Systems, devices, and methods for extended reality (XR) games

The system integrates motion tracking and biometric authentication to create immersive sports simulations without headsets, addressing the limitations of existing arcade and VR systems by enabling interactive gameplay and spectator engagement.

WO2026107522A1PCT designated stage Publication Date: 2026-05-21SWISH XR LLC
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Patent Information

Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
SWISH XR LLC
Filing Date
2025-11-18
Publication Date
2026-05-21

AI Technical Summary

Technical Problem

Existing arcade games and VR-based systems lack the ability to create a truly immersive and physically interactive sports simulation experience, often requiring headsets and failing to integrate physical activity, personalized avatars, and AI-driven performance metrics, while also limiting spectator engagement.

Method used

A system combining advanced motion tracking technologies, biometric authentication, and modular physical environments to enable immersive sports simulations without headsets, integrating real-world movements with virtual environments, and offering dynamic rewards and interactive spectator experiences.

Benefits of technology

Provides a scalable, multi-faceted platform that engages users physically, socially, and economically, enhancing user experience through personalized gameplay, fair matchmaking, and interactive spectator participation.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

An extended reality (XR) gaming system may include a frame; one or more screens and / or displays; one or more projectors; one or more sensors (e.g., one or more cameras and / or one or more time of flight (ToF) sensors); one or more physical player-interaction game devices (e.g., basketball hoop and / or backboard); and optionally, a control system, wherein the one or more screens and / or displays, the one or more sensors, the one or more projectors, the one or more physical player-interaction game devices, or a combination thereof mounted to the frame. The system may be used for temporary installations in various locations, such as at different indoor and / or outdoor events.
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Description

Attorney Docket No.: 2019838-0006SYSTEMS, DEVICES, AND METHODS FOR EXTENDED REALITY (XR) GAMESCROSS-REFERENCE TO RELATED APPLICATIONS

[0001] This application claims priority to and benefit of U.S. Provisional Patent Application No. 63 / 721,763 filed November 18, 2024, the disclosure of which is incorporated by reference herein in its entirety.TECHNICAL FIELD

[0002] This disclosure relates generally to extended reality games, such as arcade games, specifically sports arcade games, like basketball.BACKGROUND

[0003] Arcade games, such as sports games, that use projectors to display information to players are available. These arcade games use a fixed projection system to display games or portions thereof that is not responsive to characteristics of the player (e.g., height or position). Certain extended reality (XR), such as virtual reality (VR) and augmented reality (AR), arcade games are also available, but require a user to wear a headset (e.g., goggles or glasses) to play.SUMMARY

[0004] Disclosed herein are systems, devices, and methods that provide for XR games (e.g., XR arcade games), including ones that may be played without wearing a headset. In some embodiments, systems, devices, and methods disclosed herein use a projection system and one or more sensors (e.g., camera(s)) to adapt to particular player(s) participating in a game such that one or more aspects of the game (e.g., as reflected in projections provided for the game) are adapted to the player(s) (e.g., personalized) (e.g.. reflective of one or more actions occurring in the game). An XR game may be a sports game; in some embodiments, an XR game is a basketball game. An XR game may be a non- sports game, for example played with sports-based physical playerinteraction game device(s).

[0005] The world of XR (e.g., VR) gaming and attractions involves various deployments of rides and game hardware in different venues. Some venues can be indoors or outdoors. The speed and consistency of installations is often important to safe and successful operation of an XR - 1 - 13098391V1Attomey Docket No.: 2019838-0006game system and the user experience. The ability to reliably execute these installations is often important to the viability of the technology at hand. Calibration and precision tools are required that automate the installation process. Disclosed herein are systems, devices, and methods that enable successful and safe repeat installation of projection arrays and displays on a system level for the purpose of creating an XR setting that does not require goggles or glasses or head gear to be worn by the user.

[0006] In some embodiments, a system (e.g., basketball simulation system) includes one or more projectors (e.g., a projector array), one or more sensors (e.g., camera(s) and / or time of flight (ToF) sensor(s), pressure sensors, vibration sensors, fabric or contact sensors, or other application-appropriate sensors), one or more displays and / or screens (e.g., projection screens), one or more physical player- interaction game devices (e.g., a physical basketball hoop), a housing, one or more pads (e.g., for player safety), optionally a post for mounting at least one physical player-interaction game devices, and a frame for mounting one or more of the foregoing components. A system may be specifically designed to create a seamless projection screen that mimics a realistic basketball stadium and or a virtual world where you can play one or more games (e.g., one or more basketball games). In some embodiments, a basketball system with a basketball hoop as a physical player-interaction game devices (and played with a ball) may facilitate playing one or more games that use the hoop (e.g., and a ball to be shot at and / or in the hoop) but are unrelated to basketball. In some embodiments, a system is constructed to all system components (e.g., one or more projectors, one or more sensors, one or more displays, one or more physical player-interaction game devices) to be controlled and installed at various sites and calibrated in order to have a seamless and repeatable projection display experience. In some embodiments, frames disclosed herein are self-supporting, for example are not mounted to existing wall(s). A frame may include one or more frame components. A frame may be collapsable. A frame may be disconnectable. A frame may include one or more subframes that connect together (e.g., by one or more pins, screws, or bolts) to form the frame in an installed state. Connecting the physical world dimension where the player (e.g., user) plays that game with the virtual dimensions of the screen and the virtual gaming world can improve game play. Doing so may be facilitated by a frame to which one or more of the components of the system are mounted. Systems disclosed herein can be used to create other virtually realistic worlds and the user does not have to wear headgear or glasses in order to play a game or interact with the system.- 2 - 13098391V1Attomey Docket No.: 2019838-0006

[0007] Any two or more of the features described in this specification, including in this summary section, may be combined to form implementations of the disclosure, whether specifically expressly described as a separate combination in this specification or not.BRIEF DESCRIPTION OF THE DRAWINGS

[0008] The present teachings described herein will be more fully understood from the following description of various illustrative embodiments, when read together with the accompanying drawings. It should be understood that the drawing described below is for illustration purposes only and is not intended to limit the scope of the present teachings in any way. The foregoing and other objects, aspects, features, and advantages of the disclosure will become more apparent and may be better understood by referring to the following description taken in conjunction with the accompanying drawings, in which:

[0009] FIG. 1 illustrates views of a frame and displays, according to illustrative embodiments of the present disclosure;

[0010] FIG. 2 illustrates views of a frame and housing, according to illustrative embodiments of the present disclosure;

[0011] FIG. 3 illustrates views of a frame, according to illustrative embodiments of the present disclosure;

[0012] FIG. 4 illustrates views of a frame, according to illustrative embodiments of the present disclosure;

[0013] FIG. 5 illustrates views of a frame, according to illustrative embodiments of the present disclosure;

[0014] FIG. 6 illustrates views of a frame and display surfaces, according to illustrative embodiments of the present disclosure;

[0015] FIG. 7 illustrates projection throw calibration mounts, according to illustrative embodiments of the present disclosure;

[0016] FIG. 8 illustrates projection throw calibration mounts, according to illustrative embodiments of the present disclosure;

[0017] FIG. 9 illustrates a hoop mounting clamp, according to illustrative embodiments of the present disclosure;- 3 - 13098391V1Attomey Docket No.: 2019838-0006

[0018] FIG. 10 illustrates a smart physical player-interaction game device with sensors (e.g., time of flight sensors) and calibration, according to illustrative embodiments of the present disclosure;

[0019] FIG. 11 illustrates a diagram of a real- world environment, according to aspects of the present disclosure.

[0020] FIG. 12 is an isometric view of a depth camera and a physical gameplay zone, according to aspects of the present disclosure.

[0021] FIG. 13 illustrates a side profile view of multiple zones, according to aspects of the present disclosure.

[0022] FIG. 14 illustrates exemplary user detection zones, according to aspects of the present disclosure.

[0023] FIG. 15 illustrates an overview of a game logic overlaid with a dynamic user tracking software coordinate system, according to aspects of the presence disclosure.

[0024] FIG. 16 illustrates components of a digital world environment, according to aspects of the present disclosure.

[0025] FIG. 17 is a flow diagram of information, including a game logic and a pixel converter for motion tracking, according to aspects of the present disclosure.

[0026] FIG. 18 is an exemplary image of a real- world gameplay zone floor, according to aspects of the present disclosure.

[0027] FIG. 19 is a system level diagram showing a base layer stacked over various components to a digital world environment.

[0028] FIG. 20 is a diagram of an extended reality (XR) immersive experience, created by combining input from a real world environment with input from a digital world environment, according to aspects of the present disclosure.

[0029] FIG. 21 shows an example of expansion of an extended reality (XR) environment to multiple real- world environments, according to aspects of the present disclosure.

[0030] FIG. 22 shows an exemplary layering of multiple real-world environments and digital world environments, according to aspects of the present disclosure.- 4 - 13098391V1Attomey Docket No.: 2019838-0006

[0031] FIG. 23 shows users being assigned avatars, according to aspects of the present disclosure.

[0032] FIG. 24 shows a user being scanned for a basketball game, according to aspects of the present disclosure.

[0033] FIG. 25 shows a representative view of the system method, according to aspects of the present disclosure.

[0034] FIG. 26 is a block diagram of an example network environment for use in the methods and systems described herein, according to illustrative embodiments of the present disclosure; and

[0035] FIG. 27is a block diagram of an example computing device and an example mobile computing device, for use in illustrative embodiments of the present disclosure.DETAILED DESCRIPTION OF CERTAIN EMBODIMENTS

[0036] Provided herein are, inter alia, systems, devices, and methods for combining real-world events (e.g, sporting activities, e.g., basketball shooting) with digital events (e.g., projection of virtual environments, and / or additional gameplay elements such as obstacles or adversaries) to create a new type of gaming experience. One of skill in the art will appreciate, upon reading the present disclosure, that the combination of the real and digital as described herein represents a significant advance in gaming and includes methods and systems for facilitating the combination in a relevant way for gaming (e.g., at an appropriate speed).

[0037] While biometric authentication is becoming more common in general technology applications, its use in gaming has been minimal, leaving significant untapped potential for personalized and secure gameplay experiences. Current sports simulation games are largely constrained to either video game consoles or VR-based systems that rely on static environments, where user interaction is limited to handheld controllers or basic motion detection. While some arcade systems have incorporated motion tracking or projection-based gameplay, they often lack the ability to create a truly immersive and physically interactive experience. These existing solutions do not fully integrate physical activity, personalized avatars, and Al-driven- 5 - 13098391V1Attomey Docket No.: 2019838-0006performance metrics into a cohesive system. Furthermore, the spectator experience in gaming is often relegated to passive observation via live streaming, with limited opportunities for real-time engagement or meaningful interaction with players.

[0038] The proposed invention addresses these limitations by combining cutting-edge technologies into a single, unified system that transforms how users interact with virtual sports simulations. By integrating advanced motion tracking technologies, such as LiDAR and infrared sensors, with modular physical environments, this system allows users to physically participate in sports activities while their movements are mirrored in a virtual world. The inclusion of biometric authentication ensures secure and personalized gameplay, while Al-driven talent calibration provides tailored challenges and fair matchmaking, enhancing the user experience. The ability to project gameplay onto physical walls as holograms or, optionally, through VR / AR headsets creates a fully immersive environment, bridging the gap between physical and virtual worlds in ways existing systems do not. In some embodiments, provided system and methods do not include use of a VR / AR headset.

[0039] Additionally, the invention introduces a dynamic rewards system interconnected with a marketplace, enabling players to earn and trade virtual or real-world items based on their performance. This gamified rewards model integrates sponsorships and branding opportunities, offering significant value to players, spectators, and commercial partners alike. For spectators, the invention enhances the viewing experience with live projections, remote streaming, and interactive features that make them active participants in the gaming ecosystem. This invention represents a significant improvement over the current state of gaming technologies by providing a scalable, multi-faceted platform that engages users physically, socially, and economically. It not only redefines how sports simulations are experienced but also sets a new standard for the integration of biometric, Al, and AR / VR technologies in gaming

[0040] In accordance with various aspects, systems disclosed herein do not require wearing goggles or glasses that are close to the face or in proximity of the head, or even the use of goggles or glasses at all. As XR games, systems disclosed herein can be played with real objects to interact with physical player-interaction game devices, for example a real basketball and a real hoop (e.g., backboard and rim) may be used while a player is integrated with a digital environment which creates extension of reality in order to achieve this, there is a carefully- 6 - 13098391V1Attomey Docket No.: 2019838-0006calibrated framing system to which one or more screens (e.g., projection screens) and / or displays, projector, array, sensors, cameras, and dimensionality to provide a realistic, life-size experience of the basketball simulation game, which can be applied to other games and or other simulated reality environments or sports. U.S. Patent No. 10,688,362 discloses certain basketball XR gaming systems, the disclosure of which is hereby incorporated by reference herein in its entirety .The device herein disclosed and described provides a solution to the shortcomings in the prior art through the disclosure of an entertainment system that blends real world movement and action by one or more players with a digital world, with events in each influencing the other. In some embodiments, provided systems include a rewards system. The primary object of this invention is to provide users with an immersive system that enables them to play games in a highly interactive and environment.

[0041] Another object of the invention is to combine physical activity with virtual gaming by integrating advanced motion tracking technologies that accurately capture user movements and translate them into virtual actions. In some embodiments, provided methods and systems also seek to enhance personalization by utilizing biometric data, such as facial recognition and handprint scanning, to create unique user profiles and avatars tailored to individual preferences.

[0042] Another object is to foster inclusivity and fairness by employing artificial intelligence to analyze user performance through a "true talent calibration exercise," which matches players of similar skill levels for competitive balance. Another key objective is to create a modular gameplay space that adapts dynamically to various sports simulations, ensuring versatility and a rich gaming experience regardless of the game chosen.

[0043] Another object of provided methods and systems aim is to provide users with meaningful incentives by incorporating a rewards system where in-game performance is linked to virtual and real- world prizes. This is complemented by an integrated marketplace where users can redeem, trade, or purchase items and services using in-game currency or cryptocurrency, ensuring a seamless and engaging economic ecosystem. Additionally provided methods and systems aspire to extend the entertainment value beyond players by enabling spectators, both onsite and remote, to engage with the gameplay through live viewing.- 7 - 13098391V1Attomey Docket No.: 2019838-0006

[0044] Another object is to support global accessibility by integrating multiple payment systems, including traditional currencies and cryptocurrencies, ensuring that the system can cater to an international audience. Furthermore, provided methods and systems seek to create a scalable, interconnected architecture leveraging cloud computing, loT devices, and machine learning algorithms to enhance performance, security, and user experience.

[0045] Another objective of provided methods and systems is to provide a means to market one or more game rewards in real life. The game rewards can include virtual NFTs that users can adorn their avatars with - such as trendy sneakers and hats etc. These same rewards are made available in the physical world allowing users to adorn themselves with - such as identical trendy sneakers and hats etc. Having similar rewards in both the virtual game world and in the real world can foster competition and maintain interest and even attract new users to the invention.

[0046] Another objective of provided methods and systems is to redefine the landscape of sports simulation and arcade gaming by merging elements of physical activity, virtual reality, and digital interactivity, offering a transformative experience for players, spectators, and commercial partners alike. It is briefly noted that upon reading this disclosure, those skilled in the art will recognize various means for carrying out these intended features of the invention. As such it is to be understood that other methods, applications and systems adapted to the task may be configured to carry out these features and are therefore considered to be within the scope and intent of the present invention, and are anticipated. With respect to the above description, before explaining at least one preferred embodiment of the herein disclosed methods and systems in detail, it is to be understood that the invention is not limited in its application to the details of construction and to the arrangement of the components in the following description or illustrated in the drawings. The invention herein described is capable of other embodiments and of being practiced and carried out in various ways which will be obvious to those skilled in the art. Also, it is to be understood that the phraseology and terminology employed herein are for the purpose of description and should not be regarded as limiting. As such, those skilled in the art will appreciate that the conception upon which this disclosure is based may readily be utilized as a basis for designing of other structures, methods and systems for carrying out the several purposes of the present disclosed device. It is important, therefore, that the claims be regarded as including- 8 - 13098391V1Attomey Docket No.: 2019838-0006such equivalent construction and methodology insofar as they do not depart from the spirit and scope of the present invention.

[0047] The following description and accompanying figures describe certain embodiments of the present disclosure related to a basketball XR game system, which may be used to play one or more basketball games and / or one or more non-basketball games (e.g., sports games) that utilize a basketball hoop (e.g., backboard and rim), and optionally a basketball or other ball. Other embodiments may use a physical player-interaction game device that is not a basketball hoop. A physical player-interaction game device may be or include, for example, a hoop, a net (e.g., like a tennis net), a goal (e.g., like a lacrosse, hockey, or soccer goal), an obstacle, a teetertotter, or gymnastics equipment. A physical player-interaction game device may be or include a device held by a player in normal course of playing a sport, for example a physical player-interaction game device may be or include a racquet (e.g., for tennis, badminton, or squash), a paddle or oar (e.g., for rowing), or a stick (e.g., for hockey, lacrosse, or golf). A physical player-interaction game device may be or include a device sat on by. or that otherwise supports, a player in normal course of playing a sport, for example a physical player-interaction game device may be or include a seat (e.g., for rowing or cycling), a bicycle (e.g., stationary bicycle), or a boat (or portion thereof). A physical player-interaction game device may be or include an object thrown or hit by a player in normal course of playing a sport, for example a physical player-interaction game device may be or include a ball, such as a tennis ball, golf ball, volleyball, or basketball. A same frame, screen and / or display, and projector setup may be used with different physical player-interaction game devices (e.g., corresponding to different sports), in this way, in some embodiments, a system can be used to play a range of games by no more than simply swapping physical player-interaction game devices used in the different games. A player may interact with a physical player-interaction game device directly (e.g., by touching it) and / or indirectly (e.g., by throwing, shooting, or hitting one or more objects at it). One or more sensors may be disposed in (e.g., embedded in, secured to, or otherwise attached) or on any of the aforementioned physical player-interaction game devices for obtaining relevant gameplay data, for example of interaction between a player and a physical player-interaction game device and / or interaction of an object thrown, shot, hit, or held by a player and a physical player-interaction game device. A physical player-interaction game- 9 - 13098391V1Attomey Docket No.: 2019838-0006device or object for use therewith may be sports-related (e.g., and used to play a sports game for a system and / or a non-sports game for a system) or non-sports related.

[0048] A physical player-interaction game device may be used in a main play zone (e.g., central region). A physical player-interaction game device may be disposed at a periphery of a frame. A physical player-interaction game device may be disposed at a periphery of a main play zone. A physical player- interaction game device may be movable, for example as part of gameplay and / or between games, or may be in a fixed position, for example regardless of game, current player skill level, and / or current player characteristics (e.g., height) (e.g., a basketball hoop that is at a fixed height and position). It may be preferable to use physical player-interaction game device(s) that are in fixed positions for ease of system installation and removal (e.g., as fewer parts, adjustments, and / or calibrations will be needed). A physical player-interaction game device may be at a fixed or variable height (e.g., a basketball hoop that is at a fixed height or moveable between different heights). A physical player-interaction game device may be mounted on a post. Such a post may be disposed at a periphery of a frame, for example a corner of the periphery or a midpoint of a side of the periphery. Such a post may be disposed in a main play zone. Such a post may be disposed in front of a screen or display. Such a post may be disposed on a wall, for example at a midpoint.Frame, Seamless Display, and Screens

[0049] FIG. 1 illustrates an XR gaming system with an isometric view which shows a housing A, frame B, projector array C. optional hoop D, and screens and / or displays E of the system. The frame allows for seamless projection with a digitally created environment, which seems realistic designated as extended reality where a user can play one or more games (e.g., related to or unrelated to basketball). FIG. 1 as illustrated is for basketball games but the system can be applied to various other games (e.g., sports games). In some embodiments, the housing goes around the frame B. A housing may create protection from light and / or external environmental factors for the frame B, which can improve player experience when using projected light. The frame B may be approximately a 13' x 13' x 15' frame, though other sizes may be used. These dimensions can be adjusted for a larger experience or more intimate single player user experience, for example. Proportionality (e.g., approximately cubic) may be important to provide- 10 - 13098391V1Attorney Docket No.: 2019838-0006the right optics and realistic feeling of the virtual reality environment, but the dimensions are provided as an example and reference point for this drawing.

[0050] FIG. 2 illustrates a housing which can be constructed out of metal, wood, plastic (e.g., banner), inflatable material, or a combination thereof. The dimensions of the housing provided in the figure are approximately 19 foot in width, 18 feet in height, and 24 feet in length. This is an example of a housing which can be utilized to cover a frame on one or more sides (e.g., four vertical sides, optionally and a top). The frame can be constructed out of one or more of various materials to accommodate for inside environments or external environments. A frame can be designed to withstand wind and / or water depending on installation site.

[0051] FIG. 3 illustrates self-supporting frame B comprising straight members Bl (both vertical (labelled) and horizontal (not labelled)), which is designed to hold projectors using projector mounts B2, top sensor (camera) mount B5. These straight members can be separated or extended to fold or extend the frame, depending on the desired dimensions for the installation. The projector mounts B5 comprises mounts for four projectors that have a specific dimensionality and projector on the opposite walls. A virtual environment may be created by integrating multiple (e.g., 2, 3, or 4) projectors (e.g., as an array). B3 are feet (which may be integral with straight members) that are extendable and or retractable to create or mitigate an uneven surface upon installation to create a level projection ground each foot member on the B 1 vertical frame can be extended or retracted independently, leveling measurement, points, or indicators can be installed for visual calibration of level projection services. FIG3. 3 and 4 do not show the projectors themselves, but instead show projector mounts, embodiments of which are further explained elsewhere.

[0052] FIG. 4 shows a back view and a right side view of FIG. 3frame. B4 is a safety mechanism, tether or clip that can be mounted (e.g., attached) to a basketball hoop to prevent the hoop from tipping in the event a user hangs or pushes the hoop over during play.

[0053] FIG. 5 illustrates a set of screens and / or displays for the projections. There is a back of view that is specific to the back screen which demonstrates a cut out A2 where a basketball hoop and post will actually be mounted through the screen showing a floating basketball hoop, visualization upon project the projection environment is displayed on this back screen, as well as in the backboard of the basketball hoop. This screen is approximately 13 feet wide and 11 foot- 11 - 13098391V1Attomey Docket No.: 2019838-0006high, but can be various heights. The different cut outs are shown depicting a customized fit into the frame in FIG. 3.

[0054] FIG. 6 illustrates a flattened top view representation of the three projection surfaces. A 1.1 is the back where the hoop cut out would be. B 1.1 is left and Bl.l is right (or left and right) side of the player. Cl.l is the floor projection. All of these different surfaces and projections may be interactive with the player in a main play zone is in the field Cl.l which, in some embodiments, is approximately 13 ft. x 13 ft. in size. Dl.l is showing a fourth projection surface that can be added if desired, which would be the front side of player(s).

[0055] One or more graphical displays (e.g., projectors, LED TVs or screens, light tracing vector walls, etc) may be used to project an extended reality environment for a player. Such an environment may include one or more graphics related to a game (e.g., that are combined with one or more real-world graphics present), for example illustrating a basketball hoop. Such an environment may include one or more fans, a crowd, one or more cheerleaders, one or more competitors, one or more athletes, and / or one or more other graphics that simulates a game or game setting (e.g., sports field or arena), which may thereby provide a more immersive player experience. Such an environment may include one or more other players, for example one or more other players that have previously used the same system as the current player and / or one or more other players that are currently using or have used another system (e.g., communicatively connected to the system), which may be used to provide pressure to the current player to create a competitive and / or adversarial atmosphere and / or to provide support for the current player if other player(s) are friendly and / or on a same “team” as the current player. Camera(s) and / or microphone(s) may be used to capture other player data and then it may be projected using one or more projectors and / or speaker(s) of the system being used by the current player.

[0056] In accordance with various embodiments, any application-appropriate frame may be used. In some embodiments, a frame may have a perimeter that is a polygon (e.g., square or rectangle). A frame may have a periphery that is a polygon (e.g., square or polygon). A frame may define a rectangular solid volume that is or contains a main play zone for one or more games for a system. A frame may comprise straight members comprising horizontal straight members that may be arranged (e.g., connected) in a polygon (e.g., a square or rectangle). In accordance with various embodiments, a frame does not need to include all or any straight members, as a member can be any shape appropriate for a particular application or space.- 12 - 13098391V1Attomey Docket No.: 2019838-0006Projection Throw Calibration Mounts and System

[0057] FIG. 7 illustrates views of one way to secure a graphical display, for example, projector mounts (e.g., brackets). In some embodiments, these mounts are specifically designed to aim a projector (e.g., of an array) (e.g., using left and right and / or up and down tilt) to a target screen, for example as shown in FIGs. 5 and 6 , on an opposite side of frame. These exemplary projector mounts are specifically angled and have the ability to adjust and calibrate the angle position of the projector upon attachment via a knob or screw or lever. These exemplary projector mounts are designed specifically oriented within a midpoint from left to right of the frame, as well as centerpoint front to the rear screen. This orientation and symmetry can provide a seamless environmental display and experience of players playing games. B2 is specifically designed for horizontal mounting projection of the projectors. In some embodiments, there are two or three projectors (e.g., in an array) that are mounted in a horizontal position. An additional projector (e.g., part of the array) may be mounted using a mount B2.1 specifically at an angle to face towards a floor (e.g., the play zone floor).

[0058] FIG. 8 shows a close-up view of an exemplary projector housing that sits upon the B2 projector mount. In some embodiments, there is an arm with specific angular positioning that encapsulates the projector, protecting it from impact of foreign objects, or in this case, a basketball, but also allows it to pivot along this angular positioning ami that sits on top of the B2 mounting bracket.Hoop Mounting Clamp

[0059] FIG. 9 shows an illustrative physical player-interaction game device (e.g., basketball hoop) mount clamp. This clamp was specifically designed to facilitate the attachment of a commercial basketball hoop A0 to a post via a backboard of the hoop. Without such a clamp, an installation process may be extremely unsafe and / or difficult in the field with one person. The hoop mounting clamp is a retrofitted attachment, comprised of two members Al and A2. Al attaches to the backboard mounting frame A2 attaches to the ring system that connects with the vertical post to create the basketball hoop. Once the major components are assembled and mounted (e.g., attached), Al and A2 can be mounted (e.g., attached) separately to their corresponding structures. Once that is completed, attachment and detachment of the backboard to the post can - 13 - 13098391V1Attomey Docket No.: 2019838-0006be done in one step. The hook bracket mounting clamp A1 sits upon the A2 rectangular block and hooks on. Once hooked, then with screws, knobs or fittings can be tightened in various locations and easily screwed on by one person without needing to hold the basket board and simultaneously the post. This facilitates installation safety and quick attachment and detachment of the backboard to the post. This middle member where this mounting clamp goes, would extend through the back screen A2 from FIG. 5.Sensors and Player Action (e.g., Shot) Classification System

[0060] In accordance with various embodiments, a virtual gameplay module integrates at least one real-world value (e.g., data) with at least one virtual value (e.g., data). For example, in some embodiments, a provided system comprising a virtual gameplay module integrates data regarding the motion and or impact point of a thrown basketball (real-world value / data) with the presence or absence of an object in a virtual environment (virtual value / data) to determine if a score should be awarded. By way of additional example, a virtual gameplay module may integrate data on the position of a player in a gameplay space (real-world value / data) with the presence or absence of an obstacle in a virtual environment (virtual value / data) to adjust one or more aspects of gameplay accordingly. By way of additional example, a virtual gameplay module integrates where a player physically stands in a location within the play zone (real world data) while substantially simultaneously creating a digital projection of the digital world. In some embodiments, once the data from the real world matches or is validated by the digital world than this creates an action or game trigger which happens continuously in a game play.

[0061] In some embodiments, a virtual gameplay module receives and processes data from at least one control system (e.g., two or more control systems). In some embodiments, at least one control system receives input on one or more real-world parameters (e.g., player position, ball position, result of shot, etc), and at least one control system receives input on one or more virtual parameters (position of virtual obstacle, presence and / or position of a virtual target, etc).

[0062] Figure 10 illustrates an exemplary smart physical player- interaction game device (e.g., a virtual gameplay module), in this case basketball hoop. Smart intelligence may come from communication between one or more sensors and / or a control system and software. Smart intelligence for a smart physical player-interaction game device may come from an overhead sensor (e.g., camera), e.g., positioned at a top of the frame, and / or multiple sensors integrated within a physical player-interaction game device. Time of flight may be calculated. Vibrations - 14 - 13098391vlAttomey Docket No.: 2019838-0006may be detected using one or more sensors of a system and / or impact of vibrations may be calculated, for example in real time. Impact with a physical player- interaction game device (e.g., basketball hoop, e.g., with rim and backboard) may be quantified and / or no impact with the game device (e.g., the hoop) may be determined. Such impact and / or vibration determination and / or quantification may help a system classify interaction of a player and / or object (e.g., thrown by a player) with a physical player-interaction game device amongst two or more options (e.g., in a very detailed way), for example to classify the difference between a swish, a bank shot, a miss, or rattle (as described elsewhere). Determinations (e.g., of success and / or success rate) about player actions (e.g., shots) and / or gameplay may be made (e.g., using a control system, e.g., an algorithm or machine learning model thereof) based on data from one or more sensors, such as an overhead sensor (e.g., camera) (e.g., as shown in Figure 2 B5), one or more ToF sensors, one or more impact sensors, one or more vibration sensors, or a combination thereof. Such determinations may be used to create a score or rating based on data received from one or more sensors throughout play of one or more games.

[0063] FIG. 10 Al provides a front and isometric view of an illustrative smart physical player-interaction game device (in this case a smart hoop). The smart physical player-interaction game device includes hoop 1, rim distance sensor 2, rim vibration sensor 3, backboard distance sensor 4, and projection decal 5. Optional controller 6 (which may be part of a control system or in addition to a control system), which may be physically detached from the smart physical playerinteraction game device itself, is included. The smart physical player-interaction game device allows for proper use of the sensors for shot detection and classification. The rim distance sensor detects basketballs that have entered the rim. The rim vibration sensor detects accelerations of the hoop (e.g., the rim and / or backboard) as it is impacted by the basketball. Both sensors are located inside the rim. The backboard distance sensor detects basketballs that are above the rim. The decal allows for a white projection surface on the smart physical player-interaction game device. The controller connects with the sensors described and classifies shots based on certain parameters determined by the game play software and sensor hardware. The controller may classify shots as misses, shots, and swishes. These shots may be reported to a control system and / or user profile. The smart physical player-interaction game device also allows for the display of media on its backboard for seamless integration with the rest of one or more projectors (e.g., in an array) and / or frame.- 15 - 13098391V1Attomey Docket No.: 2019838-0006

[0064] In accordance with various embodiments, one or more sensors may be disposed to track (e.g., monitor) a player. One or more sensors may be disposed to track (e.g., monitor) a physical player-interaction game device. One or more sensors may be disposed to track an object (e.g., ball). One or more sensors may be disposed to track interaction of an object (e.g., ball) with a physical player-interaction game device. One or more sensors may be disposed to track player action, such as interaction with a physical player-interaction game device. One or more sensors may be disposed to acquire data corresponding to a player (e.g., player movement, position, and / or orientation). One or more sensors may be disposed to acquire data corresponding to player action, such as interaction with a physical player-interaction game device. One or more sensors may be disposed to acquire data corresponding to a physical player-interaction game device. One or more sensors may be disposed to acquire data corresponding to interaction of an object (e.g., ball) with a physical player-interaction game device. For example, any of the aforementioned may be accomplished using one or more sensors disposed on, in (e.g., embedded), or near and / or directed at (e.g.. oriented toward) a physical player-interaction gaming device. Different sensors may be disposed in different portions of a physical player-interaction gaming device to obtain different relevant data, for example different sensors in a backboard and a rim may provide different data for classifying basketball shots as previously described.

[0065] A sensor may be constructed and / or controlled to capture and / or record data at different intervals. A sensor may be constructed and / or controlled to capture and / or record data at different frequencies. A sensor may be constructed and / or controlled to capture and / or record data periodically. For example, a sensor may capture and / or record data at a (e.g., regular) interval, period, or frequency in a range of, for example, 0.01 seconds (s) to 30 s (e.g., in a range of 0.01 s to 10 s, e.g., 0.01 s to 5 s, 0.01 to 3 s, 0.01 s to 2 s, 0.01 s to 1 s, 0.1 s to 1 s, or 0.25 s to 1 s). An interval, period, or frequency may be regular or have some variation such that the distance between adjacent data capture and / or recordation points always falls within the range (but is not always the same between pairs of adjacent captures / recordations). The range may depend on the game (e.g., sport) being played, for example in basketball it has been found that an interval, period, or frequency in a range of 0.25 s to 1 s is long enough to accurately capture the outcome of shots that bounce around a rim before going in or out while being short enough to exclude the possibility of multiple shots being made. Alternatively or additionally to capturing and / or recording data with a sensor every so often as just described, a controller or control system that processes sensor data - 16 - 13098391V1Attorney Docket No.: 2019838-0006may process data received (e.g., continuously received) from one or more sensors at a particular (e.g., regular) interval, period, or frequency and / or make a determination [e.g., player action (e.g., shot) classification] (e.g.. game-specific determination) using data received (e.g., continuously received) from one or more sensors at a particular (e.g., regular) interval, period, or frequency. For example, a controller or control system may process sensor data and / or make a determination using sensor data from one or more sensors at a (e.g., regular) interval, period, or frequency in a range of, for example, 0.01 seconds (s) to 30 s (e.g., in a range of 0.01 s to 10 s, e.g., 0.01 s to 5 s, 0.01 to 3 s, 0.01 s to 2 s, 0.01 s to 1 s, 0.1 s to 1 s, or 0.25 s to 1 s). An interval, period, or frequency may be regular or have some variation such that the distance between adjacent data processing and / or determination points always falls within the range (but is not always the same between pairs of adjacent pairs of processing and / or determination points). A machine learning model or algorithm (e.g., predetermined, fixed algorithm) may be used to make classifications of player actions (e.g., shots).Control System and Player Action (e.g., Shot) Monitoring

[0066] A system may include one or more control systems (e.g., that include at least one processor and memory). In some embodiments, position of a physical player-interaction game device (e.g., basketball hoop) may be controlled by an input device connected to a control system, for example a joystick. A game may be provided and / or controlled by a control system, e.g.. using one or more projectors, based on a player’s age, height, skill level, or combination thereof. For example, a physical player-interaction game device (e.g., basketball hoop) may be moved closer and lower for short players, young players, and / or beginners. Sensors (e.g., cameras) can provide object (e.g., ball) movement (e.g., flight) imagery for a control system to analyze one or more game characteristics, for example to analyze shooting technique and / or success rate. A running success rate goal may be used for encouragement and progress, for example over the last N shots, for example 10-20 shots with 80% success may be used. In some embodiments, a player may enter a success rate goal into a control system. In some embodiments, a physical player-interaction game device can be moved (e.g., close enough) and / or orientated by a control system, to promote achievement of this success rate and, in some embodiments, may then move (e.g., farther away) when the success rate goal is met or is exceeded for a set (e.g., player-set or game-set) number of consecutive actions (e.g., shots) (e.g., in a range of 10-20). A control system may create and retain - 17 - 13098391V1Attomey Docket No.: 2019838-0006a unique profile for one or more players that tracks details of his / her game statistics (e.g., shooting statistics) and / or skill level. For example a player profile may include the following data:• Success rate at each hoop position• Type of baskets made at each position (swish, rattle, and bank shots)• Success rate by ball trajectory (higher vs lower)• Shooting technique (arm and body position and motion)

[0067] A control system may include one or more processors and a memory with sensor data (e.g., image) processing logic stored on the memory that analyzes data (e.g., images) from one or more sensors (e.g., camera(s), e.g., ball trajectory camera(s)). For example, such a control system may identify an object (e.g., ball or disc) and its trajectory, and may determine whether and how the object interacts with one or more physical player-interaction game devices (e.g., passes through a hoop). In some embodiments, if a ball passes through a hoop without contact with a rim or backboard it is registered as a “swish.” In some embodiments, if a ball contacts the only a rim, it is registered as a “rattle.” In some embodiments, if a ball contacts a backboard, it is registered as a “bank shot.” The logic may be algorithmic and / or may use machine learning and artificial neural networking.

[0068] Each player may be identified in a control system by personal data, such as, for example name, birthdate, and / or biometric data. In some embodiments, a player may manually enter his or her weight into a profile and / or may be weighed and the weight automatically entered into a profile. A control system may include a fingerprint reader, palm print reader, or phone barcode / QR-code reader or near-field communication reader for quick sign-in and / or profile creation. A control system may track player age, weight, and height over time (e.g., as manually entered and / or updated by a player). A control system may automatically determine player height using data from one or more sensors. A control system may adjust player skill level upward or downward automatically, for example based on changes to player weight, age, height, and / or skill level (e.g., as a player outgrows childhood and / or adolescence).

[0069] Object (e.g., ball) movement (e.g., flight) can be tracked by a control system in some embodiments. In some embodiments, 3D trajectory of an object can be modeled in real time, for example as is done with Hawk-Eye or similar technology for tennis and other sports.

[0070] In some embodiments, projectors can project image calibration patterns on surfaces and the sensor(s) (e.g., camera(s)) can use autofocus technology to map surfaces before - 18 - 13098391V1Attomey Docket No.: 2019838-0006first use and / or before and / or during each use. In some embodiments, physical player-interaction game device (e.g., basketball hoop) position can be dynamically modeled in a control system by physical player-interaction game device (e.g., hoop) positioning outputs, or position sensor inputs, or image analysis from sensor(s).

[0071] If the ball bounces off the rim or backboard, its trajectory has a sharp change of direction that can be tracked by the software to categorize the shot as a rattle or bank shot. It the trajectory reverses direction outside the hoop and goes through the hoop, it is a bank shot. If the trajectory reverses direction at the hoop and goes through the hoop, it is a rattle shot.

[0072] Operation of a system may comprise one or more (e.g., less than all) of the following steps:a) a player or an operator inputs profile data of the player into a control system;b) the control system creates and retains a profile from the data of the player;c) the player stands at a game position (e.g., shooting position) in a main play zone; d) the control system estimates an initial skill level of the player based on the profile or by analyzing images of the player from one or more sensors (e.g., cameras);e) the control system initially positions the physical player- interaction game device (e.g., at a height and proximity) to the player, for example to achieve a given success rate based on the initial skill level;f) the control system determines a player position and / or orientation [e.g., an eye position and / or orientation (e.g., estimated gaze direction)] of the player from the input data or from sensor data (e.g., images) of the player, uses the player position and / or orientation (e.g., eye position and / or orientation) to compute a projection map of an environment (e.g., a basketball court) from the viewpoint of the player, and outputs the projection map to one or more projectors for projection;g) the control system analyzes sensor data (e.g., images) of each player interaction with a physical player-interaction game device [e.g., using an object (e.g., ball)] (e.g., each shot) from sensor(s) (e.g., camera(s));h) the control system determines whether an object passes through a physical playerinteraction game device (e.g., ball passes through hoop);i) the control system compiles success statistics (e.g.. shot success statistics);j) the control system saves the statistics in the player profile;- 19 - 13098391V1Attomey Docket No.: 2019838-0006k) the control system updates (e.g., dynamically updates) the skill level based on the success rate over a given number of consecutive actions (e.g., shots) of the player;l) the control system automatically adjusts the position and / or orientation of a physical player-interaction game device, for example to achieve a given running success rate over the next given number of consecutive player actions (e.g., shots);m) the control system dynamically updates the projection map in coordination with adjusting the position and / or orientation of a physical player- interaction game device and / or player position and / or orientation.

[0073] Control systems may provide any of a variety of functions in a system or method. For example, a control system may determine player position and / or orientation, for example for purposes of determining a projection map of an environment (e.g., a basketball court) for one or more projectors (e.g., in a projector array) to project and / or determining what to project from one or more projectors (e.g., in a projector array). A control system may determine player eye position and / or orientation (e.g., estimated gaze direction), for example for purposes of determining a projection map of an environment (e.g., a basketball court) for one or more projectors (e.g., in a projector array) to project and / or determining what to project from one or more projectors (e.g., in a projector array). Such determinations may be made using sensor data (e.g., images) of the player. A projection map may be output (e.g., rendered and / or displayed) by one or more projectors (e.g., all projectors of a system) (e.g., in an array). A control system may dynamically update a projection map projected, or to be projected, by one or more projectors (e.g., all projectors of a system) (e.g., in an array) in coordination with changing position and / or orientation of a physical player-interaction game device and / or player position and / or orientation. A control system may dynamically update what is projected, or to be projected, by one or more projectors (e.g., all projectors of a system) (e.g., in an array) in coordination with changing position and / or orientation of a physical player-interaction game device and / or player position and / or orientation.

[0074] In some embodiments, when a player returns for a subsequent session, the player’s profile may be retrieved using a control system, and, in some embodiments, the player may then start where he or she left off in a previous session. In some embodiments, a control system may use a player’s tracked (e.g., imaged) technique (e.g., shooting technique) combined with success with each technique to determine his or her most successful technique, for example based on posture, body motion, and / or object (e.g., ball) and / or player trajectory. In some embodiments,- 20 - 13098391V1Attorney Docket No.: 2019838-0006one interaction of a player or object (e.g., thrown by a player) with a physical player-interaction game device may be given a higher success rating than another. For example, a swish may be given a higher success rating than a rattle or bank.

[0075] In some embodiments, a game may be played with a human coach or an automated coach. A human interface may be provided by a display (e.g., touch display) (e.g., smartphone or tablet) connected to a control system and / or may be provided using one or more audio components (e.g., speakers). Statistics compiled by a control system may be shown on a display (e.g., touch display) and / or announced. A player, or coach, may interact with a control system via a touch screen or via a personal mobile electronic device, such as a smart phone, smart watch, or tablet via a wireless connection including, for example Wi-Fi™ or Bluetooth®. A software application in a control system and / or in a personal mobile electronic device may prompt a player or coach, allow them to control physical player-interaction game device (e.g., hoop) position, display statistics, input personal information and skill level changes, select an automated sequence of physical player-interaction game device (e.g., hoop) positions (e.g., that may be created and customized by the player or coach), for example from among a stored set of practice sequences, or a combination thereof. In some embodiments, players can interact with each other or one or more coaches in different locations (e.g., different installation sites for different systems, e.g., such that players can participate together from different locations), for example via video (e.g., projected from one or more projectors onto one or more screens and / or displays and / or displayed on one or more displays), a controller or control system, and / or the internet (e.g., thereby forming a 2-way multiplayer connection).

[0076] FIG. 11 illustrates a diagram of a real- world environment A including a user or an object Al, and hardware components A2-A7 for creating a digital gaming environment, according to aspects of the present disclosure. The user Al may move or stand still in a physical gameplay zone A3. In some embodiments, a gameplay zone A3 includes one or more display projectors A2, one or more motion depth cameras A4, one or more game scoring sensors A5, one or more video recording devices A6, and a data aggregation device A7. The components A2-A7 gather information to be translated into the digital gaming environment. An exemplary physical gameplay zone A3 for a basketball game is shown on the right.- 21 - 13098391V1Attomey Docket No.: 2019838-0006

[0077] FIG. 12 is an isometric view of a depth camera A4 and a physical gameplay zone A3, according to aspects of the present disclosure. In this example, the gameplay zone A3 is a three-dimensional space (e.g., cube) including a floor, four sides (e.g., a front side, a back side, a left side, and a right side), and a ceiling or a cover. In some embodiments, the gameplay zone A3 does not include six sides.

[0078] FIG. 13 illustrates a side profile view of multiple detection zones, according to aspects of the present disclosure. This side view includes a depth camera A4 and a user Al within a gameplay zone A3. In this example, a floor surface A3 of the gameplay zone A3 is shown. A field of view of the depth camera A4 is defined as a distance between the depth camera A4 and the floor surface A3. In some embodiments, a dynamic motion of the user Al is recorded and tracked within the field of view (i.e., according to the coordinate system) of the depth camera A4. In some embodiments, the multiple detection zones include a user detection zone A4.1 and an unwanted noise zone A4.2. The user detection zone A4.1 may be used for tracking the user Al moving within the gameplay zone A3. The user detection zone A4.1 may be designated with a starting distance from the depth camera A4 and a terminal distance close to the floor A3. In this example, a maximum height or reading distance is the distance in which data is collected from the depth camera A4 to the furthest point desirable in order to calculate and quantify coordinate data. An object that is located beyond the maximum height or reading distance is considered in the unwanted noise zone A4.2. The unwanted noise zone A4.2 may be adjusted depending on the application. In some embodiments, the pixel data within the unwanted noise zone A4.2 is ignored.

[0079] FIG. 14 illustrates exemplary user detection zones A4.1, according to aspects of the present disclosure. On the left, a top view graphical representation of a user detection zones A4.1 is shown. On the right, an image of a user interface including a top view perspective of a user detection Zone A4.1 is shown. In this example a perimeter (e.g.. green rectangle) is defined along XY direction for collecting data. The depth camera A4 (not shown) may use infrared waves for providing shades of gray and detection of objects within the field of view. When an object of a certain size is detected within the field of view (i.e., within the green perimeter), a red dot or indicator is formed. Tracking then begins within this coordinate system, transferring data from the depth camera A4 to a pixel converter software. Any data outside the green perimeter along the XY direction is ignored.- 22 - 13098391V1Attomey Docket No.: 2019838-0006

[0080] In accordance with various embodiments, dynamic motion tracking of the user and / or objects in the play zone is achieved through the live recording through a depth camera, for example, using infrared technology and a target zone depicted as A4.1 in FIG. 14 that allows the depth camera with its corresponding parameters of pixel size minimums and maximums to determine the overall Center of mass using a minimum and maximum pixelation area to determine a user within the gameplay zone. Once the user is detected within this coordinate system an indicator (e.g., Red Dot) becomes the center point for the coordinates within this coordinate system. By way of non-limiting example, the top left corner of the coordinate system XY can be considered 0,0 the top right point of the coordinate system can be considered 0,1 the bottom right coordinate position can be considered 1,1 and the bottom left comer coordinate position can be considered 1,0. Using this coordinate system or a variation of a coordinate system, a minimum pixel area can be designated for example a minimum of 300 pixels and a maximum of 50,000 pixels. Depending on the game play or mode of play, this pixelation window can be adjusted to track a user or a desired object. Additionally, the height or max distance zones can be adjusted accordingly Without wishing to be held to a particular theory, it is expected that this helps the RW2XR pixel converter software to detect a mass which equates to the user and create a center point for tracking throughout the dynamic or static motion within the play zone. The infrared depth camera creates a grayscale images which can be seen in FIG. 14. The green box perimeter is designed into the user interface of the RW2XR Pixel Converter Software to create a zone of detection where the RW2XR software can focus its tracking. Anything outside of the perimeter will be ignored such as structures or pixel groupings outside of this green perimeter or beyond the maximum reading distance of 15ft, or 14ft, or 10ft from the Depth Camera A4 . In FIG. 14 we are seeing the X and Y perimeter zone of tracking. In addition, FIG. 13 shows the Z direction side view Detection Zone which can be designated by a max distance from the depth camera. These coordinates are then aggregated and communicated to the game program and logic being played by the user. In FIG. 15 the user is standing in the play zone while a projection A2.1 Layer C, which is found within the gaming program is projecting the game display onto the A3 layer where the user or game experience chosen for the user to engage with is in view. This communication of coordinates and gaming logic is happening continuously between the depth camera, the control system or computer B5 and a projector display A2 and the user. Once the user positions themselves over a specific point that is programmed into the game logic as seen in FIG. 17 B6 those - 23 - 13098391V1Attomey Docket No.: 2019838-0006coordinates pre-programmed into the game logic create a response or interactive engagement between the user and the game. This interaction continues throughout the game experience as the different digital targets or zones B6 are projected through layer C. B6 can be defined as target, shapes, or areas in the Play Zone A3 or throughout different positions which create a dynamic engagement that requires the user to physically move within the play zone and interact with a digital game or digital experience without the use or need of virtual reality VR goggles or a headset. The B6 example projection area can also be seen in a real life example image FIG. 18.

[0081] FIG. 15 illustrates an overview of a game logic overlaid with a dynamic user tracking software coordinate system, according to aspects of the presence disclosure. This example depicts different layers and components that allow a game in real life to be transferred into its digital counterpart. This layering and functionality is created by having a user Al move within the layer A3 (i.e.. physical gameplay zone A3). The user movement may be static or dynamic. While the user Al moves within the gameplay zone A3, a depth camera continuously captures the positioning of the user Al by tracking the approximate center of mass or center point of that user Al from a top-down perspective or other perspectives as desired within a user detection zone A4.1. The coordinate data is then translated through layer B3, which includes a software pixel grid that converts the real world space into a computer-generated image with a coordinate system. In some embodiments, layer B3 includes a real world (RW) to extended reality (XR) pixel converter (RW2XR pixel converter). Accordingly, physical spacing of the user Al within the user detection zone is converted to an XY coordinate within the pixel layer B3 within the depth camera software. In parallel, a projector (i.e., a game display) A2 projects the digital graphics A2.1 in layer C, over layer A3 (the physical gameplay zone). Once all these layers are stacked, the necessary data is created for a game logic program to search for desired data points that drive actions and / or movements and triggers within the gaming program and logic. In some embodiments, a video recorder device A6 captures the real world movements in real time, which may be utilized to stream via the internet, and / or convert real images into digital assets and avatars for user identification and gameplay experience and rewards.

[0082] FIG. 16 illustrates components of a digital world environment B, according to aspects of the present disclosure. This example includes a system level depiction of a game logic overlaid with pixel converter for dynamic / static motion tracking. In some embodiments, the digital- 24 - 13098391V1Attomey Docket No.: 2019838-0006world environment B includes a mobile application Bl, a game programming or game play logic B2, a RW2XR pixel converter software B3, and a game hosting environment B4. The mobile application Bl may organize user data, scoring, movement and performance metrics during gameplay and serve as an archive and a menu-based option system for user and game experience. The gameplay logic B2 may create digital environments that can be experienced within the physical gameplay zone A3 as described previously. In some embodiments, multiple game programs (e.g., two, three, ...) with different actionable graphical displays, search or read information inputs from the RW2XR pixel converter. These games may be interchangeable and can be developed with a variety of sceneries and / or depictions for a gameplay. The digital world environment B may be hosted or connected to the world wide web and may provide an open-source marketplace for a variety of game programming B2. The RW2XR pixel converter software B3 may capture pixel coordinates from a depth camera, which are translated by a user’s center of mass in a user detection zone and communicated in real time to the game program B2 to allow for user actions to be validated or invalidated during gameplay. The hosting environment (e.g.. game hosting environment) may be an environment (such as Amazon Web Service, OVH Cloud, or Multi Play Unity) where multiple game programming can communicate with each other, and multiple gameplay zones may be interconnected remotely or across a network of gameplay zones.

[0083] FIG. 17 is a flow diagram of information, including a game logic and a pixel converter for motion tracking, according to aspects of the present disclosure. In this example, the game logic B2 is Game 1 including a specific scenery or experience, which is programmed into a controller or computer system B5. The computer system B5 is interconnected with a game program display projector A2 to project Game 1 onto a physical gameplay zone A3 and additionally connected to the smart hoop basketball hoop A5. Projection layer C is encoded with digital imagery and / or projections from Game 1. In some embodiments, a digital icon (such as a target, a square, a circle, a box, or an imagery) B6 is projected onto the gameplay zone A3 surface, which is part of the display projection C for the purpose of interacting with a user during gameplay. As the user moves through the game, when the user's location (i.e., pixel coordinates) matches the icon B6, the depth camera and the RW2XR pixel converter detect the coordinates between the stack B3 of the layers which coincide with a positive movement or activation goal that is communicated within the game logic B2. The coordinates are then communicated to Game 1 logic B2, and the game continues in this communication ecosystem. The icon B6 may change sizes - 25 - 13098391V1Attomey Docket No.: 2019838-0006and / or move during gameplay to create interaction between the digital environment or scenery and the physical gameplay zone and the user. In some embodiments, the gameplay zone A3 includes a physical hoop A5 for the purposes of playing a basketball game or a game involving a real ball and a real basketball hoop. The physical hoop A5 may include multiple sensors, such as time-of-flight sensors, to allow the user to interact with the digital experience game by scoring or taking specific actions.

[0084] FIG. 18 is an exemplary image of a real- world gameplay zone floor, according to aspects of the present disclosure. In this example, the gameplay zone floor includes multiple icons B6 and multiple users Al standing directly above the icons B6, showcasing a real world to XR gaming experience.

[0085] FIG. 19 is a system level diagram showing a base layer A3 stacked over various components to a digital world environment B2. This example shows how multiple number (i.e., n number) of game programs can be run via different gaming logics, while reading user coordinate data from a RW2XR pixel converter B3.

[0086] FIG. 20 is a diagram of an extended reality (XR) immersive experience, according to aspects of the present disclosure. In some embodiments, an XR immersive experience includes a real- world environment A, a digital world environment B, and an extended reality (XR) environment C. The real-world environment A may include different hardware and / or inputs and one or more users, as further described in FIG. 11. The digital world environment B may include different applications, software programs and coordinate systems hosted in a cloud-based environment, as further described in FIG. 16. The extended reality environment C may combine real world inputs and digital world outputs to provide a gaming experience where a physical three-dimensional space or gameplay zone A3 is transformed into a larger, more dynamic and lifelike digital gaming experience that requires all functionalities of the real-world environment A, as well as all functionalities of the digital world environment B.

[0087] FIG. 21 shows an example of expansion of an extended reality (XR) environment C to multiple real-world environments or to increase the physical size of the game play zone and XR experience, according to aspects of the present disclosure. This example includes integration and addition of multiple depth sensor-like cameras A4 - AAAAAA4, and multiple game program display projections A2-AAA2. These devices may be strategically positioned and directed to a - 26 - 13098391V1Attomey Docket No.: 2019838-0006physical gameplay zone A3, to create different digital worlds requiring different physical geometries. By utilizing variations of the real-world environments (e.g., as further described in FIG. 11) and digital world environments (e.g., as further described in FIG. 16), different variations of XR environments C may be achieved for different sports, games, and real-world experiences projected in its digital reality counterpart.

[0088] FIG. 22 shows an exemplary layering of multiple real-world environments and digital world environments, according to aspects of the present disclosure. This layering of multiple real-world environments and digital world environments may be used to meet the experiential goals of a game or a specific sport or a venue. In this example, a layer Cl is vertically oriented, a layer C2 is horizontally oriented, and a layer C3 is vertically oriented across from the layer C 1 which can create and track physical gameplay zones not only in the XY Direction but also in the XYZ Direction. Tunnels or larger game play zone venues can be constructed by deploying this architectural layering method.

[0089] FIG. 23 shows a perspective view of the preferred embodiment of the invention. The invention introduces an advanced arcade game system where users interact with both physical and virtual environments to simulate sports experiences. The system begins with a user check-in process at a kiosk located in high-traffic public venues such as malls, entertainment centers, or arcades. At the kiosk, users undergo biometric identification through methods such as facial recognition, fingerprint scanning, or handprint scanning. This biometric data (as depicted in FIG. 23) is used to create a unique and secure user profile, enabling personalized experiences and streamlined re-entry across different gaming sessions and locations.

[0090] Once registered, users subscribe to the service and purchase in-game currency. Payments can be made in traditional currencies such as USD or through cryptocurrencies, providing flexibility and global accessibility. The in-game currency allows users to access premium features, purchase virtual goods, and exchange rewards on an integrated marketplace. A blockchain-based ledger underpins this system, ensuring that all transactions are secure, transparent, and easily auditable. After registration, users proceed to create a personalized avatar. Using advanced 3D facial scanning technology, the system generates a highly accurate digital representation of the user’s face (as depicted in FIG. 24). This avatar is then further customized by the user, who can select from a wide range of body types, outfits, accessories, and equipment - 27 - 13098391V1Attomey Docket No.: 2019838-0006tailored to the sport they intend to play. The avatar’s digital wardrobe is regularly updated, allowing users to maintain a fresh and dynamic virtual persona. The avatar not only serves as the user’s representation in the game but also adds a layer of emotional connection to the virtual experience. The longer users play, they earn rewards in the form of digital NFT accessories for their avatars. These same NFTs are also rewarded to users in the real world to promote branding and consumer loyalty.

[0091] The physical gameplay environment, referred to as the "gameplay space," is an important component of the system. This room is equipped with modular hardware and state-of-the-art sensors, including LiDAR, infrared cameras, and high-speed optical tracking systems. These technologies monitor the user's real-time movements with exceptional precision, translating their physical actions into virtual gameplay. The gameplay space is designed to adapt dynamically to different sports simulations. For example, in a golf simulation, the room includes adjustable hitting mats and immersive projections of fairways. For a jousting game, movable chairs simulate horseback riding, while laser tag setups feature dynamic obstacles and interactive targets. Haptic feedback devices such as gloves, vests, and footwear further enhance the sense of realism by delivering tactile sensations aligned with in-game actions.

[0092] Before gameplay begins, users participate in a "true talent calibration exercise." This phase involves performing physical activities specific to the chosen sport, such as dribbling for basketball, punching for boxing, or swinging for tennis. The sensors in the gameplay space capture detailed data on the user’s performance, which is then analyzed by Al and machine learning algorithms. Metrics such as speed, accuracy, strength, and coordination are evaluated to calculate a "talent value." This value is stored in the user’s profile and used to match players of similar skill levels, ensuring fair and competitive gameplay. Additionally, this calibration process helps identify areas for improvement, offering users personalized training recommendations.

[0093] The gameplay itself is an immersive experience, combining elements of physical and virtual interaction. Users control their avatars in a virtual environment displayed on the walls of the gameplay space through high-resolution projections or 3D holograms. For an even more immersive experience, users can opt to wear VR headsets or AR glasses, which enhance their field of view and provide realtime feedback on their actions. Players may compete against other live participants in the gameplay space, remote players connected through the system’s online - 28 - 13098391V1Attomey Docket No.: 2019838-0006platform, or Al-controlled opponents with adjustable difficulty levels. The virtual world is enriched with dynamic environments, realistic physics, and atmospheric effects, such as changing weather conditions and crowd simulations, to replicate the ambiance of professional sports arenas.

[0094] In some embodiments, provided systems and methods also extend interactive elements to spectators. For example, live gameplay may be projected onto external screens, allowing bystanders to watch and cheer for the participants. Remote viewers can access real-time game streams on smartphones, computers, and other connected devices, enabling a global audience. The system includes features that allow spectators to interact with the game, such as voting on player challenges or participating in virtual betting. This dual engagement model not only enhances the entertainment value but also opens up new revenue streams through advertisements and sponsorships.

[0095] Rewards, also referred to as "assets" herein play a significant role in the system. These rewards are earned based on in-game performance and can include virtual items like custom avatars, real- world products such as sports equipment, or exclusive experiences like meet-and-greet sessions with professional athletes. Users can redeem these assets through an integrated e-commerce marketplace, which is interconnected with the game’s architecture. The marketplace allows users to trade virtual goods, purchase real-world items, or participate in auctions for limited-edition products. Pricing within the marketplace is dynamically determined by algorithms that analyze market trends, inventory levels, and user demand, ensuring a competitive and fair economy. Additionally, brands and sponsors can leverage this system to promote their products, offering targeted advertisements and exclusive rewards based on gameplay data.

[0096] In accordance with various embodiments, the system’s technological backbone ensures scalability and interoperability. Cloud-based servers host user data, game logic, and performance metrics, enabling seamless access and updates across multiple locations. The Al and machine learning models continuously refine gameplay mechanics, player matching, and reward algorithms to improve user experience. Furthermore, the gameplay spaces are equipped with Internet of Things (loT) devices, ensuring that every physical element is fully integrated with the virtual environment.- 29 - 13098391V1Attomey Docket No.: 2019838-0006

[0097] Provided systems and methods represent a transformative approach to sports simulation and entertainment. By combining the physical exertion of traditional sports with the immersion of virtual gaming, it offers a unique and engaging experience for users of all skill levels. The integration of cutting-edge technologies, personalized gameplay, and a robust reward system positions this system as a leader in the evolution of interactive sports entertainment. Players, spectators, and brands alike benefit from the dynamic, interconnected ecosystem, making it a groundbreaking innovation in both gaming and sports industries. The steps outlined in this detailed description section care also presented in outline form in FIG. 25.

[0098] It is additionally noted and anticipated that although the device is shown in its most simple form, various components and aspects of the device may be differently shaped or slightly modified when forming the invention herein. As such those skilled in the art will appreciate the descriptions and depictions set forth in this disclosure or merely meant to portray examples of preferred modes within the overall scope and intent of the invention, and are not to be considered limiting in any manner. While all of the fundamental characteristics and features of the invention have been shown and described herein, with reference to particular embodiments thereof, a latitude of modification, various changes and substitutions are intended in the foregoing disclosure and it will be apparent that in some instances, some features of the invention may be employed without a corresponding use of other features without departing from the scope of the invention as set forth. It should also be understood that various substitutions, modifications, and variations may be made by those skilled in the art without departingIllustrative Computing Devices, Systems, and Methods for Implementing Embodiments

[0099] In some embodiments, multiple systems may be communicatively connected together, for example to allow players using different systems to play with (e.g., compete against) each other. A local network (e.g., wireless network, e.g., using Wi-Fi™) may be used to connect systems. For example, two, three, four, or more systems may be installed in a same location (e.g., event space) and used individually and / or the local network may be used to facilitate communication therebetween, for example for players to play with (e.g., compete against) each other in parallel (e.g., simultaneously) (e.g., live). A network (e.g., wireless network, e.g., using Wi-Fi™) (e.g.. connected to the internet) may be used to connect systems. For example, two,- 30 - 13098391V1Attorney Docket No.: 2019838-0006three, four, or more systems may be installed with at least two of them in different (e.g., geographically disperse) locations (e.g., event spaces) and the network may be used to facilitate communication therebetween (and / or the systems may be used individually), for example for players to play with (e.g., compete against) each other in parallel (e.g., simultaneously) (e.g., live). A master computing device may be used to facilitate communication between systems and / or to communicate information to the systems themselves. A master computing device may be part of a control system of one of a plurality of systems, for example such that one of the systems acts as a sort of “host” and the other systems communicate with it accordingly. A local network (e.g., wireless network, e.g., using Wi-Fi™) may be used to facilitate communication between projector(s), sensor(s), display(s), physical player-interaction game device(s), a control system, a controller (e.g., included in or separate from a physical player-interaction game device) and / or other components of a system, within a single system (thereby reducing the need for cables and / or wires) and / or between systems. Inter-system communication may be monitored, controlled, and / or orchestrated using an app-based and / or web-based communication interface (e.g., which may communicate over a local network or the internet). A sensor may be battery operated and / or wirelessly chargeable.

[0100] Systems of the present disclosure may include a processor and / or a memory. The memory may store one or more programs that include instructions that when executed by a processor cause at least a portion of a method disclosed herein to be performed. The system may further include a machine-learned model. Additionally or alternatively, a remotely stored and / or operated machine-learned model may be accessed by a (e.g., the) processor. The processor and / or memory may be a part of a computing device and / or computing system.

[0101] One or non-transitory computer readable media may store one or more programs that include instructions that when executed by a (e.g., the) processor cause at least a portion of a method disclosed herein to be performed.

[0102] At least part of the methods and systems described in this specification may be controlled by executing, on one or more processing devices, instructions that are stored on one or more non-transitory machine-readable storage media. Examples of non-transitory machine-readable storage media include read-only memory, an optical disk drive, memory disk drive, and random access memory. At least part of the methods, systems, and techniques described in this specification may be controlled using a computing system including one or more processing - 31 - 13098391V1Attomey Docket No.: 2019838-0006devices and memory storing instructions that are executable by the one or more processing devices to perform various control operations.

[0103] Illustrative embodiments of systems and methods disclosed herein were described above with reference to computations performed locally by a computing device. However, computations performed over a network are also contemplated.

[0104] FIG. 26 shows an illustrative network environment 600 for use in the methods and systems described herein, for example to link sensors and projector(s) together such that projection(s) made thereby are responsive to output from the sensors. In brief overview, referring now to FIG. 26, a block diagram of an illustrative cloud computing environment 600 is shown and described. The cloud computing environment 600 may include one or more resource providers 602a, 602b, 602c (collectively, 602). Each resource provider 602 may include computing resources. In some implementations, computing resources may include any hardware and / or software used to process data. For example, computing resources may include hardware and / or software capable of executing algorithms, computer programs, and / or computer applications. In some implementations, illustrative computing resources may include application servers and / or databases with storage and retrieval capabilities. Each resource provider 602 may be connected to any other resource provider 602 in the cloud computing environment 600. In some implementations, the resource providers 602 may be connected over a computer network 608. Each resource provider 602 may be connected to one or more computing device 604a, 604b, 604c (collectively, 604), over the computer network 608.

[0105] The cloud computing environment 600 may include a resource manager 606. The resource manager 606 may be connected to the resource providers 602 and the computing devices 604 over the computer network 608. In some implementations, the resource manager 606 may facilitate the provision of computing resources by one or more resource providers 602 to one or more computing devices 604. The resource manager 606 may receive a request for a computing resource from a particular computing device 604. The resource manager 606 may identify one or more resource providers 602 capable of providing the computing resource requested by the computing device 604. The resource manager 606 may select a resource provider 602 to provide the computing resource. The resource manager 606 may facilitate a connection between the resource provider 602 and a particular computing device 604. In some implementations, the resource manager 606 may establish a connection between a particular resource provider 602 and - 32 - 13098391V1Attomey Docket No.: 2019838-0006a particular computing device 604. In some implementations, the resource manager 606 may redirect a particular computing device 604 to a particular resource provider 602 with the requested computing resource.

[0106] FIG. 27 shows an example of a computing device 700 and a mobile computing device 750 that can be used in the methods and systems described in this disclosure. The computing device 700 is intended to represent various forms of digital computers, such as laptops, desktops, workstations, personal digital assistants, servers, blade servers, mainframes, and other appropriate computers. The mobile computing device 750 is intended to represent various forms of mobile devices, such as personal digital assistants, cellular telephones, smart-phones, and other similar computing devices. The components shown here, their connections and relationships, and their functions, are meant to be examples only, and are not meant to be limiting.

[0107] The computing device 700 includes a processor 702, a memory 704, a storage device 706, a high-speed interface 708 connecting to the memory 704 and multiple high-speed expansion ports 710, and a low-speed interface 712 connecting to a low-speed expansion port 714 and the storage device 706. Each of the processor 702, the memory 704, the storage device 706, the high-speed interface 708, the high-speed expansion ports 710, and the low-speed interface 712, are interconnected using various busses, and may be mounted on a common motherboard or in other manners as appropriate. The processor 702 can process instructions for execution within the computing device 700, including instructions stored in the memory 704 or on the storage device 706 to display graphical information for a GUI on an external input / output device, such as a display 716 coupled to the high-speed interface 708. In other implementations, multiple processors and / or multiple buses may be used, as appropriate, along with multiple memories and types of memory. Also, multiple computing devices may be connected, with each device providing portions of the necessary operations (e.g., as a server bank, a group of blade servers, or a multi-processor system). Also, multiple computing devices may be connected, with each device providing portions of the necessary operations (e.g., as a server bank, a group of blade servers, or a multi-processor system). Thus, as the term is used herein, where a plurality of functions are described as being performed by “a processor”, this encompasses embodiments wherein the plurality of functions are performed by any number of processors (e.g., one or more processors) of any number of computing devices (e.g., one or more computing devices). Furthermore, where a function is described as being performed by “a processor”, this encompasses embodiments wherein the function is performed by - 33 - 13098391V1Attomey Docket No.: 2019838-0006any number of processors (e.g., one or more processors) of any number of computing devices (e.g., one or more computing devices) (e.g., in a distributed computing system).

[0108] The memory 704 stores information within the computing device 700. In some implementations, the memory 704 is a volatile memory unit or units. In some implementations, the memory 704 is a non-volatile memory unit or units. The memory 704 may also be another form of computer-readable medium, such as a magnetic or optical disk.

[0109] The storage device 706 is capable of providing mass storage for the computing device 700. In some implementations, the storage device 706 may be or contain a computer-readable medium, such as a hard disk device, an optical disk device, a flash memory or other similar solid state memory device, or an array of devices, including devices in a storage area network or other configurations. Instructions can be stored in an information carrier. The instructions, when executed by one or more processing devices (for example, processor 702), perform one or more methods, such as those described above. The instructions can also be stored by one or more storage devices such as computer- or machine-readable mediums (for example, the memory 704, the storage device 706, or memory on the processor 702).

[0110] The high-speed interface 708 manages bandwidth-intensive operations for the computing device 700, while the low-speed interface 712 manages lower bandwidth-intensive operations. Such allocation of functions is an example only. In some implementations, the highspeed interface 708 is coupled to the memory 704, the display 716 (e.g.. through a graphics processor or accelerator), and to the high-speed expansion ports 710, which may accept various expansion cards (not shown). In the implementation, the low-speed interface 712 is coupled to the storage device 706 and the low-speed expansion port 714. The low-speed expansion port 714, which may include various communication ports (e.g., USB, Bluetooth®, Ethernet, wireless Ethernet) may be coupled to one or more input / output devices, such as a keyboard, a pointing device, a scanner, or a networking device such as a switch or router, e.g., through a network adapter.

[0111] The computing device 700 may be implemented in a number of different forms, as shown in the figure. For example, it may be implemented as a standard server 720, or multiple times in a group of such servers. In addition, it may be implemented in a personal computer such as a laptop computer 722. It may also be implemented as part of a rack server system 724. Alternatively, components from the computing device 700 may be combined with other - 34 - 13098391V1Attomey Docket No.: 2019838-0006components in a mobile device (not shown), such as a mobile computing device 750. Each of such devices may contain one or more of the computing device 700 and the mobile computing device 750, and an entire system may be made up of multiple computing devices communicating with each other.

[0112] The mobile computing device 750 includes a processor 752, a memory 764, an input / output device such as a display 754, a communication interface 766, and a transceiver 768, among other components. The mobile computing device 750 may also be provided with a storage device, such as a micro-drive or other device, to provide additional storage. Each of the processor 752, the memory 764, the display 754, the communication interface 766, and the transceiver 768, are interconnected using various buses, and several of the components may be mounted on a common motherboard or in other manners as appropriate.

[0113] The processor 752 can execute instructions within the mobile computing device 750, including instructions stored in the memory 764. The processor 752 may be implemented as a chipset of chips that include separate and multiple analog and digital processors. The processor 752 may provide, for example, for coordination of the other components of the mobile computing device 750, such as control of user interfaces, applications run by the mobile computing device 750, and wireless communication by the mobile computing device 750.

[0114] The processor 752 may communicate with a user through a control interface 758 and a display interface 756 coupled to the display 754. The display 754 may be, for example, a TFT (Thin-Film-Transistor Liquid Crystal Display) display or an OLED (Organic Light Emitting Diode) display, or other appropriate display technology. The display interface 756 may comprise appropriate circuitry for driving the display 754 to present graphical and other information to a user. The control interface 758 may receive commands from a user and convert them for submission to the processor 752. In addition, an external interface 762 may provide communication with the processor 752, so as to enable near area communication of the mobile computing device 750 with other devices. The external interface 762 may provide, for example, for wired communication in some implementations, or for wireless communication in other implementations, and multiple interfaces may also be used.

[0115] The memory 764 stores information within the mobile computing device 750. The memory 764 can be implemented as one or more of a computer-readable medium or media, a volatile memory unit or units, or a non-volatile memory unit or units. An expansion memory 774- 35 - 13098391V1Attomey Docket No.: 2019838-0006may also be provided and connected to the mobile computing device 750 through an expansion interface 772, which may include, for example, a SIMM (Single hr Line Memory Module) card interface. The expansion memory 774 may provide extra storage space for the mobile computing device 750, or may also store applications or other information for the mobile computing device 750. Specifically, the expansion memory 774 may include instructions to carry out or supplement the processes described above, and may include secure information also. Thus, for example, the expansion memory 774 may be provided as a security module for the mobile computing device 750, and may be programmed with instructions that permit secure use of the mobile computing device 750. In addition, secure applications may be provided via the SIMM cards, along with additional information, such as placing identifying information on the SIMM card in a non-hackable manner.

[0116] The memory may include, for example, flash memory and / or NVRAM memory (non-volatile random access memory), as discussed below. In some implementations, instructions are stored in an information carrier and, when executed by one or more processing devices (for example, processor 752), perform one or more methods, such as those described above. The instructions can also be stored by one or more storage devices, such as one or more computer- or machine-readable mediums (for example, the memory 764, the expansion memory 774, or memory on the processor 752). In some implementations, the instructions can be received in a propagated signal, for example, over the transceiver 768 or the external interface 762.

[0117] The mobile computing device 750 may communicate wirelessly through the communication interface 766, which may include digital signal processing circuitry where necessary. The communication interface 766 may provide for communications under various modes or protocols, such as GSM voice calls (Global System for Mobile communications), SMS (Short Message Service), EMS (Enhanced Messaging Service), or MMS messaging (Multimedia Messaging Service), CDMA (code division multiple access). TDMA (time division multiple access), PDC (Personal Digital Cellular), WCDMA (Wideband Code Division Multiple Access), CDMA2000, or GPRS (General Packet Radio Service), among others. Such communication may occur, for example, through the transceiver 768 using a radio-frequency. In addition, short-range communication may occur, such as using a Bluetooth®, Wi-Fi™, or other such transceiver (not shown). In addition, a GPS (Global Positioning System) receiver module 770 may provide- 36 - 13098391V1Attomey Docket No.: 2019838-0006additional navigation- and location-related wireless data to the mobile computing device 750, which may be used as appropriate by applications running on the mobile computing device 750.

[0118] The mobile computing device 750 may also communicate audibly using an audio codec 760, which may receive spoken information from a user and convert it to usable digital information. The audio codec 760 may likewise generate audible sound for a user, such as through a speaker, e.g.. in a handset of the mobile computing device 750. Such sound may include sound from voice telephone calls, may include recorded sound (e.g., voice messages, music files, etc.) and may also include sound generated by applications operating on the mobile computing device 750.

[0119] The mobile computing device 750 may be implemented in a number of different forms, as shown in the figure. For example, it may be implemented as a cellular telephone 780. It may also be implemented as part of a smart-phone 782, personal digital assistant, or other similar mobile device.

[0120] Various implementations of the systems and techniques described here can be realized in digital electronic circuitry, integrated circuitry, specially designed ASICs (application specific integrated circuits), computer hardware, firmware, software, and / or combinations thereof. These various implementations can include implementation in one or more computer programs that are executable and / or interpretable on a programmable system including at least one programmable processor, which may be special or general purpose, coupled to receive data and instructions from, and to transmit data and instructions to, a storage system, at least one input device, and at least one output device.

[0121] These computer programs (also known as programs, software, software applications or code) include machine instructions for a programmable processor, and can be implemented in a high-level procedural and / or object-oriented programming language, and / or in assembly / machine language. As used herein, the terms machine-readable medium and computer-readable medium refer to any computer program product, apparatus and / or device (e.g., magnetic discs, optical disks, memory, Programmable Logic Devices (PLDs)) used to provide machine instructions and / or data to a programmable processor, including a machine-readable medium that receives machine instructions as a machine-readable signal. The term machine-readable signal refers to any signal used to provide machine instructions and / or data to a programmable processor.- 37 - 13098391V1Attomey Docket No.: 2019838-0006

[0122] To provide for interaction with a user, the systems and techniques described here can be implemented on a computer having a display device (e.g., a CRT (cathode ray tube) or LCD (liquid crystal display) monitor) for displaying information to the user and a keyboard and a pointing device (e.g., a mouse or a trackball) by which the user can provide input to the computer. Other kinds of devices can be used to provide for interaction with a user as well; for example, feedback provided to the user can be any form of sensory feedback (e.g., visual feedback, auditory feedback, or tactile feedback); and input from the user can be received in any form, including acoustic, speech, or tactile input.

[0123] The systems and techniques described here can be implemented in a computing system that includes a back end component (e.g., as a data server), or that includes a middleware component (e.g., an application server), or that includes a front end component (e.g., a client computer having a graphical user interface or a Web browser through which a user can interact with an implementation of the systems and techniques described here), or any combination of such back end, middleware, or front end components. The components of the system can be interconnected by any form or medium of digital data communication (e.g., a communication network). Examples of communication networks include a local area network (LAN), a wide area network (WAN), and the Internet.

[0124] The computing system can include clients and servers. A client and server are generally remote from each other and typically interact through a communication network. The relationship of client and server arises by virtue of computer programs running on the respective computers and having a client- server relationship to each other.

[0125] Certain embodiments described herein make use of computer algorithms in the form of software instructions executed by a computer processor. In certain embodiments, the software instructions include a machine learning (ML) module, also referred to herein as artificial intelligence (Al) software. As used herein, a machine learning module refers to a computer implemented process (e.g., a software function) that implements one or more specific machine learning techniques, e.g., artificial neural networks (ANNs), e.g., convolutional neural networks (CNNs), random forest, decision trees, support vector machines, and the like, in order to determine, for a given input, one or more output values. In certain embodiments, the input comprises image data and / or alphanumeric data which can include 2D and / or 3D datasets, numbers, words, phrases, or lengthier strings, for example. In certain embodiments, the one or more output values comprise - 38 - 13098391V1Attomey Docket No.: 2019838-0006image data (e.g. 2D and / or 3D datasets) and / or values representing numeric values, words, phrases, or other alphanumeric strings.

[0126] In certain embodiments, machine learning modules implementing machine learning techniques are trained, for example, using datasets that include categories of data described herein. Such training may be used to determine various parameters of machine learning algorithms implemented by a machine learning module, such as weights associated with layers in neural networks. In certain embodiments, once a machine learning module is trained, e.g., to accomplish a specific task such as identifying certain response strings, values of determined parameters are fixed and the (e.g., unchanging, static) machine learning module is used to process new data (e.g., different from the training data) and accomplish its trained task without further updates to its parameters (e.g.. the machine learning module does not receive feedback and / or updates). In certain embodiments, available input data includes training data and validation data, e.g., where the validation data is separate and non-overlapping with the training data. For example, in certain embodiments, training data is used during the training process to optimize a model, whereas validation data is used to check the accuracy of the model while operating on previously unseen data. In certain embodiments, training data is divided into batches (e.g., portions) that is sequentially used (e.g., in random order) as sets of inputs to train a model. In certain embodiments, a model is trained multiple times (e.g., epochs) on the entire set of training data. In certain embodiments, machine learning modules may receive feedback, e.g., based on user review of accuracy, and such feedback may be used as additional training data, to dynamically update the machine learning module. In certain embodiments, two or more machine learning modules may be combined and implemented as a single module and / or a single software application. In certain embodiments, two or more machine learning modules may also be implemented separately, e.g., as separate software applications. A machine learning module may be software and / or hardware. For example, a machine learning module may be implemented entirely as software, or certain functions of a ANN module may be carried out via specialized hardware (e.g., via an application specific integrated circuit (ASIC) and / or field programmable gate arrays (FPGAs)).

[0127] In certain embodiments, machine learning modules implementing machine learning techniques may be composed of individual nodes (e.g. units, neurons). A node may receive a set of inputs that may include at least a portion of a given input data for the machine learning module and / or at least one output of another node. A node may have at least one parameter to apply and / or - 39 - 13098391V1Attomey Docket No.: 2019838-0006a set of instructions to perform (e.g., mathematical functions to execute) over the set of inputs. In certain embodiments, node instructions may include a step to provide various relative importance to the set of inputs using various parameters, such as weights. The weights may be applied by performing scalar multiplication (e.g., or other mathematical function) between a set of inputs values and the parameters, resulting in a set of weighted inputs. In certain embodiments, a node may have a transfer function to combine the set of weighted inputs into one output value. A transfer function may be implemented by a summation of all the weighted inputs and the addition of an offset (e.g., bias) value. In certain embodiments, a node may have an activation function to introduce non-linearity into the output value. Non-limiting examples of the activation function include Rectified Linear Activation (ReLu), logistic (e.g., sigmoid), hyperbolic tangent (tanh), and softmax. In certain embodiments, a node may have a capability of remembering previous states (e.g., recurrent nodes). Previous states may be applied to the input and output values using a set of learning parameters.

[0128] In certain embodiments, the machine learning module comprises a deep learning architecture composed of nodes organized into layers. For example, a layer is a set of nodes that receives data input (e.g., weighted or non-weighted input), transforms it (e.g., by carrying out instructions, e.g., applying a set of functions e.g., linear and / or non-linear functions), and passes transformed values as output (e.g., to the next layer). In certain embodiments, the set of nodes in a particular layer may share the same parameters and instructions without interacting with each other. A machine learning module may be composed of at least one layer (e.g., ordered). Examples of types of layers include convolutional layers (e.g., layers with a kernel, a matrix of parameters that is slid across an input to be multiplied with multiple input values to reduce them to a single output value); fully connected (FC) layers (e.g. all nodes are connected to all outputs of the previous layer); recurrent layers, long / short term memory (LSTM) layers, gated recurrent unit (GRU) layers (e.g., nodes with the various abilities to memorize and apply their previous inputs and / or outputs); batch normalization (BN) layers (e.g., layers that normalize a set of outputs from another layer, allowing for more independent learning of individual layers); activation layers (e.g., layers with nodes that only contain an activation function); and / or (un)pooling layers [e.g., layers that reduce (increase) dimensions of an input by summarizing (splitting) input values in defined patches).- 40 - 13098391V1Attorney Docket No.: 2019838-0006

[0129] In certain embodiments, the performance of a machine learning module may be characterized by its ability to produce an output data with specific accuracy. To achieve specific accuracy, a training process is performed to find optimal parameters, such as weights, for each node in each layer of the machine learning module. In certain embodiments, the training process of a machine learning module may involve using output data to calculate an objective function (e.g., cost function, loss function, error function) that needs to be optimized (e.g., minimized, maximized). For example, a machine learning objective function may be a combination of a loss function and regularization parameter. The loss function is related to how well the output is able to predict the input. The loss function may take various forms, like mean squared error, mean absolute error, binary cross-entropy, categorical cross-entropy, for example. The regularization term may be needed to prevent overfitting and improve generalization of the training process. Examples of regularization techniques include LI Regularization or Lasso Regression, L2 Regularization or Ridge Regression, and Dropout (e.g., dropping layer outputs at random during training process).

[0130] In certain embodiments, objective function optimization of a machine learning module may involve finding at least one (e.g., all) of the present global optima (e.g., as opposed to local optima). In certain embodiments, the algorithm for objective function optimization follows principles of mathematical optimization for a multi-variable function and relies on achieving specific accuracy of the process. Examples of objective function optimization algorithms include gradient descent, nonlinear conjugate gradient, random search, Levenberg-Marquardt algorithm, limited-memory Broyden-Fietcher-Goldfarb-Shanno algorithm, pattern search, basin hopping method, Krylov method, Adam method, genetic algorithm, particle swarm optimization, surrogate optimization, and simulated annealing.

[0131] In certain embodiments, the machine learning modules comprise one of more generative Al modules. Rather than depending on use of predetermined weights and rules, generative Al leverages complex neural networks and algorithms to understand patterns and produce output that mimic human creativity. Examples of generative Al modules include image synthesis models (e.g., DALL-E3, DALL-E2, Imagen 3 in Gemini, Craiyon, and the like) and text generation models (e.g., ChatGPT, GPT-4, and the like).

[0132] In certain embodiments, the machine learning modules comprises one or more image-based segmentation neural networks. Illustrative examples of segmentation neural - 41 - 13098391V1Attomey Docket No.: 2019838-0006networks include, for instance, Deep Image Matting (DIM), Semantic Segmentation methods (U-Net, DeepLab Series), Mask R-CNN, Chroma Keying CNNs, RefineNet, and MODNet.

[0133] It is contemplated that systems, devices, methods, and processes of the disclosure encompass variations and adaptations developed using information from the embodiments described herein. Adaptation and / or modification of the systems, devices, methods, and processes described herein may be performed by those of ordinary skill in the relevant art.

[0134] Throughout the description, where articles, devices, and systems are described as having, including, or comprising specific components, or where processes and methods are described as having, including, or comprising specific steps, it is contemplated that, additionally, there are articles, devices, and systems according to certain embodiments of the present disclosure that consist essentially of. or consist of, the recited components, and that there are processes and methods according to certain embodiments of the present disclosure that consist essentially of, or consist of, the recited processing steps.

[0135] It should be understood that the order of steps or order for performing certain action is immaterial so long as operability is not lost. Moreover, two or more steps or actions may be conducted in parallel (e.g., simultaneously). As is understood by those skilled in the art, the terms “over”, “under”, “above”, “below”, “beneath”, and “on” are relative terms and can be interchanged as appropriate, for example in reference to different orientations of the layers, elements, and substrates included in the present disclosure. In some embodiments, a first layer on a second layer means a first layer directly on and in contact with a second layer. In some embodiments, a first layer on a second layer may include another layer therebetween.

[0136] In this application, unless otherwise clear from context or otherwise explicitly stated, (i) the term “a” may be understood to mean “at least one”; (ii) the term “or” may be understood to mean “and / or”; (iii) the terms “comprising” and “including” may be understood to encompass itemized components or steps whether presented by themselves or together with one or more additional components or steps; (iv) the terms “about” and “approximately” may be understood to pennit standard variation as would be understood by those of ordinary skill in the relevant art; and (v) where ranges are provided, endpoints are included. In certain embodiments, the term "approximately" or "about" refers to a range of values that fall within 25%, 20%, 19%, 18%, 17%, 16%. 15%, 14%, 13%, 12%. 11%, 10%, 9%, 8%, 7%, 6%, 5%, 4%. 3%, 2%. 1%, or less in either direction (greater than or less than) of the stated reference value unless otherwise - 42 - 13098391V1Attomey Docket No.: 2019838-0006stated or otherwise evident from the context (except where such number would exceed 100% of a possible value).

[0137] Headers have been provided for the convenience of the reader and are not intended to be limiting with respect to the claimed subject matter.

[0138] Certain embodiments of the present disclosure were described above. It is, however, expressly noted that the present disclosure is not limited to those embodiments, but rather the intention is that additions and modifications to what was expressly described in the present disclosure are also included within the scope of the disclosure. Moreover, it is to be understood that the features of the various embodiments described in the present disclosure were not mutually exclusive and can exist in various combinations and permutations, even if such combinations or permutations were not made express, without departing from the spirit and scope of the disclosure. The disclosure has been described in detail with particular reference to certain embodiments thereof, but it will be understood that variations and modifications can be effected within the spirit and scope of the claimed invention.- 43 - 13098391V1Attomey Docket No.: 2019838-0006

[0139] Without limitation to the foregoing description, the following is an enumerated list of non-limiting exemplary embodiments included in the present disclosure. Those of ordinary skill in the art will appreciate that one or more features discussed above may be included with or incorporated into any of the following numbered embodiments to form additional embodiments.1. An extended reality (XR) gaming system, the system comprising:a frame;one or more screens and / or displays;one or more projectors;one or more sensors [e.g., for tracking (e.g., movement of) (i) one or more players and / or one or more objects (e.g., a basketball) and / or (ii) interaction of the one or more physical playerinteraction game devices with one or more players and / or one or more objects];one or more physical player-interaction game devices (e.g., basketball hoop); and optionally, a control system (e.g., communicatively coupled to the one or more projectors, the one or more screens and / or displays, the one or more sensors, or a combination thereof) (e.g., for providing one or more games to a player) (e.g., for monitoring and / or controlling gameplay of one or more games) [e.g., for coordinating tracking (e.g., movement of) (i) one or more players and / or one or more objects (e.g., a basketball) and / or (ii) interaction of the one or more physical player-interaction game devices with one or more players and / or one or more objects and, optionally, updating projection from the one or more projectors accordingly],wherein the one or more screens and / or displays, the one or more sensors, the one or more projectors, the one or more physical player-interaction game devices, or a combination thereof mounted to the frame.2. The system of embodiment 1, wherein the frame is a portable frame (e.g., portable between installation sites).3. The system of embodiment 1 or embodiment 2, wherein the frame is a movable frame (e.g., a temporary frame).4. The system of any one of the preceding embodiments, wherein the frame is made of metal, plastic, wood, or a combination thereof.5. The system of any one of the preceding embodiments, wherein the frame comprises a plurality of members (e.g., straight members).- 44 - 13098391V1Attomey Docket No.: 2019838-00066. The system of embodiment 5, wherein the frame comprises brace members (e.g., straight rods) that mount to ones of the members (e.g., straight members) in a triangular arrangement. 7. The system of embodiment 5 or embodiment 6, wherein one or more of the members (e.g., straight members) are extendible (e.g., between a minimum and maximum length).8. The system of any one of embodiments 5-7, wherein one or more of the members (e.g., straight members) are collapsable (e.g., foldable).9. The system of any one of embodiments 5-8, wherein one or more of the members (e.g., straight members) are of fixed length.10. The system of any one of embodiments 5-9, wherein ones of the members (e.g., straight members) are connected (e.g., bolted together) via connection plates.11. The system of any one of the preceding embodiments, wherein the frame comprises a mount for an overhead sensor (e.g., camera) (e.g., mounted to a vertical straight member, e.g., that extends above a central region of the frame) (e.g., wherein disposed above a central region of the frame, e.g., laterally between a periphery of mutually connected horizontal straight members) (e.g., disposed such that the overhead sensor may be mounted downward facing).12. The system of any one of the preceding embodiments, wherein the one or more sensors comprises an overhead sensor.13. The system of any one of the preceding embodiments, wherein the frame comprises feet [e.g., for installing the frame on a floor (e.g., ground)] (e.g., weighted feet) (e.g., solid feet) (e.g., that may be adhered to the floor) (e.g., that may be bolted to the floor).14. The system of embodiment 13, wherein each of the feet is mounted to a member of the frame.15. The system of embodiment 14, wherein, for each of the feet, the foot is integral with the member.16. The system of any one of embodiments 13-15, wherein the feet are extendible.17. The system of any one of embodiments 13-16, wherein the feet are self-leveling feet. 18. The system of any one of embodiments 13-17, wherein the feet comprise one or more leveling indicators.19. The system of any one of the preceding embodiments, wherein the frame is self-leveling.- 45 - 13098391V1Attomey Docket No.: 2019838-000620. The system of any one of the preceding embodiments, comprising projector mounts (e.g., brackets) for mounting the one or more projectors (e.g., wherein the frame comprises projector mounts) (e.g., and the one or more projectors is projectors).21. The system of embodiment 20, wherein the projector mounts are disposed (e.g., distributed) (e.g., mounted) around a periphery of the frame (e.g., around different sides of the frame [e.g.. one for each of at least two (e.g., opposing) sides, at least three sides, or four sides]).22. The system of embodiment 20 or embodiment 21, wherein the projector mounts are mounted to elevated (e.g., at or above head height) horizontal members of the frame.23. The system of any one of embodiments 20-22, wherein the projector mounts are disposed at or above head height and / or at least 6 ft. above a floor (e.g., ground).24. The system of any one of embodiments 20-23, wherein the projector mounts are distributed around a periphery.25. The system of any one of embodiments 20-24, wherein the projector mounts are disposed on sides of the frame (e.g., at midpoints).26. The system of any one of embodiments 20-25, wherein each of the projector mounts comprises a tilt adjustment mechanism [e.g., comprising a (e.g., locking) knob, lever, or screw] [e.g., to adjust projection direction (e.g., angle)].27. The system of any one of embodiments 20-26, wherein the projector mounts are tiltable (e.g., for calibration) (e.g., up and down, left and right, or both).28. The system of any one of embodiments 20-27, wherein each of the projector mounts is constructed to at least partially, removably enclose a projector.29. The system of any one of embodiments 20-28. wherein each of the projector mounts comprises a top plate and a bottom plate (e.g., connected by one or more rods disposed around a periphery).30. The system of any one of embodiments 20-29, wherein each of the projector mounts is constructed such that a projector can be removably disposed in the mount.31. The system of any one of embodiments 20-30, wherein each of the projector mounts is constructed such that a projector can be slid in and out of the mount.32. The system of any one of embodiments 20-31, wherein each of the projector mounts forms a protective cage for a projector.- 46 - 13098391V1Attomey Docket No.: 2019838-000633. The system of any one of the preceding embodiments, wherein the frame comprises one or more leveling indicators.34. The system of any one of the preceding embodiments, comprising one or more physical player-interaction game device tethers (e.g., safety tether) [e.g., wherein at least one of the one or more tethers provides a data connection (e.g., via an ethemet, fiber, USB, or coax cable comprised in the tether) to one or more of the one or more sensors (e.g., disposed on or in a physical playerinteraction game device)].35. The system of embodiment 34, wherein at least one of the one or more physical playerinteraction game devices is mounted (e.g., attached) to at least one of the one or more physical player-interaction game device tethers.36. The system of embodiment 34 or embodiment 35, wherein the one or more physical playerinteraction game device tethers are mounted (e.g., attached) (e.g., mounted) to the frame.37. The system of any one of embodiments 34-36, wherein the one or more physical playerinteraction game device tethers are disposed (e.g., distributed) (e.g., mounted (e.g., attached)) around a periphery of the frame (e.g., around different sides of the frame [e.g., one for each of at least two (e.g., opposing) sides, at least three sides, or four sides]).38. The system of any one of the preceding embodiments, wherein the frame defines a rectangular solid.39. The system of any one of the preceding embodiments, wherein a shape of the frame defines walls (e.g., two, three, or four walls).40. The system of embodiment 39, wherein the one or more screens and / or displays are disposed at one or more of the walls (e.g.. fill the one or more of the walls) (e.g., are disposed at the walls) (e.g., wherein each of the walls corresponds to one of the one or more screens and / or displays) (e.g., wherein each of the one or more screens and / or displays corresponds to one of the walls) (e.g., wherein there is a single screen and / or display for each of the walls).41. The system of embodiment 39 or embodiment 40, wherein the one or more screens and / or displays form the walls (e.g., one screen or display per wall).42. The system of any one of the preceding embodiments, wherein the one or more screens and / or displays are disposed to form walls of the system.43. The system of any one of the preceding embodiments, wherein the one or more screens are mounted (e.g., attached) to the frame.- 47 - 13098391V1Attomey Docket No.: 2019838-000644. The system of any one of the preceding embodiments , wherein the one or more projectors are disposed (e.g., due to projector mounts being disposed) to project onto at least two surfaces, at least three surfaces, or at least four surfaces (e.g., onto four surfaces) [e.g., a floor and one or more walls (e.g., two or three walls) [e.g., wherein the projectors do not project onto a front wall (e.g., through which players enter and exit a main play zone (e.g., volume))].45. The system of embodiment 44, wherein at least one of the one or more physical playerinteraction game devices is disposed (e.g., mounted) on one of the surfaces.46. The system of any one of the preceding embodiments, wherein at least one of the one or more projectors is disposed to project onto at least one of the one or more screens and / or displays.47. The system of any one of the preceding embodiments, wherein each projector (e.g., all of the one or more projectors) is disposed to project onto at least one of the one or more screens and / or displays.48. The system of any one of the preceding embodiments, wherein each of the one or more projectors is disposed to project primarily or exclusively onto one of the one or more screens and / or displays.49. The system of any one of the preceding embodiments, comprising a physical playerinteraction game device mount for at least one of the one or more physical player-interaction game devices.50. The system of embodiment 49, wherein the physical player-interaction game device mount is mounted to the frame.51. The system of embodiment 49, wherein the system comprises a post and the physical player-interaction game device mount is mounted to the post.52. The system of embodiment 51, wherein the post is mounted to the frame.53. The system of embodiment 51 or embodiment 52, wherein the post is disposed at a periphery of the frame (e.g., on a side of the frame, e.g., at a midpoint of the side).54. The system of any one of embodiments 51-53, wherein the post is disposed at a wall defined by the frame (e.g., at a midpoint of the wall).55. The system of any one of embodiments 49-54, wherein the physical player-interaction game device mount comprises two reversibly connectable members (e.g., that facilitate single step mount and dismount of a physical player-interaction game device).- 48 - 13098391V1Attomey Docket No.: 2019838-000656. The system of any one of embodiments 49-55, wherein the physical player-interaction game device mount comprises a hook bracket mounting clamp (e.g., secured by one or more screws, one or more knobs, one or more bolts, or one or more fittings, e.g., distributed over a region of the mount) (e.g., such that a hook of the hook bracket mounting clamp allows for initially securing two members of the mount that then may be subsequently secured with one or more screws, one or more knobs, one or more bolts or one or more fittings).57. The system of any one of embodiments 49-56, wherein the physical player-interaction game device mount comprises a clamp.58. The system of any one of embodiments 49-57, wherein the physical player-interaction game device mount is constructed to mount to a standardized (e.g., commercially available) physical player-interaction game device (e.g., standard hoop with backboard) (e.g., based on a standardized mounting scheme for a physical player-interaction game device mount).59. The system of any one of the preceding embodiments, wherein at least one of the sensors is disposed on or in at least one of the one or more physical player-interaction game devices. 60. The system of any one of the preceding embodiments, wherein the one or more sensors comprise one or more cameras.61. The system of any one of the preceding embodiments, wherein the one or more sensors comprise one or more time of flight (ToF) sensors.62. The system of any one of the preceding embodiments, wherein the one or more sensors comprise one or more vibration sensors (e.g., disposed on or in one or more of the one or more physical player- interaction game devices).62a. The system of any one of the preceding embodiments, wherein the one or more sensors comprise one or more impact sensors (e.g., disposed on or in one or more of the one or more physical player-interaction game devices).63. The system of any one of the preceding embodiments, wherein one or more of the one or more sensors are disposed (e.g., mounted) on or in the frame.64. The system of any one of the preceding embodiments, wherein one or more of the one or more sensors are disposed near (e.g., within 1-3 ft.) to at least one of the one or more physical player-interaction game devices.65. The system of any one of the preceding embodiments, wherein at least one of the one or more physical player-interaction game devices comprises a projection decal for projecting onto.- 49 - 13098391V1Attomey Docket No.: 2019838-000666. The system of any one of the preceding embodiments, wherein the one or more physical player-interaction game devices comprises a first physical player-interaction game device and the first physical player-interaction game device comprises a basketball hoop comprising a backboard and rim.67. The system of embodiment 66, wherein the one or more sensors comprise one or more hoop sensors disposed on or in the basketball hoop.68. The system of embodiment 67, wherein the one or more hoop sensors comprise a rim distance sensor, a rim vibration sensor, a backboard distance sensor, or a combination thereof. 69. The system of embodiment 67 or embodiment 68, wherein the one or more hoop sensors comprise a rim distance sensor or other sensor (e.g., one or more vibration or pressure sensors, one or more fabric or contact sensors) operable to provide data indicative that a basketball has entered the rim (e.g., and to detect the entering).70. The system of any one of embodiments 67-69, wherein the one or more hoop sensors comprise a rim vibration sensor operable to provide data indicative that a basketball has impacted the hoop (e.g., the rim and / or backboard) (e.g., based on accelerations of the hoop (e.g., is an accelerometer)] (e.g., and to detect the impact).71. The system of any one of embodiments 67-70, wherein the one or more hoop sensors comprise a backboard distance sensor operable to provide data indicative that a basketball is above the rim (e.g., and to detect a presence or position of the basketball above the rim).72. The system of any one of the preceding embodiments, comprising a controller and / or control system operable to classify interaction of an object and / or player with at least one of the one or more physical player-interaction game devices (e.g.. the basketball hoop) (e.g., based on data from the one or more sensors, e.g., the one or more hoop sensors).73. The system of any one of the preceding embodiments, wherein the frame occupies a volume in a range of from 6 ft. x 6 ft. x 6 ft. to 100 ft. x 60 ft. x 40 ft. (e.g., in a range of from 10 ft. x 10 ft. x 10 ft. to 20 ft. x 20 ft. x 20 ft.) (e.g., may be a size of a regulation size basketball court).74. The system of any one of the preceding embodiments, comprising one or more player safety pads.75. The system of embodiment 74, wherein the one or more pads are disposed at a periphery of the frame.- 50 - 13098391V1Attorney Docket No.: 2019838-000676. The system of embodiment 74 or embodiment 75, wherein the one or more pads are disposed on an outside of the one or more screens / and or displays (e.g., relative to a main play zone for the system).77. The system of any one of the preceding embodiments, wherein the one or more screens and / or displays are soft, flexible and / or thin (e.g., thin plastic plates or sheets).78. The system of any one of the preceding embodiments, wherein the one or more screens and / or displays are made of a thin material (e.g., white plastic or cloth sheeting).79. The system of any one of the preceding embodiments, wherein the one or more screens and / or displays are taut (e.g., held taut by the frame).80. The system of any one of the preceding embodiments, comprising a housing (e.g., comprising one or more doors) (e.g., comprising one or more openings for entrance and / or exit).81. The system of embodiment 80, wherein the housing surrounds at least 2, at least 3, at least 4 (e.g., exactly 4), or 5 sides of the frame.82. The system of embodiment 80 or embodiment 81, wherein the housing comprises a top.83. The system of embodiment 80 or embodiment 82, wherein the housing does not have a top.84. The system of any one of embodiments 80-83, wherein the housing is made of wood, metal, plastic (e.g., banner), inflatable material, or a combination thereof.85. The system of any one of embodiments 80-84, wherein the housing occupies a volume in a range of from 10 ft. x 10 ft. x 10 ft. to 40 ft. x 40 ft. x 40 ft. (e.g., in a range of from 15 ft. x 15 ft. x 15 ft. to 30 ft. x 30 ft. x 30 ft.) up to the size of a full basketball or field.86. The system of any one of the preceding embodiments, wherein the system is portable. 87. The system of any one of the preceding embodiments, wherein the system is temporarily installed (e.g., in an event space or an office) [e.g., at a fair, event (e.g., corporate event), sports game, or arcade].88. The system of any one of the preceding embodiments, wherein the frame forms a wireframe for the system.89. The system of any one of the preceding embodiments, wherein the one or more projectors, the one or more sensors, the one or more screens and / or displays (e.g., and at least one of the one or more physical player-interaction game devices) are mounted, directly or indirectly (e.g., via a physical player-interaction game device), on the frame.- 51 - 13098391V1Attomey Docket No.: 2019838-000690. The system of any one of the preceding embodiments, wherein all components of the system for projecting an extended reality environment to a player are mounted on the frame. 91. The system of any one of the preceding embodiments, wherein the one or more screens and / or displays are mounted (e.g., attached) to the frame such that the one or more screens and / or displays have seamless comers (e.g., that facilitate creating a realistic virtual environment).92. The system of any one of the preceding embodiments, wherein the one or more screens and / or displays are hung from the frame.93. The system of any one of the preceding embodiments, wherein the frame and the one or more screens and / or displays together provide a uniform (e.g., seamless) environment (e.g., uniformly white) in which to project an extended reality environment (e.g., via a projection map) from the one or more projectors.94. The system of any one of the preceding embodiments, wherein one or more of the one or more sensors are operable to capture and / or record data at a particular (e.g., regular) interval [e.g., in a range of 0.01 s to 30 s (e.g., in a range of 0.01 s to 10 s. e.g., 0.01 s to 5 s, 0.01 to 3 s, 0.01 s to 2 s, 0.01 s to 1 s, 0.1 s to 1 s, or 0.25 s to 1 s)].95. The system of any one of the preceding embodiments, wherein one or more of the one or more sensors are operable to capture and / or record data periodically with a (e.g., regular) period [e.g., in a range of 0.01 s to 30 s (e.g., in a range of 0.01 s to 10 s, e.g., 0.01 s to 5 s, 0.01 to 3 s, 0.01 s to 2 s, 0.01 s to 1 s, 0.1 s to 1 s, or 0.25 s to 1 s)].96. The system of any one of the preceding embodiments, wherein one or more of the one or more sensors are operable to capture and / or record data at a (e.g., regular) frequency [e.g., in a range of 0.01 s to 30 s (e.g., in a range of 0.01 s to 10 s, e.g., 0.01 s to 5 s, 0.01 to 3 s, 0.01 s to 2 s, 0.01 s to 1 s, 0.1 s to 1 s, or 0.25 s to 1 s)].97. The system of any one of the preceding embodiments, wherein the system is operable (e.g., via a controller for the one or more of the one or more sensors and / or the control system) to process data received from one or more of the one or more sensors and / or make a determination [e.g., player action (e.g., shot) classification] (e.g., game-specific determination) using data received (e.g., continuously received) from one or more of the one or more sensors at a particular (e.g., regular) interval [e.g., in a range of 0.01 s to 30 s (e.g., in a range of 0.01 s to 10 s, e.g., 0.01 s to 5 s, 0.01 to 3 s. 0.01 s to 2 s, 0.01 s to 1 s, 0.1 s to 1 s, or 0.25 s to 1 s)].- 52 - 13098391V1Attomey Docket No.: 2019838-000698. The system of any one of the preceding embodiments, wherein the system is operable (e.g., via a controller for the one or more of the one or more sensors and / or the control system) to process data received from one or more of the one or more sensors and / or make a determination [e.g., player action (e.g., shot) classification] (e.g., game-specific determination) using data received (e.g., continuously received) from one or more of the one or more sensors periodically with a (e.g., regular) period [e.g.. in a range of 0.01 s to 30 s (e.g., in a range of 0.01 s to 10 s, e.g., 0.01 s to 5 s, 0.01 to 3 s, 0.01 s to 2 s, 0.01 s to 1 s, 0.1 s to 1 s, or 0.25 s to 1 s)].99. The system of any one of the preceding embodiments, wherein the system is operable (e.g., via a controller for the one or more of the one or more sensors and / or the control system) to process data received from one or more of the one or more sensors and / or make a determination [e.g., player action (e.g., shot) classification] (e.g.. game-specific determination) using data received (e.g., continuously received) from one or more of the one or more sensors at a frequency [e.g., in a range of 0.01 s to 30 s (e.g., in a range of 0.01 s to 10 s, e.g., 0.01 s to 5 s, 0.01 to 3 s, 0.01 s to 2 s, 0.01 s to 1 s. 0.1 s to 1 s, or 0.25 s to 1 s)].100. A system for a sports simulation arcade game in a virtual world, comprising:a) a biometric identification module configured to create a unique user profile by capturing biometric data, including at least facial recognition, fingerprint scanning, or handprint scanning;b) a subscription and payment module configured to accept payment in traditional currencies or cryptocurrencies for in-game currency;c) an avatar creation module configured to generate a customizable digital avatar using a 3D rendering of the user's facial features and provide options for body type, clothing, and sportspecific equipment;d) a gameplay space comprising modular hardware, sensors, and motion-tracking technologies, including LiDAR, infrared cameras, and high-speed optical tracking systems, configured to detect the user's physical movements in real-time;e) a calibration module configured to perform a talent calibration exercise, wherein the user performs physical activities specific to a selected sport, and Al algorithms calculate a talent value based on metrics including speed, accuracy, and coordination;- 53 - 13098391V1Attomey Docket No.: 2019838-0006f) a virtual gameplay module configured to integrate the user’s avatar into a virtual environment and provide immersive gameplay through projections, holograms, VR headsets, or AR glasses; andg) a rewards module interconnected with an e-commerce marketplace, configured to provide in-game and real-world rewards based on user performance, wherein pricing and availability are dynamically determined using algorithms that analyze market trends and demand.101. The system of embodiment 100, wherein the gameplay space is dynamically configurable to adapt to different sports simulations by reconfiguring modular hardware and projecting sportspecific virtual environments.102. The system of embodiment 100, wherein the rewards module allows users to trade virtual NFT items and accessories, purchase real-world products identical t said virtual NFTs, or participate in auctions for limited-edition items through an interconnected e-commerce platform.103. The system of embodiment 100, wherein the virtual gameplay module includes a physics engine to simulate real-world conditions, including dynamic weather, crowd simulations, and environmental interactions.104. The system of embodiment 100, wherein the biometric identification module securely stores user profiles in a cloud-based database for seamless access across multiple gaming sessions and locations.105. The system of embodiment 100, wherein the calibration module uses machine learning algorithms to provide skill improvement recommendations based on user performance metrics.106. The system of embodiment 100, wherein the rewards module allows brands and sponsors to supply branded digital or physical assets, integrating marketing campaigns directly into gameplay.107. A method for providing a sports simulation arcade game in a virtual world, comprising the steps of:a) providing the system of embodiment 100;b) capturing biometric data, including at least facial recognition, fingerprint scanning, or handprint scanning, to create a unique user profile;- 54 - 13098391V1Attomey Docket No.: 2019838-0006c) accepting payment in traditional currencies or cryptocurrencies to purchase in-game currency through a subscription and payment module;d) generating a customizable digital avatar using a 3D rendering of the user's facial features and providing options for selecting body type, clothing, and sport- specific equipment;e) configuring a gameplay space with modular hardware and sensors, including LiDAR and infrared cameras, to detect the user's physical movements in real-time;f) performing a talent calibration exercise where the user engages in physical activities specific to a selected sport, and calculating a talent value using artificial intelligence and machine learning algorithms;g) integrating the user's avatar into a virtual environment and facilitating gameplay through projections, holograms, or VR / AR interfaces; andh) providing performance-based rewards through an interconnected e-commerce marketplace, including in-game assets and real-world products, with pricing determined by market-driven algorithms.108. The method of embodiment 100, further comprising the step of dynamically reconfiguring the gameplay space to adapt to different sports simulations using modular hardware and sportspecific projections.109. The method of embodiment 100, further comprising the step of enabling spectators to view live gameplay through external screens, remote streaming, or interactive participation features.110. The method of embodiment 100, wherein the rewards provided include branded merchandise or exclusive experiences supplied by sponsors and integrated into the gameplay.111. The method of embodiment 100, wherein the talent value is used to match users with other players of similar skill levels for competitive gameplay.112. The method of embodiment 100, wherein user performance metrics from the talent calibration exercise are stored in a cloud-based database for ongoing skill tracking and improvement recommendations.113. The method of embodiment 100, further comprising the step of simulating real-world conditions in the- 55 - 13098391V1Attomey Docket No.: 2019838-0006

[0140] virtual environment, including dynamic weather and crowd simulations, to enhance gameplay realism.- 56 - 13098391V1

Claims

Attomey Docket No.: 2019838-0006What is claimed is:

1. A system for a sports simulation arcade game in a virtual world, comprising:a) a biometric identification module configured to create a unique user profile by capturing biometric data, including at least one of facial recognition, fingerprint scanning, or handprint scanning;b) a subscription and payment module configured to accept payment in traditional currencies or cryptocurrencies for in-game currency;c) an avatar creation module configured to generate a customizable digital avatar using a 3D rendering of the user's facial features and provide options for one or more of body type, clothing, and sport- specific equipment;d) a gameplay space comprising modular hardware, sensors, and motion-tracking technologies, optionally including LiDAR, infrared cameras, and / or high-speed optical tracking systems, configured to detect the user's physical movements in real-time;e) a calibration module configured to perform a talent calibration exercise, wherein the user performs physical activities (e.g., specific to a selected sport), and calculate (e.g., using an Al algorithm) a talent value based on metrics including speed, accuracy, and coordination; f) a virtual gameplay module configured to integrate the user’ s avatar into a virtual environment; andg) a rewards module (e.g., interconnected with an e-commerce marketplace), configured to provide in-game and / or real-world rewards based on user performance.

2. A system for a sports simulation arcade game in a virtual world, comprising:a) a biometric identification module configured to create a unique user profile by capturing biometric data, including at least one of facial recognition, fingerprint scanning, or handprint scanning;b) a subscription and payment module configured to accept payment in traditional currencies or cryptocurrencies for in-game currency;- 57 - 13098391V1Attomey Docket No.: 2019838-0006c) an avatar creation module configured to generate a customizable digital avatar using a 3D rendering of the user's facial features and provide options for one or more of body type, clothing, and sport- specific equipment;d) a gameplay space comprising modular hardware, sensors, and motion-tracking technologies, optionally including LiDAR, infrared cameras, and / or high-speed optical tracking systems, configured to detect the user's physical movements in real-time;e) a calibration module configured to perform a talent calibration exercise, wherein the user performs physical activities (e.g., specific to a selected sport), and calculate (e.g., using an Al algorithm) a talent value based on metrics including speed, accuracy, and coordination; andf) a virtual gameplay module configured to integrate the user’ s avatar into a virtual environment.

3. A system for a sports simulation arcade game in a virtual world, comprising:a) a biometric identification module configured to create a unique user profile by capturing biometric data, including at least one of facial recognition, fingerprint scanning, or handprint scanning;b) an avatar creation module configured to generate a customizable digital avatar using a 3D rendering of the user's facial features and provide options for one or more of body type, clothing, and sport- specific equipment;c) a gameplay space comprising modular hardware, sensors, and motion-tracking technologies, optionally including LiDAR, infrared cameras, and / or high-speed optical tracking systems, configured to detect the user's physical movements in real-time;- 58 - 13098391V1Attomey Docket No.: 2019838-0006d) a calibration module configured to perform a talent calibration exercise, wherein the user performs physical activities (e.g., specific to a selected sport), and calculate (e.g., using an Al algorithm) a talent value based on metrics including speed, accuracy, and coordination;e) a virtual gameplay module configured to integrate the user’s avatar into a virtual environment; andf) a rewards module (e.g., interconnected with an e-commerce marketplace), configured to provide in-game and / or real-world rewards based on user performance.

4. The system of any one of claims 1-3, wherein the gameplay space is dynamically configurable to adapt to different sports simulations by reconfiguring modular hardware and projecting sportspecific virtual environments.

5. The system of claim 1 or claim 3, wherein the rewards module allows users to trade virtual NFT items and accessories, purchase real-world products identical to said virtual NFTs, or participate in auctions for limited-edition items through an interconnected e-commerce platform.

6. The system of any one of claims 1-3, wherein the virtual gameplay module includes a physics engine to simulate real-world conditions, including dynamic weather, crowd simulations, and environmental interactions.

7. The system of any one of claims 1-3, wherein the biometric identification module securely stores user profiles in a cloud-based database for seamless access across multiple gaming sessions and locations.

8. The system of any one of claims 1-3, wherein the calibration module uses machine learning algorithms to provide skill improvement recommendations based on user performance metrics.- 59 - 13098391V1Attomey Docket No.: 2019838-00069. The system of claim 1 or claim 3, wherein the rewards module allows brands and sponsors to supply branded digital or physical assets, integrating marketing campaigns directly into gameplay.

10. A method for providing a sports simulation arcade game in a virtual world, comprising the steps of:a) providing the system of claim 1 ;b) capturing biometric data, including at least facial recognition, fingerprint scanning, or handprint scanning, to create a unique user profile;c) accepting payment in traditional currencies or cryptocurrencies to purchase in-game currency through a subscription and payment module;d) generating a customizable digital avatar using a 3D rendering of the user's facial features and providing options for selecting body type, clothing, and sport- specific equipment;e) configuring a gameplay space with modular hardware and sensors, including LiDAR and infrared cameras, to detect the user's physical movements in real-time;f) performing a talent calibration exercise where the user engages in physical activities specific to a selected sport, and calculating a talent value using artificial intelligence and machine learning algorithms;g) integrating the user's avatar into a virtual environment and facilitating gameplay through projections, holograms, or VR / AR interfaces; andh) providing performance-based rewards through an interconnected e-commerce marketplace, including in-game assets and real-world products, with pricing determined by market-driven algorithms.

11. The method of any one of claims 1-3, further comprising the step of dynamically reconfiguring the gameplay space to adapt to different sports simulations using modular hardware and sport-specific projections.

12. The method of any one of claims 1-3, further comprising the step of enabling spectators to view live gameplay through external screens, remote streaming, or interactive participation features.- 60 - 13098391V1Attorney Docket No.: 2019838-000613. The method of claim 1 or claim 3, wherein the rewards provided include branded merchandise or exclusive experiences supplied by sponsors and integrated into the gameplay.

14. The method of any one of claims 1-3, wherein the talent value is used to match users with other players of similar skill levels for competitive gameplay.

15. The method of any one of claims 1-3, wherein user performance metrics from the talent calibration exercise are stored in a cloud-based database for ongoing skill tracking and improvement recommendations.

16. The method of any one of claims 1-3, further comprising the step of simulating real-world conditions in the virtual environment, including dynamic weather and crowd simulations, to enhance gameplay realism.

17. The method of claim 16, wherein simulating real-world conditions in the virtual environment comprises mapping a real location onto a virtual environment.

18. The method of claim 17, wherein the mapping comprises using image data or pixel measurement of a real-world space.- 61 - 13098391V1