Interactive Video Game System with Augmented Virtual Representation
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Solution Overview
Problem
Traditional video game systems face issues with occlusion, leading to inaccurate tracking of player movements and actions, especially in multi-player settings, resulting in jittering or stuttering of characters and imprecise translations of player actions into game actions.
Innovation Solution
An interactive video game system that employs sensors and processing circuitry to generate shadow and skeletal models of players, enabling the creation of virtual representations with augmented abilities, which are presented in a virtual environment, and uses machine learning algorithms to handle occlusion and provide accurate tracking and enhanced player interactions.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If traditional manual input devices are used to control characters, then player control is simple and direct, but the system cannot accurately track player movements and actions, especially in multi-player settings
Solution Approach 1:
The system creates a virtual representation (copy) of the player that mirrors their physical actions in real-time. This virtual avatar replicates the player's movements, gestures, and interactions within the game environment, enabling accurate tracking without requiring complex manual input devices. The copy allows the system to interpret physical actions as game commands automatically.
Solution Approach 2:
The patent replaces traditional mechanical input devices (controllers, keyboards) with a sensor-based system that captures physical movements and translates them into virtual actions. This substitution eliminates the need for manual button pressing while maintaining accurate control, especially in multi-player scenarios where multiple players can be tracked simultaneously.
2Ease of operation
If a camera tracks player movements, then automatic control is enabled, but occlusion causes jittering and stuttering in character movements
Solution Approach 1:
The system divides the player's body into multiple segments or key points (such as joints, limbs, and torso) that can be tracked independently. By monitoring these segmented parts separately, the system can maintain continuous tracking even when parts of the player are occluded, preventing jittering and stuttering in the virtual representation's movements.
Solution Approach 2:
The patent introduces an intermediary processing layer between the camera and the virtual representation. This intermediary system includes algorithms that predict and interpolate player movements during occlusion events, smoothing out the tracking signal and eliminating jittering. The intermediary acts as a buffer that translates raw camera data into stable virtual actions.
3Adaptability or versatility
If multiple players are tracked simultaneously, then multi-player interaction is enabled, but the potential for occlusion dramatically increases
Solution Approach 1:
The system transitions from 2D camera imaging to 3D spatial tracking by adding depth information. This dimensional change allows the system to track players in three-dimensional space, making it easier to distinguish between players and their surroundings, and reducing the impact of occlusion. The 3D model provides additional data dimensions that help maintain accurate tracking even when players are partially blocked.
Solution Approach 2:
The system implements continuous feedback loops that monitor tracking quality in real-time. When occlusion is detected, the system adjusts its tracking parameters, requests additional data from multiple sensors, or uses predictive algorithms to compensate for the occluded information. This feedback mechanism ensures that multi-player tracking remains reliable despite increased occlusion potential.
Data Source
AI summary
An interactive video game system includes at least one sensor and at least one display device disposed near a play area. The system also includes a controller communicatively coupled to the at least one sensor and the at least one display device, wherein the controller is configured to: receive, from the at least one sensor, the scanning data of the player in the play area; generate at least one model from the scanning data of the player; identify an action of the player in the play area based on the at least one model; generate the virtual representation for the player based on the at least one model and the action of the player; and present, on the display device, the virtual representation of the player in a virtual environment, wherein an action of the virtual representation is augmented relative to the action of the player.


