more connectors 810 to the auxiliary device so that the AR hat can be connected to multiple devices at once.

[0054] The hat may also include one or more batteries 820 for powering the other components. Additionally or alternatively, power may be provided from an auxiliary device via connector 810. Battery 820 may be custom shaped to fit the rounded shape of the crown of the hat.

[0055] 9 shows a rear left perspective view of one embodiment of an AR hat having a baseball cap form factor. In the embodiment shown, the back of the baseball cap has a headband 900 with a dial 910. To hold the system securely on the user's head, the hat's regular sweatband may be replaced with a wraparound headband 900 that can be tightened and released by turning the dial 910 to fit the wearer's head dimensions.

[0056] 10 shows an embodiment in which speakers 1000 are mounted inside the crown. The speakers 1000 are positioned so that they are directly above the wearer's ears. The speakers may also be mounted in the headband instead of the crown.

[0057] The fabric of the AR hat may be swapped out to allow for different shapes and colors. For example, a PokemonGo® player can have an Ash Ketchum® style hat, and Disneyland® parks may rent hats with mouse ears. The outside of the crown may be used to overlay a unique pattern (e.g., a QR Code®) for (a) player identification in multiplayer games via cameras mounted on other players' systems, or (b) 6DOF position calculations via an outside-in tracking system. These different visual representations maintain substantially the same electronic / mechanical structure, but change the visual appearance of the hat.

[0058] 11 shows an alternative embodiment of an AR hat in which the components are arranged to fit a visor form factor. In the embodiment shown, the crown components are arranged around the headband. Thus, the crown fabric may be omitted to create a visor-shaped device. Additionally or alternatively, the visor profile may include attachment portions (e.g., Velcro® tabs) configured to allow crowns of different designs and colors to be attached and removed as desired.

[0059] FIG. 12 is a rear-right perspective view of a wearable augmented reality device with a removable crown, according to one embodiment. In the embodiment shown, the crown 1202 portion of the AR hat is removable and replaceable so that the user may select a different color or design for the crown 1202. In this embodiment, the components are arranged to fit the visor form factor. The visor may have a partially rigid band 1214 configured to support the components of the AR device (e.g., optical display, battery, speaker, etc.). In some embodiments, the partially rigid band does not wrap completely around the user's head, but may flex to accommodate various head sizes. For example, the band may wrap around the user's forehead, over the left ear, and around the back of the head, rather than covering the area above the user's right ear. In other embodiments, the band may form a complete loop around the user's head and be adjustable.

[0060] The partially rigid band 1214 may be coupled to a fabric cover (e.g., fabric cover 1302). The fabric cover may be interchangeable with other fabric covers for customization. The fabric cover may be detachable from the band 1214 for cleaning. The fabric cover may be coupled to the band 1214 by threading the band 1214 through a pocket in the fabric cover. The fabric cover may be used when the AR device is configured to be a visor or hat. An adjustment means, such as a dial or Velcro strap, may be included in the fabric cover to provide a custom fit for the user.

[0061] The components of the AR device are located in the brim 1204 portion of the visor as well as partially around the rigid band 1214. The weight of the components may be balanced across the visor for user comfort and device stability. For example, the optical display 500 and audio controlling components may be located in the brim 1204 portion while the battery 1206 is located as the back of the visor band 1214 for approximately even weight distribution.

[0062] To join the removable crown 1202 portion to the visor portion, the user aligns a series of snap-on attachments 1212 on the visor and crown 1202. The visor may have a female half of the snap-on attachment 1212 and the crown may have a male half of the snap-on attachment 1212. In other embodiments, the configuration of male and female snap-ons 1212 may be switched or mixed such that there are male and female halves of the snap-on attachment 1212 on both the visor and crown 1202. The snap-on attachments 1212 are located on the interior of the visor band 1214 so that they are not visible from the outside. The snap-ons 1212 on the crown 1202 are on the exterior surface of the crown in a recessed area so that they can seamlessly fit into the snap-ons on the visor band. When the crown 1202 is attached to the visor, the snap-on attachments 1212 are not visible. Alternatively, some or all of the snap-ons 1212 may be visible and positioned to contribute to the aesthetic design of the hat. The visor may further have slots 1210 into which the crown strap 1208 may be threaded to further secure the crown to the visor. The crown strap 1208 may function as a Velcro or other attachment for the user to adjust the size of the AR hat for comfort. The straps 1208, slots 1210, and battery 1206 may be referred to as an adjustment area, which may allow customization of the size (e.g., length or diameter) of the band 1214. The adjustment area may also accommodate a battery.

[0063] FIG. 13 is a right side view of a wearable augmented reality device with a removable crown showing two configurations. The left side of the figure shows a user wearing the augmented reality device as a hat with the crown 1202 attached, and the right side of the figure shows a user wearing the augmented reality device as a visor with the crown 1202 removed. The visor embodiment includes a fabric cover 1302 onto which a partially rigid band 1214 is screwed. In the hat configuration, the crown 1202 is secured to the visor with a snap-on attachment 1212 shown in FIG. 12 (not visible here). The crown 1202 is further secured by a strap 1208 screwed through a slot 1210 in the battery 1206.

[0064] The crown portion of the wearable augmented reality device may have an identifier, such as a QR code or other visual encoder. The identifier may be used to identify the device in the same environment. For example, other wearable AR devices or client devices may capture an image of the identifier and process the image to create an identification of the user wearing the device in the image. In this way, the devices interact in a multiplayer game setting by identifying other players of the game nearby and establishing contact with them. Connections between devices may further be established via message streams or by sharing locations between the devices.

[0065] Exemplary Computer Device Architecture 14 is a block diagram illustrating an exemplary machine configuration capable of reading instructions from a machine-readable medium and executing them in a processor (or controller). In particular, FIG. 14 shows a diagrammatic representation of a machine in the exemplary form of a computer system 1400. The computer system 1400 may be used to execute instructions 1424 (e.g., program code or software) that cause the machine to perform any one or more of the methodologies (or processes) described herein, including those associated with and described in the components (or modules) of the game server 110 or the client 140.

[0066] The machine may be a server computer, a client computer, a personal computer (PC), a tablet PC, a set-top box (STB), a smart phone, a network router, a switch or bridge, a cell phone tower, or any such machine that executes instructions 1424 (sequential or otherwise) that specify actions to be performed by the machine. Additionally, although only a single machine is shown, the term "machine" shall be interpreted to include any collection of machines that individually or collectively execute the instructions 1424 to perform any one or more of the methodologies described herein.

[0067] The exemplary computer system 1400 includes one or more processing units (generally, one or more processors 1402). The processor 1402 may be, for example, a central processing device (CPU), a graphics processing device (GPU), a digital signal processor (DSP), a controller, a state machine, one or more application specific integrated circuits (ASICs), one or more radio frequency integrated circuits (RFICs), or any combination thereof. Any reference to a processor 1402 herein may refer to a single processor or multiple processors. The computer system 1400 also includes a main memory 1404. The computer system may include a storage unit 1416. The processor 1402, the memory 1404, and the storage unit 1416 communicate via a bus 1408.

[0068] Additionally, computer system 1400 may include static memory 1406, a display driver 1410 (e.g., to drive a plasma display panel (PDP), liquid crystal display (LCD), or projector), and computer system 1400 may also include an alphanumeric input device 1414 (e.g., a keyboard), a cursor control device 1414 (e.g., a mouse, trackball, joystick, motion sensor, or other pointing device), a signal generating device 1418 (e.g., a speaker), and a network interface device 1420, which are also configured to communicate via bus 1408.

[0069] The storage unit 1416 includes a machine-readable medium 1422 on which are stored instructions 1424 (e.g., software) embodying any one or more of the methodologies or functions described herein. The instructions 1424 may also reside, completely or at least partially, within the main memory 1404 or within the processor 1402 (e.g., within a cache memory of the processor) during its execution by the computer system 1400, with the main memory 1404 and the processor 1402 also constituting machine-readable media. The instructions 1424 may be transmitted or received over a network 1470 (e.g., network 105) via the network interface device 1420.

[0070] While the machine-readable medium 1422 is shown to be a single medium in the exemplary embodiment, the term "machine-readable medium" should be interpreted to include a single medium or multiple media capable of storing the instructions 1424 (e.g., a centralized or distributed database, or associated caches and servers). The term "machine-readable medium" is also interpreted to include any medium capable of storing instructions 1424 for execution by a machine and causing the machine to perform any of one or more of the methodologies disclosed herein. The term "machine-readable medium" includes, but is not limited to, data repositories in the form of solid-state memories, optical media, and magnetic media.

[0071] Additional Considerations Some portions of the above describe embodiments in terms of algorithmic processes or operations. These algorithmic descriptions and representations are commonly used by those skilled in the data processing arts to effectively convey the substance of their work to others skilled in the art. While these operations have been described functionally, computationally, or logically, they will be understood to be implemented by computer programs including instructions for execution by a processor or equivalent electrical circuitry, microcode, or the like. Additionally, and without loss of generality, it is sometimes convenient to refer to these arrangements of functional operations as modules.

[0072] As used herein, a reference to "one embodiment" or "an embodiment" means that a particular element, feature, structure, or characteristic described in connection with that embodiment is included in at least one embodiment. The appearance of the phrase "in one embodiment" in various places in this specification does not necessarily all refer to the same embodiment. Similarly, the use of "a" or "an" before an element or component is done merely for convenience. This description should be understood to mean that there are one or more of the element or component, unless it is clear that something else is meant.

[0073] When values ​​are described as "about" or "substantially" (or derivatives thereof), such values ​​should be construed to be accurate + / - 10%, unless otherwise clear from the context. From the example, "about 10" means "between 9 and 11".

[0074] As used herein, the terms "comprise," "comprising," "including," "including," "having," "having," or other variations thereof, are intended to cover non-exclusive inclusions. For example, a process, method, article, or apparatus consisting of a list of elements is not necessarily limited to only those elements, but may include other elements not expressly listed or inherent to such process, method, article, or apparatus. Furthermore, unless expressly stated to the contrary, "or" refers to an inclusive or, not an exclusive or. For example, condition A or B is satisfied by any of the following: A is true (or present) and B is false (or absent), A is false (or absent) and B is true (or present), or both A and B are true (or present).

[0075] While the subject matter of the present invention has been described in detail with respect to certain exemplary embodiments and methods thereof, those skilled in the art will appreciate that, upon gaining an understanding of the foregoing, they may readily generate modifications, variations, and equivalents to such embodiments. Accordingly, the scope of the present disclosure is illustrative rather than limiting, and the disclosure of the subject matter does not exclude the inclusion of such modifications, variations, or additions to the subject matter that would be readily apparent to those skilled in the art.

Claims

1. 1. A wearable augmented reality device, comprising: a headband configured to wrap at least partially around a user's head and distribute the weight of components of the device across the user's head; a brim coupled to the headband and extending away from the headband, the brim including a heat sink configured to dissipate heat from electronics of the device to an environment of the device, the heat sink including a plurality of thermally conductive fins disposed on a top surface of the brim, the plurality of thermally conductive fins adding surface area to the brim to increase contact area between the brim and the environment and increase heat dissipation; an optical display coupled to an underside of the flange, the optical display configured to emit image light and to allow light from the environment to pass through the optical display; an environmental sensor coupled to a leading edge of the brim, the environmental sensor configured to capture data regarding the environment of the device.

2. The wearable augmented reality device of claim 1 , further comprising a fabric crown configured to attach to the headband.

3. The wearable augmented reality device of claim 2 , wherein the fabric crown couples to the headband via a fabric cover that includes a pocket into which the headband screws.

4. The wearable augmented reality device of claim 2 , wherein the fabric crown couples to the headband via a number of snaps at corresponding positions on the fabric crown and the headband.

5. The wearable augmented reality device of claim 2 , wherein the fabric crown includes a visual identifier configured to be detected by a camera of another device to identify the wearable augmented reality device.

6. The wearable augmented reality device of claim 5 , wherein the visual identifier is a QR code.

7. 2. The wearable augmented reality device of claim 1, wherein the optical display is hingedly coupled to a rigid collar, the hinge being configured to allow the optical display to be in a folded position against the underside of the rigid collar or in an unfolded position in which the optical display is substantially perpendicular to a bottom surface of the rigid collar.

8. The wearable augmented reality device of claim 1 , wherein the environmental sensor comprises a camera configured to capture images of the environment of the device.

9. The wearable augmented reality device of claim 8 , wherein the camera is one of a plurality of cameras configured to capture images of the environment from different perspectives.

10. The wearable augmented reality device of claim 1 , wherein the environmental sensor comprises a depth sensor configured to capture depth data of the environment of the device.

11. The wearable augmented reality device of claim 1 , wherein the heat sink of the collar further comprises an active heat sink comprising a fan and a heat exchanger.

12. The wearable augmented reality device of claim 1 , further comprising an adjustment area configured to adjust a size of the headband.

13. The wearable augmented reality device of claim 12 , wherein the adjustment area comprises a dial configured to adjust the size of the headband when rotated.

14. The wearable augmented reality device of claim 13 , wherein the calibration area is further configured to accommodate a battery.

15. The wearable augmented reality device of claim 12 , wherein the adjustment area comprises a slot into which a crown or strap of the headband screws.

16. The wearable augmented reality device of claim 1 , further comprising a speaker coupled to the headband.

17. The wearable augmented reality device of claim 1 , further comprising a socket configured to connect the wearable augmented reality device to an auxiliary device.

18. The wearable augmented reality device of claim 17 , wherein the auxiliary device is a smartphone configured to control the optical display.

19. The wearable augmented reality device of claim 17 , wherein the auxiliary device is an external battery.