Area intended for physical activity in virtual reality games
A circular structure with tactile reliefs and non-slip surfaces addresses the safety issue in VR gaming by allowing players to navigate safely through tactile feedback, enhancing safety and adaptability.
Patent Information
- Application Number
- PCT/ES2025/070403
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-08-19
- Filing Date
- 2025-07-02
- Publication Date
- 2026-02-26
AI Technical Summary
Existing virtual reality gaming environments lack a simple and effective solution to prevent users from colliding with real-world obstacles during gameplay, leading to risks of falls and disorientation.
A circular, preferably padded, structure with tactile reliefs and non-slip surfaces that defines a play area, allowing players to navigate safely by sensing boundaries through touch, while being adaptable to various environments.
Enhances player safety by providing a delimited, tactilely recognizable play space that reduces the risk of accidents and adapts to different gaming setups.
Smart Images

Figure ES2025070403_26022026_PF_FP_ABST
Abstract
Description
[0001] DESCRIPTION
[0002] AREA DESIGNATED FOR PHYSICAL ACTIVITY IN VIRTUAL REALITY GAMES
[0003] Object of the invention
[0004] The utility model presented refers to an area intended for physical activity in virtual reality games which, due to its configuration and elements, significantly improves similar structures existing in the market and in the current state of the art.
[0005] Specifically, this innovation refers to a structure designed to delimit a zone or physical space enabled to place the player inside, avoiding risks of falls, accidental bumps with their surroundings, spatial disorientation, etc.
[0006] Technology sector
[0007] This invention falls within the sector corresponding to devices and articles related to games, sports and recreational activities, especially those that include representations in two or more dimensions, involving additional visual information provided to the game scenario, for example through sensors and other virtual reality technologies.
[0008] Background of the invention and state of the art
[0009] Technological advances have generated and continue to generate a plurality of methods, processes and systems of widespread application in multiple fields and sectors of activity, from use in defense to health improvements, including their implementation in manufacturing processes of all kinds of articles, products and devices.
[0010] One of these rapidly deployable technological tools is virtual reality, that is, the ability to reproduce a physical environment comprising objects, scenery, and all kinds of details generated by specific software. This software is defined by its realistic appearance, with such a high degree of realism that when the user interacts with it, they feel immersed in that environment. Simply put, this sensation is received through a device related to the user's sense of sight—a viewer, generally virtual reality glasses or a headset that integrates a series of lenses that mimic the human eye's field of vision and allow the reproduction of 3D images generated by the programmed software.
[0011] One of the most prevalent applications of virtual reality in the market is entertainment, specifically games generated by specialized software and displayed on a screen or similar device. In addition to the headsets or glasses described earlier, these games can incorporate devices attached to the user's body, transmitting and reproducing their movements within the virtual reality environment. This is the case with haptic technology, which uses technological interfaces that interact with the user through touch by applying force, vibrations, or movement generated by devices attached to the user's body, such as gloves. All of this makes the user's experience immersed in a virtual reality environment incredibly realistic and sensory.
[0012] Obviously, during gameplay, the user is in motion, moving around the virtual scene perceived through the headset. This is generally within a domestic environment, such as a living room, which, by its very nature, is a room with furniture, tables, chairs, armchairs, shelves, plants, and a wide variety of other objects that could potentially obstruct the user's movements. The risk of falls and bumps caused by sudden movements, unexpected turns, or tripping over objects is unavoidable, since the user is only receiving information generated by the software. In other words, they are perceiving the virtual reality as the only one, and the real environment goes unnoticed.
[0013] This reasoning leads to the need to define play zones or areas that provide greater safety to the user by eliminating the risks described.
[0014] Within the framework of industrial property, there are patents that propose technological developments in the context of games involving virtual reality elements, such as file ES1288550, which develops a “trampoline for virtual reality or other similar simulated environments that, comprising an elastic surface of fabric, canvas or similar attached by springs to a perimeter frame with support legs, is characterized by comprising one or more sensors that, at least, detect movements when a user occupies said elastic surface and that, in turn, are capable of being linked and / or connected to a virtual reality device or a similar simulated environment of digitally generated images.“Also, file EP99957355 refers to a technical development that it defines as a “device for transforming movements of at least one joint of a user, chosen from the group consisting of the knee, elbow, shoulder, hip, or ankle, into control signals for a computer, which includes a sleeve intended to be placed around the joint and a motion sensor fixed to that sleeve, characterized in that the sensor is an all-or-nothing sensor and is directly subject to movements of the walls of the sleeve.” For its part, application US2019302879 presents a “computer system that provides a virtual reality experience to one or more users through the use of a special-purpose virtual reality mat. The computer system receives image data from an optical sensor that generates images of a physical environment.”The mat includes one or more fiducial markers that are recognizable by the computer system. The presence of these fiducial markers is detected based on image data. An activity region within the physical environment is defined based, at least in part, on the detected fiducial markers. A physical subject's position within the physical environment is identified in relation to the activity region. The virtual reality experience is selectively augmented based on the positioning of the identified physical subject in relation to the activity region.
[0015] These technical solutions are, in theory, functional for achieving their objectives, but they present varying degrees of technical complexity. They focus on a physical structure understood as the central element around which the activity unfolds—as in the case of the trampoline—or on elements such as a cuff attached to a joint, or on software capable of recognizing fiducial markers. It is clear that technological advances in virtual reality have opened multiple lines of research and development aimed at introducing new projects and products with higher technical resolution to the market. However, none of them offer a functional solution to limit the risk of accidents to the user when immersed in the game and isolated from the surrounding physical environment.The applicant's objective is not technology itself, but rather to develop a comfortable, safe, and efficient space in which a variety of virtual reality elements and devices can be implemented. This applicant is unaware of any existing, in the current state of the art, in terms of industrial property, or on the market, simple solution for configuring an area or physical space that allows for the delimitation of a play zone with the characteristics presented in this invention.
[0016] Description of the invention
[0017] This invention relates to an area intended for physical activity in virtual reality games that has a particular configuration and structure that offers a greater and better interrelation with a plurality of technological devices involved in virtual reality games, also providing support elements for the physical safety of the player.
[0018] The proposed technical solution is a flat, preferably circular, structure located on a horizontal plane, inside which the player is situated and whose inner base presents a plurality of reliefs, hollows, textures or sensory marks recognizable by touch through contact with the feet, which allows the player to recognize the limits of that playing area without needing to visualize them, while at the same time being able to integrate them into the game.
[0019] This flat structure is suitable for extending around the perimeter in height and, where appropriate, also in a horizontal and / or oblique plane, inside and / or outside, always maintaining the circular structure already described as the central axis of the playing area or zone since the player's feet, whether standing or sitting, must remain inside this structure.
[0020] In its initial realization, this circular structure is configured as a piece with minimal relief, located at ground level, with a perimeter of an approximate and maximum height of 4 cm, which outlines and defines the interior playing area in which the player is located.
[0021] In a second embodiment, the described circular structure is integrated into a geometric support that forms a block in the form of a fence in whose central part the circular playing area is defined, the height of the block being around 40 cm, which implies a greater relief compared to the first embodiment, providing greater contact with the player's leg.
[0022] In a third embodiment, the circular structure, in its relief block version, is attached to a seating piece of furniture such as an armchair, positioned at the front where a footrest is usually located. This allows the player to choose between playing in an upright position (standing) or a seated position. In this embodiment, the block can be concealed beneath the armchair or become an integral part of it by extending vertically, obliquely, and / or horizontally.
[0023] In a fourth embodiment, the circular structure, in its flat version, extends perimeter vertically, horizontally and / or obliquely into a plurality of contiguous seats arranged in a circular fashion, this central space being the axis on which the circular play area is located, having a padded perimeter barrier around the central opening that physically delimits the play area.
[0024] All the structures described have rounded edges, with the outer base and inner area being non-slip, made of high-quality, durable plastic, with padded edges.
[0025] The circular structure, whether plain or with relief, is portable.
[0026] For a better understanding of what is described in this report, some drawings are included, which should be analyzed and considered only as examples and without any limiting or restrictive character.
[0027] Figure 1.- Diagram of the circular structure without relief on a horizontal plane
[0028] Figure 2.- Schematic of the circular structure without relief in a plan view
[0029] Figure 3.- Diagram of the circular structure with relief in a perspective view
[0030] Figure 4.- Schematic of the circular structure with relief in a perspective view
[0031] Figure 5.- Detailed view of notches and sensory signals on the circular structure without relief
[0032] Figure 6.- Detailed view of notches and sensory signals on the circular relief structure
[0033] Figure 7.- Diagram of the circular structure with relief linked to an armchair. Figure 8.- Diagram of the circular structure without relief integrated into a plurality of seats.
[0034] Figure 9.- Diagram of the circular structure with physically extended relief forming an armchair
[0035] Figure 10.- Schematic of the circular structure without relief integrated into an installation with a plurality of seats with raised sensory markings
[0036] Figure 11.- Diagram of the circular structure without relief integrated into an installation with a plurality of seats with sensory marking lines
[0037] Figure 12.- Schematic of the circular structure without relief integrated into a portable installation
[0038] These figures show the following parts:
[0039] 1. Circular structure or play area
[0040] 2. Block or enclosure of the circular structure
[0041] 3. Notches, reliefs, hollows, sensory signals
[0042] 4. Steps or uneven surfaces
[0043] 5. Armchair
[0044] 6. Plurality of seats
[0045] 7. Guidance lines
[0046] 8. Wall of the circular structure without relief
[0047] To the ground
[0048] Description of a preferred embodiment
[0049] This invention takes the form of a circular structure (1) that defines a playing area or zone by means of a perimeter border of varying height depending on the embodiment. Figures 1 and 2 show an example embodiment in which the circular structure (1) is a piece with minimal relief located flush with the ground (A), with a perimeter of an approximate and maximum height of 4 cm. On its inner part or base are drawn a plurality of notches, reliefs, hollows and sensory signals (3), distributed in a planned manner and intended to delimit and orient the player, through contact with the feet, with respect to their position in the playing area, as shown in Figure 5.Figures 3 and 4 show a second embodiment of the circular structure (1) which in this case is integrated into a geometric support that forms a block (2) with relief, in which its perimeter is significantly higher than the first embodiment without relief, and in whose central part said circular structure (1) is defined, also presenting, as shown in Figure 6, the plurality of notches, reliefs, hollows and sensory signals (3) suitable to be detected by the user's feet and interpreted by the user to orient himself in the play area.
[0050] The circular structure (1) described can be extended vertically, horizontally, and / or obliquely, forming different adjacent structures that expand the playing area and provide new functionalities, especially the creation of seats that allow the player to stand or sit according to their needs and situation. One such embodiment is shown in Figure 7, in which the circular structure (1), in its block (2) version with relief, is linked to an armchair (5), positioned at its front. It can be concealed beneath the armchair or become part of it by physically extending the circular structure (1) vertically, obliquely, and / or horizontally, as shown in Figure 9. In this way, the circular structure (1) and the armchair (5) form a single unit, in which the block (2) cannot be retracted.
[0051] It should be noted that the type of seating furniture is not relevant to the object of this invention. In a fourth embodiment, shown in Figures 10 and 11, the circular structure (1), in its flat version, extends peripherally into an installation in which a plurality of contiguous seats (6) are arranged in a circular pattern, thus defining a central opening that becomes the circular structure (1) or circular playing area, without relief, and around whose perimeter a padded barrier is defined, physically delimiting the playing zone. Figure 10 shows this embodiment with contiguous seats in which at least one step or rise (4) is defined peripherally, suitable for creating a new sensory signal, in this case elevated, and increasing the difficulty of the player's movement.In this case, for example, this sensory signal is defined as elevated because it constitutes a step or difference in level (4) distanced in height from the base, and whose edge, like the rest of the structures described, is blunt and capable of incorporating reliefs, hollows, or other orientation signals. In Figure 11, the sensory markings are formed as lines (7). Figure 12 shows an embodiment in which the circular structure (1), without relief, extends around its perimeter in vertical, also circular, sections, forming a wall (8), so that the resulting piece can be a portable and foldable installation, also presenting the plurality of notches, reliefs, hollows, and sensory signals (3).
[0052] Based on everything discussed, it is easy to understand the advantages of this invention.
[0053] Firstly, greater physical safety is achieved in the virtual game by having the player a delimited space to move around in, since the structure of the area or playing zone presents a physical barrier, whether of little or considerable height, having a plurality of sensory signals, in particular of a tactile nature and perceived through his feet, to determine his position.
[0054] In all its versions, the edges are rounded and padded, and both its outer base, in contact with the ground, and the inner base, in contact with the player's feet, are non-slip.
[0055] The invention, maintaining its basic circular structure, is suitable to be configured as a portable device, adaptable to any environment, or as a fixed device, integrated into a specific game complex.
[0056] It is not considered necessary to elaborate further on this description so that any expert in the field can understand the scope of the invention and the advantages derived from it. The materials, shape, and size may be varied provided that this does not alter the essential nature of the invention. The terms in which this specification has been drafted should always be taken in a broad and non-restrictive sense.
Claims
CLAIMS 1 a Area intended for physical activity in virtual reality games, suitable for understanding technological devices, characterized by being formed as a circular structure (1) with or without relief, situated on a horizontal plane, whose interior base presents a plurality of reliefs, hollows, texture, marks (3) and / or sensory lines (7) recognizable by touch and distributed in a planned manner, this circular structure (1) being suitable to extend peripherally in height and, where appropriate, in a plane also horizontal and / or oblique, interior and / or exterior, forming adjacent structures or bodies. 2 a Area designated for physical activity in virtual reality games, according to the 1 aclaim, characterized in that the circular structure (1) is embodied in a piece with minimal relief, located at ground level, with a perimeter of an approximate and maximum height of 4 cm. that outlines and defines the interior playing area in which the player is located. 3 a Area designated for physical activity in virtual reality games, according to the 1 a claim, characterized in that the circular structure (1) is integrated into a geometric support that forms a block (2) with relief with a substantially raised perimeter whose central part defines the circular playing area. 4 a Area designated for physical activity in virtual reality games, according to the 1 a and 3 a claims, characterized in that the circular structure (1), in its version as a relief block (2), is linked to an armchair (5), being located on the front part thereof. 5 aArea designated for physical activity in virtual reality games, according to the 4 a claim, characterized in that the circular structure (1) in its version as a relief block (2) is concealed under the armchair (5). 6 a Area designated for physical activity in virtual reality games, according to the 4 a claim, characterized in that the circular structure (1) in its version as a relief block (2) and the armchair (5) form a single body by physically extending the block vertically, obliquely and / or horizontally. 7 a Area designated for physical activity in virtual reality games, according to the 1 aclaim, characterized in that the circular structure (1), without relief, extends peripherally into a plurality of contiguous seats (6) arranged in a circular manner, delimiting a central gap that becomes the circular structure (1) or circular play area in whose perimeter a padded barrier is defined. 8 a Area designated for physical activity in virtual reality games, according to the 7 a claim, characterized in that the plurality of contiguous seats (6) arranged in a circular shape have at least one step or level (4) on their lower, peripheral part, suitable for defining a sensory signal distanced in height from the base. 9 a Area designated for physical activity in virtual reality games, according to the 7 a claim, characterized in that the central gap that defines the plurality of contiguous seats (6) has lines (7) as sensory marks. 10a Area designated for physical activity in virtual reality games, according to the 1 a claim, characterized in that the circular structure (1), without relief, extends peripherally in vertical sections also circular, forming a wall (8. 11 a Area designated for physical activity in virtual reality games, according to the 10 a claim, characterized in that the circular structure (1) is foldable.
Citation Information
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