Augmented Reality: How to Extend Users' Own Perception with AI
By adjusting AR scenes in real-time to enhance user body feature images within AR environments, the system addresses the issue of user discouragement, improving self-perception and confidence, and thus enhancing the overall AR gaming experience.
Patent Information
- Application Number
- JP2024503598
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Priority Date
- 2021-07-21
- Filing Date
- 2022-07-07
- Publication Date
- 2025-04-04
- Estimated Expiration
- 2042-07-07
AI Technical Summary
Current augmented reality (AR) technologies fail to effectively motivate users, particularly in gaming environments, by not providing sufficient means to enhance user self-perception and confidence, leading to discouragement when facing challenges or obstacles.
The system generates an AR scene that adjusts in real-time to modify images of a user's body features, creating a virtual mesh that can vary in size and shape, enhancing the user's avatar appearance to appear stronger, taller, or more muscular, thereby improving self-perception and confidence.
This approach enhances user confidence and motivation, allowing users to continue gameplay without feeling discouraged, as their modified appearance in the AR scene presents a more robust and capable avatar, improving overall mental health and gaming experience.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present disclosure relates generally to generating augmented reality (AR) scenes, and more particularly to methods and systems for adjusting the AR scene to modify at least a portion of an image of a user's physical features to generate a virtual mesh of the physical features that can be varied in size and shape. [Background technology]
[0002] Augmented Reality (AR) technology has seen unprecedented growth over the years and is expected to continue growing at a compound annual growth rate. AR technology is an interactive three-dimensional (3D) experience that combines a view of the real world with computer-generated elements (e.g., virtual objects) in real time. In an AR simulation, the real world is infused with virtual objects to provide an interactive experience. With the growing popularity of AR technology, various industries have implemented AR technology to enhance the user experience. Some of the industries include, for example, video games, shopping & retail, education, entertainment, healthcare, real estate, virtual assistance, etc.
[0003] For example, a growing trend in the video game industry is to incorporate AR games where the AR game overlays a pre-created environment on the user's real-world environment. AR games can generate new AR scenes based on the user's real-world environment, thus enhancing the user's gaming experience and keeping the game interesting. In another example, a growing trend is to incorporate AR technology into elaborate tools and actions that can assist users with various personal tasks, such as navigation & visual guidance. Unfortunately, some users may find that current AR technology cannot be used in games to encourage users to continue their gameplay when the user is discouraged by a particular challenge or object during gameplay.
[0004] It is in this context that embodiments of the present disclosure arise. Summary of the Invention
[0005] Embodiments of the present disclosure include methods, systems, and devices related to generating an AR scene for rendering on a display of a user wearing augmented reality (AR) glasses. In some embodiments, a method is disclosed that allows for adjusting the AR scene to modify images of the user's physical features in substantially real time to generate a virtual mesh of the user's physical features. In some embodiments, the virtual mesh can be varied in size and shape to augment the perception of the user's avatar in the AR environment. For example, a user can be wearing AR glasses (e.g., an AR head mounted display) and be immersed in an AR environment that includes both real-world objects and virtual objects. While interacting with various AR scenes of the AR environment, the system can be configured to detect images of the user's (or other users') physical features (e.g., hands, arms, shoulders, chest, legs, height, weight, etc.) in the AR environment when the user's field of view is directed toward at least a portion of the user's physical features. In one embodiment, the system is configured to modify at least a portion of the images of the user's physical features to augment the appearance of the physical features. In one embodiment, the image of the physical feature may be modified to change the size and shape of the physical feature, for example to make the user's avatar appear taller, with more muscular arms, more muscular legs, and broader shoulders. Since the AR scene may include various physical features of the user that are modified to enhance the user's appearance, the method disclosed herein outlines a method of enhancing the user's appearance within the AR scene, such that the user's self-esteem may be improved and the user may become more confident and less intimate when interacting with various gaming tasks in the AR environment. It is believed that encouraging the user and / or increasing the user's self-esteem during gaming or interfacing with a computer system may have a positive effect on improving the user's physiological mindset and possibly overall mental health.
[0006] Thus, when a user interacts with an AR scene in an AR environment, the physical characteristics of the user (or other users) detected to be in the AR scene can be modified substantially in real time to generate a virtual mesh that can change size and shape for rendering on the user's display. In this way, when a user interacts with an AR scene, the user's self-perception is improved, allowing the user to proceed confidently in his / her gameplay. Thus, the user can proceed confidently in gameplay without feeling discouraged because the user's appearance in the AR scene is modified to appear as a robust game character, e.g., stronger, taller, faster, healthier, etc. In some embodiments, the physical characteristics of other users (e.g., teammates) can be modified. In other embodiments, the perception of a difficult game task or a threatening environment can be modified to reduce its depicted intensity to make it appear less threatening. In this way, the user is motivated to continue playing the game even if he / she would like to quit because the gameplay appears familiar and difficult to accomplish.
[0007] In one embodiment, a computer-implemented method is provided. The method includes generating an AR scene for rendering on a display of a user wearing augmented reality (AR) glasses, the AR scene including a real-world space and a virtual object overlaid within the real-world space. The method includes analyzing a field of view from the AR glasses into the AR scene, the analyzing configured to detect an image of the user's physical feature when the field of view is directed toward at least a portion of the user's physical feature. The method includes adjusting the AR scene to modify at least a portion of the image of the user's physical feature when the user's physical feature is detected within the AR scene from the field of view of the AR glasses, substantially in real time, the modifying includes detecting depth data and original texture data from the physical feature to generate a virtual mesh of the physical feature, the virtual mesh changes in size and shape and is rendered using the modified texture data that blends with the original texture data. In one embodiment, the modified physical feature of the user appears to the user as being present in the real-world space when viewed through the AR glasses. In this way, if the user's physical features are detected to be within the AR scene, the physical features are augmented within the AR scene, thereby improving the user's self-perception and giving the user confidence to overcome difficult tasks or obstacles during the user's gameplay.
[0008] In another embodiment, a system for displaying an AR scene is provided. The system includes an AR head mounted display (HMD), the AR HMD including a display for rendering the AR scene to a user wearing AR glasses. In one embodiment, the AR scene includes a real world space and a virtual object overlaid in the real world space, and the AR HMD is configured to analyze a field of view from the AR glasses into the AR scene. In one embodiment, the analyzing is configured to detect an image of the user's physical feature when the field of view is directed to at least a portion of the user's physical feature. The system includes a processing unit associated with the AR HMD for adjusting the AR scene substantially in real time to modify at least a portion of the image of the user's physical feature when the user's physical feature is detected to be within the AR scene from the field of view of the AR glasses. In one embodiment, the modifying includes detecting depth data and original texture data from the physical feature to generate a virtual mesh of the physical feature, the virtual mesh being rendered using the modified texture data that changes in size and shape and blends with the original texture data. In one embodiment, the modified physical feature of the user appears to the user as being present in the real world space when viewed through the AR glasses. The system includes a tracking unit associated with the AR HMD for tracking a field of view from the AR glasses into the AR scene, the tracking being configured to identify a movement of a physical feature of the user and further adjust the AR scene substantially in real time to incorporate the movement of the physical feature within the adjusted AR scene.
[0009] Other aspects and advantages of the present disclosure will become apparent from the following detailed description, taken in conjunction with the accompanying drawings, illustrating by way of example the principles of the disclosure. [Brief description of the drawings]
[0010] The present disclosure may be better understood by reference to the following description taken in conjunction with the accompanying drawings. .
[0011] [Figure 1A]1 illustrates an embodiment of a system for interaction with an AR environment via a head-mounted display (HMD), in accordance with an embodiment of the present disclosure.
[0012] [Figure 1B] 1 illustrates another embodiment of a system for interaction with an AR environment via an AR HMD, in accordance with an embodiment of the present disclosure.
[0013] [Figure 2A] 1 illustrates an embodiment of a user wearing AR glasses while manipulating interface objects to interact with an AR scene and an adjusted AR scene that is generated substantially in real time and includes a modified image of the user's real arm, according to an embodiment of the present disclosure. [Figure 2B] 1 illustrates an embodiment of a user wearing AR glasses while manipulating interface objects to interact with an AR scene and an adjusted AR scene that is generated substantially in real time and includes a modified image of the user's real arm, according to an embodiment of the present disclosure.
[0014] [Figure 2C] 1 illustrates an embodiment of a user wearing AR glasses while manipulating interface objects to interact with an AR scene and an adjusted AR scene that is generated substantially in real time and includes a modified image of the user's body, according to an embodiment of the present disclosure. [Figure 2D] 1 illustrates an embodiment of a user wearing AR glasses while manipulating interface objects to interact with an AR scene and an adjusted AR scene that is generated substantially in real time and includes a modified image of the user's body, according to an embodiment of the present disclosure.
[0015] [Figure 2E]1 illustrates an embodiment of a user wearing AR glasses for interacting with an AR scene and an adjusted AR scene that is generated substantially in real time and includes a modified image of the user's body, according to an embodiment of the present disclosure. [Figure 2F] 1 illustrates an embodiment of a user wearing AR glasses for interacting with an AR scene and an adjusted AR scene that is generated substantially in real time and includes a modified image of the user's body, according to an embodiment of the present disclosure.
[0016] [Diagram 3] 1 illustrates an embodiment of a user's view of an AR environment showing the user wearing an AR HMD and interacting with the AR scene while manipulating interface objects to provide input to the AR scene, in accordance with an embodiment of the present disclosure.
[0017] [Figure 4] 1 illustrates an embodiment in which a user interacts in an AR environment via a respective AR HMD and interface objects, according to an embodiment of the present disclosure.
[0018] [Diagram 5] 1 illustrates an embodiment of a table that includes various captured measurements corresponding to a user during user interaction with an AR scene of an AR environment, according to an embodiment of the present disclosure.
[0019] [Figure 6] FIG. 1 illustrates an embodiment of a method for using a model to dynamically adjust an AR scene for rendering on a user's display using a user profile, user-captured physiological measurements, and gameplay data as inputs, in accordance with an embodiment of the present disclosure.
[0020] [Figure 7] 1 illustrates a method for generating an AR scene for a user and adjusting the AR scene to include a modified image of the user's physical features, according to an embodiment of the present disclosure.
[0021] [Figure 8] 1 illustrates components of an exemplary device that can be used to implement aspects of various embodiments of the present disclosure. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0022] The following embodiments of the present disclosure provide methods, systems, and devices for generating an AR scene for a user of an augmented reality (AR) head mounted display (HMD) and adjusting the AR scene substantially in real time to modify an image of the user's physical features when the user's physical features are detected to be within the AR scene. In some embodiments, the user's physical features may correspond to the user's build, height, weight, muscle composition, facial features, age, sex, physiological measurements, etc. In one embodiment, modifying the physical features may include detecting depth data and original data from the physical features to generate a virtual mesh of the physical features, which can be varied in size and shape to render on the user's display.
[0023] For example, if the field of view of the user's AR glasses captures the user's arm while the user is interacting with the AR scene, the system can dynamically modify the user's arm to appear larger and more muscular compared to the user's real-world arm by changing its appearance in the AR scene. Thus, if the AR scene is adjusted substantially in real time to modify the user's physical characteristics, this can enhance and improve the user's AR gaming experience because the user may perceive himself or herself as more confident in his or her physical attributes as he or she interacts with various game tasks and other game characters in the AR environment. This allows the user to proceed more confidently through the AR scene without being discouraged by other game characters or obstacles in the game scene that may have been familiar to the user previously. In turn, this can improve the AR experience of users who may lack confidence, allowing the user to fully enjoy the immersive experience of the AR environment without being discouraged.
[0024] By way of example, in one implementation, a method is disclosed that allows for generating an AR scene and adjusting the AR scene in substantially real time to modify an image of a user's physical feature when a physical feature of a user is detected within the AR scene. The method includes generating an augmented AR scene for rendering on a display of a user wearing the AR glasses, the AR scene including a real world space and a virtual object overlaid within the real world space. In one embodiment, the method may further include analyzing a field of view from the AR glasses into the AR scene. In one example, the analyzing is configured to detect an image of the user's physical feature when the field of view is directed toward at least a portion of the user's physical feature. In another embodiment, the method may include adjusting the AR scene in substantially real time to modify at least a portion of the image of the user's physical feature when the user's physical feature is detected within the AR scene from the field of view of the AR glasses. In one example, modifying the image of the physical feature includes detecting depth data and original texture data from the physical feature to generate a virtual mesh of the physical feature. In one embodiment, the virtual mesh is rendered using the modified texture data that changes in size and shape and blends with the original texture data. In another embodiment, the user's modified physical features appear to the user as they exist in real-world space when viewed through the AR glasses.
[0025] According to one embodiment, a system is disclosed for generating an AR scene and adjusting the AR scene in substantially real time to modify at least a portion of the image of the user's physical features when the user's physical features are detected within the AR scene. For example, a user may be using AR goggles to interact in an AR environment including various AR scenes generated by a cloud computing and gaming system. While viewing and interacting with the AR scene through a display of the AR goggles, the system is configured to analyze the field of view from the AR glasses into the AR scene and detect images of the user or any additional user's physical features within the field of view.
[0026] In one embodiment, the system is configured to modify at least a portion of the image of the user's physical features when the user's physical features are detected within the AR scene as viewed from the field of view of the AR glasses. For example, the physical features may be associated with the user or any other user as viewed from the field of view of the AR glasses. In one embodiment, modifying the user's physical features may include detecting depth data and original texture data from the physical features to generate a virtual mesh. In some embodiments, the virtual mesh may be varied in size and shape, and the size and shape are selected based on the model. In some embodiments, the model may be capable of receiving as input the user's profile, user-captured physiological measurements, and gameplay data. In other embodiments, the system is configured to monitor and capture the user's physiological measurements (e.g., heart rate, body temperature, blood pressure, etc.) and dynamically adjust the depicted intensity of the AR scene to change the user's perception of a challenging task or objective within the AR scene. In this way, the user's confidence may be improved and the user may be more confident when interacting with an AR scene that may initially appear familiar.
[0027] In some embodiments, augmented reality (AR) is used to change the idea of how a person perceives themselves to others. For example, this can include, for example, using a form of augmented or mixed reality to change the user's own i) physiological metrics (e.g., breathing patterns, heart rate, or body temperature, e.g., slight changes in skin color from changes in blood flow or temperature, or adding sweat droplets), ii) proprioception (e.g., body part location, additional limbs, etc.), and iii) how the user hears their own voice and the voices of others. In one embodiment, these computer-generated modifications can be applied to the game. In one example, the user can perceive themselves as a very strong game character. In some cases, these modifications can help encourage behaviors in the user (e.g., someone with an eating disorder, a smoker, lack of physical activity, etc.).
[0028] In another embodiment, in a local multiplayer game, a user can select a character. The system can use AR to change the appearance of the user and / or a teammate. In some cases, a teammate may be sitting next to the user on a coach, but look different based on the AR modifications applied. Your teammate can look, dress, sound, etc. like one of the characters in the game.
[0029] In yet another embodiment, AR can be used to change how a user perceives a difficult task or environment. For example, if a user is climbing a hill, AR and / or mixed reality or VR can be used to make the hill appear less steep or the user closer to the top of the hill. In one configuration, the user and / or the system can dynamically change how the user perceives themselves at different times of interactivity with the game and / or program. It should be understood that the embodiments described herein can be applied to gaming and non-gaming technologies.
[0030] With the above summary in mind, the following provides several illustrative figures to facilitate understanding of example embodiments.
[0031] FIG. 1A illustrates an embodiment of a system for interaction with an augmented reality environment via an AR head-mounted display (HMD) 102 according to an embodiment of the present disclosure. As used herein, the term "augmented reality" generally refers to user interaction with an AR environment in which the real-world environment is augmented by computer-generated perceptual information (e.g., virtual objects). The AR environment may include both real-world objects and virtual objects, where the virtual objects are overlaid on the real-world environment to enhance the experience of the user 100. In one embodiment, the AR scene of the AR environment can be viewed through a display of a device, such as an AR HMD, a mobile phone, or any other device, in a manner that responds in real time to the movement of the AR HMD (controlled by the user) to give the user the sensation of being in the AR environment. For example, the user can see a three-dimensional (3D) view of the AR environment when facing a given direction, and when the user turns sideways so that the AR HMD turns as well, a view of the AR environment to that side is rendered on the AR HMD.
[0032] As shown in FIG. 1A, a user 100 is shown physically located in a real-world space 110 to wear an AR HMD 102, manipulate interface objects 104, and provide input to a video game. In one embodiment, the AR HMD 102 is worn in a manner similar to glasses, goggles, or a helmet, and is configured to display AR scenes, video game content, or other content to the user 100. The AR HMD 102 provides a display mechanism in close proximity to the user's eyes, thereby creating a highly immersive experience for the user. Thus, the AR HMD 102 can provide a display area for each of the user's eyes that occupies a large portion or even the entirety of the user's field of view, and can also provide viewing with three-dimensional depth and perspective.
[0033] In some embodiments, the AR HMD 102 may include an outward-facing camera configured to capture images of the user's real-world space, such as real-world objects that may be located in the real-world space 110 of the user 100. In some embodiments, images captured by the outward-facing camera may be analyzed to determine the position / orientation of the real-world objects relative to the AR HMD 102. With the known position / orientation of the AR HMD 102, the real-world objects, as well as inertial sensor data from the AR HMD, the user's physical activity and movement, may be continuously monitored and tracked during user interaction. In some embodiments, the outward-facing camera may be an RGB depth-sensing camera or a 3D camera, including depth sensing and texture sensing, such that a three-dimensional (3D) model may be created. An RGB depth-sensing camera may provide both color images and dense depth images that may facilitate 3D mapping of the captured image.
[0034] In some embodiments, the AR HMD 102 may provide the user with a field of view (FOV) 108 in the AR scene. Thus, as the user 100 turns his / her head to look toward a different area in the real-world space 110, the AR scene is updated to include any additional virtual and real-world objects that may be within the FOV 108 of the user 100. In one embodiment, the AR HMD 102 may include an eye-tracking camera configured to capture images of the user's 100 eyes to determine the user's 100 gaze direction and the particular virtual or real-world object on which the user 100 is focusing. Thus, based on the FOV 108 and the user's 100 gaze direction, the system may detect a particular object on which the user may focus, such as a game character, a teammate, an obstacle, etc.
[0035] In the illustrated implementation, the AR HMD 102 is wirelessly connected to the cloud computing and gaming system 114 via the network 112. In one embodiment, the cloud computing and gaming system 114 maintains and executes the AR scene and the video game that the user 100 is playing. In some embodiments, the cloud computing and gaming system 114 is configured to receive input from the AR HMD 102 via the network 112. The cloud computing and gaming system 114 is configured to process the input to affect the state of the AR scene of the AR environment. Output from the executing AR scene, such as virtual objects, real-world objects, video data, audio data, and user interaction data, is transmitted to the AR HMD 102. In other implementations, the AR HMD 102 can communicate with the cloud computing and gaming system 114 wirelessly via alternative mechanisms or channels, such as a cellular network.
[0036] FIG. 1B illustrates another embodiment of a system for interaction with an AR environment via an AR HMD 102, according to an embodiment of the present disclosure. As illustrated, a user 100 is shown wearing an AR HMD 102 and physically located in a real-world space 110 to manipulate an interface object 104 while interacting with an AR scene of the AR environment. In the illustrated embodiment, the AR HMD 102 is wirelessly connected to a computer 106. In other embodiments, the AR HMD 102 is connected to the computer 106 via a wired connection. The computer 106 may be any general-purpose or special-purpose computer known in the art, including, but not limited to, a gaming console, a personal computer, a laptop, a tablet computer, a mobile device, a mobile phone, a tablet, a thin client, a set-top box, a media streaming device, and the like. In one embodiment, the computer 106 may be configured to run a video game and output video and audio from the video game for rendering by the AR HMD 102. In some implementations, the computer 106 is configured to run any other type of interactive application that provides a virtual space / environment that can be viewed through the HMD. In some implementations, the AR HMD 102 may communicate with the computer 106 through alternative mechanisms or channels, such as, for example, through a network 112 to which both the HMD 102 and the computer 106 are connected.
[0037] As mentioned above, the AR HMD 102 may include an outward-facing camera configured to capture images of the user's real-world space, such as real-world objects that may be located in the real-world space 110 of the user 100. In some embodiments, the AR HMD 102 may provide the user with a field of view (FOV) 108 in an AR scene. In this manner, the system is configured to analyze and determine the type of images to be captured within the FOV 108 as the FOV 108 is pointed toward various real-world and virtual objects. For example, when the user 100 looks in a direction toward his or her arms and legs, the system may detect and differentiate between the user's arms and legs and analyze depth data and textures associated with various physical features of the user, such as arms, legs, abdomen, etc.
[0038] In some embodiments, the user 100 may manipulate the interface objects 104 to provide input to the video game. In various implementations, the interface objects 104 include lights and / or inertial sensor(s) that may be tracked to enable the determination of the interface object's position and orientation, as well as tracking of its movement. In other implementations, various types of one-handed and two-handed controllers may be used. In some implementations, the controller itself may be tracked by tracking lights included in the controller, or by tracking shape, sensor, and inertial data associated with the controller. These various controllers, or even simple hand gestures performed and captured by one or more cameras, may be used to interface, control, manipulate, interact with, and participate in the virtual reality environment presented on the AR HMD 102.
[0039] In some embodiments, the AR HMD 102 and the real-world space 110 may include one or more microphones to capture sounds from the physical environment in which the user 100 is located. Sounds captured by the microphone array may be processed to identify the location of the sound source. Sounds from the identified locations may be selectively utilized or processed to reject other sounds that are not from the identified locations. In other embodiments, sounds captured by the microphones may be processed to determine physiological measurements associated with the user 100, such as heart rate, blood pressure, respiration, etc.
[0040] Additionally, although embodiments of the present disclosure may be described with respect to an AR HMD 102, it will be understood that in other embodiments, a non-head mounted display may be used instead, including, but not limited to, a portable device screen (e.g., a tablet, smartphone, laptop, etc.) or any other type of display that may be configured to render video and / or provide a display of an interactive scene or virtual environment in accordance with the present embodiments.
[0041] 2A-2B illustrate an embodiment of a user 100 wearing AR glasses 102 while manipulating an interface object 104 to interact with an AR scene and an adjusted AR scene 204a that is generated substantially in real time and includes a modified image of the user's 100 real arms 206a-206b. As shown in FIG. 2A, the user 100 is shown to be physically located in a real-world space 110 to provide input to wear an AR HMD 102, manipulate an interface object 104, and interact with the AR scene of the AR environment. In some embodiments, the system is configured to analyze the FOV 108 in the AR scene to detect images of real-world objects in the real-world space 110. In other embodiments, the system is configured to analyze the FOV in the AR scene to detect images of the user's body features (e.g., arms, hands, biceps, abdomen, legs, etc.) when the FOV 108 is directed toward the user. 2A, the gaze direction 202 of the user 100 is directed toward the real arms 206a-206b of the user 100. Thus, the system can determine that the AR scene includes the real arms 206a-206b of the user 100.
[0042] In some embodiments, referring to FIG. 2B, the system is configured to generate an adjusted AR scene 204a in substantially real time that is viewed on the display 216 of the AR glasses 102 of the user 100. As shown, the adjusted AR scene 204a is a view from the display 216 of the user 100 when the user's gaze direction 202 is directed toward the user's arm. In one embodiment, the adjusted AR scene 204a may include a modified image of the user's physical features when the user's physical features are detected to be within the AR scene. For example, referring to FIG. 2A, after the system determines that the AR scene includes the real arms 206a-206b of the user 100, the system is configured to adjust the AR scene to generate an adjusted AR scene 204a that includes the virtual arms 206a'-206b'. In one embodiment, the virtual arms 206a'-206b' are virtual representations of the real arms 206a-206b that have been modified and are viewed through the AR glasses.
[0043] In the illustrated example shown in FIG. 2B, the size and shape of the virtual arms 206a'-206b' are modifications of the real arms 206a-206b, such that the virtual arms 206a'-206b' are larger and more muscular relative to the user's real arms 206a-206b. For example, the virtual arms 206a'-206b' may have more muscle mass, more pronounced muscles, a larger girth, a lower body fat percentage, or be longer than the user's real arms 206a-206b. In this manner, when the user views himself / herself through the AR HMD, the user 100 may feel more confident when engaging enemy game characters because his / her virtual arms 206a'-206b' appear more intimidating to others in the AR scene.
[0044] In one embodiment, modifying the user's physical features (e.g., real arms 206a-206b) may include detecting depth data and original texture data from the physical features to generate a virtual mesh of the physical features. In some embodiments, the outward-facing camera is configured to detect depth data and original texture data associated with the physical features and other objects within its FOV. In one embodiment, the virtual mesh may be varied in size and shape and rendered as a virtual object using the modified texture data that blends with the original texture data. For example, referring simultaneously to FIGS. 2A and 2B, after the outward-facing camera of the AR HMD 102 detects depth data and original texture associated with the real arms 206a-206b of the user 100, the system generates a virtual mesh of the real arms 206a-206b. Using the virtual mesh of the real arms 206a-206b, the system may vary the size and shape of the virtual mesh to generate virtual arms 206a'-206b' that include a blend of the original texture data and the modified texture data.
[0045] In some embodiments, the physical features and real-world objects may include three-dimensional features, such as depth data. In one embodiment, the depth data may be used to generate wireframe models of the corresponding physical features and real-world objects. In some embodiments, when modifying a user's physical features, the system is configured to generate modified images of the physical features using the original depth data as a baseline. In other embodiments, the physical features and real-world objects may include original texture data, various surface parameters, such as surface contours, wrinkles, sagging, vertical lines, etc. For example, each user 100 may have unique and different textures associated with their skin that are visually and physically distinguishable, such as soft, smooth, rough, dry, scaly, cracked, etc. In some embodiments, the user's modified physical features may be blended with the modified texture data to generate a virtual mesh in which the transitions along the boundaries of the original and modified textures are seamless and appear dynamically integrated with each other.
[0046] In some embodiments, the virtual mesh may include data that uses reference points in X, Y, and Z geographic coordinates to define the height, width, and depth of the 3D model. In some embodiments, the virtual mesh can be rendered in the AR scene to represent the user's physical features in 3D. In some embodiments, the virtual mesh can be deformed to change size and shape to achieve a particular configuration.
[0047] 2C-2D show an embodiment of a user 100 wearing AR glasses 102 while manipulating an interface object 104 to interact with an AR scene and an adjusted AR scene 204b that is generated substantially in real time and includes a modified image of the user's body. As shown in FIG. 2C, the user 100 is shown to be physically located in a real-world space 110 to provide input to wear an AR HMD 102, manipulate an interface object 104, and interact with the AR scene of the AR environment. As shown in FIG. 2C, the gaze direction 202 of the user 100 is directed toward the user's midsection and lower extremities. Thus, the system can determine that the AR scene includes the user's real arms, sides, and legs.
[0048] In some embodiments, referring to FIG. 2D, the system is configured to generate in substantially real time an adjusted AR scene 204b that is viewed on the display 216 of the AR glasses 102 of the user 100. As shown, the adjusted AR scene 204b is a view from the user's FOV through the display 216 of the AR glasses 102. In one embodiment, the adjusted AR scene 204b may include modified images of the user's body features when the user's body features are detected to be within the AR scene. In particular, the adjusted AR scene 204b includes a virtual body 103' representing the body of the user 100, including virtual arms 206a'-206b', a virtual abdomen 208', and virtual legs 210a'-210b'. In the illustrated example shown in FIG. 2D, virtual arms 206a'-206b' are modifications of real arms 206a-206b, where the size and shape of the real arms are modified to produce virtual arms 206a'-206b' that appear larger and more muscular relative to the real arms 206a-206b.
[0049] In another example, the virtual abdomen 208' is a modification of the user's abdomen 208, adjusting the size and shape of the abdomen to create a virtual abdomen 208' that appears more muscular and prominent relative to the user's real abdomen 208. In yet another example, the virtual legs 210a'-210b' are modifications of the real legs 210a-210b, adjusting the size and shape of the real legs to create virtual legs 210a'-210b' that appear larger and more muscular relative to the real legs 210a-210b. In this way, when an avatar represents the user in an AR scene, the avatar has a virtual body 103' that appears more stocky and stronger than the body of the user 100. This may result in the user 100 feeling more confident, encouraging the user 100 to take on challenges and tasks in the AR scene in which the user 100 may be unsure.
[0050] 2E-2F illustrate an embodiment of a user 100 wearing AR glasses 102 to interact with an AR scene and an adjusted AR scene 204c that is generated substantially in real time and includes a modified image of the user's body. As shown in FIG. 2E, the user 100 is shown to be physically located in a real-world space 110 to wear the AR HMD 102 and to manipulate interface objects 104 to provide input to interact with the AR scene of the AR environment. In particular, the user 100 is shown standing in front of a real-world mirror 212, in which the user can see his or her own reflection.
[0051] 2F, in some embodiments, the system is configured to generate in substantially real-time an adjusted AR scene 204c viewed through the display 216 of the AR glasses 102 of the user 100. As shown, the adjusted AR scene 204c depicts the user's avatar 100', which may further include modified images of the user's physical features if the user's physical features are detected to be within the AR scene. In particular, the adjusted AR scene 204c includes the user's virtual arms 206a'-206b', virtual abdomen 208', virtual legs 210a'-210b', and virtual hair 214'.
[0052] As described above, modifying the user's physical features (e.g., real arms, real legs, real abdomen, etc.) may include detecting depth data and original texture data from the physical features to generate a virtual mesh of the physical features, which may vary in size and shape. As shown in FIG. 2F, the generated virtual mesh represents the virtual body of the user's avatar 100', including the user's virtual arms 206a'-206b', virtual abdomen 208', virtual legs 210a'-210b', and virtual hair 214'. Thus, by modifying the user's physical features in the AR scene, they may be modified to look or appear in a particular way such that the user may feel confident about themselves when accomplishing a goal, mission, obstacle, or task in the AR scene.
[0053] FIG. 3 illustrates an embodiment of a view of an AR environment of a user 100 showing the user 100 wearing an AR HMD 102 and interacting with the AR scene while manipulating an interface object 104 to provide input to the AR scene. In the illustrated example, the display 216 of the AR HMD 102 shows an AR scene 204n of a video game that involves the user running up a hill. In one embodiment, cameras on the AR HMD 102 and the interface object 104 can be used to monitor the user's physical activity while the user is wearing the HMD and interacting with the AR scene 204n during gameplay. For example, the user's physical activity can include the user's physical movement, speed of physical movement, facial expressions, the user's voice output, the user's gaze direction, the user's gestures, the user's controller input, controller click rate, etc. In another embodiment, the sensors of the AR HMD 102 and the interface object 104 are configured to capture physiological measurements of the user 100 during gameplay. In one embodiment, the physiological measurements may include various measurements corresponding to the user, such as heart rate, blood pressure, oxygen saturation, temperature, etc.
[0054] For example, the user 100 shown in FIG. 3 may have a sedentary lifestyle and may be interested in AR-related video games. During the user's gameplay, the user may be sweating profusely and the system may capture physiological measurements of the user, which may indicate that the user's heart rate, breathing, and body temperature are significantly higher than an average user. In some embodiments, the system is configured to determine the user's emotions to determine whether the user is enjoying his or her gameplay. In one embodiment, the camera of the AR HMD 102 may be configured to track and capture facial expressions of the user 100 during gameplay, which are analyzed to determine the emotions associated with the facial expressions. In some embodiments, both the user's physical activity and the physiological measurements may be used to determine the user's emotions. In the illustrated example shown in FIG. 3, the system may determine that the user is making facial expressions that indicate that the user is fatigued. The user 100 is experiencing a significantly higher heart rate, and since the user appears fatigued, it may be inferred that the user is struggling and may be unwilling to continue playing the game.
[0055] Thus, in some embodiments, the system is configured to adjust the depicted intensity of the gameplay to encourage the user to continue playing the video game. Referring to the display 216 in FIG. 3, the AR scene 204n shows the user's avatar 100' running up a hill along three depicted intensities 302a-302n along with corresponding paths the user's avatar 100' may take. In the illustrated example, the AR scene 204n shows a total of three depicted intensities 302a-302n that may be introduced to the user 100 at any point during gameplay. In one embodiment, each of the depicted intensities 302a-302n may provide the user 100 with a perception of how difficult or likely the game task in the AR scene is for the user.
[0056] For example, the depicted intensity 302a, which includes the path with the greatest gradient, may appear to be the most difficult to the user 100 because it has a greater gradient than the paths associated with depicted intensity 302b and depicted intensity 302n. In some embodiments, only the perception of how difficult the game task appears to the user for each depicted intensity 302a-302n changes (e.g., changes relative to the path gradient), and the amount of physical effort and effort used by the user 100 to accomplish the game task for each depicted intensity remains the same. In other words, if a depicted intensity 302n is presented to the user 100, where the hill is perceived as less difficult compared to the hill associated with depicted intensity 302a, the amount of physical effort required by the user 100' to accomplish climbing the hill at depicted intensity 302a and depicted intensity 302n remains substantially the same. Thus, if a user who is on the verge of giving up on gameplay is presented with a game task of climbing a hill with a lower gradient (e.g., depicted intensity 302n), the user may be more likely to continue with their gameplay because a hill with a lower gradient appears easier to climb.
[0057] As further illustrated in FIG. 3, when the user 100 interacts with the AR scene 204n, the system is configured to continuously track and monitor the user's physical activity and physiological measurements. In some embodiments, if at any point during the user's gameplay it is determined that the user 100 is struggling with the gameplay and is on the verge of giving up, the system can dynamically adjust the depicted intensity 302a of the AR scene 204n. For example, as illustrated on the display 216, at time t1, the system may determine that the user 100 is breathing heavily, sweating profusely, and the user's facial expressions indicate that the user is agitated. Thus, at time t1, the system is configured to dynamically adjust the depicted intensity 302a to a depicted intensity 302b that includes a hill with a lower gradient and that also appears easier to climb. In another example, at time t2, the system may further adjust the depicted intensity 302b to a depicted intensity 302n that includes a hill with a lower gradient and that also appears the easiest path to climb. As a result, the system is configured to lower the intensity of the depicted intensity to change the perception and encourage the user not to give up. Alternatively, in other embodiments, the system is configured to increase the intensity of the depicted intensity to challenge users who may find the game task too easy.
[0058] In other embodiments, if the user's facial expression or other indicator indicates that the user is excited and positive about the gameplay, the system allows the user to continue along the path associated with the corresponding depicted intensity without making any changes or adjustments to the depicted intensity. For example, as shown at time t2, along the path of depicted intensity 302a, user 100 and user avatar 100' are smiling and expressing the words "Yes! We're almost at the top." Thus, although the user's physiological measurements may be increasing, user 100 is motivated to reach the top of the hill and the system does not make any adjustments to the depicted intensity 302a.
[0059] In some embodiments, the model can be used to dynamically adjust the depicted intensity 302 of the gameplay from a depicted intensity that is increasing the perceived difficulty level to a depicted intensity that is decreasing the perceived difficulty level (e.g., decreasing the slope of a hill). Conversely, in other embodiments, the model can be used to dynamically adjust the depicted intensity 302 so that the perceived difficulty appears more difficult to the user 100. For example, using physiological measurements and gameplay data as inputs, the model can be used to determine that the user is bored with the game and is beginning to give up. To encourage the user 100 to continue playing, the model is used to dynamically adjust the depicted intensity 302 so that the game tasks or obstacles in the AR scene appear more difficult and more challenging to the user. In some embodiments, the system is configured to change the depicted intensity 302 by dynamically adjusting the game code to change the perception of the obstacles or challenges in the AR scene. In other embodiments, the adjustment of the depicted intensity 302 entails rendering the game content at a corresponding intensity or difficulty setting by changing game state parameters and game engine graphics. Thus, the model can be used to dynamically change the depicted intensity 302 of the AR scene 204 and can be used to implement a self-augmentation filter in which the user's physical features are augmented within the AR scene. Thus, the self-esteem and confidence of the user 100 can be improved as changes in the depicted intensity of the video game can appear less threatening to the user, encouraging the user to continue interacting with the gameplay.
[0060] FIG. 4 illustrates an embodiment in which users 100a-100b are interacting in an AR environment via their respective AR HMDs 102 and interface objects 104. As shown, users 100a-100b are physically located in a real-world space 110 to interact with each other in the AR environment using the AR HMDs 102 and interface objects 104. In particular, users 100a-100b are shown strategizing with each other on how to accomplish a game task involving a combat scene in their living room at home. In the illustrated example, the display 216a of the AR HMD 102a of user 100a shows an adjusted AR scene 204n from the FOV of user 100a. In particular, the display 216a shows an avatar 100b' representing user 100b holding a virtual object 404a (e.g., a gun) and a real-world object 402 (e.g., a couch). In some embodiments, the avatar 100b' of the user 100b includes a virtual body 103b' that represents the body of the user 100b, including various modified physical features, such as virtual arms, virtual legs, etc. In the illustrated example, the size and shape of the virtual arms and legs are modified versions of the real arms and legs of the user 100b, resulting in larger, more muscular features. As a result, the system is configured to change the appearance of teammates or other users in the AR scene, such that the teammates appear more intimidating or bolder compared to how they would appear in real life.
[0061] In some embodiments, the system is configured to change the sound of the user's voice. For example, if the avatar 100b' declares "ready for battle" as shown on the display, the system is configured to make adjustments to the sound of the user's 100b's voice (e.g., pitch, tone, volume, intensity, speed, etc.) so that the avatar 100b' appears more friendly, confident, or excited in the AR scene. As further shown in FIG. 4, the display 216b of the AR HMD 102b of the user 100b shows the adjusted AR scene 204n from the FOV of the user 100b. In particular, the display 216b shows the avatar 100a' of the user 100a holding a virtual object 404b (e.g., a gun) while standing in front of a door in the real world. In some embodiments, the avatar 100a' of the user 100a includes a virtual body 103a' representing the body of the user 100a, including various physical features of the user 100a that have been adjusted in shape and size. In the illustrated example, the size and shape of the virtual body 103a' of the user 100a is larger and more muscular than the real body of the user 100a.
[0062] In some embodiments, the model can be used to dynamically modify the physical features of users 100a-100b to generate a virtual mesh of the users' physical features, which can change size and shape for rendering on the respective users' displays. In one embodiment, the model can receive the users' profiles, user-captured physiological measurements, user-captured body measurements, and gameplay data as inputs to modify the users' physical features. For example, with reference to FIG. 4, body measurements associated with user 100b may indicate that the user weighs 105 lb and has a less muscular body structure. Gameplay data may indicate that user 100a-100b is interacting with enemy soldiers in a combat scene. Based on the aforementioned inputs, the model can be used to generate an avatar 100b' of user 100b with physical features that appear more muscular and friendly when viewed within a tailored AR scene, e.g., adjusting size, shape, geometry, etc. to make the user appear more muscular. In this way, when user 100a fights side by side with user 100b during a fight scene, user 100a may feel more bold when fighting side by side with user 100b because user 100b's avatar 100b' appears more aggressive and intimidating.
[0063] 5 illustrates an embodiment of a table 502 including various captured measurements 504 corresponding to a user 100 during user interaction with an AR scene of an AR environment. As shown, the captured measurements 504 include physiological and body measurements of the user 100 and corresponding adjustments 506. In one embodiment, while the user 100 interacts with the AR interactive content, the system is configured to capture various physiological measurements associated with the user during gameplay. In one example, the physiological measurements may include heart rate, blood pressure, oxygen saturation, respiration, body temperature, etc. As further shown, the captured measurements 504 may include various body measurements associated with the user 100, such as height, weight, body fat percentage, etc.
[0064] In some embodiments, the system is configured to determine corresponding adjustment values 506 that may be used to represent physiological and physical measurements of an avatar 100' of the user 100 in the virtual environment. To provide an illustration of the captured measurements 504 of the user 100 and their corresponding adjustment values 506, in one example, the system may determine, based on gameplay data, that the user 100 is interacting with an AR scene that includes a combat scene with an enemy game character. Further, based on the captured measurements of the user, the user is 5'2" tall and weighs 260 lbs, with 45% body fat. As further shown, the system may determine that the user's heart rate is 120 (BPM) and that the user is breathing and sweating excessively. Thus, to boost the user's self-esteem and give the user confidence that the user can overcome the enemy game character, the system is configured to generate corresponding adjustment values 506 for the avatar 100' of the user 100 to make the avatar 100' appear stronger and in better shape than the user 100 in real life.
[0065] As shown, adjustments 506 corresponding to the body measurements of the user's avatar 100' indicate that the avatar 100' is 6'2" tall and weighs 205 lbs, with 18% body fat. Additionally, adjustments 506 corresponding to the physiological measurements of the avatar 100' indicate that the user's heart rate is 85 BPM. In one embodiment, the system may adjust the user's sweat rate. For example, if the user 100 is sweating excessively, the system may adjust the avatar's sweating intensity to a lower intensity. In some embodiments, the system may adjust the sounds made by the avatar 100', such as its breathing, to reduce sounds associated with the avatar's 100's breathing. For example, the adjustment value 506 may be configured to make the user 100 breathe more controlled and steady, rather than gasping. Thus, the adjustment value 506 may give the user 100 a perception that the user in the AR environment has a higher level of endurance and strength relative to the user's real world. In this way, the user 100 may feel more confident when interacting in an AR scene that may require strong physical exertion and activity. For reference, the table shown in FIG. 5 may further include ranges 508 of various physiological and body measurements of a healthy user. In one embodiment, the ranges 508 may be used as a reference in generating the adjustment value 506.
[0066] FIG. 6 illustrates an embodiment of a method for using a model 620 to dynamically adjust an AR scene for rendering on a user's display using a user profile 602, user captured measurements 604, and gameplay data 606 as inputs. As described above, adjusting the AR scene may be performed substantially in real-time and may implement self-augmentation filters to modify the user's physical characteristics. Also as described above, in some embodiments, adjusting the AR scene may include adjusting the depicted intensity of the corresponding AR scene so that the user perceives a game task or challenge as more feasible to accomplish. In this way, this facilitates enhancing and improving the AR experience of a user with low self-esteem, as the user may feel more confident in themselves if their physical characteristics appear more robust in the AR scene and the AR scene appears less threatening to the user. This, in turn, encourages the user to continue their gameplay rather than abandoning and ending the AR interaction session.
[0067] As shown in FIG. 6, in one embodiment, the system may include feature extraction operations (e.g., 608, 610, 612) configured to identify various features within the user profile 602, the user captured measurements 604, and the gameplay data 606. After the feature extraction operations identify features associated with the input, classifier operations (e.g., 614, 616, 618) may be configured to classify the features using one or more classifiers. In some embodiments, the system includes a user model 620 configured to receive the classified features from the classifier operations. Using the classified features, the model 620 can be used to modify the user's physical features by implementing a self-augmenting filter and adjust the depicted intensity of the AR scene. In some embodiments, operation 622 can use the model 620 to determine which physical features of the user should be modified and which adjustments should be made to the depicted intensity of the AR scene.
[0068] In another embodiment, the cloud computing and gaming system 114 located at the server 628 may receive the user's modified physical characteristics and the adjusted rendered intensity of the AR scene from operation 622 for processing. In some embodiments, the cloud computing and gaming system 114, in cooperation with the AR user interaction processor 630, may process the user's modified physical characteristics and the adjusted rendered intensity of the AR scene to generate an adjusted AR scene including the AR interactive content. In one embodiment, at operation 624, the user is configured to receive the AR interactive content that can be rendered on a display of the user wearing the AR glasses.
[0069] In one embodiment, the system may process a user profile 602. The user profile 602 may include various attributes and information associated with the user 100, such as personality traits (e.g., bold, timid, low self-esteem, optimistic, pessimistic, risk taker, etc.), game playing tendencies, behavioral tendencies, viewing history, preferences, interests, disinterests, etc. In other embodiments, the user profile 602 may include various body measurements associated with the user, such as height, weight, body fat percentage, skin color, skin texture, and any other attributes associated with the user's physical characteristics. In some embodiments, the user profile extraction 608 operation is configured to process the user profile 602 to identify and extract features associated with the user's 100 profile. After the user profile extraction 608 operation processes and identifies features from the user profile 602, the user profile classifier 614 operation is configured to classify the features using one or more classifiers. In one embodiment, the features are labeled using a classification algorithm for further refinement by the model 620.
[0070] In another embodiment, the system can process user captured physiological measurements 604. In some embodiments, the user captured measurements 604 can include various physiological measurements related to the user, such as heart rate, blood pressure, oxygen saturation, respiration, body temperature, etc. As described above, the user's physical activity is continuously monitored and tracked during the user's interaction with the AR environment. While the user is interacting with the AR environment, the system is configured to track and capture the user's physiological measurements at any point during gameplay. In other embodiments, the user captured measurements 604 can also include various captured attributes and information related to user activity, such as body movement data, facial expression data, gaze data, voice capture data, face capture data, controller input data, etc. For example, the user 100 may be interacting with an AR scene that involves the user battling an enemy character that appears larger and physically stronger than the user. Based on the user profile, the captured heart rate data, and the face capture data, the system can determine that the user is afraid of the enemy character and is intimidated by the enemy character. Thus, the system can modify and represent the user's physical features so that the user's avatar in the AR scene appears larger and physically stronger than enemy characters.
[0071] In some embodiments, the user captured measurement feature extraction 610 operation is configured to process the user captured measurements 604 to identify and extract features associated with the user captured measurements of the user. After the user captured measurement feature extraction 610 operation processes and identifies features from the user captured measurements 604, the user captured measurement classifier 616 operation is configured to classify the features using one or more classifiers. In one embodiment, the features are labeled using a classification algorithm for further refinement by the model 620.
[0072] In another embodiment, the system may process gameplay data 606. In one embodiment, gameplay data 606 may include various information related to the context of the AR environment in which the user is interacting, such as real-world space, real-world objects, virtual objects, date, time, contextual data regarding the interaction, etc. In some embodiments, the gameplay data feature extraction 612 operation is configured to process the gameplay data 606 to identify and extract features related to the user's gameplay data. After the gameplay data feature extraction 612 processes and identifies features from the gameplay data 606, the gameplay data classifier 618 operation is configured to classify the features using one or more classifiers. In some embodiments, the features are labeled using a classification algorithm for further refinement by the model 620.
[0073] In some embodiments, model 620 is configured to receive classification features (e.g., user profile classification features, user captured measurements classification features, gameplay data classification features) as inputs. In another embodiment, other inputs that are not direct inputs or lack of input / feedback may also be obtained as inputs to model 620. Model 620 may use machine learning models that can be used to modify the user's physical features by implementing self-augmenting filters and adjust the depicted intensity of the AR scene. In other embodiments, model 620 may receive feedback data as inputs, such as data related to updates to user captured measurements responsive to the adjusted AR scene.
[0074] In one example, the user profile 602 associated with the user may indicate that the user has a tendency to abandon and end their gameplay session if the game task is too difficult or appears too difficult. Additionally, the gameplay data 606 may indicate that the user is interacting with AR interactive content including a combat scene with multiple enemy soldiers. While interacting with the AR interactive content, based on the user captured measurements 604 associated with the user, the system may determine that the user has facial expressions indicating that the user is overwhelmed and that the user's blood pressure is excessive. As a result, the system may infer that the rendered intensity 302 associated with the AR interactive content is too strong and that the user may end the gameplay session. Thus, using the user profile 602, the user captured measurements 604, and the gameplay data 606, the model 620 may be used to adjust the rendered intensity 302 associated with the AR interactive content. In one example, the system may adjust the depicted intensity 302 by minimizing the number of enemy soldiers, modifying the physical characteristics of enemy soldiers to make them appear less friendly, or any other change related to the intensity of the AR interactive content so that the user is not overwhelmed by the AR content. In other embodiments, the model 620 may be used to adjust and modify the user's physical characteristics. For example, the model may be used to add additional limbs (e.g., arms, legs, etc.) to the user's avatar and change the sound of the user's voice to provide the user with the perception that the user looks and sounds more physically intimidating and confident.
[0075] In some embodiments, operation 622 may use model 620 to determine the type of adjustments to make to the depicted intensity 302 of the AR scene and the type of self-augmentation filter to implement in order to modify the user's physical characteristics. Once the data related to the adjustments to the depicted intensity 302 and the self-augmentation filter is determined, the data is received by server 628 for processing. In some embodiments, server 628 may include cloud computing and gaming system 114 and AR user interaction processor 630. In one embodiment, cloud computing and gaming system 114 may receive the adjustments to the depicted intensity and the adjustments to the user's physical characteristics for processing. In one embodiment, cloud computing and gaming system 114 is configured to generate AR interactive content and context for an environment that may include various AR scenes. In one embodiment, the AR scenes are continuously updated based on user interactions and the progression of the user interactivity.
[0076] In some embodiments, the cloud computing and gaming system 114 may work with the AR user interaction processor 630 to render the adjusted rendered intensity and modified physical features of the user in the adjusted AR scene. For example, the AR user interaction processor 630 may determine that the user's facial expression indicates that the user is feeling unsure about climbing a steep hill. Thus, the cloud computing and gaming system 114 may infer that the user will have a more enjoyable AR experience if it renders a hill with a lower rendered intensity, including a hill that does not appear steep and has a low gradient.
[0077] After the cloud computing and gaming system 114, AR user interaction processor 630 generates the AR interactive content, operation 624 is configured to receive the AR interactive content so that the user 100 can interact with the AR interactive content. In one embodiment, the AR interactive content may include an adjusted AR scene having various adjustments made to the depicted intensity 302 of the AR scene and an implementation of a self-augmenting filter to modify the user's physical characteristics. In some embodiments, while the user is interacting with the adjusted AR scene, operation 604 may continuously receive feedback and updates to the user-captured measurements if the user responds to the modified AR scene. This feedback may be configured to evaluate the user response to the adjustments made to the AR scene. The feedback may be explicit or implicit by the user. For example, if the slope of a hill in the AR scene is decreased to have a less steep slope and the user continues to express a facial expression indicating that the user is overwhelmed, the slope of the hill may be further decreased. Thus, various inferences can be captured by user feedback and incorporated into the user captured measurements 604 and user profile 602 to help make the depicted strengths and adjustments to the user's physical characteristics more accurate.
[0078] FIG. 7 illustrates a method for generating an AR scene for a user and adjusting the AR scene to include a modified image of the user's physical features. In one embodiment, the method described in FIG. 7 modifies the user's physical features to make the user appear more muscular and stronger in the AR environment, thereby giving the user a greater sense of confidence. As a result, the user may become more confident and less challenged by obstacles or challenges in the AR environment, thereby enhancing and improving the user's AR experience. In one embodiment, the method includes an operation 702 configured to generate an AR scene for rendering on a display of a user wearing augmented reality (AR) glasses. In some embodiments, the AR scene includes a real-world space and virtual objects overlaid on the real-world space. For example, the user may be wearing AR goggles that include a display. While immersed in the AR environment that includes both real-world objects and virtual objects, the user can interact with various virtual and real-world objects displayed to the user.
[0079] The method illustrated in FIG. 7 then proceeds to operation 704, which is configured to analyze a field of view from the AR glasses into the AR scene to detect images of the user's physical features. In one embodiment, operation 704 is configured to detect images of the user's physical features when the field of view is directed toward at least a portion of the user's (or other users') physical features. For example, when the user moves and looks around in various directions in the AR environment, the FOV 108 of the AR HMD 102 may detect the user's physical features, such as the user's hands, arms, abdomen, legs, and feet. In another example, the FOV 108 of the AR HMD 102 may detect the physical features of other users and game characters in the AR environment. In some embodiments, operation 704 is configured to use an outward-facing camera to detect various physical activities of the user, such as body movement data, gaze data, voice capture data, face capture data, and controller input data.
[0080] The method proceeds to operation 706, which is configured to adjust the AR scene substantially in real time to modify at least a portion of the image of the user's physical feature or other user's physical feature detected to be in the AR scene from the field of view of the AR glasses. In some embodiments, operation 706 is configured to modify the image of the user's physical feature, including detecting depth data and original texture data from the physical feature to generate a virtual mesh of the physical feature. In one embodiment, the virtual mesh can be rendered in the AR scene to represent the user's physical feature in 3D. In some embodiments, the virtual mesh can be deformed to achieve a particular configuration, varying in size and shape. For example, the system may increase or decrease the size and shape of the physical feature by a factor of any user preference to generate the virtual mesh. In other embodiments, the virtual mesh can be rendered using modified texture data that blends with the original texture data. For example, blending the modified texture data with the original texture data may cause the virtual mesh to appear continuous and integrated along the boundary between the modified texture data and the original texture data.
[0081] FIG. 8 illustrates components of an exemplary device 800 that can be used to implement aspects of various embodiments of the present disclosure. The block diagram illustrates a device 800 that can incorporate or be a personal computer, video game console, personal digital assistant, server, or other digital device suitable for implementing embodiments of the present disclosure. The device 800 includes a central processing unit (CPU) 802 that runs software applications and optionally an operating system. The CPU 802 can be configured with one or more homogeneous or heterogeneous processing cores. For example, the CPU 802 is one or more general-purpose microprocessors with one or more processing cores. Further embodiments can perform processing operations such as interpreting queries, identifying contextually relevant resources, and immediately implementing and rendering the contextually relevant resources within a video game using one or more CPUs with a microprocessor architecture that is particularly adapted for highly parallel and computationally intensive applications. The device 800 may be localized to the player playing the game segments (e.g., a game console), or remote from the player (e.g., a back-end server processor), or one of many servers that use virtualization in a game cloud system for remote streaming of game play to clients.
[0082] Memory 804 stores applications and data used by CPU 802. Storage 806 provides non-volatile storage and other computer-readable media for applications and data, and may include fixed disk drives, removable disk drives, flash memory devices, and CD-ROM, DVD-ROM, Blu-ray, HD-DVD, or other optical storage devices, as well as signal transmission and storage media. User input devices 808 communicate user input from one or more users to device 800, examples of which may include a keyboard, mouse, joystick, touchpad, touch screen, still or video recorder / camera, gesture-recognizing tracking device, and / or microphone. Network interface 814 enables device 800 to communicate with other computer systems over electronic communications networks, and may include wired or wireless communications over local area networks and wide area networks such as the Internet. The audio processor 812 is adapted to generate analog or digital audio output from instructions and / or data provided by the CPU 802, the memory 804, and / or the storage 806. The components of the device 800, including the CPU 802, the memory 804, the data storage 806, the user input device 808, the network interface 810, and the audio processor 812, are connected via one or more data buses 822.
[0083] A graphics subsystem 820 is further coupled to the data bus 822 and the components of the device 800. The graphics subsystem 820 includes a graphics processing unit (GPU) 816 and a graphics memory 818. The graphics memory 818 includes a display memory (e.g., a frame buffer) used to store pixel data for each pixel of an output image. The graphics memory 818 may be integrated in the same device as the GPU 808, connected to the GPU 816 as a separate device, and / or implemented within the memory 804. The pixel data may be provided to the graphics memory 818 directly from the CPU 802. Alternatively, the CPU 802 provides data and / or instructions defining a desired output image to the GPU 816, which generates therefrom the pixel data for one or more output images. The data and / or instructions defining the desired output image may be stored in the memory 804 and / or the graphics memory 818. In an embodiment, GPU 816 includes 3D rendering capabilities that generate pixel data for output images from instructions and data that define the geometry, lighting, shading, texture, motion, and / or camera parameters of a scene. GPU 816 may further include one or more programmable execution units capable of executing shader programs.
[0084] Graphics subsystem 814 periodically outputs pixel data of an image from graphics memory 818 for display on display device 810. Display device 810 may be any device capable of displaying visual information in response to a signal from device 800, including CRT, LCD, plasma, and OLED displays. Device 800 may provide analog or digital signals to display device 810, for example.
[0085] It should be noted that access services distributed over a wide geography, such as providing access to games in the current embodiment, often use cloud computing. Cloud computing is a computing paradigm in which dynamically scalable, often virtualized resources are provided as a service over the Internet. Users do not need to be experts in the technical infrastructure of the "cloud" that supports them. Cloud computing can be categorized into different services such as Infrastructure as a Service (IaaS), Platform as a Service (PaaS), and Software as a Service (SaaS). Cloud computing services often provide common applications, such as video games, online, accessed through a web browser, but the software and data are stored on servers in the cloud. The term cloud is used as a metaphor for the Internet based on how the Internet is depicted in computer network diagrams, and is an abstract concept that hides a complex infrastructure.
[0086] A game server may be used in some embodiments to perform the operation of a persistent information platform for video game players. Most video games played on the Internet operate through a connection to a game server. Typically, the game uses a dedicated server application that collects data from the player and distributes the collected data to other players. In other embodiments, the video game may be executed by a distributed game engine. In these embodiments, the distributed game engine may run on multiple processing entities (PEs), such that each PE executes a functional segment of the given game engine on which the video game is executed. Each processing entity is viewed by the game engine as simply a computational node. A game engine typically performs a functionally diverse set of operations to execute a video game application along with additional services experienced by the user. For example, the game engine implements game logic and performs game calculations, physics, geometry transformations, rendering, lighting, shading, audio, and additional in-game or game-related services. The additional services may include, for example, messaging, social utilities, voice communication, game play playback functions, help functions, and the like. The game engine may run on an operating system virtualized by a hypervisor on a particular server, but in other embodiments the game engine itself may be distributed across multiple processing entities, each of which may reside on a different server unit in a data center.
[0087] According to this embodiment, for execution, each processing entity may be a server unit, a virtual machine, or a container, depending on the needs of each game engine segment. For example, if a game engine segment is responsible for camera transformation, since it will be performing a lot of relatively simple mathematical operations (e.g., matrix transformations), that particular game engine segment may be provisioned with a virtual machine associated with a graphics processing unit (GPU). Other game engine segments, requiring fewer but more complex operations, may be provisioned with processing entities associated with one or more higher-powered central processing units (CPUs).
[0088] By distributing the game engine, the game engine has elastic computational characteristics that are not bound by the capabilities of a physical server unit. Instead, the game engine is provisioned with more or fewer computational nodes as needed to meet the demands of the video game. From the perspective of the video game and the video game player, a game engine that is distributed across multiple computational nodes is indistinguishable from a non-distributed game engine running on a single processing entity, since a game engine manager or supervisor distributes the workload and seamlessly integrates the results to provide the video game output component to the end user.
[0089] Users access remote services through a client device that includes at least a CPU, a display, and I / O. The client device may be a PC, a cell phone, a netbook, a PDA, etc. In one embodiment, a network running on the game server recognizes the type of device used by the client and adjusts the communication method employed. In another case, the client device accesses the application on the game server over the Internet using a standard communication method such as HTML.
[0090] It should be understood that a given video game or game application may be developed for a particular platform and a particular associated controller device. However, when making such games available through a game cloud system as presented herein, users may access the video game with different controller devices. For example, a game may be developed for a game console and its associated controller, but a user may be accessing a cloud-based version of the game from a personal computer utilizing a keyboard and mouse. In such a scenario, the input parameter configuration may define a mapping from inputs that can be generated by the user's available controller device (in this case, a keyboard and mouse) to inputs that are acceptable for execution of the video game.
[0091] In another example, a user may access the cloud gaming system via a tablet computing device, a touchscreen smartphone, or other touchscreen driven device. In this case, the client device and the controller device are integrated together in the same device, and input is provided by detected touchscreen input / gestures. For such devices, the input parameter configuration may define a particular touchscreen input that corresponds to game input for the video game. For example, a button, a directional pad, or other type of input element may be displayed or overlaid during the execution of the video game to indicate locations on the touchscreen that the user can touch to generate game input. Gestures such as swipes in a particular orientation, or particular touch motions may also be detected as game input. In one embodiment, to familiarize the user with control operations on the touchscreen, a tutorial may be provided to the user showing how to input gameplay via the touchscreen, for example, before starting gameplay of the video game.
[0092] In some embodiments, the client device serves as a connection point for the controller device. That is, the controller device communicates with the client device via a wireless or wired connection and transmits inputs from the controller device to the client device. The client device may then process these inputs and then transmit the input data to a cloud gaming server over a network (e.g., a network accessed via a local network device such as a router). However, in other embodiments, the controller itself may be a networked device that has the ability to communicate inputs directly to the cloud gaming server over a network, without the need for such inputs to be communicated through the client device first. For example, the controller may connect to a local network device (such as the router mentioned above) and transmit data to and receive data from the cloud gaming server. Thus, input latency may be reduced by allowing the controller to transmit inputs directly over the network to the cloud gaming server, bypassing the client device, while the client device may still be required to receive video output from the cloud-based video game and render it on a local display.
[0093] In one embodiment, the networked controller and client devices can be configured to transmit certain types of inputs directly from the controller to the cloud gaming server and other types of inputs via the client device. For example, inputs whose detection does not rely on any additional hardware or processing, apart from the controller itself, can be transmitted directly from the controller to the cloud gaming server over the network, bypassing the client device. Such inputs can include button inputs, joystick inputs, embedded motion detection inputs (e.g., accelerometers, magnetometers, gyroscopes), and the like. However, inputs that utilize additional hardware or require processing by the client device can be transmitted by the client device to the cloud gaming server. These can include video or audio captured from the gaming environment that can be processed by the client device before transmission to the cloud gaming server. In addition, inputs from the controller's motion detection hardware can be processed by the client device in conjunction with the captured video to detect the position and movement of the controller, which is then communicated by the client device to the cloud gaming server. It should be understood that the controller device according to various embodiments can also receive data (e.g., feedback data) from the client device or directly from the cloud gaming server.
[0094] It should be understood that the various embodiments defined herein may be combined or assembled into specific implementations that use various features disclosed herein. Thus, the examples provided are only some of the possible examples and are not intended to limit the various implementations that may be defined by combining various elements. In some examples, an implementation may include fewer elements without departing from the spirit of the disclosed or equivalent implementations.
[0095] Embodiments of the present disclosure may be practiced with a variety of computer system configurations including handheld devices, microprocessor systems, microprocessor-based or programmable consumer electronics, minicomputers, mainframe computers, etc. Embodiments of the present disclosure may also be practiced in distributed computing environments where tasks are performed by remote processing devices that are linked through a wire-based or wireless network.
[0096] Although the operations of the method have been described in a particular order, it should be understood that other housekeeping operations may be performed between operations, or operations may be coordinated to occur at slightly different times, or operations may be distributed within the system to allow processing operations to occur at various intervals relative to processing, so long as the processing of telemetry and game state data to generate modified game state is performed in the desired manner.
[0097] One or more embodiments may also be fabricated as computer readable code on a computer readable medium. The computer readable medium may be any data storage device that can store data. The data may then be read by a computer system. Examples of computer readable media include hard drives, network attached storage (NAS), read only memory, random access memory, CD-ROM, CD-R, CD-RW, magnetic tape, and other optical and non-optical data storage devices. The computer readable medium may include computer readable tangible media distributed across network connected computer systems such that the computer readable code is stored and executed in a distributed fashion.
[0098] In one embodiment, the video game is executed locally on a game console, personal computer, or server. In some cases, the video game is executed by one or more servers in a data center. When the video game is executed, some instances of the video game may be simulations of the video game. For example, the video game may be executed by an environment or server that generates a simulation of the video game. A simulation, in some embodiments, is an instance of the video game. In other embodiments, the simulation may be generated by an emulator. In either case, when the video game is represented as a simulation, the simulation may be executed to render interactive content that can be interactively streamed, executed, and / or controlled by user input.
[0099] Although the foregoing embodiments have been described in some detail for clarity of understanding, it will be apparent that certain changes and modifications can be practiced within the scope of the appended claims. Thus, the present embodiments should be considered as illustrative and not restrictive, and the present embodiments should not be limited to the details set forth herein, but may be modified within the scope of the appended claims and their equivalents.
Claims
1. generating an augmented reality (AR) scene for rendering on a display of a user wearing AR glasses, the AR scene including a real world space and a virtual object overlaid within the real world space; analyzing a field of view from the AR glasses into the AR scene, the analyzing being configured to detect an image of the physical feature of the user when the field of view is directed toward at least a portion of the physical feature of the user; adjusting the AR scene to modify, in substantially real-time, at least a portion of the image of the user's physical feature if the physical feature of the user is detected to be within the AR scene as viewed from the field of view of the AR glasses; Including, The modifying includes detecting depth data and original texture data from the physical feature to generate a virtual mesh of the physical feature, the virtual mesh varying in size and shape and being rendered using modified texture data that blends with the original texture data; A computer-implemented method, wherein the modified physical features of the user, when viewed through the AR glasses, appear to the user as being present in the real world space.
2. 2. The computer-implemented method of claim 1, wherein the virtual mesh is a three-dimensional (3D) representation of the physical features of the user used for rendering in the AR scene, the virtual mesh representing at least a portion of an avatar of the user in the AR scene.
3. The computer-implemented method of claim 1 , wherein the size and the shape of the virtual mesh are increased or decreased relative to the corresponding physical feature to a degree preferred by the user.
4. The computer-implemented method of claim 1 , wherein the size and the shape of the virtual mesh are determined based on a profile and gameplay data of the user.
5. 2. The computer-implemented method of claim 1, wherein the blending of the modified texture data and the original texture data causes the virtual mesh to appear dynamically integrated along a boundary between the modified texture data and the original texture data.
6. 2. The computer-implemented method of claim 1, wherein the analyzing is configured to further detect images of the physical features of the one or more additional users when the field of view of the user is directed toward at least a portion of the physical features of the one or more additional users, and to modify the images of the physical features of the one or more additional users.
7. capturing one or more measurements of the user during user interactivity with the AR scene; adjusting a depicted intensity of the AR scene to generate the adjusted AR scene in response to the one or more measurements of the user during user interactivity of the AR scene; The computer-implemented method of claim 1 , further comprising:
8. The computer-implemented method of claim 7 , wherein the adjustment to the depicted intensity of the AR scene increases or decreases a perceived difficulty associated with the AR scene by the user.
9. 8. The computer-implemented method of claim 7, wherein the one or more measurements are captured using one or more sensors used to track heart rate, or blood pressure, or oxygen saturation, or respiration, or body temperature, or gaze, or facial expressions, or voice, or controller movement, or physical movement, or controller input associated with the user, or a combination of two or more thereof.
10. 8. The computer-implemented method of claim 7, wherein the one or more measurements are adjusted to generate one or more virtual measurements corresponding to an avatar of the user, the one or more virtual measurements being perceived by the user as having greater athletic endurance.
11. 8. The computer-implemented method of claim 7, wherein the adjustment to the depicted intensity of the AR scene increases or decreases a perceived difficulty associated with the AR scene by the user while the user's physical intensity for interactivity with the adjusted AR scene remains substantially the same.
12. capturing sounds generated by the user during user interactivity with the AR scene; adjusting characteristics associated with the sound to generate a virtual sound to represent a sound generated by an avatar of the user within the adjusted AR scene, the characteristics including pitch, tone, volume, intensity, speed, or a combination of two or more thereof; The computer-implemented method of claim 1 , further comprising:
13. modifying the image of the physical characteristics further includes processing a profile of the user, the captured measurements of the user, and game play data with a model of the user; 2. The computer-implemented method of claim 1, wherein the model is configured to identify features from the profile of the user, the captured measurements of the user, and the gameplay data to classify attributes of the user, and wherein the attributes of the user are used to modify the physical features and adjust a depicted intensity of the AR scene.
14. 1. A system for displaying an augmented reality (AR) scene, comprising: an AR head mounted display (HMD), the AR HMD including a display for rendering the AR scene to a user wearing AR glasses, the AR scene including a real world space and a virtual object overlaid within the real world space, the AR HMD configured to analyze a field of view from the AR glasses into the AR scene, the analyzing being configured to detect an image of a physical feature of the user when the field of view is directed toward at least a portion of the physical feature of the user; a processing unit associated with the AR HMD for adjusting the AR scene in substantially real time to modify at least a portion of the image of the user's physical feature when the user's physical feature is detected to be within the AR scene as viewed from the field of view of the AR glasses, the modifying including detecting depth data and original texture data from the physical feature to generate a virtual mesh of the physical feature, the virtual mesh changing in size and shape and being rendered using modified texture data that blends with the original texture data, such that the modified physical feature of the user appears to the user as being present in the real world space when viewed through the AR glasses; a tracking unit associated with the AR HMD for tracking the field of view from the AR glasses into the AR scene, the tracking being configured to identify a movement of the body feature of the user and to further adjust the AR scene substantially in real time to incorporate the movement of the body feature in the adjusted AR scene; Including, the system.
15. The system of claim 14 , wherein the AR HMD includes a three-dimensional (3D) camera configured to detect the depth data and the original texture data from the body features.
16. 15. The system of claim 14, wherein the virtual mesh is a three-dimensional (3D) representation of the physical features of the user used for rendering in the AR scene, the virtual mesh representing at least a portion of an avatar of the user in the AR scene.
17. The system of claim 14 , wherein the size and the shape of the virtual mesh are increased or decreased relative to the corresponding physical feature to a degree preferred by the user.
18. 15. The system of claim 14, wherein the blending of the modified texture data and the original texture data causes the virtual mesh to appear dynamically integrated along a boundary between the modified texture data and the original texture data.
19. 15. The system of claim 14, wherein the depicted intensity of the AR scene is adjusted in response to one or more captured measurements of the user during user interactivity with the AR scene to generate the adjusted AR scene.
20. The system of claim 14 , wherein the analyzing is configured to detect images of the physical features of the one or more additional users when the user's field of view is directed toward at least a portion of the physical features of the one or more additional users, and to modify the images of the physical features of the one or more additional users.
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