System and method for responsive projection mapping show robots

JP7637691B2Active Publication Date: 2025-02-28UNIVERSAL CITY STUDIOS LLC
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Patent Information

Application Number
JP2022552308
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Priority Date
2020-03-02
Filing Date
2021-03-01
Publication Date
2025-02-28
Estimated Expiration
2041-03-01

AI Technical Summary

Benefits of technology

【0007】 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

An entertainment attraction provides guests with a reactive gaming experience. The entertainment attraction includes a robotic control system having a show robot and a robotic controller communicatively coupled to the show robot. The robotic controller is configured to instruct the show robot to perform a predetermined reference performance stored in the robotic controller. The robotic controller is configured to receive game input from an input device and to instruct the show robot to interrupt the reference performance by performing a reactive performance including a series of reactive actions responsive to the game input. The robotic controller is also configured to instruct the show robot to perform a connected performance that connects the end of the series of reactive actions back to the reference performance.
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Description

[Background technology]

[0001] This section is intended to introduce the reader to various aspects of art that may be related to various aspects of the present disclosure, which are described and / or claimed below. This discussion is believed to be helpful in providing the reader with background to facilitate a better understanding of the various aspects of the present disclosure. As such, it should be understood that these statements are to be read in this light, and not as admissions of prior art.

[0002] Generally, an amusement park may provide an entertainment attraction that includes a show robot or an animated figure to entertain the amusement park guests. For example, the attraction may include a ride that allows the amusement park guests to move along a ride path in a ride vehicle to view one or more show robots. Some entertainment rides may include show robots positioned along the ride path to contribute to the theme of the entertainment ride. In fact, an entertainment ride may provide a show robot as a centerpiece, repeatedly performing the same set of actions for each ride vehicle that passes the show robot. For example, the show robot may move through preprogrammed positions to provide each amusement park guest with the same experience, such as an experience that mimics a scene from a movie. However, the performance provided by the show robot may not change over time, which may reduce the demand for revisiting the entertainment attraction or ride. Accordingly, it is now recognized that it is desirable to further engage the amusement park guests with the show robot, such as by allowing the amusement park guests to interact with the show robot to change its performance. Summary of the Invention [Means for solving the problem]

[0003] The following summarizes certain embodiments common in scope to the subject matter of the original claims. These embodiments are not intended to limit the scope of the disclosure, but rather to provide merely a brief summary of some disclosed embodiments. Indeed, the disclosure may include a variety of forms that may be similar to or different from the embodiments set forth below.

[0004] In one embodiment, an entertainment attraction provides guests with a reactive gaming experience. The entertainment ride has a robotic control system including a show robot and a robotic controller communicatively coupled to the show robot. The robotic controller is configured to instruct the show robot to perform a baseline performance that is predefined and stored in the robotic controller. The robotic controller is configured to receive game input from an input device and instruct the show robot to interrupt the baseline performance by performing a reactive performance that includes a series of reactive actions responsive to the game input. The robotic controller is also configured to instruct the show robot to perform a connected performance that connects the end of the series of reactive actions back to the baseline performance.

[0005] In one embodiment, an amusement ride providing a reactive gaming experience includes a ride vehicle configured to transport a guest to a position to view a show set of the amusement ride. The ride vehicle includes an input device and a game controller communicatively coupled to the input device to receive game input from the input device. The amusement ride further includes a show robot disposed within the show set and a robot controller communicatively coupled to the show robot and the game controller. The robot controller is configured to command the show robot to initiate a baseline performance and to receive game input from the game controller after the show robot initiates the baseline performance. The robot controller is also configured to generate a reactive and connective performance that causes the show robot to deviate from the baseline performance and perform a series of reactive actions responsive to the game input to return to the baseline performance. The robot controller is further configured to command the show robot to perform the reactive and connective performance.

[0006] In one embodiment, a control method for a robotic control system provides a reactive gaming experience within an amusement ride. The method includes instructing, via a robotic controller of the robotic control system, a show robot to perform a baseline performance in response to initiation of a game cycle associated with a ride vehicle of the amusement ride. The method includes receiving, via the robotic controller, a game input from a game controller associated with the ride vehicle. The game input corresponds to actuation of an input device of the ride vehicle. The method includes generating, via the robotic controller, a reactive performance including a series of reactive actions in response to receiving the game input. The method includes generating, via the robotic controller, a connected performance that connects an end of the series of reactive actions back to the baseline performance. The method also includes instructing, via the robotic controller, the show robot to interrupt the baseline performance by performing a connected performance after the reactive performance.

[0007] 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]

[0008] [Figure 1] FIG. 1 is a schematic diagram illustrating an embodiment of an entertainment attraction having a responsive projection mapping show robot that displays a baseline performance within the field of view of a guest with an input device in accordance with an embodiment of the present disclosure. [Diagram 2] FIG. 2 is a flow diagram of an embodiment of a process for interoperating multiple control systems of an entertainment attraction to provide a responsive gaming experience via the show robot of FIG. 1 in accordance with an embodiment of the present disclosure. [Diagram 3]1 is a schematic diagram illustrating an embodiment of an entertainment attraction in which game input provided via the input device of FIG. 1 is directed to a projection-mapped show robot and rendered via an augmented reality (AR) system in accordance with an embodiment of the present disclosure. [Figure 4] 4 is a schematic diagram illustrating an embodiment of a show robot that performs a reactive performance in response to the game input of FIG. 3 and interrupts the baseline performance of FIG. 1 in accordance with an embodiment of the present disclosure. [Diagram 5] FIG. 5 is a schematic diagram illustrating an embodiment of a projection mapping show robot that transitions from the reactive performance of FIG. 4 back to the reference performance of FIG. 1 by performing a connected performance according to an embodiment of the present disclosure. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0009] One or more specific embodiments of the present disclosure will be described below. In order to concisely describe these embodiments, not all of the features of the implementations are described herein. It should be understood that the development of any such implementation, as in any engineering or design project, requires numerous implementation-specific decisions to be made in order to achieve the developer's particular goals, such as compliance with system-related and business-related constraints that may vary from implementation to implementation. Moreover, it should be understood that such development efforts may be complex and time-consuming, but are a routine undertaking of design, fabrication and manufacture for those of ordinary skill in the art having the benefit of this disclosure.

[0010] When introducing elements of various embodiments of the disclosure, the articles "a," "an," and "the" are intended to mean the presence of one or more of the element. The terms "comprising," "including," and "having" are intended to be inclusive and mean that there may be additional elements other than the listed elements. It should also be understood that references to "one embodiment" or "an embodiment" of the disclosure are not intended to be interpreted as excluding the existence of additional embodiments that also contain the recited features.

[0011] As a preamble, the following description uses certain terminology to describe aspects of the show set, such as the behavior of the show robot. These terminology have meanings that are clearly understood based on the representation and / or from the context in which the representation is shown. For example, as used herein, "baseline performance" refers to a predefined (e.g., stored, static) set of actions that the show robot performs at the beginning of a game cycle and / or in the absence of game input associated with a reactive game experience. As used herein, "reactive performance" refers to a dynamically generated set of reactive actions that the show robot performs in response to certain parameters of the game input, and thus the reactive performance is generated on-demand or "reactively" in response to received game input. Furthermore, as used herein, "connective performance" refers to a dynamically generated or selected set of connective actions that are determined based on the game input and / or the reactive performance and smoothly bridge or "connect" the end of the reactive performance back to the baseline performance. For example, a series of connective actions may cause a show robot to transition from the last reactive action in a series of reactive actions back to a particular interrupted action in the reference performance from which the reactive performance begins.

[0012] The present embodiment relates to an attraction (e.g., an entertainment attraction) having a show set including a responsive projection mapping show robot that can interact with guests. In one embodiment, the attraction is a ride system that allows such interaction as guests are carried along a ride path by the ride vehicle. Specifically, a game control system (e.g., a master control system) of the attraction can coordinate with a robot control system with the show robot to command the show robot to interactively provide a responsive game experience to the guest. For example, when a guest or the ride vehicle approaches the show set, the robot control system can command the show robot to initiate a baseline performance that includes a standard or initial set of actions, such as positioning and / or movement of the show robot. Additionally, the guest or the ride vehicle can include a game control system input device (e.g., a game input device) that accepts game input from the guest to further enhance the guest's enjoyment within the attraction. Thus, the robot control system responds or reacts to receiving the game input from the game control system to generate a responsive performance adjusted to the game input to interrupt the baseline performance of the show robot. As described in more detail below, the reactive performance can be specifically tailored to the particular nature of the game input, such as the target location, the source input device, and the associated ride vehicle. Additionally, the robotic control system generates a connected performance to transition the show robot back to the reference performance from the end of the reactive performance, such as the point at which the reference performance was interrupted or a subsequent point after the point at which the reference performance was interrupted. Thus, once the reactive performance and the connected performance are determined, the robotic control system can command the show robot to respond to the game input and return to the reference performance, thus allowing the guest to continue to engage with the reactive show robot during the reactive game experience.

[0013] To provide an additional layer of immersion within the reactive gaming experience, the attraction may include an AR system that provides the guest with a wearable visualization device (e.g., an augmented reality (AR) headset). The wearable visualization device may render an AR object within the guest's field of view that represents the game input the guest provides via the input device. For example, in a situation where the guest activates an input device corresponding to firing a projectile at a target portion of the show robot, the wearable visualization device may generate a projectile AR object (e.g., a virtual projectile) that appears to move to the target portion selected by the guest. Additionally, the attraction may include a media control system that projection maps media onto the body or form of the show robot to facilitate efficient adjustment of the show robot's appearance in continuous response to game input provided by the game control system to the media control system. The robot control system may continue to receive game input from the game control system until a predefined time window has elapsed or other suitable termination condition (e.g., a threshold number of game inputs received) is met, interrupting the corresponding reactive and connected performance with the baseline performance, and returning to the baseline performance while the AR control system and the media system provide the corresponding supplemental media. The game control system can then coordinate the presentation of an end-of-game performance at the end of the responsive game experience. Thus, as described herein, the game control system, the robot control system, the media control system, and / or the AR control system can each cooperate to provide a dynamic and interactive gameplay experience between the guest and the show robot. Compared to show robots that can repeatedly present the same show experience to the guest, the responsive projection mapping show robots disclosed herein can provide unique and dynamic performances that draw guests back to the attraction again and again for novel responsive game experiences.

[0014] With the above overview in mind, FIG. 1 is a schematic diagram of an attraction 8 (e.g., an entertainment attraction) that may be embodied as an entertainment vehicle 10 having a ride path 12 and a ride vehicle 14. As shown, the ride vehicle 14 includes a vehicle body 16 having a seat 20 that carries a guest 22 along the ride path 12 to a position where the guest 22 can easily view a show set 26 (e.g., a habitat) having a responsive projection mapping show robot 30. The responsive projection mapping show robot 30 may also be referred to as a show robot 30 and may include an actuatable character, device, or feature having a system for projection mapping characteristics of the character, device, or feature. The ride path 12 may include a track 32 or other suitable infrastructure that directs the movement of the ride vehicle 14 to and from the show set 26. The ride vehicle 14 may stop and / or move at a slow speed (e.g., compared to the speed of the ride vehicle 14 during other portions of the entertainment ride 10) along the ride path 12 within the field of view of the show set 26 to provide sufficient time for the guest 22 to interact with the show robot 30. In some embodiments, the ride vehicles 14 may be controlled by the guests 22 (e.g., via a steering wheel and / or accelerator pedals) to allow the guests 22 to direct the movement of the ride vehicles 14. It should be understood that the ride vehicles 14 may have additional or alternative features that allow any suitable number of guests 22 to traverse the ride path 12. Also, although illustrated and described herein with reference to an attraction 8 that includes an entertainment vehicle 10 having ride vehicles 14, it should be understood that the attraction 8 may not include ride vehicles 14 and may allow the guests 22 to walk or otherwise travel to a show set 26 to interact with show robots 30 within the attraction 8.

[0015] The show robot 30 provides the guest 22 with an engaging, responsive gaming experience that is personalized based on any received gaming inputs based on the coordinated operation of the components of the attraction 8. As described below, the show robot 30 is controlled by a robot controller 40 of a robot control system 42. In addition, the robot control system 42 is communicatively coupled to a game control system 44 (e.g., a main control system) having a game controller 46, an AR control system 50 having an AR controller 52, and a media control system 54 having a media controller 56. In the illustrated embodiment, the robot controller 40 of the robot control system 42, the media controller 56 of the media control system 54, the AR controller 52 of the AR control system 50, and the game controller 46 of the game control system 44 each include at least one processor 60 (e.g., a microprocessor), at least one memory device 62, and a wireless communication device 64. Each processor 60 may be any suitable processor capable of executing instructions to perform the techniques of the present disclosure, such as a general purpose processor, a system-on-chip (SoC) device, an application specific integrated circuit (ASIC), a processor in a programmable logic controller (PLC), a processor in an industrial PC (IPC), or other similar processor configuration. These instructions are encoded in a program or code stored in a tangible, non-transitory computer readable medium, such as a memory device 62 and / or other storage circuit or device. Additionally, each of the controllers 40, 46, 52, 56 may communicate with each other over a wireless network through a wireless communication device 64 to provide signals. However, in some embodiments, at least some of the controllers 40, 46, 52, 56 and / or components coupled thereto may include wired connections to facilitate the techniques.

[0016] Although the various control systems 42, 44, 50, 54 of the attraction 8 are described herein as including particular control systems having particular components and performing particular actions, it should be understood that the control systems 42, 44, 50, 54 may be subdivided into any suitable combination or embodied within a single control system. For example, the controllers 40, 46, 52, 56 may be combined within a single composite controller, supported individually by respective single controllers, or otherwise supported by any number of suitable computing devices. In fact, all or some of the controllers 40, 46, 52, 56 may be virtual components, such as a single computer, automation controller, or PLC. That is, in some embodiments, one or more of the controllers 40, 46, 52, 56 may be virtual controllers.

[0017] Focusing first on the game control system 44, the game control system 44 may generally direct the operation of the remaining control systems 42, 50, 54 to coordinate the provision of a reactive game experience to the guest 22. For example, the reactive game experience may be provided as a scene in which the guest 22 is tasked with accomplishing one or more objectives (e.g., firing a threshold number of projectiles and / or combinations thereof at a moving show robot 30 to earn points in a virtual board game experience). As shown, the ride vehicle 14 is fitted with at least one input device 70 (e.g., game input device) communicatively coupled to the game controller 46 to enable the guest 22 to provide game input to the game controller 46. In some embodiments, the game controller 46 may be associated with or included within an enclosure 72 of the vehicle body 16 of the ride vehicle 14. The ride vehicle 14 may include any suitable number, type, and / or combination of input devices 70, such as joysticks, wheels, pedals, buttons, and switches. Indeed, as a particular example, the input device 70 may include buttons located on a rotating structure resembling a virtual projectile launcher, a laser beam generator, or another suitable game play structure. Additionally, the input device 70 of some embodiments may be tethered to the ride vehicle 14 via a cable (e.g., power cable, communication cable) or may be a handheld device separate from the ride vehicle 14 and wirelessly connected to the game controller 46. Indeed, in embodiments of the entertainment ride 8 that do not include a ride vehicle 14, the guest 22 may hold a portable input device (e.g., a venue-specific portable input device, a smartphone, smart glasses) that operates as the input device 70 and / or interact with an installed station having the input device 70 permanently mounted near the show set 26.In either case, the input device 70 can receive game input from the guest 22 based on actuation and / or movement of the input device 70 and provide the game input to the game controller 46, thereby enabling the game controller 46 to tailor the responsive game experience of the guest 22 based on the game input.

[0018] With respect to the AR control system 50, the illustrated embodiment shows the guest 22 having a wearable visualization device 74 that operates based on control signals provided by the AR controller 52. In practice, the AR controller 52 is communicatively coupled to the wearable visualization device 74 and the game controller 46. Thus, the game controller 46 can send game input to the AR controller 52, which generates an AR object corresponding to the game input for display via the wearable visualization device 74. For example, in a situation where the game input indicates a projectile or laser beam being directed at a target portion of the show set 26 or the show robot 30, the wearable visualization device 74 can generate (e.g., render, display) an AR object that is overlaid on the real-world environment visible to the guest 22, thereby enabling the guest 22 to visualize the relevant game input within the real-world environment. As another example, the wearable visualization device 74 can generate an AR object selected by the guest that corresponds to a game element that moves from the ride vehicle 14 to the board game board in the show set 26 when playing a virtual board game with the show robot 30.

[0019] Although the AR controller 52 is shown as separate from the game controller 46, it should be understood that other embodiments of the attraction 8 can include the AR controller 52, such as an internal software module, within the game controller 46. In such a configuration, the game controller 46 can directly control the operation of the wearable visualization device 74. In other embodiments, the AR control system 50 having the wearable visualization device 74 and the AR controller 52 can be omitted. In some of these embodiments, the ride vehicle can include physical output devices (e.g., laser pointers, bubble generators, water guns, fans) that output real-world physical effects (e.g., lights, bubbles, water streams, wind streams) that can be detected by suitable sensors as game inputs to further contribute to the guest's enjoyment within the attraction 8.

[0020] Additionally, the media control system 54 of the attraction 8 includes at least one projector 80 that projection maps media (e.g., images, textures, expressions, effects) onto the show robot 30 and / or onto the show set 26 within which the show robot 30 is located. The projector 80 is shown here as an externally located optical projection device having a lens 82 and communicatively coupled directly to the media controller 56. In other embodiments, each projector 80 can be coupled to a network device (e.g., switch, hub) that is coupled to the media controller 56 to provide further streamlined communication between the components of the media control system 54. In the illustrated example, the projector 80 includes a robot projector 84 that projection maps a character appearance 86 onto at least a portion of an exterior surface of the body 90, such as a head 92 of the body 90 of the show robot 30. The media controller 56 can utilize projection masking to identify an outline 94 of a portion of the body 90 that is to receive the character appearance 86. In some embodiments, the media controller 56 can receive position, velocity, and / or acceleration information about the show robot 30 from the robot controller 40 to efficiently projection map the selectively generated character appearance 86 onto the body 90 in a lifelike and realistic manner. In practice, as described below, the media controller 56 can adjust the media projection target (e.g., contour 94) of the robot projector 84 based on the current and / or predicted (e.g., future) performance of the show robot 30. In some embodiments, costume elements such as clothing, hair, and wings can also be attached to other parts of the body 90.

[0021] This example of projector 80 also includes a background projector 96 that can projection map scenery (e.g., grass 100, trees 102), weather, animations, and the like onto any portion of the show set 26 (e.g., floor 104, background 106). The background projector 96 can also display game effects corresponding to game inputs, such as by painting water splashes on the background 106 in response to a guest 22 directing a bubble or water balloon at the background 106. At least two background projectors 96 are positioned on opposite sides of the background 106 from the show robot 30, so that the projection areas 110 of the background projectors 96 can overlap. Thus, the background projectors 96 can cooperate to provide media to portions of the show set 26 that the show robot 30 may physically block from one of the background projectors 96. In some embodiments, a background projector 96 may cooperate with the robot projector 84 to provide the character appearance 86 on portions of the body 90 of the show robot 30, thereby forming the character appearance 86 as a three-dimensional appearance that can be viewed from multiple perspectives or sides of the show robot 30.

[0022] Additionally, some embodiments may utilize a single projector 80 to projection map media onto the show robot 30 and show set 26. Indeed, any suitable number of projectors 80 may be employed within the media control system 54 to contribute to the theme or responsive gaming experience of the attraction 8. It should be understood that in some embodiments, the media control system 54 or the game control system 44 may further control any other suitable output devices, such as one or more stage lighting devices 112 and / or one or more audio output devices 114, to provide sensory output in coordination with the projected media and the responsive gaming experience. For example, the sensory output may include any suitable combination of visual, audible, tactile, and / or olfactory output generated by any corresponding output device. In other embodiments, the output devices may be communicatively coupled to an output device controller that is communicatively coupled to the game controller 46.

[0023] Returning to the description of the show robot 30, the robot control system 42 also includes an actuator 120 coupled to and / or disposed within the body 90 of the show robot 30 to control the movement of at least a portion of the body 90. For example, the actuator 120 is communicatively coupled to the robot controller 40, which can command the actuator 120 to move the head 92, the arms 122, and the torso 124 of the body 90 of the show robot 30, etc. It should be understood that the body 90 of the show robot 30 can take any suitable form that contributes to the theme or reactive game experience of the attraction 8. Although the show robot 30 is shown as having a body 90 and a character appearance 86 resembling an owl, it can actually be shaped as any character, person, animal, animated object, etc., and the robot projector 84 provides the body 90 with a corresponding reactive character appearance 86. Furthermore, the actuator 120 that controls the movement of the body 90 can include servo motors, hydraulic cylinders, linear actuators, etc. that dynamically operate the show robot 30 based on instructions from the robot controller 40. The actuators 120 may also control an actuatable motion base 126 disposed below or otherwise coupled to the show robot 30. In such an embodiment, the actuatable motion base 126 may be designed to rotate, translate, or otherwise adjust the macroscopic position of the show robot 30 within the show set 26, such as by moving the show robot 30 relative to the floor 104.

[0024] As described in further detail below, the robotic control system 42 guides the show robot 30 to interactively engage with the guests 22 who may enjoy the responsive gaming experience supported by the attraction 8. For example, in some embodiments, the show robot 30 is positioned at the end of the entertainment ride 10 to provide a final scene for the guests 22. As will be appreciated, the robotic controller 40 may include a dedicated game engine or game server that calculates a dynamic motion profile (e.g., performance, routine) of the show robot 30 based on any game input provided via the input device 70. In practice, the robotic controller 40 may command the show robot 30 to begin the reference performance 130 upon determining that a game cycle (e.g., show cycle, ride cycle) associated with the ride vehicle 14 has begun.

[0025] As shown in FIG. 1, the reference performance 130 can be a predetermined sequence or routine of actions (e.g., positioning, movement) stored in the robot controller 40 that the show robot 30 will realistically perform in the absence of game input. That is, the show robot 30 can present the same reference performance 130 to each ride vehicle 14 unless an interaction occurs, and the duration of the reference performance 130 is equal to the duration of the game cycle (e.g., before the end-of-game performance of the game cycle). However, as described below, the robot control system 42 can interactively respond to any received game input by instructing the show robot 30 to interrupt the reference performance with a dynamically generated reactive performance based on certain parameters of the received game input. The show robot 30 can then provide a connected performance that links the end of the reactive performance back to the reference performance so that further game input can be received that prompts further reactions or reactive performances. Thus, the attraction 8 with the show robot 30 provides a fun, reactive gameplay experience that is highly engaging for the guests 22 and can be personalized for each ride on the amusement ride 10 or each game cycle within the attraction 8.

[0026] FIG. 2 is a flow chart illustrating a process 160 in which the controllers 40, 46, 52, 56 cooperate to provide an attraction 8 featuring a responsive projection mapping show robot 30 as described with reference to the amusement ride 10 introduced above. However, the attraction 8 may take any other suitable form, including a form including different ride vehicles 14 or a form not including a ride vehicle 14. As described in more detail below, the game controller 46 may be a primary or main controller that directs the operation of the remaining controllers 40, 52, 56 of the attraction 8. In other words, in some embodiments, the remaining controllers 40, 52, 56 may adjust their operation based on control signals received from the game controller 46. Thus, the process 160 is described with reference to the game controller 46 communicating with the robot controller 40, which in turn communicates with the media controller 56, which in turn communicates with the AR controller 52. However, it should be understood that each of the controllers 40, 46, 52, 56 may also operate simultaneously to provide an immersive, responsive gaming experience to the guest 22.

[0027] Additionally, the steps illustrated in process 160 are for ease of explanation and are not intended to limit the scope of the disclosure, as additional steps may be performed, some steps may be omitted, and the illustrated steps may be performed in a different order or in parallel, where appropriate. Process 160 may represent start code or instructions stored in a respective non-transitory computer-readable medium (e.g., memory device 62) and executed, for example, by each processor 60 of the corresponding controller 40, 46, 52, 56. As noted above, it should be understood that controllers 40, 46, 52, 56 described herein may also be embodied in any suitable number of processing devices, such as one, two, three, four, five or more controllers that may communicate over any suitable wired and / or wireless network.

[0028] As will be appreciated, the game control system 44 generally directs the operation of the attraction 8 or amusement ride 10 to provide and maintain a responsive gaming experience for the guest 22 during each game cycle. Thus, the game controller 46 initiating the process 160 may begin a game cycle by providing a start signal (block 162) to the remaining controllers 40, 52, 56. In some embodiments, the start signal is provided in response to a predetermined start condition being met, such as the ride vehicle 14 reaching a particular point on the ride path 12 (e.g., as sensed by a sensor on the ride path 12), the ride vehicle 14 moving within a threshold distance of the show set 26 (e.g., as sensed by a sensor on the show set 26), and a predetermined time interval between subsequent ride vehicles 14 having elapsed. Additionally, in some attractions 8 that do not include a ride vehicle 14, the game cycle start signal may be provided based on the passage of a threshold time, detection of a guest's presence, activation of a game cycle activation device (e.g., a button, a sensor detecting the opening of a door), and the like. Some embodiments may include a separate game cycle controller that issues a start signal in response to suitable start conditions being met.

[0029] Next, turning the focus to the robot control system 42, the robot controller 40 commands the show robot 30 to begin the reference performance 130 in response to receiving a start signal provided by the game controller 46 (block 164). As described above with reference to FIG. 1, the show robot 30 can provide the reference performance 130 by performing or executing a predetermined sequence or set of actions (e.g., movements, positions). Thus, the actuators 120 can move various portions of the body 90 of the show robot 30 in any suitable manner to emulate a desired character performing the reference performance 130, which is typically performed when no game input is received. Thus, in some embodiments, the reference performances 130 initially displayed for each ride vehicle 14 can be generally similar or identical (e.g., visually indistinguishable) to one another, unless game input is received. Additionally, some embodiments may instruct the show robot 30 to provide the reference performance 130 for a threshold time before the input device 70 accepts game input and / or before the game controller 46 sends game input to the robot controller 40, thereby allowing at least an initial portion of the reference performance 130 to be performed to engage the guest 22 in a reactive game experience.

[0030] As described above, the attraction 8 includes a show robot 30 that dynamically responds to game inputs. Thus, the process 160 includes the game controller 46 receiving game inputs from at least one of the input devices 70 (block 166). The game inputs can correspond to any suitable game play actions within the attraction 8 or the amusement ride 10, such as game inputs corresponding to firing a projectile at the show robot 30, moving game elements relative to the show robot 30 in a virtual board game, and the like. Turning now to a specific, non-limiting example in practice, FIG. 3 is a schematic diagram of the attraction 8 receiving game inputs while the show robot 30 is performing a reference performance 130. As shown, the guest 22 activates the input device 70 to fire a virtual flying object 170 (e.g., bubbles, water balloons, food) at the show robot 30, which can be displayed via a wearable visualization device 74 of the AR control system 50, as described below. The input device 70 can enable the guest 22 to aim or steer the flying AR object at the show robot 30. Additionally, in some embodiments, guests 22 may provide game input cooperatively, such as one guest 22 aiming and another guest 22 firing virtual flying objects 170. As described below, virtual flying objects 170 and / or any other suitable game input may be rendered by AR control system 50, media control system 54, or both.

[0031] Returning to the process 160 of FIG. 2, the robot controller 40 may receive a signal indicative of the game input from the game controller 46 to generate a responsive performance to the game input (block 174). For example, the robot controller 40 may include a dedicated game engine or game server that dynamically generates (e.g., calculates) the responsive performance based on certain parameters of the game input. As recognized herein, the responsive performance may be designed to interrupt the baseline performance 130 with a series of responsive actions that react to a particular nature and / or amount of the game input. That is, the responsive performance may include a series of actions (e.g., different actions, different series of actions) that are tailored for the show robot 30 to perform relative to the series of actions of the baseline performance 130. For example, the robot controller 40 may generate a reactive performance based on parameters of the game input including a particular guest 22, a type of game input, a type of input device 70 that provided the game input, a target location (e.g., of the show robot 30 and / or the show set 26) selected or marked by the input device 70, a ride vehicle 14, elapsed time, game inputs previously received within a game cycle, and / or other sensed parameters related to the game input. In other words, a particular reactive performance may be generated improvised or on-demand in response to a game input, as opposed to a predefined and stored baseline performance 130. As an example, the show robot 30 may lean in a first direction in response to a projectile being fired at a first target portion of the body 90 of the show robot 30, whereas a projectile fired at a different second target portion of the body 90 may lean the show robot 30 in a second direction different from the first direction.

[0032] The robot controller 40 may also generate a connective performance that smoothly connects or links the end of the reactive performance back to the reference performance 130 (block 176). That is, the connective performance may include a series of connective actions that transition the show robot 30 from the end of the reactive performance back to the reference performance. In some embodiments, the connective performance may be generated in response to the generation of the reactive performance, thereby enabling the robot controller 40 to efficiently connect the beginning of the connective performance to the end of the reactive performance. Indeed, in some embodiments, the robot controller 40 may generate a composite reactive connective performance responsive to the received game input while returning the show robot 30 to the reference performance 130. In such a case, the composite reactive connective performance may also be referred to as a reactive performance that links the performance generated in response to the game input back to the reference performance 130 without departing from the present technology. However, in other embodiments, the robot controller 40 may generate a connected performance in response to receiving game input, such that the generation of the connected performance proceeds simultaneously with the generation of the reactive performance in order to reduce latency in the robot control system (e.g., in configurations of the robot controller 40 having suitably high processing power).

[0033] Further, some embodiments of the entertainment attraction 8 include a predefined database of connected performances stored in the robotic controller 40, from which the robotic controller 40 can select or identify a suitable connected performance based on the reactive performance and / or the game input on which the reactive performance is based. In such a case, the predefined database can include a large number (e.g., hundreds, thousands, hundreds of thousands) of connected performances, each of which includes a respective initial connected action that the robotic controller 40 can match to a final reactive action of the dynamically generated reactive performance, a respective final connected action that the robotic controller 40 can match to a desired return point of the reference performance 130, and one or more intermediate connected actions therebetween that visually connect the respective initial connected action and the final connected action. Such a configuration can be computationally beneficial for a robotic controller 40 with a high storage capacity and / or limited computing power.

[0034] Furthermore, the illustrated embodiment of the process 160 includes the robot controller 40 generating both the reactive and connected performances before causing the show robot 30 to perform the reactive and connected performances, an example of which is described below. Such a configuration allows the show robot 30 to react quickly and realistically to game inputs, as compared to a configuration of the robot controller 40 causing the show robot 30 to perform the reactive performance before generating the connected performance. Continuing with the process 160, the robot controller 40 can actually command the show robot 30 to perform a reactive performance (block 180). For example, FIG. 4 shows a reactive performance 190 in which the show robot 30 is reacting to game inputs. In effect, the reactive performance 190 interrupts or replaces a portion of the reference performance 130 described above, thereby causing the show robot 30 to perform a series of reactive actions. In the illustrated non-limiting example, the show robot 30 tilts away from a target location 192 where the virtual flying object 170 is in contact with the show robot 30 (e.g., a first action performed via the actuatable motion base 126) while the mouth 194 of the show robot 30 opens (e.g., a second action performed via the actuator 120 in the show robot 30). However, it should be understood that any suitable reactive performance 190 having any suitable number of actions may be performed. The reactive performance 190 may have a suitable relatively short length (e.g., 5 seconds) that allows for subsequent reactive performances 190 to be performed during a game cycle.

[0035] Thus, referring again to FIG. 2, the robot controller 40 can instruct the show robot 30 to perform a connected performance that smoothly connects the end of the reactive performance 190 to the reference performance 130 (block 200). In some embodiments, the connected performance transitions the show robot 30 back to the same point in the reference performance 130 that was interrupted by the reactive performance 190 or to the interrupted action. Alternatively, the connected performance can transition the show robot 30 to a subsequent point in the reference performance 130, such as an action or portion after the interrupted action offset by the length of the reactive performance 190 and the connected performance (e.g., a threshold time). As one possible example, FIG. 5 shows an embodiment of a connected performance 202 in which the show robot 30 is performing a series of connected actions that completes the reactive performance 190 and transitions back to the reference performance 130. In the illustrated example, the show robot 30 has returned to its initial upright position and can therefore again react to subsequent game inputs (e.g., by leaning, moving a portion of the body 90, and translating relative to the floor 104). In another embodiment in which the guest 22 can play a virtual board game with the show robot 30, the responsive performance 190 can include the show robot 30 moving the arm portion 122 to place game elements, and the connected performance 202 can include the show robot 30 returning the arm portion 122 to a reference position (e.g., an initial position, a home position).

[0036] 2, the robotics controller 40 continues the process 160 by instructing the show robot 30 to continue with the reference performance 130 (block 210). In practice, the end of the connected performance 202 preferably transitions the show robot 30 back to the reference performance 130 so that it can receive and react to subsequent game inputs during the game cycle via the corresponding responsive performance 190 and connected performance 202. As will be explained in more detail below, the game cycle may continue until the game controller 46 issues a stop signal to the remaining controllers 40, 52, 56 of the attraction 8.

[0037] Turning now to the media control system 54, the media controller 56 executing the process 160 can instruct the projector 80 to projection map media onto the show robot 30 performing the reference performance 130 in response to a start signal provided by the game controller 46 (block 220). In practice, as described above, the robot projector 84 can provide a character appearance 86 on the body 90 of the show robot 30 that dynamically adapts to a sequence of actions performed by the show robot 30. Also, in some embodiments, the background projector 96 can provide corresponding media onto the background 106 and / or floor 104 to further enhance the attraction 8. Furthermore, the media controller 56 can adjust the media projection target of the projector 80 to correspond to the responsive performance 190 and the connected performance 202 in response to the game input received by the game controller 46 in block 166 (block 222). That is, a media controller 56 utilizing projection masking can respond to game inputs by updating stored parameters representing the position, velocity, and / or acceleration of the contour 94 of the portion of the show robot 30 receiving the character appearance 86 from the projector 80. Additionally, some embodiments of the media controller 56 can receive actuator information (e.g., position information, velocity information, acceleration information) from the robot controller 40 related to the actuators 120 of the show robot 30 performing the responsive performance 190 and / or the connected performance 202. The actuator information can reduce the likelihood of the projected media being misaligned with respect to the actual positioning of the show robot 30 by allowing the media controller 56 to further refine the media projection target of the projector 80 to accurately match the momentary current state of the show robot 30.Thus, the media controller 56 can instruct the projector 80 to projection map corresponding media (e.g., character appearance 86, grass 100, trees 102) onto the show robot 30 and show set 26 during the responsive performance 190 (block 224).

[0038] In practice, as shown in FIG. 4, the projector 80 can present responsive media, such as an adjusted expression including a mouth 194, on the show robot 30 performing the responsive performance 190, where the contour 94 corresponding to the media projection target is adjusted relative to the reference performance 130. Referring again to FIG. 2, the media controller 56 can also instruct the projector 80 to projection map the corresponding media onto the show robot 30 and the show set 26 during the connected performance 202 as shown in FIG. 5 (block 226). Furthermore, the media controller 56 can instruct the projector 80 to projection map the corresponding media onto the show robot 30 and the show set 26 when the connected performance 202 transitions the show robot 30 to the reference performance 130 (block 230). It should be understood that the media projection target of the projector 80 can be updated or adjusted at any suitable point in the game cycle so that the projected media can accurately match the show robot 30 reacting to game inputs at any moment. Additionally, some embodiments of the attraction 8 may include the robot controller 40 sending position, velocity and / or acceleration information regarding the performance of the show robot 30 to the media controller 56 so that the projector 80 can more efficiently projection map media onto the show robot 30.

[0039] With regard to the portion of the process 160 relating to the AR control system 50, it is now recognized that the AR control system 50 can augment the responsive gaming experience by allowing the guest 22 to visualize interactions with the show robot 30 via AR objects overlaid on the real-world environment. Thus, in response to an initiation signal provided by the game controller 46, the AR controller 52 can instruct the wearable visualization device 74 to display reference AR media and / or objects (block 250). In some embodiments, the wearable visualization device 74 can display AR effects surrounding the ride vehicle 14, the input device 70, the show robot 30, and / or the show set 26. As one particular example, the wearable visualization device 74 can display an AR effect or glow around the input device 70 to indicate the interactive nature of the attraction 8. Thereafter, in response to receiving a gaming input from the game controller 46, the AR controller 52 can instruct the wearable visualization device 74 to display suitable AR media between the activated input device 70 and the show robot 30 (block 252). 4 described above, the wearable visualization device 74 may display a virtual flying object 170 in response to the game input as seen by the guest 22 in the real-world environment. In some embodiments, ancillary AR objects, such as a path 260 or trajectory of the virtual flying object 170 and / or effects 262 surrounding the show robot 30, may also be displayed in response to the game input.

[0040] The game controller 46 determines whether at least one stop condition of the game cycle has been reached based on game rules associated with the reactive game experience, etc., to manage the game cycle of the reactive game experience shown in process 160 of FIG. 2 (block 270). As an example shown in FIG. 5, the stop condition may be reached when a status bar object 272 associated with the show robot 30 reaches a threshold value (e.g., filled above an upper threshold value, or dropped below a lower threshold value) in response to a suitable number of game inputs and / or a combination thereof, when a threshold time associated with the timer 274 has elapsed (e.g., after 1, 2, 3, 4, or 5 minutes), when the guest 22 achieves a particular goal (e.g., wins the virtual board game), etc. The status bar object 272, the timer 274, and / or any other elements associated with the stop condition may be presented to the guest 22 via the projector 80 and / or the wearable visualization device 74. Thus, in response to determining that the stop condition has not been reached, the game controller 46 causes the show robot 30 to perform the reactive performance 190 and the connected performance 202 in response to receiving suitable game input, while the media control system 54 and the AR control system 50 continue to complement the appearance of the attraction 8 and the amusement ride 10. In some embodiments, enforcing a waiting period (e.g., 2 seconds) before a subsequent game input is received and reacted to may enable the attraction 8 to present a smooth reactive game experience in which a threshold portion of the baseline performance 130 is presented between reactions to game inputs.

[0041] Alternatively, the game controller 46, in response to determining that at least one stop condition has been reached, can provide a stop signal to the remaining controllers 40, 52, 56 indicating the end of the game cycle (block 280). In response to the stop signal, the robot controller 40 can instruct the show robot 30 to perform an end-of-game performance (e.g., a farewell scene) (block 282), the media controller 56 can instruct the projector 80 to projection map media onto the show robot 30 during the end-of-game performance (block 284), and the AR controller 52 can instruct the wearable visualization device 74 to display end-of-game AR media (block 286). In some embodiments, the particular end-of-game performance displayed depends on the particular achievement of the guest 22 in the amusement ride 12, such that a guest 22 who completes a particular goal is provided with an end-of-game performance corresponding to the completion of the goal. Thus, the subsystems of the attraction 8 can cooperate to present an end-of-game performance and then pause operation until the next game cycle begins.

[0042] Thus, the technical effect of the disclosed attraction 8 includes providing a responsive gaming experience to the guest 22, who may be equipped with an input device 70 and a wearable visualization device 74, via a responsive projection mapping show robot 30. The multiple control systems of the attraction 8 can cooperate to facilitate the presentation and execution of a responsive gaming experience starting with a reference performance 130 of the show robot 30 that is first presented to the guest 22. For example, the input device 70 can send game inputs after the start of the reference performance 130 to a game controller 46 that monitors the progress of the game cycle according to suitable game play rules. Based on the game inputs relayed by the game controller 46, the robot controller 40 can command the show robot 30 or (its actuators 120) to interrupt the reference performance 130 with a responsive performance 190 that includes a series of responsive actions responsive to the game inputs. Additionally, the robot controller 40 can further command the show robot 30 to perform a connected performance 202 that smoothly connects the last action of the responsive performance 190 back to the reference performance 130. As disclosed herein, the projector 80 can direct a reactive character appearance 86 onto the exterior of the show robot 30 while a specific virtual object corresponding to the game input is rendered for the guest to see via the wearable visualization device 74. The show robot 30 can dynamically interrupt the baseline performance 130 with pairs of reactive performances 190 and connected performances 202 generated instantaneously until the game controller 46 indicates that the game cycle of the reactive game experience has ended. Thus, the attraction 8 can improve the guest's enjoyment through the interaction with the show robot 30 performing the efficiently generated specific performance.

[0043] Although only certain features of the disclosure 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 cover all such modifications and changes that comply with the true spirit of the disclosure. It is to be understood that any of the features illustrated or described with respect to the above figures may be combined in any suitable manner.

[0044] The technology presented and claimed herein refers to and applies to tangible objects and specific examples of a practical nature that positively improve the art and are therefore not abstract, intangible, or purely theoretical. Moreover, if any claim appended at the end of this specification contains one or more elements designated as "means for [performing] ... [function]" or "step for [performing] ... [function]," such elements are to be construed pursuant to 35 U.S.C. 112(f). On the other hand, for any claim containing an element designated in any other manner, such elements are not to be construed pursuant to 35 U.S.C. 112(f). [Explanation of symbols]

[0045] 8 Attractions 10 Amusement rides 12 Vehicle Routes 14 Vehicles 16 Vehicle body 20 seats 22 Guests 26 Show Set 30 Show Robot 32 orbit 40 Robot Controller 42 Robot Control System 44 Game Control System 46 Game Controllers 50 AR Control System 52 AR Controller 54 Media Control System 56 Media Controller 60 processors 62 Memory 64 Wireless communication devices 70 Input Device 72 Enclosure 74 Wearable Visualization Device 80 Projector 82 Lens 84 Robot Projector 86 Character Appearance 90 Main Body 92 Head 94 Contour 96 Background Projector 100 grass 102 Wood 104 Beds 106 Background 110 Projection area 112 Stage lighting equipment 114 Audio Output Devices 120 Actuator 130 Standard Performance

Claims

1. An entertainment attraction that provides guests with a responsive gaming experience, comprising: A robot control system; A media control system; The robot control system includes: Show robots and a robot controller communicatively coupled to the show robot; The robot controller includes: commanding the show robot to perform a predetermined reference performance stored in the robot controller; receiving game input from an input device; instructing the show robot to interrupt the baseline performance by performing a reactive performance including a series of reactive actions responsive to the game input; Instruct the show robot to perform a connected performance that connects the end of the series of reactive actions back to the reference performance; The media control system is configured as follows: At least one projector; a media controller communicatively coupled to the at least one projector; the media controller comprising: instructing the at least one projector to projection map a character appearance onto a body of the show robot during the reference performance; receiving from the robot controller position information, velocity information, acceleration information, or a combination thereof, related to the show robot performing the responsive performance; adjusting a media projection target of the at least one projector during the reactive performance in response to receiving the position information, the velocity information, the acceleration information, or a combination thereof. It is configured as follows: An entertainment attraction characterized by

2. the connected performance includes a series of connective actions that transition the show robot back to the interrupted action of the reference performance; 2. The entertainment attraction of claim 1.

3. the connected performance includes a series of connective actions that cause the show robot to transition back to a portion of the baseline performance that is a threshold time after an interrupted action of the baseline performance; 2. The entertainment attraction of claim 1.

4. the robotics controller is configured to generate the connected performance before instructing the show robot to interrupt the reference performance.

2. The entertainment attraction of claim 1.

5. the set of responsive actions including a positioning of the show robot, a movement of the show robot, or a combination thereof, dynamically generated based on parameters of the game input; 2. The entertainment attraction of claim 1.

6. the parameters of the game input include a type of the game input, a type of the input device providing the game input, a target portion of the show robot that is marked by the game input, or a combination thereof; 6. The entertainment attraction of claim 5.

7. the show robot includes a body and at least one actuator configured to move a portion of the body based on instructions from the robot controller during the reference performance, the responsive performance, the connected performance, or a combination thereof; 2. The entertainment attraction of claim 1.

8. a ride vehicle including a vehicle body to which the input device is coupled; a game controller communicatively coupled to the input device and the robotic controller and configured to receive the game input from the input device and provide the game input to the robotic controller; 10. The entertainment attraction of claim 1, comprising:

9. the input device being communicatively coupled to the robot controller and including a virtual projectile launcher, the game input provided to the robot controller indicating that the guest is to launch a virtual projectile at a target portion of the show robot; 2. The entertainment attraction of claim 1.

10. a wearable visualization device communicatively coupled to the input device, the wearable visualization device configured to render the virtual flying object moving from the input device to the target portion within a real-world environment visible to the guest.

10. The entertainment attraction of claim 9.

11. 1. An amusement vehicle providing a responsive gaming experience, comprising: a ride vehicle configured to transport guests to a viewing position for a show set of the amusement ride, the ride vehicle including an input device and a game controller communicatively coupled to the input device for receiving game input from the input device; A show robot disposed within the show set; a robot controller communicatively coupled to the show robot and the game controller; The robot controller includes: commanding the show robot to begin a reference performance; receiving the game input from the game controller after the show robot has started the reference performance; generating a reactive connected performance that causes the show robot to deviate from the reference performance and perform a series of reactive actions responsive to the game inputs to return to the reference performance; commanding the show robot to perform the reactive connected performance; The amusement ride is configured as follows: At least one projector; a media controller communicatively coupled to the at least one projector; The media controller further comprises: instructing the at least one projector to perform projection mapping on a body of the show robot during the reference performance; receiving from the robot controller position information, velocity information, acceleration information, or a combination thereof, related to the show robot performing the reactive connected performance; adjusting a media projection target of the at least one projector during the reactive connected performance in response to receiving the position information, the velocity information, the acceleration information, or a combination thereof. It is configured as follows: An amusement ride characterized by:

12. the reference performance includes a series of actions, and the reactive performance intersperses the series of actions with a series of reactive actions; 12. The amusement vehicle of claim 11.

13. The reactive connected performance includes a reactive performance that is individually generated based on the game input, and a connected performance that connects the end of the reactive performance back to the reference performance.

12. The amusement vehicle of claim 11.

14. the game controller is configured to provide the game input to the media control system, which includes the media controller and the at least one projector configured to projection map a character appearance onto the show robot, and the media controller is configured to instruct the at least one projector to adjust the character appearance in response to receiving the game input.

14. The amusement vehicle of claim 13.

15. 1. A method of controlling robots and media to provide a responsive gaming experience in an amusement ride, comprising: commanding the robot, via a robot controller, to perform a baseline performance in response to initiation of a game cycle associated with a ride vehicle of the amusement ride; receiving, via the robotic controller, a game input from a game controller associated with the ride vehicle, the game input corresponding to an actuation of an input device of the ride vehicle; generating, via the robot controller, a reactive performance comprising a series of reactive actions in response to receiving the game input; generating a connected performance by connecting the end of the series of reactive actions back to the reference performance via the robot controller; instructing the robot, via the robot controller, to interrupt the baseline performance by performing the connective performance after the reactive performance; instructing, via a media controller, at least one projector to projection map a character appearance onto the robot during the reference performance; receiving, via the media controller, from the robot controller, position information, velocity information, acceleration information, or a combination thereof, related to the robot performing the responsive or connected performance; adjusting, via the media controller, a media projection target of the at least one projector during the responsive performance or the connected performance in response to receiving the position information, the velocity information, the acceleration information, or a combination thereof; The method according to claim 1, further comprising:

16. the reactive performance and the connected performance are generated simultaneously; The method of claim 15.

17. receiving a stop signal from the game controller via the robot controller in response to a threshold time of the game cycle elapsed or in response to a game condition being satisfied; instructing, in response to the stop signal, via the robot controller, the robot to perform a scene end performance indicating an end of the game cycle; 16. The method of claim 15, comprising:

18. transmitting the game input to the media controller via the game controller, the media controller controlling the at least one projector based on the game input to project a responsive character appearance corresponding to the game input onto an exterior surface of the robot. The method of claim 15.

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