Electronic Headgear and Clothing
Patent Information
- Application Number
- JP2023553392
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2021-11-30
- Filing Date
- 2022-03-03
- Publication Date
- 2025-03-11
AI Technical Summary
Existing technologies lack the ability to create customizable and interactive electronic headgear and clothing that can dynamically change appearances and synchronize with ambient conditions or user interactions.
Development of fully electronic masks, helmets, and garments that incorporate programmable electronic components such as video screens, lights, and microprocessors, allowing for customizable appearances and synchronized displays based on user commands, ambient conditions, and real-time interactions.
Enables users to quickly and easily change the appearance of their clothing and headgear digitally, synchronize displays with ambient conditions, and interact with real-time events, enhancing personal expression and user experience.
Smart Images

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Abstract
Description
[Technical field]
[0001] This application claims priority to and the benefit of U.S. Provisional Application Nos. 63 / 155,807, filed March 3, 2021, 63 / 217,986, filed July 2, 2021, 63 / 229,712, filed August 5, 2021, and 63 / 284,417, filed November 30, 2021, all of which are specifically incorporated herein by reference in their entireties for all purposes.
[0002] The present invention relates to a fully electronic mask, helmet, or other form of headgear and garment. Summary of the Invention [Means for solving the problem]
[0003] In various exemplary embodiments, the present invention includes a fully electronic mask, helmet, or other form of headgear and corresponding electronic clothing. While the mask or helmet may be worn and used by itself, it may also be incorporated with electronic or electronically enhanced clothing, costumes, apparel, and / or accessories.
[0004] The masks can be programmed to display different colors and effects to provide different looks as part of a "graphic identity." The masks can be worn with a variety of electronically enhanced clothing, outfits, apparel, or accessories, which may include, but are not limited to, shoes, socks, jackets, shirts, pants, shorts, ties, bracelets, watches, necklaces, rings, jewelry, sunglasses, eyeglasses, bags, backpacks, wallets, luggage, belts, chains, scarves, hats, caps, cufflinks, dresses, skirts, furniture, sweaters, parkas, sweatshirts, underwear, lingerie, gloves, or other items to which one or more electronic components, such as, but not limited to, cameras, video screens, lights, and / or microphones, may be attached. In additional embodiments, the accessories may also include appliances, furniture, and other home or office furnishings (e.g., toasters, refrigerators, ovens, microwaves, chairs, sofas, desks, tables, and the like). Any of the above items may include or comprise one or more microphones, one or more video screens, one or more cameras (e.g., video cameras), one or more light sources, one or more power sources (e.g., batteries), one or more speakers or sound generating devices, one or more wireless communication chips or devices, and / or one or more microprocessors, CPUs, or processing chips.
[0005] In some embodiments, the mask and / or electronically enhanced clothing, costume, apparel, and / or accessories may have some pre-set or pre-established appearance or aesthetic configuration, which can be changed at any time by the user using an application on a mobile computing device, a website on a network (such as the Internet), a separate dedicated control module, or controls on or within the helmet or item. The controls may be physical buttons, sliders, or dials (or similar mechanical controls), touch screen inputs, or voice commands, or combinations thereof.
[0006] In some embodiments, the mask and electronically enhanced clothing, outfits, apparel, and / or accessories may be combined to produce a coordinated "graphic identity," "electronic aesthetic," or "electronic appearance" that can be changed by the user as desired. The mask may be in wired or wireless electronic communication with one or more electronic elements of the clothing, outfit, apparel, or accessories. Thus, a user can digitally / electronically change their appearance or outfit, including any or all of the components described above (e.g., mask, clothing, outfit, apparel, accessories), quickly and easily without having to actually change their clothing.
[0007] Additional digital pre-set look or aesthetic configurations (e.g., "skins") may also be available (such as by purchasing from a website) for downloading and installation onto individual components or onto multiple components. Several such digital pre-sets may be combined together and offered as partial or complete packages so that a user may purchase or obtain partial or complete look or configuration changes. Additionally, several such configurations may be offered as "collections."
[0008] In various exemplary embodiments, some or all of the components described above (e.g., masks, clothing, costumes, apparel, accessories) may include one or more microphones attached to or integrated into the item. In some embodiments, the microphones are oriented or positioned to capture ambient or external sounds or noises, such as music. One or more screens and / or light elements (e.g., LEDs) on the item may then produce a display that is synchronized with the ambient or external music (or sounds). If the item is part of an electronic look / aesthetic, these displays may be synchronized across all components, although the user may also choose to synchronize only some components or none of the components.
[0009] Additionally, each generated configuration, i.e., "collection," may provide a different "hard-configured" way of displaying one or more digital pre-configurations as described above, subject to selection and control by the user. That is, the physical materials and appearance of the items surrounding or supporting the various digital and / or electronic components (e.g., video screens, light sources, and the like) may vary from item to item and from collection to collection. Certain digital pre-configured appearances or aesthetic configurations ("skins") may be available only for one or more specific collections. In some embodiments, a user may use a digital skin on one "hard-configured" piece from one collection and a different "hard-configured" piece from a different collection, thus comparing the appearance of the skin on the various hard-configured pieces. For example, a user may have one style of shoe in which most of the shoe's surface may be a video screen display, while a second style of shoe has a smaller screen display and more supporting leather components. The digital skin will therefore look different depending on the shoe (e.g., the "hard-configured" item) on which it is displayed.
[0010] In further embodiments, a "collection" may be expanded to include not only items worn, carried, or associated with a user (e.g., clothing, worn or carried accessories, and the like), but also items within the user's home or office space, as described above. Digital skins may thus be applied to appliances, furniture, and / or furnishings.
[0011] In some further embodiments, the mobile device application may also interact with or respond to real-time events and connect to other applications in real-time. For example, a user may connect their "skin" application to their favorite weather application on their mobile device (or another weather application or service compatible with that application). The skin or appearance of some or all of the digital clothing items described above may then automatically change to reflect the real-time weather of the immediate location (or, alternatively, another selected location). Thus, if the weather is sunny, the clothing skin will change to match the sunny weather and sunny or other compatible aesthetic characteristics (or, alternatively, another aesthetic characteristic selected by the user). The skin may also reflect the user's immediate or selected location, environment, mood, or event.
[0012] In further embodiments, at least some of the skins interact with the user when the article of clothing is touched. In one embodiment, skins can be uploaded / downloaded across the system's skin platform, and the skins are capable of touch-based interaction.
[0013] In yet additional embodiments, the skin platform serves as a platform for creating and marketing skins and related products as NFTs. An NFT (non-fungible token) is a unit of data stored in a digital ledger (e.g., blockchain) that proves that a digital asset is unique and therefore not replaceable. NFTs can be used to represent items such as photos, videos, audio, digital files, and digital assets. Users can use the skin application to create and develop skins as NFT digital assets and thus develop personal or corporate brands. The system may include a marketplace for skin-related NFTs, whereby some, if not all, of the NFTs can be displayed, traded, purchased, and sold. In addition to the normal online marketplace format, users may display the NFTs they own on themselves by projecting the NFTs onto their digital clothing, as described above. The projected NFTs may be digital artworks and are not necessarily generated solely for the purpose of being NFT skins to be brought into the platform marketplace. In addition, new skins may themselves be considered NFTs. In one embodiment, digital clothing may be NFTs themselves and may be used as a means to display and showcase a user's collection of NFTs (e.g., digital artwork) without having to use a computer or mobile computing device to separately display or exhibit the collected NFTs (e.g., digital artwork). [Brief description of the drawings]
[0014] [Figure 1] FIG. 1 shows a schematic diagram of an exterior of an electronic mask or helmet according to one embodiment of the present invention. [Diagram 2] FIG. 2 shows a schematic diagram of the inner layer of the mask of FIG. [Diagram 3] Figure 3 shows a graphic identity design concept drawing. [Figure 4] 4-8 show examples of pre-set aesthetic configurations for a mask in use. [Diagram 5] 4-8 show examples of pre-set aesthetic configurations for a mask in use. [Figure 6] 4-8 show examples of pre-set aesthetic configurations for a mask in use. [Figure 7] 4-8 show examples of pre-set aesthetic configurations for a mask in use. [Figure 8] 4-8 show examples of pre-set aesthetic configurations for a mask in use. [Figure 9] 9-10 show an embodiment of lights within the interior and on the exterior of the mask of FIG. 1 in use. [Figure 10] 9-10 show an embodiment of lights within the interior and on the exterior of the mask of FIG. 1 in use. [Figure 11] Figures 11-16 show overviews of the mask at various stages of construction. [Figure 12] Figures 11-16 show overviews of the mask at various stages of construction. [Figure 13] Figures 11-16 show overviews of the mask at various stages of construction. [Figure 14] Figures 11-16 show overviews of the mask at various stages of construction. [Figure 15] Figures 11-16 show overviews of the mask at various stages of construction. [Figure 16] Figures 11-16 show overviews of the mask at various stages of construction. [Figure 17] FIG. 17 shows a container for transporting the masks. [Figure 18] 18-21 show an embodiment of a mask worn with a corresponding electronic garment. [Figure 19] 18-21 show an embodiment of a mask worn with a corresponding electronic garment. [Figure 20]18-21 show an embodiment of a mask worn with a corresponding electronic garment. [Figure 21] 18-21 show an embodiment of a mask worn with a corresponding electronic garment. [Figure 22] Figures 22-27 show an overview of the "skeleton", or rear container unit. [Figure 23] Figures 22-27 show an overview of the "skeleton", or rear container unit. [Figure 24] Figures 22-27 show an overview of the "skeleton", or rear container unit. [Diagram 25] Figures 22-27 show an overview of the "skeleton", or rear container unit. [Figure 26] Figures 22-27 show an overview of the "skeleton", or rear container unit. [Figure 27] Figures 22-27 show an overview of the "skeleton", or rear container unit. [Figure 28] 28-36 show the elements and construction of a mask or helmet on a molded or interior structure. [Figure 29] 28-36 show the elements and construction of a mask or helmet on a molded or interior structure. [Diagram 30] 28-36 show the elements and construction of a mask or helmet on a molded or interior structure. [Diagram 31] 28-36 show the elements and construction of a mask or helmet on a molded or interior structure. [Diagram 32] 28-36 show the elements and construction of a mask or helmet on a molded or interior structure. [Diagram 33] 28-36 show the elements and construction of a mask or helmet on a molded or interior structure. [Diagram 34] 28-36 show the elements and construction of a mask or helmet on a molded or interior structure. [Diagram 35]28-36 show the elements and construction of a mask or helmet on a molded or interior structure. [Diagram 36] 28-36 show the elements and construction of a mask or helmet on a molded or interior structure. [Figure 37] 37-40 show examples of user interface screens from an application program for electronic clothing. [Figure 38] 37-40 show examples of user interface screens from an application program for electronic clothing. [Figure 39] 37-40 show examples of user interface screens from an application program for electronic clothing. [Diagram 40] 37-40 show examples of user interface screens from an application program for electronic clothing. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0015] DETAILED DESCRIPTION OF EXEMPLARY EMBODIMENTS In various exemplary embodiments, the invention comprises a fully electronic mask, helmet, or other form of headgear and corresponding electronic garment. The mask partially or completely encloses or encompasses the head (with an opening for the neck). The mask or helmet may be worn and used by itself, but it may also be incorporated with electronic or electronically enhanced garments, costumes, apparel, and / or accessories.
[0016] As seen in Figures 1-16, the mask (or helmet) 2 comprises an inner layer 10, i.e., a set of interior components, including one or more power sources (e.g., batteries) 12, one or more controller boards 14 with digital storage and one or more microprocessors, and a plurality of light sources 16, such as, but not limited to, LEDs, diodes, infrared diodes, and the like. Fans 18a,b draw air into the interior and expel air out, thereby providing air circulation and ventilation, as further described below. The interior components may be disposed on a rigid framework or inner shell, which may be open and may be fully or partially padded.
[0017] The outer layer 20 comprises one or more exterior shell components. The shell components comprise a variety of sculpted geometric or polygonal shapes 22 that may be regular or irregular. In some embodiments, the shell components comprise sculpted, crystalline, or "crystalline rock" textured shells of elements. These shells may be of different sizes and shapes, but are combined together to present an overall cracked appearance with spaces or gaps between adjacent shells. One or more of the shell components may comprise one or more video screens, including, but not limited to, LCD video screen 24. The LCD video screen may be partially behind the adjacent textured shells, so that only a portion of the screen may be visible from the exterior. In some embodiments, the LCD video screen may be a 4K (or higher) resolution screen. A diffuse LED (or other light source) underlayer 26 provides backlighting from directly below the textured shells 22, which may therefore be visible through the spaces or gaps between the shells.
[0018] A battery or other power source 12 (which may be rechargeable) may be located inside the mask, but the battery may also be located in an external compartment, container, or "skeleton" 50. The battery may be replaced by a fully charged battery, but in some embodiments the battery in the mask (or other clothing item) may be recharged in place, such as by placing the clothing item in close proximity to a charging unit in a drawer, dressing table, closet, wardrobe, rack, stand, hanger, or the like, to charge it by induction. Other components of the system may also be located in or on the skeleton, i.e., external compartment or container. FIGS. 22-27 show an example of a "skeleton" unit 100 configured to be worn and positioned on the back of the user and held thereon by a harness or strap 102, with a magnetic compartment holding the battery 106 within the skeleton, and the skeleton shell, frame, or bag 104.
[0019] In some embodiments, one or more of the shell components may be rearranged or reconfigured into different configurations. In some embodiments, one or more of the shell components may be "custom" molded or sculpted such that different masks may have at least one shell component that differs, as well as the location or arrangement of the shell components.
[0020] One or more of the shells 22 are translucent or transparent, either in whole or in part. The controller board 14 contains programs for controlling the display of light on various portions of the outer layer shell components 28 and various animation modes. Backlighting may be provided by a diffuse LED underlayer 26. Static or dynamic light displays (which may use light sources as described above) may be shown and displayed on one, some, or all of the shell components. The dynamic light displays may include animation modes.
[0021] The mask 2 may include one or more spaces 28 where, when in use (i.e., when the lights are displayed), the user may see out of the mask, but an outside viewer may not see inside the mask, or may only see inside with difficulty. In some embodiments, one or more video cameras 30 are provided on the mask for viewing forward (or in other directions), and the user views the camera video on an internal electronic viewing screen, which may be in the form of goggles or similar eyewear 32a, or may exist as a headset 32b. In some embodiments, the mask provides night vision or other forms of enhanced or modified vision (e.g., telescopic, microscopic, UV band, infrared, etc.).
[0022] In additional embodiments, one or more cameras 30, including video cameras, may be located in or on the mask to record images and events (e.g., POV or point of view) outside the mask. These cameras may or may not be separate from the video cameras used by the user for real-time viewing, as described above. Over-the-ear earphones, plug-in earphones, or internal speakers 34 may be provided in addition to one or more externally facing microphones 38. The user may thus be provided with normal or enhanced hearing.
[0023] In some embodiments, the mask may have wireless communication capabilities 32b. In some embodiments, the mask may also be used as a mobile electronic communication device, with wireless communication to a network.
[0024] The user may speak normally while wearing the mask, but in some embodiments an internal microphone 42 and / or an external speaker or speaker system 40 is provided to allow the user to speak therethrough in normal voice or an electronically altered or modulated voice. The speaker or speaker system may also be used to play back recorded sounds or speech.
[0025] In some embodiments, one or more of the shell components may be mobile or movable. For example, one or more of the shell components at the user's mouth may be moved by one or more actuators, i.e., oral actuation system 50, to cause movement of those components (e.g., in and out) as the user speaks.
[0026] The mask may include one or more fans or other forms of air conditioning. Some fans may draw air into the mask 18a while others may remove air out of the mask 18b, thereby facilitating the circulation of fresh cool air within the mask.
[0027] Control may be by user voice command. In some embodiments, external controls may be located on the outside of the mask, as seen in FIG. 2. Controls include a master power (on / off) control 60, a fan control 62, a pitch control 64, an animation and / or brightness control 66, and a mouth open / close switch or control 68 (i.e., the user can cause the shell components in the mouth area to open and remain open wide enough to allow the user to eat and drink). Controls may also wirelessly communicate with the mask by devices such as an application running on a user mobile computing device (e.g., smartphone, tablet, and the like) or a website over a network such as the Internet.
[0028] 37-40 show examples of screens from a mobile device application used with the mask and associated clothing of the present invention. The mobile device can be clipped into a jacket chest or other pocket as an item of associated clothing and can communicate through a wired or wireless connection. FIG. 37 shows an example of a login screen 310. FIG. 38 shows an example of a color management screen. The screen provides a main brightness control 322, color options 324a, the ability to select a specific color from a color wheel 324b, plus adjustments of hue and / or intensity 324c, and a "preview" option 326 that allows the user to view a live animation. In one exemplary embodiment, each animation uses one of three colors, and the user's selection is shown in three numbered circles 328.
[0029] 39 shows one embodiment of an effects management screen. Controls include brightness 342, effect speed 344, effect intensity 346, and effect mode 348 (e.g. solid, android, blinking, blinking rainbow, bouncing ball, etc.).
[0030] 40 shows one example of a configuration preset management screen. The controls include an option to load a preset from a particular slot 362 (16 slots are provided in the embodiment shown). When save mode 364 is selected, the current configuration is saved into the selected slot. Presets can be cycled 366 and the first and last presets typed in 368.
[0031] The mask may be shipped or kept in a box or similar container 80 for protection when not in use. The container may include a port for connecting the mask to a battery or power source within the container or to an external power source. The mask or its components may be conveniently recharged when not in use.
[0032] The mask can be programmed to display different colors and effects to provide different looks as part of the "graphic identity" 200, as seen in Figure 3. The mask can be worn with a variety of electronically enhanced clothing, outfits, apparel, or accessories, which may include, but are not limited to, shoes, boots, socks, jackets, shirts, pants, shorts, ties, bracelets, watches, necklaces, rings, jewelry, sunglasses, eyeglasses, bags, backpacks, wallets, luggage, belts, chains, scarves, hats, caps, cufflinks, dresses, skirts, furniture, sweaters, parkas, sweatshirts, underwear, lingerie, gloves, or other items to which one or more electronic components, such as cameras, video screens, lights, and / or microphones, may be attached. In additional embodiments, the accessories may also include appliances, furniture, and other home or office furnishings (e.g., toasters, refrigerators, ovens, microwaves, chairs, sofas, desks, tables, and the like). These items may include or comprise one or more microphones, one or more video screens, one or more cameras (e.g., video cameras), one or more light sources, one or more power sources (e.g., batteries), one or more speakers or sound generating devices, one or more wireless communication chips or devices, and / or one or more microprocessors, CPUs, or processing chips.
[0033] Thus, for example, a user's overall "graphic identity" may include the mask described above, plus a shirt, jacket, pants or leggings, and shoes or boots, each of the latter items accompanied by one or more video screens, light sources, speakers, microphones, and other electronic elements described above, all of which display at least similar light and / or animated displays.
[0034] In some embodiments, the mask and / or electronically enhanced garment, costume, apparel, and / or accessories may have some pre-set or pre-established appearance or aesthetic configurations that can be changed at any time by the user using an application on a mobile computing device, a website on a network (such as the Internet), a separate dedicated control module, or a control on or within the helmet or item. The control may be a physical button, slider, or dial (or similar mechanical control), a touch screen input, or a voice command, or a combination thereof. An example of a pre-set aesthetic configuration 210 for a mask is shown in FIGS. 4-8.
[0035] In some embodiments, the mask and electronically enhanced clothing, outfit, apparel, and / or accessories may be combined to produce a coordinated "graphic identity," "electronic aesthetic," or "electronic appearance" 202 that can be changed by the user as desired. The mask may be in wired or wireless electronic communication with one or more electronic elements of the clothing, outfit, apparel, or accessories. Thus, the user can digitally / electronically change their appearance or outfit, including any or all of the components described above (e.g., mask, clothing, outfit, apparel, accessories), quickly and easily without having to actually change their clothing. Illustrative examples of coordinated graphic identity, electronic aesthetic, or electronic appearance 202 are shown in FIGS. 18-21.
[0036] Additional digital pre-set look or aesthetic configurations (e.g., "skins") may also be available (such as by purchasing from a website) for downloading and installation onto individual components or onto multiple components. Several such digital pre-sets may be combined together and offered as partial or complete packages so that a user may purchase or obtain partial or complete look or configuration changes. Additionally, several such configurations may be offered as "collections."
[0037] In various exemplary embodiments, some or all of the components described above (e.g., masks, clothing, costumes, apparel, accessories) may include one or more microphones attached to or built into the item. In some embodiments, the microphones are oriented or positioned to capture ambient or external sounds or noises, such as music. One or more screens and / or light elements (e.g., LEDs) on the item may then produce a display that is synchronized with the ambient or external music (or sounds). If the item is part of an electronic look / aesthetic, these displays may be synchronized across all components, although the user may also choose to synchronize only some components or none of the components.
[0038] Additionally, each generated configuration, i.e., "collection," may provide a different "hard-configured" way of displaying one or more digital pre-configurations as described above, subject to selection and control by the user. That is, the physical materials and appearance of the items surrounding or supporting the various digital and / or electronic components (e.g., video screens, light sources, and the like) may vary from item to item and from collection to collection. Certain digital pre-configured appearances or aesthetic configurations ("skins") may be available only for one or more specific collections. In some embodiments, a user may use a digital skin on one "hard-configured" piece from one collection and a different "hard-configured" piece from a different collection, thus comparing the appearance of the skin on the various hard-configured pieces. For example, a user may have one style of shoe in which most of the shoe's surface may be a video screen display, while a second style of shoe has a smaller screen display and more supporting leather components. The digital skin will therefore look different depending on the shoe (e.g., the "hard-configured" item) on which it is displayed.
[0039] In further embodiments, a "collection" may be expanded to include not only items worn, carried, or associated with a user (e.g., clothing, worn or carried accessories, and the like), but also items within the user's home or office space, as described above. Digital skins may thus be applied to appliances, furniture, and / or furnishings.
[0040] In some further embodiments, the mobile device application may also interact with or respond to real-time events and connect to other applications in real-time. For example, a user may connect their "skin" application to their favorite weather application on their mobile device (or another weather application or service compatible with that application). The skin or appearance of some or all of the digital clothing items described above may then automatically change to reflect the real-time weather of the immediate location (or, alternatively, another selected location). Thus, if the weather is sunny, the clothing skin will change to match the sunny weather and sunny or other compatible aesthetic characteristics (or, alternatively, another aesthetic characteristic selected by the user). The skin may also reflect the user's immediate or selected location, environment, mood, or event.
[0041] In further embodiments, at least some of the skins interact with the user when the article of clothing is touched. In one embodiment, skins can be uploaded / downloaded across the system's skin platform, and the skins are capable of touch-based interaction.
[0042] In yet additional embodiments, the skin platform serves as a platform for creating and marketing skins and related products as NFTs. An NFT (non-fungible token) is a unit of data stored in a digital ledger (e.g., blockchain) that proves that a digital asset is unique and therefore not replaceable. NFTs can be used to represent items such as photos, videos, audio, digital files, and digital assets. Users can use the skin application to create and develop skins as NFT digital assets and thus develop personal or corporate brands. The system may include a marketplace for skin-related NFTs, whereby some, if not all, of the NFTs can be displayed, traded, purchased, and sold. In addition to the normal online marketplace format, users may display the NFTs they own on themselves by projecting the NFTs onto their digital clothing, as described above. The projected NFTs may be digital artworks and are not necessarily generated solely for the purpose of being NFT skins to be brought into the platform marketplace. In addition, new skins may themselves be considered NFTs. In one embodiment, digital clothing may be NFTs themselves and may be used as a means to display and showcase a user's collection of NFTs (e.g., digital artwork) without having to use a computer or mobile computing device to separately display or exhibit the collected NFTs (e.g., digital artwork).
[0043] In a further embodiment, the digital clothing / skin / artwork NFT is augmented reality based and configured to be projected onto a real-world person or object through a mobile computing device such as a smartphone, tablet, electronic imaging goggles or face mask, or the like. More specifically, it is an augmented version of the real physical world achieved through the use of computer-generated sensory information and elements, which may include multiple sensory modalities such as vision, sound / hearing, smell, somatosensation, touch, and the like. Computer-generated inputs are added to or overlaid on the real-world image, responding in real-time to changes (such as movement) in the real-world environment as reflected in the real-world image. The system thus incorporates three fundamental features: a combination of the real and virtual worlds, real-time interaction, and precise 3D positioning of virtual reality objects. The NFTs are seamlessly blended with the physical world so that the viewer perceives them as an immersive aspect of the real-world environment.
[0044] Thus, for example, a user can create, purchase, or otherwise acquire a digital clothing / skin / artwork NFT and use it to project the NFT onto others in their vicinity or onto themselves (i.e., "wearing" the digital clothing or skin or artwork). An artist can offer a virtual piece of clothing, as described above, as an NFT on the system platform marketplace in a finite (or, if desired, infinite) number of pieces. A fan of the artist could then purchase the NFT, which would allow them to use their smartphone or mobile computing device with a camera and then "wear" the NFT or project it onto others in their vicinity.
[0045] To provide a context for various computer-implemented aspects of the invention, the following discussion provides a brief, general description of a suitable computing environment in which various aspects of the invention may be implemented. The computing system environment is one example of a suitable computing environment and is not intended to suggest any limitation as to the scope of use or functionality of the invention. A computing environment may contain any one or a combination of the components discussed below, may contain additional components, or some of the illustrated components may not be present. Various embodiments of the invention are operational with numerous general-purpose or special-purpose computing systems, environments, or configurations. Examples of computing systems, environments, or configurations that may be suitable for use with various embodiments of the present invention include, but are not limited to, personal computers, laptop computers, computer servers, computer notebooks, handheld devices, microprocessor-based systems, multiprocessor systems, TV set-top boxes and devices, programmable consumer electronics, mobile phones, personal digital assistants (PDAs), tablets, smartphones, touch screen devices, smart TVs, Internet-enabled appliances, Internet-enabled security systems, Internet-enabled gaming systems, Internet-enabled watches, Internet-enabled automobiles (or vehicles), network PCs, minicomputers, mainframe computers, embedded systems, virtualization systems, distributed computing environments, streaming environments, volatile environments, and the like.
[0046] The embodiments of the present invention may be implemented in the form of computer executable instructions, such as program code or program modules, executed by a computer, virtual computer, or computing device. The program code or modules may include programs, objects, components, data elements and structures, routines, subroutines, functions, and the like, which are used to perform or implement specific tasks or functions. The embodiments of the present invention may also be implemented in distributed computing environments. In such environments, tasks are performed by remote processing devices linked via a communications network or other data transmission medium, and data and program code or modules may be located in both local and remote computer storage media, including memory storage devices such as, but not limited to, hard drives, solid state drives (SSD), flash drives, USB drives, optical drives, and Internet-based storage (e.g., "cloud" storage).
[0047] In one embodiment, the computer system comprises multiple client devices that communicate with one or more server devices through or via a network, although in some cases no server devices are used. In various embodiments, the network may include the Internet, an intranet, a wide area network (WAN), or a local area network (LAN). It should be noted that many of the methods of the present invention are operable within a single computing device.
[0048] The client devices may be any type of processor-based platform that is connected to a network and interacts with one or more application programs. Each client device includes a computer-readable medium in the form of volatile and / or non-volatile memory, such as read-only memory (ROM) and random access memory (RAM), in communication with a processor. The processor executes computer-executable program instructions that are stored in the memory. Examples of such processors include, but are not limited to, microprocessors, ASICs, and the like.
[0049] The client device may further comprise a computer-readable medium in communication with the processor, which stores program codes, modules, and instructions that, when executed by the processor, cause the processor to execute the program and perform steps described herein. The computer-readable medium can be any available medium that can be accessed by a computer or computing device, including both volatile and non-volatile media, and removable and non-removable media. The computer-readable medium may further include computer storage media and communication media. The computer storage medium includes a medium for storage of computer-readable instructions, data, data structures, or information such as program code or modules. Examples of computer readable media include, but are not limited to, any electronic, optical, magnetic, or other storage or transmission device from which a computer processor may read instructions and store the desired information, floppy disks, hard disk drives, CD-ROMs, DVDs, magnetic disks, memory chips, ROMs, RAM, EEPROMs, flash memory, or other memory technology, ASICs, configured processors, CD-ROMs, DVDs, or other optical disk storage devices, magnetic cassettes, magnetic tapes, magnetic disk storage devices, or other magnetic storage devices, or any other medium. Communication media includes media that may transmit or carry instructions to a computer, including, but not limited to, routers, private or public networks, wired networks, direct-wired connections, wireless networks, other wireless media (such as acoustic, RF, infrared, or the like), or other transmission devices or channels. This may include computer readable instructions, data structures, program modules, or other data in a modulated data signal, such as a carrier wave or other transport mechanism. The transmission may be wired, wireless, or both. Combinations of any of the above should also be included within the scope of computer readable media. The instructions may include code from any computer programming language, including, for example, C, C++, C#, Visual Basic, Java, and the like.
[0050] A general purpose client or computing device component may further include a system bus that connects various system components, including the memory and the processor. The system bus may be any of several types of bus structures, including, but not limited to, a memory bus or memory controller, a peripheral bus, and a local bus using any of a variety of bus architectures. Such architectures include, but are not limited to, an Industry Standard Architecture (ISA) bus, a MicroChannel Architecture (MCA) bus, an Enhanced ISA (EISA) bus, a Video Electronics Standards Association (VESA) local bus, and a Peripheral Component Interconnect (PCI) bus.
[0051] Computing and client devices may also include a basic input / output system (BIOS), which contains the basic routines that help to transfer information between elements within the computer, such as during start-up. The BIOS is typically stored in ROM. In contrast, RAM typically contains data or program code or modules that are accessible to or currently being operated on by the processor, such as, but not limited to, an operating system, application programs, and data.
[0052] The client device may also include various other internal or external components, such as a monitor or display, a keyboard, a mouse, a trackball, a pointing device, a touchpad, a microphone, a joystick, a satellite television dish, a scanner, a disk drive, a CD-ROM or DVD drive, or other input or output devices. These and other devices are typically connected to the processor through a user input interface that is coupled to the system bus, but may also be connected by other interface and bus structures, such as a parallel port, a serial port, a game port, or a universal serial bus (USB). A monitor or other type of display device is typically connected to the system bus through a video interface. In addition to a monitor, a client device may also include other peripheral output devices, such as speakers and printers, which may be connected through an output peripheral interface.
[0053] A client device may run on any operating system capable of supporting applications of the type disclosed herein. A client device may also support a browser or browser-enabled applications. Examples of client devices include, but are not limited to, personal computers, laptop computers, personal digital assistants, computer notebooks, handheld devices, mobile phones, smartphones, pagers, digital tablets, Internet appliances, and other processor-based devices. Users may communicate with each other and with other systems, networks, and devices through individual client devices over a network.
[0054] Therefore, it should be understood that the embodiments and examples described herein have been chosen and described to best illustrate the principles of the invention and its practical application, thereby enabling those skilled in the art to best utilize the invention in various embodiments and with various modifications as suitable for the particular use envisioned. Even though specific embodiments of the invention have been described, they should not be taken as exhaustive. There are some variations that will be apparent to those skilled in the art.
Claims
1. 1. A graphic identity clothing system comprising: an electronic mask with an exterior surface, the exterior surface comprising at least one outwardly facing LCD video screen and two or more polygonal shell elements positioned on the exterior surface to provide a cracked appearance with spaces or gaps between adjacent shell elements; an outwardly facing LED or light source sub-layer located directly beneath the two or more shell components, where light from the LED or light source sub-layer is visible from outside the electronic mask through the space or gap between the adjacent shell components; a controller board with one or more microprocessors, the one or more microprocessors operable to control the color of the LEDs or light source layers and to control animations playing on the at least one LCD; A graphic identity clothing system comprising:
2. The electronic mask further comprises: at least one video camera; at least one exterior-facing speaker; at least one internal sound replication device; A plurality of light sources that are separate from the LED or light source sublayer; A microphone facing the interior, At least one fan Wireless communication module The system of claim 1 , comprising:
3. The electronic mask further comprises: Internal video viewing screen, one or more exterior-facing microphones; The system according to claim 1 or 2, comprising:
4. The system of claim 1 , wherein one or more shell components proximate the user's mouth are movable.
5. 4. The system of claim 1, 2 or 3, wherein the exterior surface further comprises one or more of the following controls: master power control, fan control, brightness control, pitch control, animation control, and mouth actuator switch.
6. The system of claim 1 , wherein one or more of the shell components are transparent or translucent.
7. A container or frame configured to hold a plurality of batteries and to be mounted on a back of a user, the container or frame being electrically connected to the mask. The system of claim 1 further comprising:
8. 10. The system of claim 1, 2, 3, or 5, further comprising one or more electronically-enhanced garments or apparel items, each comprising one or more microphones, one or more video screens, one or more cameras, one or more light sources, one or more power sources, one or more speakers or sound generating devices, one or more wireless communication chips or devices, and / or one or more microprocessors.
9. 9. The system of claim 8, wherein the one or more electronically enhanced clothing and / or apparel items are shoes, boots, socks, jackets, shirts, pants, dresses, skirts, shorts, ties, gloves, sweaters, sweatshirts, sweatshirts, scarves, lingerie, underwear, hats, or caps.
10. 10. The system of claim 8, further comprising one or more electronically-enhanced accessories and / or furnishings, each comprising one or more microphones, one or more video screens, one or more cameras, one or more light sources, one or more power sources, one or more speakers or sound generating devices, one or more wireless communication chips or devices, and / or one or more microprocessors.
11. 11. The system of claim 10, wherein the one or more electronically enhanced accessories and / or furnishings are jewelry, watches, cufflinks, rings, necklaces, bracelets, wallets, bags, backpacks, luggage, belts, chains, home furniture, office furniture, and / or electrical appliances.
12. 10. The system of claim 8, wherein the mask and the electronically enhanced garment and / or apparel item are in wireless electronic communication and combine to produce a coordinated electronic appearance.
13. 11. The system of claim 10, wherein the mask, the electronically enhanced clothing and / or apparel items, and the electronically enhanced accessories and / or furnishings are in wireless electronic communication and combine to produce a coordinated electronic appearance.
14. 14. The system of claim 1, 2, 3, 5, 12 or 13, further comprising a plurality of pre-defined electronic appearance configurations, wherein a user can modify the adjusted electronic appearance by selection of a particular pre-defined electronic appearance configuration.
15. 14. The system of claim 1, 2, 3, 5, 12, or 13, wherein one or more of the screen or light source elements on an item produce a display that is synchronized with ambient music or sound.
16. The system of claim 1, 2, 3, 5, 12, or 13, wherein one or more of the screen or light source elements on an item or the adjusted electronic appearance is modified based on weather, ambient conditions, or events at a user's location or a location selected by the user.
17. 14. The system of claim 1, 2, 3, 5, 12, or 13, wherein one or more of the screen or light source elements on an item or the adjusted electronic appearance is modified when physically touched.
18. 15. The system of claim 14, wherein one or more elements of a particular pre-configured electronic appearance configuration are non-fungible tokens.
19. 15. The system of claim 1, 2, 3, 5, 12, 13, or 14, further comprising one or more non-fungible tokens, the one or more non-fungible tokens comprising one or more visual or audio digital assets.
20. 20. The system of claim 19, wherein the one or more non-fungible tokens are configured to be displayed on or projected onto the mask, one of the electronically augmented clothing and / or apparel items, one of the electronically augmented accessories and / or furnishings, or a person or object viewed in augmented reality through the mask, a mobile computing device, or electronic imaging goggles.
21. The system of claims 1, 2, 3, 5, or 15-20, wherein one or more of the screen or light source elements on an item or the adjusted electronic appearance is controlled remotely by an application program operable to run on a mobile computing device.
22. A graphic identity clothing system comprising: Power supply, one or more electronically-enhanced garments or apparel items, each of said one or more electronically-enhanced garments or apparel items comprising one or more microphones, one or more video screens, one or more cameras, one or more light sources, one or more power sources, one or more speakers or sound generating devices, one or more wireless communication chips or devices, and / or one or more microprocessors; Equipped with The graphic identity garment system, wherein the power source is electrically connected to at least one of the one or more electronically enhanced garments or apparel items.
23. The system of claim 22, wherein the power source comprises a container or frame configured to hold a plurality of batteries and be mounted on the back of a user.
24. A graphic identity clothing system comprising: Electronically enhanced apparel items with exterior packaging; Power supply and Equipped with A graphic identity garment system, wherein the item of apparel comprises two or more light source elements and / or video screens on the exterior of the item of apparel.
25. The system of claim 24, wherein the item of apparel includes a dress.
26. The system of claim 24, wherein the item of apparel includes pants.
27. The system of claim 24, wherein the items of apparel include footwear.
28. The system of claim 24, wherein the item of apparel includes a helmet.
29. The system of claim 24, wherein the two or more light source elements and / or video screens are combined to produce a coordinated electronic appearance.
30. The system of claim 24, further comprising a plurality of pre-defined electronic appearance configurations, wherein a user can change the adjusted electronic appearance by selection of a particular pre-defined electronic appearance configuration.
31. The system of claim 24, wherein one or more of the screen or light source elements produce a display that is synchronized with ambient music or sound.
32. The system of claim 24, wherein one or more of the screen or light source elements or the adjusted electronic appearance are modified based on weather, ambient conditions, or events at the user's location or a location selected by the user.
33. The system of claim 24, wherein one or more of the screen or light source elements or the adjusted electronic appearance is modified when physically touched.
34. The system of claim 22, wherein one or more elements of a particular pre-configured electronic appearance configuration are non-fungible tokens.
35. The system described in claim 22, wherein one or more of the screen or light source elements or the adjusted electronic appearance are remotely controlled by an application program operable to run on a mobile computing device.