HMD Social Game Body Movement Detection
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Solution Overview
Problem
Conventional gaming systems limit player interaction to specific locations and types of actions, restricting the ability for players to engage in physically active, real-time competitions across different geographical locations.
Innovation Solution
The implementation of head-mountable devices (HMDs) that communicate with a gaming server to detect and transmit body movements, allowing players to participate in interactive social games that involve physical activities, with the server generating and transmitting graphical representations of competitors' actions in real-time for display on the HMDs.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If conventional gaming systems are used, then player interaction is limited to specific locations and types of actions, but this restricts the ability for players to engage in physically active, real-time competitions across different geographical locations
Solution Approach 1:
The gaming system is designed to support multiple game modes and interaction types through a single platform. The server can handle both traditional sedentary games and physically active games simultaneously, allowing players to switch between different types of gameplay without requiring separate dedicated systems for each game type.
Solution Approach 2:
The patent introduces an intermediary computing server that mediates between players' HMDs and the game logic. This server handles the complex tasks of receiving body movement data, processing game rules, and generating competitor visualizations, thereby reducing the complexity burden on individual player devices while enabling versatile gameplay across different locations.
2Adaptability or versatility
If head-mountable devices with body movement detection are implemented, then players can engage in physically active real-time competitions from various locations, but this increases device complexity and data processing requirements
Solution Approach 1:
The patent extracts the complex data processing and game logic functions from the HMDs and places them on a remote server. The HMDs are simplified to primarily capture body movement data and display competitor visualizations, while the server handles the computationally intensive tasks of processing movement data, enforcing game rules, and generating graphical representations of competitor actions.
Solution Approach 2:
The system adds a new dimension of spatial freedom by enabling gameplay from any location with network connectivity. Players are no longer constrained to fixed gaming venues or specific physical spaces, as the server-based architecture allows remote verification and processing of physical activities performed anywhere in the world.
3Loss of information
If real-time graphical representation of competitor actions is provided, then players gain immersive visualization of competitor performance, but this increases data transmission and processing requirements
Solution Approach 1:
Instead of transmitting raw sensor data or high-definition video feeds of competitors, the system creates simplified graphical representations or avatars that copy the essential movement patterns and performance metrics. These graphical models are generated by the server based on processed movement data and transmitted to players' HMDs, providing immersive visualization while minimizing data transmission requirements.
Solution Approach 2:
The system processes and transmits only the critical performance parameters needed for gameplay decisions, rather than complete detailed information about every aspect of competitor performance. The server identifies and transmits key metrics such as position, speed, and significant movement events, providing sufficient information for real-time gameplay without the overhead of processing and transmitting excessive data.
Data Source
AI summary
Disclosed herein are embodiments of an interactive social game. In one aspect, a method involves a computing system initiating a game application that provides a game of one or more rounds of gameplay. During each round of gameplay, the method involves the computing system receiving first and second body-movement data corresponding to body movement associated with a first and second HMD, respectively. Based on the first and second body-movement data, the computing system generates: (a) a first competitor data indicating a graphical representation of the body movement associated with the second HMD and (b) a second competitor data indicating a graphical representation of the body movement associated with the first HMD. The computing system then transmits to the first HMD the first competitor data to facilitate display of the graphical representation of the body movement associated with the second HMD by the first HMD.


