Interactive video game system

JP7624467B2Active Publication Date: 2025-01-30UNIVERSAL CITY STUDIOS LLC
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Patent Information

Application Number
JP2023015539
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Priority Date
2017-12-06
Filing Date
2023-02-03
Publication Date
2025-01-30
Estimated Expiration
2038-11-06

AI Technical Summary

Benefits of technology

【0006】 全体を通じて同じ部分を同じ符号によって示す添付図面を参照しながら以下の詳細な説明を読めば、本開示のこれらの及びその他の特徴、態様及び利点がより良く理解されるであろう。

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Abstract

To provide an interactive video game system that enables simultaneous multiplayer game play. An interactive video game system includes an array of volumetric sensors disposed about a play area and configured to collect respective volumetric data for each of a plurality of players. The system includes a controller communicatively coupled to the array of volumetric sensors. The controller is configured to receive the respective volumetric data for each of the plurality of players from the array of volumetric sensors, combine the respective volumetric data for each of the plurality of players to generate at least one respective model of each of the plurality of players, generate a respective virtual representation of each of the plurality of players based at least in part on the generated at least one respective model of each of the plurality of players, and present the generated respective virtual representation of each of the plurality of players within a virtual environment.
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Description

[Technical field]

[0001] FIELD OF THE DISCLOSURE This disclosure relates generally to video game systems, and more particularly to interactive video game systems that enable simultaneous multiplayer game play. [Background technology]

[0002] Generally, video game systems allow a player to control a character within a virtual environment to achieve a predetermined goal or objective. Conventional video game systems typically rely on manual input devices, such as joysticks, game controllers, keyboards, etc., to allow a player to control a character within a virtual game environment. Some modern video game systems may also include a camera that tracks the player's movements and allows the player to control the video game character based on the player's movements. However, these systems typically suffer from occlusion issues, whereby parts of the player are at least temporarily hidden from the camera, resulting in the system being unable to accurately track the player's position or movements. For example, occlusion can cause jittering or stuttering in the character's movements within the virtual environment, as well as other inaccurate or erroneous translation of player movements into character movements within the game. In addition, in multiplayer video game systems, the likelihood of occlusion increases dramatically with the number of players. Summary of the Invention [Means for solving the problem]

[0003] The present embodiment relates to an interactive video game system including an array of volumetric sensors arranged around a play area and configured to collect respective volumetric data for each of a plurality of players. The system includes a controller communicatively coupled to the array of volumetric sensors. The controller is configured to receive the respective volumetric data for each of the plurality of players from the array of volumetric sensors. The controller is configured to combine the respective volumetric data for each of the plurality of players to generate at least one respective model of each of the plurality of players. The controller is also configured to generate a respective virtual representation of each of the plurality of players based at least in part on the generated at least one respective model of each of the plurality of players. The controller is further configured to present the generated respective virtual representation of each of the plurality of players within a virtual environment.

[0004] The present embodiments also relate to an interactive video game system having a display device disposed proximate a play area and configured to display a virtual environment to a plurality of players in the play area. The system includes an array of sensing units disposed about the play area, each configured to determine a partial model of at least one player of the plurality of players. The system also includes a controller communicatively coupled to the array of sensing units. The controller is configured to receive the partial models of each of the plurality of players from the array of sensing units, generate a model of each of the plurality of players by fusing the partial models of each of the plurality of players, determine in-game actions of each of the plurality of players based at least in part on the generated respective models of each of the plurality of players, and present on the display device a virtual representation of each of the plurality of players in the virtual environment based at least in part on the generated respective models and the in-game actions of each of the plurality of players.

[0005] The present embodiment also relates to a method of operating an interactive video game system. The method includes receiving, via a processing circuit of a controller of the interactive video game system, partial models of a plurality of players positioned within the play area from an array of sensing units arranged around the play area. The method includes fusing, via the processing circuit, the received partial models of each of the plurality of players to generate a respective model of each of the plurality of players. The method includes determining, via the processing circuit, in-game actions of each of the plurality of players based at least in part on the generated respective models of each of the plurality of players. The method also includes presenting, via a display device, a virtual representation of each of the plurality of players in a virtual environment based at least in part on the generated respective models and in-game actions of each of the plurality of players.

[0006] These and other features, aspects, and advantages of the present disclosure will be better understood from the following detailed description when read in conjunction with the accompanying drawings, in which like parts are designated with like numerals throughout. [Brief description of the drawings]

[0007] [Figure 1] 1 is a schematic diagram of an embodiment of an interactive video game system in accordance with the present technology that allows multiple players to control their respective virtual representations by performing actions within a three-dimensional (3D) play area. [Diagram 2] 1 is a schematic diagram of another embodiment of an interactive video game system having a two-dimensional (2D) play area in accordance with the present technology. [Diagram 3] 1 illustrates an example of a skeletal and shadow model representing a player within a 3D play area and a corresponding virtual representation of the player presented within a virtual environment in accordance with the present technology. [Figure 4]1A-1C are diagrams illustrating examples of skeletal and shadow models representing a player within a 2D play area and a corresponding virtual representation of the player presented within a virtual environment in accordance with the techniques of the present invention. [Diagram 5] FIG. 1 is a flow diagram illustrating an embodiment of a process for operating an interactive gaming system in accordance with the present technology. [Figure 6] 6 is a flow diagram illustrating an example embodiment of a process by which an interactive video game system performs certain operations illustrated in the flow diagram of FIG. 5 in accordance with the present technology. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0008] As used herein, "volumetric scanning data" refers to three-dimensional (3D) data, such as point cloud data, collected by optically measuring (e.g., imaging, ranging) the visible exterior of a player within a play area. As used herein, "volumetric model" refers to a 3D model generated from the volumetric scanning data of a player that roughly represents the exterior of the player and may include texture data. As used herein, "shadow model" refers to a textureless volumetric model of a player generated from the volumetric scanning data. Thus, the shadow model of a player has a shape substantially similar to the shadow or silhouette of the player when backlit when presented on a two-dimensional (2D) surface, such as a display device. As used herein, "skeletal model" refers to a 3D model generated from the volumetric scanning data of a player that defines the expected locations and positions of certain bones of the player (e.g., bones associated with arms, legs, head, spine) to represent the location and pose of the player within the play area.

[0009] The present embodiment relates to an interactive video game system that allows multiple (e.g., up to 12) players to perform actions within a physical play area to control virtual representations of the players within a displayed virtual environment. The disclosed interactive video game system includes an array having two or more volumetric sensors, such as a depth camera and a light detection and ranging (LIDAR) device, that can volumetrically scan each player. As described below, the system includes suitable processing circuitry that generates a model (e.g., a volumetric model, a shadow model, a skeletal model) of each player based on the volumetric scanning data collected by the array of sensors. During game play, the at least two sensors capture the player's actions within the play area, and the system determines the nature of these actions based on the generated player models. Thus, the interactive video game system continuously updates the virtual representations of the players and the virtual environment based on the player's actions and their corresponding in-game effects.

[0010] As described above, the array of the disclosed interactive video game system includes a plurality of volumetric sensors positioned around the play area to monitor the movement of players within the play area. This can ensure that a skeletal model of each player can be accurately generated throughout game play, generally despite potential occlusion from the perspective of one or more of the volumetric sensors of the array. The processing circuitry of the system can also use the volumetric scan data to generate aspects (e.g., size, shape, contour) of a virtual representation of each player in a virtual environment. In some embodiments, some aspects (e.g., color, texture, scale) of the virtual representation of each player can be further adjusted or modified based on information related to the player. As described below, this information can include information related to game play (e.g., items acquired, achievements unlocked), and other information related to the player's activities outside the game (e.g., player achievements in other games, items purchased by the player, locations visited by the player). Additionally, the processing circuitry of the game system can use the volumetric scan data collected by the array of volumetric sensors to generate additional content, such as a commemorative image in which a volumetric model of the player is shown as existing within the virtual world. Thus, the disclosed interactive video game system enables an immersive and engaging experience for multiple simultaneous players.

[0011] With this in mind, Figure 1 is a schematic diagram of an embodiment of an interactive video game system 10 that allows multiple players 12 (e.g., players 12A and 12B) to each control a respective virtual representation 14 (e.g., virtual representations 14A and 14B) by performing actions within a play area 16. It is noted that for simplicity, this description is directed to two players 12 using the interactive video game system 10, although in other embodiments, the interactive video game system 10 may support more than two players 12 (e.g., six, eight, ten, twelve or more). The play area 16 of the interactive video game system 10 shown in Figure 1 is described herein as a 3D play area 16A. As used herein, the term "3D play area" means that the play area 16 has a width (corresponding to an x-axis 18), a height (corresponding to a y-axis 20), and a depth (corresponding to a z-axis 22), and that the system 10 generally monitors the movement of each player 12 along the x-axis 18, the y-axis 20, and the z-axis 22. The interactive video game system 10 updates the position of the virtual representation 14 presented on the display device 24 along the x-axis 26, the y-axis 28, and the z-axis 30 within the virtual environment 32 in response to the player 12 moving about the play area 16. Although the 3D play area 16A is shown as being generally circular, in other embodiments the 3D play area 16A may be a square, a rectangle, a hexagon, an octagon, or any other suitable 3D shape.

[0012] The embodiment of the interactive video game system 10 shown in FIG. 1 includes a primary controller 34 having a memory circuit 33 and a processing circuit 35 that generally provides control signals that control the operation of the system 10. The primary controller 34 is therefore communicatively coupled to an array 36 of sensing units 38 arranged around the periphery of the 3D play area 16A. Specifically, the array 36 of sensing units 38 can be described as being symmetrically distributed around the periphery of the play area 16. In some embodiments, at least a portion of the array 36 of sensing units 38 can be positioned above the play area 16 (e.g., suspended from the ceiling or on an elevated platform or stand) and oriented at a downward angle to image the play area 16. In other embodiments, at least a portion of the array 36 of sensing units 38 can be positioned near the floor of the play area 16 and oriented at an upward angle to image the play area 16. In some embodiments, the array 36 of the interactive video game system 10 can include at least two sensing units 38 for each player (e.g., players 12A and 12B) in the play area 16. Thus, the array 36 of sensing units 38 is suitably positioned to image a substantial portion of the potential vantage points around the playing area 16 to reduce or eliminate potential player occlusion.

[0013] In the illustrated embodiment, each sensing unit 38 includes a respective sensor 40, which may be an infrared (IR) depth camera, a LIDAR device, or another suitable ranging and / or imaging device. For example, in some embodiments, the volume sensors 40 of the sensing units 38 in the array 36 are all IR depth cameras or LIDAR devices, while in other embodiments there is a mix of IR depth cameras and LIDAR devices in the array 36. It is now recognized that both the IR depth cameras and the LIDAR devices may be used to volumetrically scan each player 12, as described below, and the collected volumetric scan data may be used to generate various models of the players. For example, in some embodiments, the IR depth cameras in the array 36 may be used to collect data and generate a skeletal model, while data collected by the LIDAR devices in the array 36 may be used to generate a volumetric and / or shadow model of the player 12, as described in more detail below. It is also recognized that LIDAR devices that collect point cloud data are generally capable of scanning and mapping a larger area than depth cameras, and typically with greater accuracy and resolution. Thus, in some embodiments, to increase the accuracy or resolution of the array 36 and / or reduce the total number of sensing units 38 present in the array 36, at least one sensing unit 38 of the array 36 includes a corresponding volume sensor 40 that is a LIDAR device.

[0014] Additionally, each of the illustrated sensing units 38 includes a sensor controller 42 having suitable memory circuitry 44 and processing circuitry 46. The processing circuitry 46 of each sensor unit 38 executes instructions stored in the memory circuitry 44 to enable the sensing units 38 to volumetrically scan the players 12 and generate volumetric scan data for each player 12. For example, in the illustrated embodiment, the sensing units 38 are communicatively coupled to the primary controller 34 via a high speed Internet Protocol (IP) network 48 that enables low latency data exchange between devices of the interactive video game system 10. Additionally, in some embodiments, each of the sensing units 38 may include a respective housing that packages the sensor controller 42 along with the volume sensor 40.

[0015] It should be noted that in other embodiments, the sensing units 38 may not include a respective sensor controller 42. In such an embodiment, the processing circuitry 35 of the primary controller 34, or other suitable processing circuitry of the system 10, is communicatively coupled to each of the volumetric sensors 40 of the array 36 to directly communicate control signals to and from the volumetric sensors 40. However, it is now recognized that processing (e.g., filtering, skeletal mapping) the volumetric scan data collected by each of these volumetric sensors 40 is processor intensive. Thus, in some embodiments, it may be advantageous to divide the workload by utilizing a dedicated processor (e.g., processor 46 of each sensor controller 42) to process the volumetric data collected by each sensor 40 before transmitting the processed data to the primary controller 34. For example, in the illustrated embodiment, each processor 46 of the sensor controller 42 processes the volumetric scan data collected by each sensor 40 to generate a partial model (e.g., a partial volume model, a partial skeletal model, a partial shadow model) of each player 12, as described below, and the processing circuitry 35 of the primary controller 34 receives and fuses or combines these partial models to generate a complete model of each player 12.

[0016] In some embodiments, the primary controller 34 may also receive information from other sensing devices in and around the play area 16. For example, the illustrated primary controller 34 is communicatively coupled to a radio frequency (RF) sensor 45 located proximate (e.g., above, below, adjacent) the 3D play area 16A. The illustrated RF sensor 45 receives uniquely identifying RF signals from a wearable device 47, such as a bracelet or headband having a radio frequency identification (RFID) tag, worn by each player 12. In response, the RF sensor 45 provides signals to the primary controller 34 regarding the identities and relative positions of the players 12 within the play area 16. Thus, in the illustrated embodiment, the processing circuitry 35 of the primary controller 34 receives and combines data collected by the array 36 and potentially other sensors (e.g., the RF sensor 45) to determine the identities, locations and movements of the players 12 within the play area 16 during game play. The illustrated primary controller 34 is also communicatively coupled to a database system 50, or any other suitable data repository that stores player information. The database system 50 includes processing circuitry 52 that executes instructions stored in memory circuitry 54 to store and retrieve information related to player 12, such as player models (e.g., volumetric models, shadow models, skeletal models), player statistics (e.g., wins, losses, scores, total game play time), player attributes or inventory (e.g., abilities, textures, items), player purchases in a gift shop, and player points in a loyalty rewards program. The processing circuitry 35 of the primary controller 34 queries, retrieves, and updates information stored by the database system 50 about player 12 to enable the system 10 to operate as described herein.

[0017] The embodiment of the interactive video game system 10 shown in FIG. 1 also includes an output controller 56 communicatively coupled to the primary controller 34. Generally, the output controller 56 includes processing circuitry 58 that executes instructions stored in memory circuitry 60 to control the stimulus output (e.g., audio signals, video signals, lights, physical effects) observed and experienced by the players 12 within the play area 16. The illustrated output controller 56 is thus communicatively coupled to the hearing device 62 and the display device 24 to provide suitable control signals for operating these devices to provide a particular output. In other embodiments, the output controller 56 may be coupled to any number of audio and / or display devices. The display device 24 may be any suitable display device, such as a projector and screen, a flat display device, or an array of flat display devices, positioned and designed to provide a suitable view of the virtual environment 32 to the players 12 within the play area 16. In some embodiments, the hearing devices 62 may be arranged in an array around the play area 16 to enhance the player's immersion during game play. In other embodiments, the system 10 may not include an output controller 56, but rather the processing circuitry 35 of the primary controller 34 may be communicatively coupled to an auditory device 62, a display device 34, or the like, to generate various stimuli observed and experienced by the player 12 within the play area 16.

[0018] FIG. 2 is a schematic diagram of another embodiment of an interactive video game system 10 that allows multiple players 12 (e.g., players 12A and 12B) to control a virtual representation 14 (e.g., virtual representations 14A and 14B) by performing actions within a play area 16. The embodiment of the interactive video game system 10 shown in FIG. 2 includes many of the features described herein with respect to FIG. 1, including a primary controller 34, an array 36 of sensing units 38, an output controller 56, and a display device 24. However, the embodiment of the interactive video game system 10 shown in FIG. 2 is described herein as having a 2D play area 16B. As used herein, the term "2D play area" means that the play area 16 has a width (corresponding to the x-axis 18) and a height (corresponding to the y-axis 20), and that the system 10 generally monitors the movement of each player 12 along the x-axis 18 and the y-axis 20. 2, players 12A and 12B are assigned areas 70A and 70B, respectively, of 2D play area 16B, and players 12 do not move outside their assigned areas during game play. In response to player 12 moving within 2D play area 16B (e.g., running along x-axis 18 or jumping along y-axis 20), interactive video game system 10 updates the position of virtual representation 14 presented on display device 24 along x-axis 26 and y-axis 28 within virtual environment 32.

[0019] The embodiment of the interactive video game system 10 illustrated in FIG. 2 also includes an interface panel 74 that can enable enhanced player interaction. As illustrated in FIG. 2, the interface panel 74 includes a number of input devices 76 (e.g., cranks, wheels, buttons, sliders, blocks) designed to receive input from the player 12 during game play. The illustrated interface panel 74 is thus communicatively coupled to the primary controller 34 to provide signals to the controller 34 indicative of how the player 12 is manipulating the input devices 76 during game play. The illustrated interface panel 74 includes a number of output devices 78 (e.g., audio output devices, visual output devices, physical stimulators) designed to provide audio, visual, and / or physical stimuli to the player 12 during game play. The illustrated interface panel 74 is thus communicatively coupled to the output controller 56 to receive control signals and provide appropriate stimuli to the player 12 within the play area 16 in response to appropriate signals from the primary controller 34. For example, the output devices 78 can include audio devices such as speakers, horns, and sirens. Output devices 78 may also include visual devices such as lights or display devices on interface panel 74. In some embodiments, output devices 78 on interface panel 74 include physical effect devices such as electronically controlled release valves coupled to compressed air tubes that emit jets of hot or cold air or mist in response to suitable control signals from primary controller 34 or output controller 56.

[0020] As shown in FIG. 2, the array 36 of sensing units 38 arranged around the 2D play area 16B of the illustrated embodiment of the interactive video game system 10 includes at least two sensing units 38. That is, the embodiment of the interactive video game system 10 shown in FIG. 1 includes an array 36 having at least two sensing units 38 per player, and the embodiment of the interactive video game system 10 shown in FIG. 2 includes an array 36 that may include as few as two sensing units 38, regardless of the number of players. In some embodiments, the array 36 may include at least two sensing units arranged at right angles (90°) to the players 12 in the 2D array area 16B. In some embodiments, the array 36 may additionally or alternatively include at least two sensing units arranged on opposite sides (180°) to the players 12 in the play area 16B. As a specific example, in some embodiments, the array 36 may include only two sensing units 38 arranged on different (e.g., opposite) sides of the players 12 in the 2D play area 16B.

[0021] As discussed above, the array 36 shown in FIGS. 1 and 2 may collect volumetric scan data of each player 12 within the play area 16. In some embodiments, the collected volumetric scan data may be used to generate various models (e.g., volumetric, shadow, skeletal) of each player, and then update these models based on the player's movements during game play, as described below. However, it is currently recognized that using a volumetric model that includes texture data is significantly more processor intensive (e.g., involves additional filtering, additional data processing) than using a shadow model that lacks this texture data. For example, in some embodiments, the processing circuitry 35 of the primary controller 34 may generate a shadow model of each player 12 from the volumetric scan data collected by the array 36 by using an edge detection method that distinguishes between the edges of the player 12 and the surroundings of the player 12 within the play area 16. It is currently recognized that such edge detection methods are significantly less processor intensive and require significantly less filtering than using a volumetric model that includes texture data. Accordingly, it is presently recognized that some embodiments of interactive video game system 10 generate and update shadow models, instead of volumetric models including textures, which allows for reduced size, complexity, and cost of processing circuitry 35 of primary controller 34. Additionally, as described below, processing circuitry 34 may generate virtual representation 14 of player 12 based at least in part on the generated shadow model.

[0022] As discussed above, the volumetric scan data collected by the array 36 of the interactive video game system 10 can be used to generate various models (e.g., volumetric models, shadow models, skeletal models) of each player. For example, FIG. 3 illustrates skeletal models 80 (e.g., skeletal models 80A and 80B) and shadow models 82 (e.g., shadow models 82A and 82B) representing players within the 3D play area 16A. Also illustrated in FIG. 3 are corresponding virtual representations 14 (e.g., virtual representations 14A and 14B) of these players presented within the virtual environment 32 on the display device 24 in accordance with the present technology. As illustrated, during game play, the represented players are present at different positions within the 3D play area 16A of the interactive video game system 10 as indicated by the locations of the skeletal models 80 and the shadow models 82. The virtual representations 14 of the players within the illustrated virtual environment 32 are generated based at least in part on the players' shadow models 82. As described above, as players move within the 3D play area 16A, the primary controller 34 tracks these movements and generates updated skeletal models 80 and shadow models 82, and virtual representations 14 of each player accordingly.

[0023] 1 and 3 also allows for movement and tracking of a player along the z-axis 22 and translating this movement into movement of the virtual representation 14 along the z-axis 30. As shown in FIG. 3, this allows the player represented by the skeletal model 80A and the shadow model 82A to move to a front end 84 of the 3D play area 16A, such that the corresponding virtual representation 14A is presented at a relatively deeper point or height 86 along the z-axis 30 in the virtual environment 32. This allows the player represented by the skeletal model 80B and the shadow model 82B to move to a rear end 88 of the 3D play area 16A, such that the corresponding virtual representation 14B is presented at a significantly shallower point or height 90 along the z-axis 30 in the virtual environment 32. Additionally, in the illustrated embodiment, the size of the presented virtual representation 14 is modified based on the player's position along the z-axis 22 in the 3D play area 16A. That is, a virtual representation 14A disposed relatively deeper along the z-axis 30 within the virtual environment 32 is presented as being significantly smaller than a virtual representation 14B disposed at a shallower depth or layer along the z-axis 30 within the virtual environment 32.

[0024] It should be noted that in the embodiment of interactive game system 10 having 3D player area 16A as shown in Figures 1 and 3, virtual representation 14 can only interact with virtual objects located at a similar depth along z-axis 30 in virtual environment 32. For example, in the embodiment shown in Figure 3, virtual representation 14A can interact with a virtual object 92 located deep along z-axis 30 in virtual environment 32, while virtual representation 14B can interact with another virtual object 94 located at a relatively shallow depth along z-axis 30 in virtual environment 32. That is, virtual representation 14A cannot interact with virtual object 94 unless the player, represented by models 80A and 82A, changes position along z-axis 22 in 3D play area 16A to move virtual representation 14A to a similar depth in virtual environment 32 as virtual object 94.

[0025] For comparison, FIG. 4 illustrates an example of skeletal models 80 (e.g., skeletal models 80A and 80B) and shadow models 82 (e.g., shadow models 82A and 82B) representing players within a 2D play area 16B. FIG. 4 also illustrates virtual representations 14 (e.g., virtual representations 14A and 14B) of players presented on a display device 24. As described above, as players move within the 2D play area 16B, the primary controller 34 tracks these movements and updates each player's skeletal models 80, shadow models 82, and virtual representations 14 accordingly. As described above, the embodiment of the interactive video game system 10 having a 2D play area 16B illustrated in FIGS. 2 and 4 does not track player movements along the z-axis (e.g., z-axis 22 illustrated in FIGS. 1 and 3). Instead, in an embodiment having a 2D play area 16B, the size of the presented virtual representation 14 may be modified based on the player's state or condition within and / or outside of gameplay. 4, virtual representation 14A is significantly larger than virtual representation 14B. In some embodiments, the size of virtual representations 14A and 14B may be enhanced or exaggerated in response to virtual representation 14A or 14B interacting with a particular item, such as virtual representation 14A obtaining a power-up during a current or previous round of gameplay. As described below, in other embodiments, the exaggerated size of virtual representation 14A, as well as other modifications of the virtual representation (e.g., texture, color, transparency, items worn or carried by the virtual representation) may be the result of a corresponding player interacting with an object or item external to interactive video game system 10.

[0026] It is now recognized that an embodiment of an interactive video game system 10 utilizing a 2D play area 16B as shown in Figures 2 and 4 allows for certain advantages over an embodiment of an interactive video game system 10 utilizing a 3D play area 16A as shown in Figure 1. For example, as described above, the array 36 of sensing units 38 in an interactive video game system 10 having a 2D play area 16B as shown in Figure 2 includes fewer sensing units 38 than an interactive video game system 10 having a 3D play area 16A as shown in Figure 1. That is, depth (e.g., position and movement along the z-axis 22 as shown in Figure 1) is not tracked in an interactive video game system 10 having a 2D play area 16B as shown in Figures 2 and 4. Also, because players 12A and 12B remain within their respective assigned areas 70A and 70B of the 2D play area 16B, the likelihood of occlusion is significantly reduced. For example, by keeping players within assigned areas 70 of the 2D play area 16B, occlusion between players is expected to occur only along the x-axis 18. Thus, by using a 2D play area 16B, the embodiment of the interactive video game system 10 shown in FIG. 2 enables the use of a smaller array 36 with a smaller number of sensing units 38 for tracking the player 12 compared to the embodiment of the interactive video game system 10 of FIG. 1.

[0027] It will therefore be appreciated that the smaller array 36 of sensing units 38 used in embodiments of an interactive video game system 10 having a 2D play area 16B also generates significantly less data to process than embodiments having a 3D play area 16A. For example, in the 2D play area 16B of Figures 2 and 4, occlusion between players 12 is significantly more limited and predictable, allowing a significant portion of the potential vantage viewpoints around the play area 16 to be covered while using a smaller number of sensing units 38 in the array 36. Thus, in embodiments of an interactive game system 10 having a 2D play area 16B, the processing circuitry 35 of the primary controller 34 may be smaller, simpler, and / or more energy efficient than the processing circuitry 35 of the primary controller 34 of embodiments of an interactive game system 10 having a 3D play area 16A.

[0028] As described above, the interactive video game system 10 can generate various models of the players 12. Specifically, in some embodiments, the processing circuitry 35 of the primary controller 34 is configured to receive partial model data (e.g., partial volumetric models, shadow models, and / or skeletal models) from the various sensing units 38 of the array 36 and fuse these partial models into a complete model (e.g., complete volumetric models, shadow models, and / or skeletal models) of each player 12. Below, an example is provided in which the processing circuitry 35 of the primary controller 34 fuses the partial skeletal models received from the various sensing units 38 of the array 36. It can be appreciated that in some embodiments, the processing circuitry 35 of the primary controller 34 can fuse partial shadow model data into a shadow model and / or fuse partial volumetric model data using a similar process.

[0029] In one example, the partial skeletal models are generated by each sensing unit 38 of the interactive video game system 10 and then fused by the processing circuitry 35 of the primary controller 34. Specifically, the processing circuitry 35 may perform a one-to-one mapping of the corresponding bones of each player 12 in each partial skeletal model generated by different sensing units 38 positioned at different angles (e.g., on either side, perpendicular) to the play area 16. In some embodiments, relatively small differences between the partial skeletal models generated by the different sensing units 38 may be averaged during fusion by the processing circuitry 35 to smooth the virtual representation 14 and prevent jerky movements. Also, if the partial skeletal model generated by a particular sensing unit is significantly different from the partial skeletal models generated by at least two other sensing units, the processing circuitry 35 of the primary controller 34 may determine that the data is erroneous and therefore not include the data in the skeletal model 80. For example, if a particular partial skeletal model is missing a bone that is present in other partial skeletal models, processing circuitry 35 may determine that the missing bone is likely the result of occlusion and may discard all or part of the partial skeletal model accordingly.

[0030] It should be noted that accurate coordination of the components of the interactive game system 10 is desirable to provide smooth and rapid movement of the virtual representation 14 within the virtual environment 32. Specifically, the processing circuitry 35 may take into account the time at which each partial model (e.g., partial skeletal model, volumetric model, and / or shadow model) was generated by the sensing unit 38 in order to properly fuse the partial models generated by the sensing unit 38. In some embodiments, the interactive video game system 10 may include a system clock 100, as shown in FIGS. 1 and 2, that is used to synchronize operations within the system 10. For example, the system clock 100 may be a component of the primary controller 34 or another suitable electronic device that may generate a time signal that is broadcast over the network 48 of the interactive video game system 10. In some embodiments, various devices coupled to the network 48 may receive and use the time signal to adjust their respective clocks at specific times (e.g., at the start of game play) and subsequently include timing data based on the signals from these respective clocks when providing game play data to the primary controller 34. In other embodiments, the various devices coupled to the network 48 continuously receive a time signal from the system clock 100 (e.g., at regular microsecond intervals) throughout game play and then include timing data from this time signal when providing data (e.g., volumetric scan data, partial model data) to the primary controller 34. The processing circuitry 35 of the primary controller 34 can also determine whether the partial models (e.g., partial volumetric models, shadow models, or skeletal models) generated by the sensor units 38 are fresh enough (e.g., current, contemporaneous with other data) to be used to generate or update a complete model, or whether the data should be discarded as obsolete. Thus, in some embodiments, the system clock 100 enables the processing circuitry 35 to properly blend the partial models generated by the various sensing units 38 into a suitable volumetric, shadow, and / or skeletal model of the player 12.

[0031] 5 is a flow diagram illustrating an embodiment of a process 110 for operating interactive game system 10 in accordance with the present teachings. It can be appreciated that in other embodiments, some steps of the illustrated process 110 can be performed in a different order, repeated multiple times, or skipped entirely in accordance with the present disclosure. Process 110 illustrated in FIG. 5 can be performed by processing circuitry 35 of primary controller 34 alone or in combination with other suitable processing circuitry of system 10 (e.g., processing circuits 46, 52, and / or 58).

[0032] The illustrated embodiment of process 110 begins with interactive game system 10 collecting volumetric scan data for each player (block 112). In some embodiments, such as those shown in FIGS. 1-4, sensing units 38 located around the play area 16 may scan or image players 12. For example, in some embodiments, before game play begins, players 12 may be prompted to assume a particular pose while sensing units 38 of array 36 collect volumetric scan data for each player. In other embodiments, a separate system may volumetrically scan players 12 before they enter play area 16. For example, a series of waiting players may be passed through a pre-scanning system (e.g., similar to airport security scanners) that volumetrically scans each player individually (e.g., while assuming a particular pose) to collect volumetric scan data for each player. In some embodiments, the pre-scanning system may be a miniature version of 3D play area 16A as shown in FIG. 1 or 2D play area 16B of FIG. 2, where array 36 of sensing units 38 are located near individual players to collect volumetric scan data. In other embodiments, the pre-scan system may include a smaller number (e.g., one, two, three) of sensing units 38 positioned around each player, which rotate around the player to collect complete volumetric scan data. It is now recognized that it is desirable to collect the volumetric scan data shown in block 112 while the player 12 is present within the play area 16 so as to increase the efficiency of the interactive game system 10 and reduce player wait time.

[0033] The interactive video game system 10 then generates a corresponding model of each player based on the collected volumetric scan data of each player (block 114). As described above, in some embodiments, the processing circuitry 35 of the primary controller may receive partial models of each player from each sensing unit 38 of the array 36 and suitably fuse the partial models to generate a suitable model of each player. For example, the processing circuitry 35 of the primary controller 34 may generate a volumetric model of each player that roughly defines the 2D or 3D shape of each player. Additionally or alternatively, the processing circuitry 35 of the primary controller 34 may also generate a shadow model of each player that roughly defines the textureless 3D shape of each player. Furthermore, the processing circuitry 35 may generate a skeletal model that roughly defines the predicted skeletal positions and locations of each player within the play area.

[0034] Continuing with the example process 110, the interactive video game system 10 then generates a corresponding virtual representation of each player based at least in part on the collected scan data of each player and / or the generated model or models of each player (block 116). For example, in some embodiments, the processing circuitry 35 of the primary controller 34 may use the shadow model generated in block 114 as a basis for generating the virtual representation of the player. It may be appreciated that in some embodiments, the virtual representation 14 may have a shape or contour substantially similar to the shadow model of the corresponding player as shown in FIGS. 3 and 4. In addition to shape, the virtual representation 14 may also have other characteristics that may be modified to correspond to the characteristics of the represented player. For example, a player may be associated with various characteristics (e.g., items, status, scores, statistics) that reflect performance in other gaming systems, purchases at a gift shop, membership in a loyalty program, and the like. Thus, the characteristics of the virtual representation (e.g., size, color, texture, animation, presence of virtual items) may be set according to various characteristics associated with the corresponding player and modified based on changes in the player's characteristics during game play.

[0035] It should be noted that in some embodiments, the virtual representation 14 of the player 12 may not have a substantially similar appearance or shape to the generated volumetric or shadow model. For example, in some embodiments, the interactive video game system 10 may include or be communicatively coupled to a pre-generated library of virtual representations (e.g., avatars) based on fictional characters, and the system may select a particular virtual representation based loosely on the generated volumetric or shadow model of the player, or may recommend a particular selectable virtual representation to the player. For example, if a game includes a large hero and a small sidekick, the interactive video game system 10 may select or recommend from the pre-generated library a virtual representation of a relatively large hero for an adult player and a relatively small sidekick for a child player.

[0036] Next, in process 110, interactive video game system 10 presents on display device 24 a corresponding virtual representation 14 of each player within virtual environment 32 (block 118). In some embodiments, the act of block 118, in addition to presenting, may also include showing other introductory presentations, such as welcome messages or orientation / control information, to players 12 within play area 16 prior to the start of game play. Additionally, in some embodiments, processing circuitry 35 of primary controller 34 may provide suitable signals to set or modify parameters of the environment within play area 16. For example, these modifications may include adjusting the brightness and / or color of house lights, playing game music or game sound effects, adjusting the temperature of the play area, activating physical effects within the play area, and the like.

[0037] Once game play begins, the virtual representations 14 generated in block 116 and presented in block 118 may interact with each other and / or with virtual objects in the virtual environment 32 (e.g., virtual objects 92 and 94) as described herein with respect to Figures 3 and 4. During game play, the interactive video game system 10 typically determines in-game actions of each player 12 within the play area 16 and corresponding in-game effects of these in-game actions (block 120). The interactive video game system 10 also typically updates the corresponding virtual representations 14 of the players 12 and / or the virtual environment 32 based on the in-game actions of the players 12 within the play area 16 and corresponding in-game effects determined in block 120 (block 122). As indicated by arrow 124, the interactive video game system 10 may repeat the steps illustrated in blocks 122 and 122 until game play is completed, for example, by one of the players 12 winning a round of game play or the allotted game play time expiring.

[0038] Figure 6 is a flow diagram illustrating an example embodiment of a more detailed process 130 by which interactive video game system 10 performs the operations illustrated in blocks 120 and 122 of Figure 5. That is, process 130 illustrated in Figure 6 includes multiple steps for determining in-game actions of each player in the play area and corresponding in-game effects of those in-game actions, as indicated by bracket 120, and multiple steps for updating each player's corresponding virtual representation and / or virtual environment. In some embodiments, the operations described in process 130 may be encoded as instructions in a suitable memory, such as memory circuitry 33 of primary controller 34, and executed by a suitable processor, such as processing circuitry 35 of primary controller 34 of interactive video game system 10. It should be noted that the illustrated process 130 is provided by way of example only, and that in other embodiments, some of the operations described may be performed in a different order, repeated, or skipped entirely.

[0039] 6 begins with the processing circuitry 35 receiving (block 132) partial models from a plurality of sensor units within the play area. As described herein with respect to FIGS. 1 and 2, the interactive video game system 10 includes an array 36 of sensing units 38 disposed at different locations around the play area 16, each of which is configured to generate one or more partial models (e.g., partial volumetric models, shadow models, and / or skeletal models) representing at least a portion of the player 12. As also described above, the processing circuitry 35 may receive data from other devices (e.g., RF scanner 45, input device 76) regarding the movements of the player 16 disposed within the play area 16. Furthermore, as also described above, these partial models may be time-stamped based on signals from the clock 100 and provided to the processing circuitry 35 of the primary controller 34 via the high-speed IP network 48.

[0040] In the illustrated embodiment of process 130, after the processing circuitry 35 receives the partial models from the sensing units 38, it fuses the partial models to generate an updated model (e.g., a volumetric model, a shadow model, and / or a skeletal model) for each player based on the received partial models (block 134). For example, the processing circuitry 35 may update a previously generated model, such as the initial skeletal model generated in block 114 of process 110 of FIG. 5. Also, as described above, when combining the partial models, the processing circuitry 35 may filter or remove inconsistent or delayed data to increase accuracy in tracking players despite potential occlusions or network delays.

[0041] Next, in the illustrated process 130, the processing circuitry 35 identifies one or more in-game actions of the corresponding virtual representation 14 of each player 12 based at least in part on the updated player model generated in block 134 (block 136). For example, the in-game actions may include jumping, running, sliding, or another movement of the virtual representation 14 in the virtual environment 32. The in-game actions may also include interacting with items, such as virtual objects in the virtual environment 32 (e.g., moving, acquiring, losing, consuming items). The in-game actions may also include completing an objective, defeating another player, winning a round, or other similar in-game actions.

[0042] Processing circuitry 35 may then determine one or more in-game effects to be triggered in response to the identified in-game actions of each player 12 (block 138). For example, if the determined in-game action is a player movement, the in-game effect may be a change in a corresponding position of a corresponding virtual representation in the virtual environment. If the determined in-game action is a jump, the in-game effect may include moving the virtual representation along y-axis 20 as shown in FIGS. 1-4. If the determined in-game action is activating a particular power-up item, the in-game effect may include modifying a state (e.g., health state, ability state) associated with player 12. Also, in some cases, the movement of virtual representation 14 may be accentuated or augmented relative to the actual movement of player 12. For example, as described above with respect to modifying the appearance of the virtual representation, the movements of the virtual representation of a player may be temporarily or permanently exaggerated (e.g., to jump higher, jump farther) relative to the actual movements of the player based on characteristics associated with the player, including items acquired during gameplay, items acquired during other gameplay sessions, and items purchased in a gift shop.

[0043] Next, in the illustrated process 130, as indicated by bracket 122, processing circuitry 35 generally updates the presentation to the players in play area 16 based on each player's in-game actions and corresponding in-game effects. Specifically, processing circuitry 35 updates the corresponding virtual representation 14 and virtual environment 32 of each player 12 to proceed with game play (block 140) based on each player's latest model (e.g., shadow model and skeletal model) generated in block 134, the in-game actions identified in block 136, and / or the in-game effects determined in block 138. For example, in the embodiment illustrated in FIGS. 1 and 2, processing circuitry 35 may provide suitable signals to output controller 56 such that processing circuitry 58 of output controller 56 updates the virtual representation 14 and virtual environment 32 presented on display device 24.

[0044] Processing circuitry 35 may also provide suitable signals to generate one or more sounds (block 142) and / or one or more physical effects (block 144) in play area 16 based at least in part on the determined in-game effect. For example, if it is determined that the in-game effect is for a particular virtual representation of a player to dive into a virtual pool, primary controller 34 may cause output controller 56 to send a signal to speaker 62 to generate a suitable splashing sound and / or a signal to physical effects device 78 to generate a puff of mist. Sounds and / or physical effects may also be generated in response to any number of in-game effects including, for example, gaining a power-up, losing a power-up, scoring points, or moving through a particular type of environment. As discussed above with respect to FIG. 5, process 130 of FIG. 6 may be repeated as indicated by arrow 124 until game play is completed.

[0045] Additionally, the interactive video game system 10 may enable other functions using the volumetric scan data collected by the array 36 of volumetric sensors 38. For example, as described above, in some embodiments, the processing circuitry 35 of the primary controller 34 may generate a volumetric model including both texture and shape of each player. At the end of game play, the processing circuitry 35 of the primary controller 34 may use the player's model to generate simulated images that represent a 2D or 3D likeness of the player in a portion of the virtual environment 32, which may be provided (e.g., printed, electronically transferred) to the player 12 as a memento of the game play experience. For example, the images may include a printout of the simulated image showing the player's volumetric model crossing a finish line in a scene from the virtual environment 32.

[0046] The technical effect of the method includes an interactive video game system that enables multiple (e.g., two or more, four or more, etc.) players to perform actions within a physical play area (e.g., a 2D or 3D play area) to control corresponding virtual representations within a virtual environment presented on a display device proximate the play area. The disclosed system includes multiple sensors and suitable processing circuitry configured to collect volumetric scan data and generate various models, such as a volumetric model, a shadow model, and / or a skeletal model, of each player. The system generates a virtual representation of each player based at least in part on the generated player models. The interactive video game system may also set or modify characteristics, such as size, texture, and / or color, of the virtual representation based on various characteristics, such as points, purchases, power-ups, etc., associated with the player.

[0047] While only certain features of the technology have been illustrated and described herein, many modifications and changes will occur to those skilled in the art. It is therefore to be understood that the appended claims are intended to include all such modifications and changes that fall within the true spirit of the disclosure. Moreover, the technology illustrated and claimed herein refers to and applies to tangible objects and specific examples of a practical nature that will certainly improve the art and are therefore not abstract, intangible, or purely theoretical. Moreover, if any claim appended at the end of this specification includes one or more elements designated as "means for [performing] ... [function]" or "steps for [performing] ... [function]," such elements are to be construed in accordance with 35 U.S.C. 112(f). On the other hand, for any claim that includes elements designated in any other manner, such elements are not to be construed in accordance with 35 U.S.C. 112(f).

Claims

1. 1. A video game system comprising: at least two sensing units arranged in the vicinity of a play area, each of the at least two sensing units configured to collect scan data of a respective player located within the play area and generate a partial model of the player by a respective processing circuit of each sensing unit, the partial model including a partial volume model, a partial skeletal model, or a partial shadow model of the player; a display device disposed proximate the play area and configured to present a virtual environment including a virtual representation of the player; A controller communicatively coupled to the at least two sensing units and the display device, the controller including at least one processor, the at least one processor comprising: and configured to receive a partial model of the player from each sensing unit of the at least two sensing units, the received partial model including a partial volume model, a partial skeletal model, or a partial shadow model of the player, the at least one processor: fusing each received partial model to generate at least one model of the player; generating the virtual representation based on the generated at least one model, and instructing the display device to present the virtual environment including the generated virtual representation of the player based on a partial volume model, a partial skeletal model, or a partial shadow model of the player; A controller configured to: a video game system.

2. The video game system of claim 1 , wherein the generated virtual representation includes a two-dimensional shadow model of the player.

3. The video game system of claim 2 , wherein the shadow model includes a textureless model of the player having a shape corresponding to a silhouette of the player.

4. The video game system of claim 1 , wherein each sensing unit of the at least two sensing units includes an infrared (IR) sensor configured to collect the respective scanning data.

5. The video game system of claim 4 , wherein the at least two sensing units are positioned on opposite portions of the play area relative to the display device.

6. The at least one processor Identifying an in-game action of the player based on the generated at least one model; updating the generated virtual representation, the presented virtual environment, or both based on the identified in-game actions.

2. The video game system of claim 1, configured to:

7. The video game system of claim 1 , wherein the generated at least one model includes a skeletal model of the player that is utilized to identify in-game movements.

8. a radio frequency (RF) sensor configured to receive a uniquely identifying RF signal from the player's RF tag; The at least one processor receiving the uniquely identifying RF signal from the RF sensor; Identifying the player from a plurality of players based on the received uniquely identifying RF signal. It is configured as follows:

10. The video game system of claim 1.

9. The at least one processor Querying a database based on the received uniquely identifying RF signal; updating the generated virtual representation, the player statistics, the player attributes, the player purchases, or a combination thereof based on the query; 9. The video game system of claim 8, configured to:

10. 2. The video game system of claim 1, wherein the display device includes an electronic screen configured to present the virtual environment to a plurality of players including the player, the virtual environment including a virtual representation of each of the plurality of players.

11. The video game system of claim 1 , wherein the at least two sensing units are communicatively coupled to the controller configured to provide low latency data exchange over a high speed Internet Protocol (IP) network.

12. 1. A video game system for an amusement attraction, comprising: at least two sensing units disposed near a play area of ​​the amusement attraction, each of the at least two sensing units including a sensor configured to execute one or more instructions stored in a respective memory circuit to collect scan data and generate a respective partial model of a player of the video game system based on the scan data, the partial model including a partial volume model, a partial skeletal model, or a partial shadow model of the player; a controller communicatively coupled to the at least two sensing units and the electronic display device, the controller including at least one processor, the at least one processor comprising: configured to receive a partial model of the player from each of the at least two sensing units, the received partial model including a partial volume model, a partial skeletal model, or a partial shadow model of the player, the at least one processor: fusing the received partial models of the player from each of the at least two sensing units to generate at least one model of the player; generating a virtual representation of the player based on the generated at least one model; instructing the electronic display device to present the generated virtual representation based on a partial volumetric model, a partial skeletal model, or a partial shadow model of the player within a virtual environment; A controller configured to: a video game system.

13. The video game system of claim 12 , wherein the generated virtual representation includes a shadow model of the player.

14. The generated at least one model includes a skeletal model, and the at least one processor: analyzing changes in the skeletal model to identify in-game movements of the player; updating the virtual representation, the virtual environment, or both based on the identified in-game actions.

13. The video game system of claim 12, configured to:

15. The video game system of claim 12 , wherein the scanning data collected by the at least two sensing units comprises three-dimensional scanning data.

16. The video game system of claim 12 , wherein the at least one processor is configured to receive the scan data via a high speed IP protocol.

17. 1. A method of operating a video game system, comprising: receiving, via a processing circuit of a controller, a partial model of a player located within a play area, the partial model being generated by respective processing circuits of each sensing unit of a plurality of sensing units located in the vicinity of the play area, the received partial model including a partial volume model, a partial skeletal model, or a partial shadow model of the player; fusing, via processing circuitry of the controller, the received partial models of the player to generate at least one model of the player; determining, via processing circuitry of the controller, an in-game action of the player based on the generated at least one model; generating, via processing circuitry of the controller, a virtual representation of the player based on the generated at least one model and the determined in-game actions; presenting, via a display device, the virtual representation based on a partial volumetric model, a partial skeletal model, or a partial shadow model of the player in a virtual environment; A method comprising:

18. The received partial models include a partial skeletal model, and the step of fusing the received partial models includes: identifying one or more differences between the partial skeletal models; averaging the identified differences to generate a smoothed skeleton model as the at least one model; 20. The method of claim 17, comprising:

19. The method of claim 17 , wherein fusing the received partial models comprises time-stamping the received partial models via a system clock communicatively coupled to the controller.

20. The method of claim 17 , wherein the plurality of sensing units includes two infrared (IR) sensing units each positioned on an opposite side of the play area from the display device.

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