Augmented ride system and method
18 claims: 5 independent, 13 dependent
- 1乗り物システムであって、遊園地において乗客を収容して乗車中に乗り物経路に沿って進むように構成された乗り物車両と、前記乗り物車両に接続されて、前記乗客によって装着されるように構成されたヘッドマウントディスプレイと、前記乗り物車両と一体化され、少なくとも前記ヘッドマウントディスプレイ及び前記乗り物車両を使用して、前記乗客の乗り物体験を前記乗車中に発生するイベントと協調させるように構成された乗り物及びゲーム制御システムと、を備え、前記乗り物及びゲーム制御システムは、前記乗客からの入力を受け取るように構成されたユーザインターフェイスと、前記乗り物車両の動作パラメータに関するデータと前記乗客からの前記入力とに少なくとも基づいて前記乗り物車両の物理的動作を制御するように構成された乗り物コントローラと、少なくとも前記ヘッドマウントディスプレイの位置及び配向、前記乗り物車両の位置及び配向、又はこれらの組み合わせをモニタするように構成されたモニタリングシステムと、前記ヘッドマウントディスプレイに通信可能に結合されて、前記ヘッドマウントディスプレイ上に表示される拡張現実(AR)特徴を、前記乗り物コントローラ、前記モニタリングシステム、前記ユーザインターフェイス又はこれらのいずれかの組み合わせから受け取られたデータに基づいて選択的に生成し、前記乗り物車両における閾値数を上回るさらなる乗客が特定の現実世界の特徴を注視しているとの判断に応答して、前記特定の現実世界の特徴に関連する特定のAR特徴を前記乗客のヘッドマウントディスプレイ上に表示するように構成されたコンピュータグラフィックス生成システムと、を含む、ことを特徴とする乗り物システム。
- 2前記コンピュータグラフィックス生成システムは、前記モニタリングシステムから受け取られた前記乗り物車両の位置、ヨー及び速度を示すデータに少なくとも基づいて前記AR特徴を選択的に生成するように構成される、請求項1に記載の乗り物システム。
- 3前記モニタリングシステムは、1又は2以上の配向及び位置センサ、1又は2以上の動き追跡センサ、1又は2以上の慣性測定装置、1又は2以上の存在センサ、又はこれらの組み合わせを含む、請求項1に記載の乗り物システム。
- 4前記コンピュータグラフィックス生成システムは、前記乗客の視野が妨げられていると判断したことに応答して、前記AR特徴の視点調整を実行するように構成される、請求項1に記載の乗り物システム。
- 5前記コンピュータグラフィックス生成システムは、前記乗客が前記AR特徴を遮られずに見ることができるように、前記AR特徴の視点調整を実行するように構成される、請求項4に記載の乗り物システム。
- 6前記乗り物及びゲーム制御システムは、前記乗客に関する識別情報に対応する固有のAR体験を前記乗客に提供するように構成される、請求項1に記載の乗り物システム。
- 7前記コンピュータグラフィックス生成システムは、前記乗り物車両を取り囲む環境の1又は2以上の物理モデル及びデジタル3次元モデルのシミュレーションに基づいて前記AR特徴を生成するように構成される、請求項1に記載の乗り物システム。
- 8前記乗り物及びゲーム制御システムに通信可能に結合されたショー効果システムを備え、該ショー効果システムは、前記乗り物経路沿いに配置されたディスプレイ装置及び照明システムを含む、請求項1に記載の乗り物システム。
- 9前記ショー効果システムは、前記乗り物コントローラ、前記モニタリングシステム、前記ユーザインターフェイス又はこれらの組み合わせからのデータに基づいて、前記ディスプレイ装置の動作、前記照明システムの動作、又はこれらの両方を変更するように構成される、請求項8に記載の乗り物システム。
- 10遊園地において1又は2以上の乗客を収容して乗車中に乗り物経路に沿って進むように構成された乗り物車両に一体化された乗り物及びゲーム制御システムを介して、前記1又は2以上の乗客、又は前記乗り物車両、或いはこれらの両方に関するデータを受け取って分析するステップと、前記データに基づいて、前記乗り物及びゲーム制御システムを介して、前記乗り物車両を取り囲む環境内の第1の現実世界の物体が前記1又は2以上の乗客のそれぞれの乗客に対して前記環境内の第2の現実世界の物体によって少なくとも部分的に遮断されているかどうかを判定するステップと、前記データに基づいて、前記乗り物及びゲーム制御システムのコンピュータグラフィックス生成システムを介して、前記第1の現実世界の物体が前記それぞれの乗客に対して少なくとも部分的に遮断されているとの識別に応答して生成された前記第1の現実世界の物体の拡張現実(AR)グラフィックスを含むゲーム効果を生成するステップと、前記コンピュータグラフィックス生成システムを介して、前記乗り物車両における前記それぞれの乗客によって装着されるように構成されたヘッドマウントディスプレイ上に表示される前記第1の現実世界の物体の前記ARグラフィックスを送信し、前記第1の現実世界の物体の前記ARグラフィックスが前記第2の現実世界の物体、前記環境又はこれらの両方に重なり合うように前記第1の現実世界の物体の前記ARグラフィックスを前記それぞれの乗客の視野に重ね合わせることによって前記それぞれの乗客の視点調整を実行するステップと、を含む方法であって、前記乗り物及びゲーム制御システムは、前記コンピュータグラフィックス生成システムを介して、前記乗客からの入力を受け取るように構成されたユーザインターフェイス、前記乗り物車両の動作パラメータに関するデータと前記 乗客からの前記入力 とに少なくとも基づいて前記乗り物車両の物理的動作を制御するように構成された乗り物コントローラ、少なくとも前記ヘッドマウントディスプレイの位置及び配向、前記乗り物車両の位置及び配向、又はこれらの組み合わせをモニタするように構成されたモニタリングシステム、又はこれらのいずれかの組み合わせから受け取ったデータに基づいて、前記ヘッドマウントディスプレイ上に表示されるARグラフィックスを選択的に生成するステップと、前記乗り物車両における閾値数を上回るさらなる乗客が特定の現実世界の特徴を注視しているとの判断に応答して、前記特定の現実世界の特徴に関連する特定のARグラフィックスを前記乗客のヘッドマウントディスプレイ上に表示するステップと、を含むことを特徴とする方法。
- 11前記データを受け取るステップは、1又は2以上の配向及び位置センサ、1又は2以上の動き追跡センサ、1又は2以上の慣性測定装置、1又は2以上の存在センサ、又はこれらのいずれかの組み合わせを介して収集されたリアルタイムデータを受け取るステップを含む、請求項10に記載の方法。
- 12前記ヘッドマウントディスプレイを介して、前記ヘッドマウントディスプレイの1又は2以上のディスプレイ上に前記ARグラフィックスを表示するステップを含み、前記ヘッドマウントディスプレイは前記乗り物車両に物理的に結合される、請求項10に記載の方法。
- 13前記ゲーム効果を生成するステップは、1又は2以上の物理モデル及び前記乗り物車両を取り囲む前記環境のデジタル3次元モデルのシミュレーションに基づいて前記ARグラフィックスを生成するステップを含む、請求項10に記載の方法。
- 14前記データに基づいて、前記乗り物及びゲーム制御システムと通信するショー効果システムを使用して、前記乗り物経路沿いに配置された1又は2以上のディスプレイ上に可視化グラフィックスを表示するステップ、前記乗り物経路沿いに配置された1又は2以上の照明システムの動作を変更するステップ、又はこれらの両方を含み、前記ショー効果システムは、前記乗り物車両から独立している、請求項10に記載の方法。
- 15乗り物経路に沿って乗客を搬送するように構成された乗り物車両と物理的に一体化された乗り物及びゲーム制御システムであって、少なくともユーザインターフェイスから入力制御状態に関するリアルタイムデータを受け取るとともに、前記乗り物車両の動作パラメータに関するデータを受け取るように構成された乗り物コントローラと、前記乗り物コントローラに通信可能に結合されて、前記入力制御状態と、前記動作パラメータのうちの少なくとも1つとに関する更新を、前記乗り物車両の特徴にプッシュ配信するように構成されたゲームコントローラと、前記ゲームコントローラと、前記乗客によって装着されるように構成されたヘッドマウントディスプレイとに通信可能に結合されて、前記ゲームコントローラからの前記更新に少なくとも基づいて、前記ヘッドマウントディスプレイ上に表示される拡張現実(AR)グラフィックスを選択的にレンダリングするように構成されたコンピュータグラフィックス生成システムと、を備え、前記ゲームコントローラは、前記ARグラフィックスと前記乗客の注視方向とに基づいて、前記ヘッドマウントディスプレイによって前記乗客の視野に重なり合った前記ARグラフィックスを際立たせるように、前記乗り物経路沿いに配置された照明システムを調整するように構成され、前記コンピュータグラフィックス生成システムは、前記ヘッドマウントディスプレイ上に表示される拡張現実(AR)特徴を、前記乗り物コントローラ、少なくとも前記ヘッドマウントディスプレイの位置及び配向、前記乗り物車両の位置及び配向、又はこれらの組み合わせをモニタするように構成されたモニタリングシステム、前記ユーザインターフェイス又はこれらのいずれかの組み合わせから受け取られたデータに基づいて選択的に生成し、前記乗り物車両における閾値数を上回るさらなる乗客が特定の現実世界の特徴を注視しているとの判断に応答して、前記特定の現実世界の特徴に関連する特定のARグラフィックスを前記乗客のヘッドマウントディスプレイ上に表示するように構成される、ことを特徴とする乗り物及びゲーム制御システム。
- 16前記乗り物車両は、前記乗り物経路に沿って複数の乗客を搬送するように構成され、前記乗り物及びゲーム制御システムは、前記ゲームコントローラから前記更新を受け取って、前記複数の乗客の各乗客の視点に特有の、前記複数の乗客のそれぞれのヘッドマウントディスプレイ上に表示される対応するARグラフィックスをレンダリングするようにそれぞれが構成された複数のコンピュータグラフィックス生成システムを含む、請求項15に記載の乗り物及びゲーム制御システム。
- 17前記ゲームコントローラは、前記乗り物車両の車外に位置するサーバに前記乗り物車両の要約されたゲーム状態を提供し、前記乗り物車両の車外に位置する投写型ゲームコンピュータ、又はショー効果システム、或いはこれらの両方にシーン固有のゲームイベントを提供する、ように構成される、請求項16に記載の乗り物及びゲーム制御システム。
- 181又は2以上の配向及び位置センサ、1又は2以上の動き追跡センサ、1又は2以上の慣性測定装置、1又は2以上の存在センサ、又はこれらの組み合わせを有するモニタリングシステムを備え、該モニタリングシステムは、前記乗客の前記注視方向を示すフィードバックを前記ゲームコントローラに提供するように構成される、請求項15に記載の乗り物及びゲーム制御システム。
Independent claims18
68 paragraphs, as filed
CROSS-REFERENCE TO RELATED APPLICATIONS This application is entitled "SYSTEMS AND METHODS FOR DIGITAL OVERLAY IN AN AMUSEMENT PARK ENVIRONMENT," filed Mar. 6, 2017. No. 62/467,817, entitled, to and benefit from, US Provisional Patent Application No. 62/467,817, which is hereby incorporated by reference in its entirety for all purposes.
TECHNICAL FIELD The subject matter disclosed herein relates to amusement park attractions and, in particular, to providing enhanced experiences in amusement park attractions.
Amusement parks or theme parks may include a variety of entertainment attractions in providing enjoyment to amusement park visitors (eg, families and/or people of all ages). For example, these attractions may include ride attractions (e.g., closed-loop tracks, dark rides, thriller rides, or other similar rides), along which rides traditionally feature equipment, furnishings, building layouts, props, There can be thematic environments that can be built using decorations. Depending on the complexity of the thematic environment, setting up and replacing the thematic environment can prove to be very difficult and time consuming. Setting up a themed environment that will please all passengers on the vehicle can also be very difficult. Some passengers may find the same themed environment appealing, while others may not.
<p>It may also be difficult to provide the same ride experience to all passengers due to different motion paths and/or different view perspectives of passengers within the ride vehicle. For example, a passenger sitting in the front row may have a better view than a passenger in the back row, and thus a more immersive ride experience. It is now desirable to include attractions that may allow for changes in attraction themes, or to include or remove certain themed features in such attractions more flexibly and efficiently than conventional methods. is recognized. It is also now recognized that it is desirable to provide all passengers with a more personalized or customized immersive ride experience.</p>
<p>Several embodiments commendable with the present disclosure are summarized below. These embodiments are not intended to limit the scope of the disclosure, but rather merely outline possible forms of the embodiments. Indeed, this embodiment can include various forms that can be similar to, or different from, the embodiments set forth below.</p><p>In one embodiment, a ride system includes: a ride vehicle configured to accommodate passengers in an amusement park and travel along a ride path during a ride; and a ride vehicle connected to and worn by a passenger. A configured head-mounted display and a ride and game control integrated with the ride vehicle and configured to coordinate a passenger's ride experience with events occurring during the ride using at least the head-mounted display and the ride vehicle. system and; A ride and game control system includes a user interface configured to receive input from a passenger, and a ride vehicle to control physical motion of the ride vehicle based at least on data regarding operational parameters of the ride vehicle and the input from the passenger. a configured ride controller; and a monitoring system configured to monitor at least the position and orientation of the head mounted display, the position and orientation of the ride vehicle, or a combination thereof. The vehicle and game control system is communicatively coupled to the head-mounted display to render the AR features displayed on the head-mounted display from data received from the vehicle controller, monitoring system, user interface, or any combination thereof. Also includes a computer graphics generation system configured to selectively generate based on.</p><p>In another embodiment, the method is via a ride and game control system integrated into a ride vehicle configured to accommodate one or more passengers in an amusement park and navigate along a ride path during the ride. receiving and analyzing data relating to one or more passengers and/or ride vehicles. The method includes generating game effects, including augmented reality (AR) graphics, based on the received and analyzed data via a computer graphics generation system of the vehicle and game control system. The method comprises transmitting, via a computer graphics generation system, AR graphics to be displayed on a head-mounted display configured to be worn by each of the one or more passengers in the ride vehicle. Also includes</p><p>In another embodiment, a ride and game control system physically integrated with a ride vehicle configured to transport passengers along a ride path receives real-time data regarding input control states from at least a user interface and , a ride controller configured to receive data relating to operating parameters of the ride vehicle. The ride and game control system includes a game controller communicatively coupled to the ride controller and configured to push updates regarding input control states and at least one of the operating parameters to features of the ride vehicle. include. A vehicle and game control system communicatively coupled to a game controller and a head-mounted display configured to be worn by a passenger for display on the head-mounted display based at least on updates from the game controller. Also includes a computer graphics generation system configured to selectively render augmented reality (AR) graphics.</p><p>These and other features, aspects and advantages of the present disclosure will become better understood upon reading the following detailed description with reference to the accompanying drawings, wherein like parts are designated by like numerals throughout.</p>
<figref num="1">1 is a perspective view of an embodiment of a ride system that provides an augmented reality (AR) experience to passengers via a head-mounted display, according to embodiments; FIG.</figref><figref num="2">2 is a block diagram of an embodiment of a vehicle and game control system for use in the vehicle system of FIG. 1, according to embodiments; FIG.</figref><figref num="3">2 is a perspective view of an example embodiment of the head-mounted display of FIG. 1, in accordance with present embodiments; FIG.</figref><figref num="4">2 is a flow diagram illustrating an embodiment of a process for creating an AR-enhanced immersive experience using the vehicle and game control system of FIG. 1, according to embodiments; FIG.</figref><figref num="5">2 is a flow diagram illustrating an embodiment of a process for providing a realistic AR experience based on simulation using the vehicle and game control system of FIG. 1, according to embodiments; FIG.</figref><figref num="6">2 is a schematic diagram illustrating an example AR experience including viewpoint adjustments made by the vehicle and game control system of FIG. 1, according to embodiments; FIG.</figref><figref num="7">4 is a flow diagram of an embodiment of a method for dynamically adjusting a vehicle viewpoint, in accordance with the present embodiments; FIG.</figref><figref num="8">2 is a schematic diagram illustrating an example AR experience including dynamic interactions performed by the vehicle and game control system of FIG. 1, according to embodiments; FIG.</figref><figref num="9">2 is a schematic diagram illustrating an example AR experience in which multiple passengers share the same AR experience provided by the vehicle and game control system of FIG. 1, according to embodiments; FIG.</figref>
One or more specific embodiments of the disclosure are described below. To briefly describe these embodiments, not all implementation features may be described herein. In the development of any such implementation, such as in any engineering or design project, numerous implementations are required to achieve the developer's specific objectives, such as compliance with system-related and business-related constraints that may vary from implementation to implementation. It should be understood that a unique decision must be made. Moreover, while such development efforts can be complex and time consuming, it should be understood to be a routine undertaking of design, fabrication and manufacture for those skilled in the art having the benefit of this disclosure.
The present embodiments relate to systems and methods for providing an enhanced experience to guests visiting themed attractions, such as passengers on a vehicle (eg, closed-loop track, dark ride, or other similar vehicle). The augmented experience can be performed as the passenger navigates a ride path within an amusement park or theme park. Specifically, rides and game control systems associated with attractions can provide game effects that provide an augmented reality (AR) experience through a head-mounted display. The ride and game control system may also provide other entertainment experiences using show effects systems (e.g., projection display devices, digital display devices, sound systems, lighting systems, etc.) located along the ride path. . Rides and game control systems may also incorporate passenger viewing interest in ride-related gameplay to provide a more personalized and immersive AR experience. AR experiences can be selectively provided based on interest and/or participation. As an example, ride and game control systems can determine which real-world features a passenger is looking at (e.g., the appearance of a physical amusement park attraction), provide an AR experience according to the passenger's interests, and Interaction (eg, participation, acquisition, selection, targeting, locomotion, etc.) of AR features associated with features and passengers can be enabled.
As another example, ride and game control systems may be designed to prevent other passengers and/or real-world objects from blocking or interfering with the passenger's visualization experience (e.g., displaying game and/or show effects in front of the passenger). You can dynamically change the perspective of the AR feature by bringing it to the As another example, the vehicle and game control system can dynamically provide and/or update AR features corresponding to the effects of another passenger's participation in the game. Additionally, ride and game control systems can also provide adaptive real-time AR experiences based on passenger reactions and/or participation. For example, determine the presence and/or content of AR features based on how many passengers are watching, whether passengers seem to enjoy the AR experience, whether passengers engage in AR-based gameplay, etc. It can be updated or changed in real time.
Although the present embodiments can be implemented in a variety of settings, FIG. 1 schematically illustrates an example setting using the ride and game control system 10 within an amusement park 12 . As shown, the amusement park 12 includes rides 14, themed attractions 16 (e.g., themed fixtures, building layouts, props, decorations, etc.), and other amusement park attractions 18 (e.g., a Ferris wheel or and other attractions). In some embodiments, ride 14 is a dark ride or other similar thrill ride. ride), and thus may further include vehicle routes (eg, closed-loop tracks or closed-loop track system 20). Track 20 may be provided as an infrastructure along which ride vehicle 22 may travel when passengers 24 , 26 , 28 and 30 are accommodated in ride vehicle 22 . The track 20 can thus define the motion of the ride vehicle 22 . However, for example, in another embodiment, track 20 may be replaced by a control path that can control the motion of ride vehicle 22 via electronic, magnetic, or other similar system infrastructure other than track 20 . In other words, the ride path of vehicle 22 may not be physically constrained to a precise path, allowing passengers 24, 26, 28 and 30 a degree of control over their motion paths, viewpoints, etc. FIG. It should be noted that although the ride vehicle 22 may be shown as a four-passenger vehicle, in other embodiments, the passenger ride vehicle 22 may include any number of passenger spaces (e.g., 1 passenger space) accommodating single or multiple groups of passengers. , 2, 4, 8, 10, or 11 or more spaces). Also, while the vehicle 14 is sometimes shown as having one ride vehicle 22, it is understood that it can include any number of ride vehicles 22 (eg, 1, 2, 4, 8, 10, or 11 or more). want to be As the ride vehicle 22 travels along the track 20, it provides passengers with a traveling tour of the landscape (eg, themed environments, which can include fixtures, building layouts, props, decorations, etc., corresponding to a theme). be able to. The landscape may include the environment surrounding the vehicle 14 and/or the environment within the infrastructure that can fully or partially accommodate the vehicle 14 .
While passengers may find the ride 14 to be a very enjoyable experience, in some embodiments it may be useful to enhance the ride experience. Specifically, a ride experience provided to passengers 24, 26, 28 and 30 using gaming effects, including an augmented reality (AR) experience through a head-mounted display 32, rather than a physical view of the scenery alone. can be strengthened. For example, ride and game control system 10 may coordinate AR images or features, such as AR object 36, as ride vehicle 22 travels along trajectory 20 to provide head-mounted images of passengers 24, 26, 28, and 30, respectively. It can be displayed on the display 32. Ride and game control system 10 may also coordinate off-vehicle entertainment (eg, remote from ride vehicle 22) to enhance the ride experience provided to passengers 24, 26, 28, and 30. For example, ride and game control system 10 may control projection game computers, display devices (e.g., projection display devices, digital display devices), Visual and/or audio presentations provided through show effects system 34, which may include a lighting system and sound effects devices (eg, speakers), may be coordinated.
In some embodiments, the ride experience provided to passengers 24, 26, 28 and 30 can be enhanced with gameplay that includes AR experiences. For example, in some embodiments of ride 14, passengers may interact with AR images or features (e.g., simulate AR object 36) as ride vehicle 22 passes near or past AR object 36. specified interactions). Some embodiments of the ride vehicle 22 may be user-controlled, interact with various AR objects 36 by directing the ride vehicle 22 toward the AR object 36, and/or One aspect of the game can be avoiding collisions with AR objects 36 by maneuvering away from. A simulated interaction can affect the AR object 36 according to some predetermined or modeled response stored in the vehicle and game control system 10 . As an example, the predetermined or modeled response may be implemented by a physics model, engine, or similar module that vehicle and game control system 10 implements.
In addition, ride and game control system 10 coordinates these game effects, including in-vehicle AR (eg, on ride vehicle 22) and the out-of-vehicle entertainment experience described above (eg, off ride vehicle 22), to provide passenger 24, 26, 28 and 30 ride experiences can also be collectively enhanced. For example, ride and game control system 10 communicates with server 38 (e.g., remote server, communicatively coupled to an on-site server or an external server). Server 38 may be a master game server that coordinates the in-vehicle and out-of-vehicle experiences. In some embodiments, server 38 stores and/or processes user information such that ride and game control system 10 is personalized to passengers based on the user information of passengers 24, 26, 28 and 30. Game effects can be provided. User information may include payment information, membership information, personal information (e.g. age, height, special needs, etc.), game information (e.g. information about video games related to themed attractions16, information associated with users within video games). any suitable information provided or authorized by the user, such as information about a particular character, information about the user's game history).
FIG. 2 is a block diagram of various components of the vehicle and game control system 10. As shown in FIG. In the illustrated embodiment, ride and game control system 10 may be a dedicated system located on or integrated with ride vehicle 22 . The vehicle and game control system 10 includes a communication network 40 (eg, wired and/or wireless communication networks such as WLAN, WWAN and NFC), a vehicle controller 42, a game controller 44, a monitoring system 46, one or more game system 48. Communication network 40 may include projection game computers, one or more display devices 35, one or more lighting systems 37, and other devices (e.g., sound system, speakers) positioned along track 20. The ride and game control system 10 can be communicatively coupled to a server 38 and show effects system 34 that can be used. Communication network 40 may also communicatively couple various in-vehicle components (eg, vehicle controller 42, game controller 44, monitoring system 46, one or more game systems 48, head-mounted display 32) to each other.
Vehicle controller 42 may be a programmable logic controller (PLC) or other suitable control device. Ride controller 42 is a processor (e.g., operably coupled to memory (e.g., tangible, non-transitory computer-readable media and/or other storage) that executes instructions to track the operating parameters or formations of ride vehicle 22). For example, a general-purpose processor, a system-on-chip (SoC) device, an application-specific integrated circuit (ASIC), or some other similar processor configuration). For example, the operating parameters or information of the ride vehicle 22 may include, but are not limited to, position (e.g., to a level of accuracy within the millimeter range), yaw, pitch, roll and velocity of the ride vehicle 22, and input controls. Conditions (eg, inputs made by one or more passengers to drive the ride vehicle 22) can be included. In some embodiments, the ride controller 42 is controlled based on input control states (eg, for changing the position, yaw, pitch, roll and speed of the ride vehicle 22) provided by one or more passengers. , may also be configured to control or modify the physical behavior of the ride vehicle 22 .
Game controller 44 may be a programmable logic controller (PLC) or other suitable control device. The game controller 44 is a processor (e.g., general purpose processor, system on-chip (SoC) device, application specific integrated circuit (ASIC) or some other similar processor configuration). The game controller 44 controls operating parameters or information about the ride vehicle 22 (e.g., summed game state of the ride vehicle 22). state)) to one or more game systems 48 and/or servers 38. Operating parameters or information may include, but are not limited to, ride vehicle 22 position, yaw, pitch, roll and speed. In some embodiments, game controller 44 may transmit operating parameters or information to one or more game systems 48 and/or server 38 via User Datagram Protocol (UDP). It should be appreciated that data transmission over UDP has less latency and is an attractive option for latency-sensitive applications such as the method of providing a personalized and immersive ride experience of the present disclosure. can.
A monitoring system 46 is located on the ride vehicle 22 that tracks the position, location, orientation and presence, etc. of passengers (e.g., passengers 24, 26, 28 and 30) and/or the position, location or orientation of the ride vehicle 22. or any suitable integrated sensor and/or computer system. Such sensors include orientation and position sensors (e.g., accelerometers, magnetometers, gyroscopes, global positioning system [GPS] receivers), motion tracking sensors (e.g., electromagnetic motion tracking sensors and solid state motion tracking sensors). , inertial measurement units (IMUs), presence sensors, and the like. The information obtained by the monitoring system 46 can be useful in determining each passenger's gaze direction, viewing perspective, field of view, viewing interest, interaction with the game, and the like. In some embodiments, monitoring system 46 uses data obtained by head-mounted display 32 indicating each passenger's gaze direction, viewpoint, field of view, viewing interest, interaction with a game, etc. (e.g., head-mounted display 32 position and orientation data).
In general, one or more game systems 48 may be configured to render virtual or augmented graphics for overlaying a view of the real environment. One or more game systems 48 may be responsible for game logic, and may also be responsible for simulating real-world ride vehicles and simulating stage shapes for placing virtual objects in real space. In some embodiments, one or more gaming systems 48 are configured to provide AR and/or gameplay experiences to passengers (eg, passengers 24, 26, 28 and 30). Specifically, each seat in ride vehicle 22 may include a dedicated gaming system 48 . In some embodiments, passengers play a shared game. One or more gaming systems 48 may be communicatively coupled to each other so that they can participate in fame (eg, games with multiple players). One or more game systems 48 may be communicatively coupled (directly or indirectly) to game controllers 44, monitoring system 46, server 38, and show effects system 34. One or more game systems 48 may each include a user interface 50 and a computer graphics generation system 52 . User interface 50 can be communicatively coupled to computer graphics generation system 52, which is communicatively coupled to each head-mounted display 32 (eg, via communication network 40). can do.
User interface 50 may include one or more user input devices (e.g., handheld controllers, joysticks, push buttons) located on ride vehicle 22 for allowing input to be provided by passengers. For example, user interface 50 may be configured to allow application of different actions and/or effects in the AR environment. For example, the user interface 50 may allow the passenger to control the AR feature character or object in different directions (eg, up, down, left, right) within the AR environment. As a more specific example, the user interface 50 may allow the passenger to perform selection of AR features within the AR environment, or acquire/release that object. In some embodiments, user interface 50 may allow passenger control of motion, such as changing the speed and/or direction of ride vehicle 22 . In some embodiments, user interface 50 may also include display screens and/or touch screens that enable communication of ride- and game-related information to passengers.
A computer graphics generation system 52 generates and transmits AR graphics to be displayed on each head-mounted display 32 so that each passenger can enjoy an immersive ride experience enhanced by the AR experience. be able to. Computer graphics generation system 52 includes processing circuitry, such as processor 54 (eg, a general purpose processor or other processor) and memory 56, capable of processing data useful in providing an AR experience for each passenger. Data useful in providing an AR experience is received from, but not limited to, head-mounted display 32, user interface 50, and game controller 44 (e.g., data from vehicle controller 42, monitoring system 46, server 38). data), and data stored in memory 56.
Computer graphics generation system 52 uses such data to generate a frame of reference for aligning AR graphics to a real environment, such as a generated real world image or an actual physical environment. be able to. Specifically, in some embodiments, computer graphics generation system 52 generates AR graphics using a frame of reference generated based on orientation data, position data, viewpoint data, motion tracking data, and the like. can be rendered to be temporally and spatially consistent with what each passenger would perceive if the head-mounted display 32 were not worn. Computer graphics generation system 52 may store a model of vehicle 14 constructed using spatial information of real-world physical features of vehicle 14, including thematic environments. This model is used in conjunction with other inputs, such as from vehicle controller 42, game controller 44, monitoring system 46 and/or head-mounted display 32, to determine the position of each passenger, as well as the passenger's gaze direction and/or field of view. make a decision. This model can be used to provide display signals to the head-mounted display 32 that are dynamically updated as the passenger travels along the track 20 .
For example, computer graphics generation system 52 can selectively generate AR graphics to reflect changes in each passenger's orientation, position, gaze direction, field of view, movement, and the like. Computer graphics generation system 52 may also selectively generate AR graphics based on data received from monitoring system 46 indicative of ride vehicle 22 position, yaw and velocity, and/or other operating parameters. . Computer graphics generation system 52 can also selectively generate AR graphics to reflect changes in the input provided by each passenger using user interface 50 . Additionally, the computer graphics generation system 52 causes the AR object to be affected according to some predetermined or modeled response that the computer graphics generation system 52 has stored (eg, in memory 56). It can also generate AR graphics based on simulated interactions that can be done. As an example, the predetermined or modeled responses may be implemented by a physics engine or similar module, or as part of computer graphics generation system 52 . In some embodiments, computer graphics generation system 52 allows multiple passengers in a shared game (e.g., , passengers 24, 26, 28 and 30) can be tracked.
FIG. 3 is a diagram illustrating an embodiment of a head-mounted display 32. As shown in FIG. In some embodiments, the head-mounted display 32 may be coupled (eg, connected via cables or wires) to the ride vehicle 22 . In some embodiments, passengers of ride vehicle 22 may purchase or otherwise obtain head-mounted display 32 . The head-mounted display 32 may include electronic glasses 60 (eg, AR glasses, goggles) and a wearing portion 62 configured to accommodate at least a portion of the electronic glasses 60 . The head-mounted display 32 can be used alone or in combination with other features to create a surreal environment 64 (e.g., AR environment ) can be generated. Specifically, passenger 25 may wear head-mounted display 32 throughout the duration of the ride.
Head-mounted display 32 may include processor 66 and memory 68 (eg, tangible, non-transitory computer-readable media). Processor 66 and memory 68 may be configured to enable head-mounted display 32 to function as a display (eg, receive signals from computer graphics generation system 52 that ultimately drive the display). Processor 66 may be a general-purpose processor, system-on-chip (SoC) device, application-specific integrated circuit (ASIC), or some other similar processor configuration.
The head-mounted display 32 may include orientation and/or position sensors such as accelerometers, magnetometers, gyroscopes, GPS receivers, motion tracking sensors, electromagnetic motion tracking sensors and solid state motion tracking sensors, IMUs and presence sensors. A tracking system 70 can be included. Tracking system 70 may collect real-time data indicative of passenger position, orientation, focal length, gaze direction, field of view, movement, or any combination thereof. Head-mounted display 32 includes a communication interface 72 (eg, including a radio transceiver) that can transmit real-time data captured via tracking system 70 to processor 66 and/or computer graphics generation system 52 for processing. can be done. Communication interface 72 may also enable head-mounted display 32 to receive display signals sent by computer graphics generation system 52 .
Electronic glasses 60 of head-mounted display 32 may include one or more displays 74 . The one or more displays 74 may be see-through liquid crystal displays (LCDs), see-through organic light emitting diode (OLED) displays, or other similar displays useful in displaying real-world images and AR graphic images to passengers 25. It can include a see-through viewing surface, such as a display, onto which images are projected. For example, passengers 25 can view AR graphics appearing on their respective displays 74 as a superimposition onto the actual physical reality environment. According to this embodiment, the head-mounted display 32 transmits display signals (e.g., AR graphics with respective overlay information such as spatial and/or temporal information on one or more displays 74) via the communication interface 72. ) and processing the AR graphics via a processor 66 and overlaying them on one or more displays 74 so that the passenger 25 feels that the AR graphics are integrated with the real environment. can be done. In some embodiments, head-mounted display 32 may include one or more sound devices (eg, earphones, speakers, microphone).
FIG. 4 is a flow diagram of an embodiment of a process 80 for providing game effects (eg, in-vehicle entertainment experiences and out-of-vehicle entertainment experiences) to enhance the overall ride experience for passengers of ride vehicle 22 . Process 80 may be performed by a combination of ride and game control system 10, head mounted display 32 and/or show effects system 34. Process 80 represents initiation code or instructions stored in a non-transitory computer-readable medium (e.g., memory 56), such as included in computer graphics generation system 52, processor 66 in head-mounted display 32, or both. can be executed by a processor 54 that Process 80 may include receiving and analyzing real-time data and/or passenger-related data (block 82). It should be noted that the data received and/or analyzed at block 82 may be used by various components of vehicle and game control system 10 and/or components coupled to vehicle and game control system 10 (e.g., head-mounted display 32, server 38, etc.). , vehicle controller 42, game controller 44, monitoring system 46, one or more game systems 48, user interface 50).
By way of example, real-time data can include, but is not limited to, the position, yaw, pitch, roll and speed of ride vehicle 22 (e.g., ride controller 42, game controller 44, user interface 50 or operational parameters or information of the ride vehicle 22 (from a combination of these). Real-time data may also include inputs for driving ride vehicle 22 provided by one or more passengers (eg, from user interface 50). Inputs provided by passengers may include requests to change the position, yaw, pitch, roll and/or speed of the ride vehicle 22 . Real-time data may include position/orientation data for each passenger (eg, from vehicle controller 42, game controller 44, monitoring system 46, head-mounted display 32). Such data may relate to or otherwise indicate the occupant's position, orientation, gaze direction, field of view, or any combination thereof. Real-time data can also include user input data (eg, from user interface 50) that can indicate interaction with or control of AR features, such as acquisition or release of AR objects. As can be appreciated, the real-time data is the current state of each passenger during the ride (e.g., the passenger's current position and/or orientation, what the passenger is looking at, and the interaction of the passenger with the AR features in the unreal environment 64). ) can be useful in determining
The data received and analyzed at block 82 also includes passenger data. For example, data about the passenger may include, but is not limited to, the passenger's identity and gaming history (eg, from server 38). As can be appreciated, data about passengers can be useful in determining appealing AR features and/or other appealing visual and/or sound representations for each passenger. In some embodiments, the information received by processor 54 of each gaming system 48 allows ride and game control system 10 to coordinate the overall ride experience of passengers (e.g., passengers 24, 26, 28 and 30). real-time data and/or data about passengers can be shared with each other. As described in more detail below, position/orientation data from monitoring system 46 and/or head-mounted display 32 facilitates synchronization between several viewpoints, such as a passenger's viewpoint and another passenger's viewpoint. can play a role. Such synchronization may include triangulation of passenger positions based on known positions of some fixed features (e.g., the position of a particular attraction), some (e.g., real and/or augmented) special effects. It can be useful for timing alignment, modeling realistic AR effects (eg, based on physics models), and other effects discussed below.
Moreover, the data received according to block 82 not only directly impacts the experience of a single passenger, but can also be useful for facilitating and enhancing the physical layout of real-world and/or simulated environments. For example, the ride and game control system 10 can display historical data such as the most common locations and views over a relatively large sample size (eg, greater than 10, 50, or 100 passengers with corresponding head-mounted displays 32). can be tracked to ensure that notifications to passengers are present where they can be seen. Such data can also be used for selective application of special effects. For example, the ride and game control system 10 tracks historical data of the user interface 50 and if the passenger is a game player (eg, if the timing and/or use of the user interface 50 corresponds to a game). Game effects can be generated, and normal show effects can be generated if the passenger is not a game player. For example, the ride and game control system 10 tracks the passenger's point of view and if the passenger is looking in the direction of the themed attraction, special effects (e.g., game effects, AR effects) corresponding to the themed attraction can be generated. Such data may also be used to identify seldom-visited locations (e.g., based on the user's point of view) and hide some real-world features (e.g., hiding unsightly cables, etc., or areas to virtually eliminate such features as shown in the specification), and/or to hide some items empirically considered desirable (e.g., virtual hidden characters (Easter egg ) or to hide virtual scavenger hunt items).
Process 80 may include generating game effects based on real-time data (block 84). In some embodiments, generating game effects may include generating in-vehicle entertainment including AR graphics to be displayed on head-mounted display 32 . For example, processor 54 of computer graphics generation system 52 may generate AR graphics and/or video to be displayed on one or more displays 74 of head-mounted display 32 based on any one factor or combination of factors. can be generated. Such factors include the passenger's gaze direction and/or field of view, the passenger's use of the user interface 50, the passenger's gameplay history, the position of the ride vehicle 22 along the track 20 at a given time during the cycle of the ride 14, and the or orientation (or other location when the track 22 is not present), after a predetermined time during the cycle of the ride vehicle 14, or when one or more passengers of the ride vehicle 22 perform one or more actions. It can include a predetermined distance traveled by the ride vehicle 22 afterward. In particular, the processor 54 of the computer graphics generation system 52 overlays the actual physical reality environment in which the passenger is viewing AR features displayed on one or more displays 74 of the head-mounted display 32. As can be seen, superimposed AR features can be generated using projection, one or more video integration and/or optical integration techniques, and the like.
AR graphics generation can be used to AR add objects from the environment to add objects to the environment and create games to develop personalized themed environment experiences. For example, an animated feature can be added virtually to the passenger's view on one or more of the displays 74 of the head-mounted display 32 . In some embodiments, AR graphics are used to hide unsightly objects, etc. from passengers, or to make some objects (e.g., special effect features) appear to float in order to increase the realism of the desired visual effect. The generation of space can be used for AR removal of objects from the environment. For example, a bird or similar animated robot feature can be suspended by a series of struts and wires, and the struts and wires can be actively removed from the environment to make the bird appear to fly. Another example is that some themed areas are surrounded by construction fences, which is often considered a bad experience. AR features can be used to virtually remove construction fences (e.g., superimpose environmental features on the fenced area or transform this area into a virtual attraction while construction is in progress). be able to). In a further embodiment, the computer graphics generation system 52 generates the realistic AR effects described above based on a physical model that simulates and/or times some special effects. can be done.
In some embodiments, generating game effects may include generating or initiating off-vehicle entertainment including visual and/or sound effects using show effects system 34 . For example, the processor 54 of the computer graphics generation system 52 controls the operation of the show effects system 34 (eg, projection game computer, one or more display devices 35 and one or more lighting systems 37) to can be programmed to provide real-world show effects. Computer graphics generation system 52 displays scene-specific graphics on one or more display devices 35 based on the model of vehicle 14, passenger location/orientation, gaze direction, field of view, and other data obtained at block 82 . It can generate signals to display images or video and/or change the operation of one or more lighting systems 37 (eg, change lighting effects such as lighting direction, timing, intensity and color). For example, in some embodiments, processor 54 generates signals that control the display content and timing of one or more display devices 35, and controls lighting effects based on any one factor or combination of factors. can generate a signal that Such factors include the passenger's gaze direction and/or field of view, the passenger's use of the user interface 50, the passenger's gameplay history, and the number of passenger ride-on vehicles 22 along the track 20 at a given time during the cycle of the ride 14. position and/or orientation (or elsewhere when track 22 is not present), after a predetermined time during the cycle of vehicle 14, or when one or more passengers of ride vehicle 22 perform one or more actions. It may include a predetermined distance traveled by the ride vehicle 22 after execution.
In yet another embodiment, the processor 54 controls the display content on one or more displays 35 and the lighting effects provided by one or more lighting systems 37 to be displayed on each head-mounted display 32. A signal can be generated to control the show effects system 34 based on the generated AR graphics such that the AR graphics are synchronized with each other. Different aspects of generating game effects are described in more detail with respect to FIGS. 5-8. Process 80 may include transmitting the generated game effect to a recipient for display (block 86). Specifically, the AR graphics and/or control signals generated at block 84 are sent to head-mounted display 32 and/or show effects system 34, respectively.
FIG. 5 is a flow diagram illustrating a process 90 of using vehicle and game control system 10 to create a realistic AR experience. In particular, process 90 can be considered to represent an embodiment of a method for generating game effects in block 84 of process 80 . Process 90 may represent starting code or instructions stored in memory 56 included in computer graphics generation system 52 . The illustrated process 90 includes receiving real-time data from vehicle controller 42, game controller 44, user interface 50, monitoring system 46 and/or head mounted display 32 (block 92).
Process 90 may also include performing a simulation (block 94) based on the received real-time data. As an example, processor 54 can use physical models stored in memory 56 to simulate realistic AR effects. The physical model can be implemented using suitable software or algorithms that actually describe, simulate and/or illustrate the movement and interaction of objects. A physical model can simulate the movement and interaction of AR graphics considering any one factor or a combination of factors obtained from real-time data. Such factors may include, among other factors, the passenger's gaze direction and/or field of view, the passenger's position/orientation, or position /Orientation (eg, speed and direction of movement, speed and direction of rotation) can be included.
The physics model can also take into account properties of interacting AR objects and real-world objects. For example, in some embodiments, computer graphics generation system 52 uses a computer-aided design or similar three-dimensional representation (e.g., a digital three-dimensional model) of the real-world environment surrounding the vehicle to create real-world objects and graphics. Simulation of interactions between computerized effects displayed on the head-mounted display 32 can be enhanced. For example, real-world features can be represented in terms of geometry and materials of construction so that interactions between real-world features surrounding a vehicle and AR objects can be accurately simulated. In this way, the position, orientation, material composition, etc. of real-world objects can be stored in memory 56 . The specially configured software of computer graphics generation system 52 provides real-world object representations and AR show effects, AR gameplay, and one or more physics models that govern how AR features are generated and updated. can allow association with
In this regard, computer graphics generation system 52 uses physical models to simulate realistic interactions between real objects and computerized objects (eg, AR objects and real-world objects). be able to. As an example, computer graphics generation system 52 can accurately simulate a computer-generated ball bouncing off a real-world object such as a wall. Computer graphics generation system 52 may have stored representations of wall sizes, shapes, material configurations, and the like. The computer graphics generation system 52 applies these features by simulating, for example, realistic ball deformation and realistic ball bounce off walls in simulating the interaction when a ball hits a wall. Consider variables. The physics model of the computer graphics generation system 52 at least partially influences changes in momentum, velocity, trajectory, etc. of the simulated ball.
Once computer graphics generation system 52 has performed the appropriate simulation, process 90 may include generating game effects based on the simulation (block 96). Specifically, processor 54 may generate game effects using simulated AR graphics according to aspects of process 80 described in block 84 of FIG.
It should be noted that for vehicles in which there is a known motion profile, eg, a particular path or series of trajectories, computer graphics generation system 52 may be preloaded with some simulations to reduce computational requirements. For example, as the ride vehicle 22 travels along the path 20, there are generally a limited number of orientations, positions and velocities of the ride's passengers. In this regard, the computer graphics generation system 52 can perform a comparison of information about a particular occupant to a known motion profile (eg, a profile that has already run a particular simulation). Computer graphics generation system 52 can generate graphics according to the simulation that has already been run in situations where the motion profile matches a known motion profile.
Additionally, in some embodiments, AR simulations can be combined with real-world effects. For example, when simulating an AR object colliding with a movable real-world object, various actuators can be activated to move the real-world object according to the simulated interaction.
FIG. 6 is a schematic diagram illustrating an example AR experience including viewpoint adjustments rendered by the vehicle and game control system 10. As shown in FIG. In the illustrated embodiment, rear seat passengers 26 and front seat passengers 28 can view themed attractions 100 via their respective head-mounted displays 32 . However, passenger 26 may experience a lesser ride than passenger 28, who has relatively good visibility, due to different viewpoints (eg, due to seat placement). For example, the themed attractions 100 may include real-world features 102 (eg, birds in flight), which may be real-world objects, or images displayed on one or more display devices 35 . can. Because passenger 28 is in the front row, passenger 28 may have an unobstructed viewing angle 104 of real-world features 102 (eg, unobstructed by intervening objects). However, back row passengers 26 may have an obstructed field of view 106 because at least some of the real-world features 102 are blocked by passengers 28 .
According to one embodiment of the present disclosure, the ride and game control system 10 is capable of running simulations that allow passengers to experience portions of the ride from different perspectives. In particular, ride and game control system 10 may determine passenger information based on real-time data obtained (eg, obtained from ride controller 42, game controller 44, head-mounted display 32, and/or monitoring system 46). It can be determined that 26 fields of view 106 are at least partially occluded. The vehicle and game control system 10 responds to this determination by generating a game effect that provides an adjusted viewpoint 108 so that the passenger 26 can view the unobstructed real-world feature 102; The game effect can be displayed on the head mounted display 32 of each passenger 26 . For example, the generated game effect virtually adjusts the position of real-world feature 102 so that real-world feature 102 is in front of passenger 26 while passenger 26 is still looking at passenger 28. can include In some embodiments, the game effects within the generated calibrated viewpoint 108 may include AR features that indicate the passenger's 28 viewpoint (eg, field of view 104).
The method of performing viewpoint adjustment can depend on multiple factors. An example method 110 for dynamically adjusting a vehicle viewpoint is shown in FIG. 7 as a flow diagram. As shown, the method 110 includes virtualizing the vehicle (block 112). For example, virtualization of a vehicle may be accomplished by storing a computer graphics representation of the vehicle, ambient environment and show effects in memory (eg, memory 56). Show effects can be real-world effects or virtual effects (eg, AR effects), and computer graphics representations can be faithful surface representations such as relative size and position. The acts shown in block 112 may also include simulating and storing in memory (eg, memory 56) a known motion profile of the vehicle and a viewpoint of this known motion profile. Thus, the known motion profile and the show effect seen along this known motion profile are stored in memory (e.g., memory 56) and accessed for future display and/or overlay. can be made possible.
The illustrated method 110 also includes synchronizing the position and orientation of a particular one of the head-mounted displays 32 to a stored virtual vehicle profile (a known profile) (block 114). For example, the synchronizing act of block 114 may include synchronizing the gaze timing of the identified head-mounted display 32 with the stored virtual vehicle profile. As another example, this synchronization may include synchronizing the position and rotation measured by sensors on the head-mounted display 32 with a known vehicle profile. This allows the computer graphics generation system 52 to compare the viewpoint of the head mounted display 32 and the viewpoint of a known vehicle profile and identify differences between them. These differences are used to identify the appropriate amount of viewpoint adjustments to generate computer graphics such that the augmentations displayed on the head-mounted display 32 more closely match the viewpoint of the known vehicle profile. Coordination by system 52 may be enabled.
Computer graphics generation system 52 may, for example, monitor aspects of head-mounted display 32 to identify potential gaze defects (block 116) to identify whether the viewpoint adjustment is appropriate. For example, the motion profile of the ride vehicle 22 and desired viewpoints of passengers (eg, including viewpoints of attraction features) may be known. This allows the computer graphics generation system 52 to identify, at a particular point in the ride, that a potential gaze impairment will prevent one of the passengers from seeing the full view of a particular attraction feature. As an example, the computer graphics generation system 52 can identify potential gaze disturbances due to a combination of factors such as seat position and the presence of other passengers, fixed features of the vehicle and its known position.
Computer graphics generation system 52, in response to identifying a potential gaze defect or similar situation in which a passenger (a particular head mounted display 32) loses a full view of an attraction feature, displays on head mounted display 32: A viewpoint of at least a portion of the displayed vehicle may be dynamically adjusted (block 118). As an example, computer graphics generation system 52 may map the position of a particular virtual appendage (or positions of multiple appendages) to the position of a passenger whose viewpoint would have been occluded by other passengers or environmental ride elements. It can be shifted to be in full view.
FIG. 8 is a schematic diagram illustrating an example AR experience including dynamic interactions rendered by the vehicle and game control system 10 according to the present embodiment. In the illustrated embodiment, a passenger 28 wearing a head-mounted display 32 can view real-world features (eg, real-world objects or images displayed on one or more display devices 35) and/or AR features. Thematic attractions 120 (eg, volcanoes) that may be included can be seen. While riding, the passenger 28 can gaze in different directions and change the viewpoint from the first field of view 122 to the second field of view 124 to the third field of view 126 . According to one embodiment of the present disclosure, the vehicle and game control system 10 can dynamically render game effects based on the passenger's perspective. In this example, passenger 28 wearing head-mounted display 32 may only see dormant volcano 128 in response to ride and game control system 10 determining that passenger 28 is gazing at first field of view 122 . You can not render AR features like you can't. Vehicle and game control system 10, in response to determining that passenger 28 is gazing at second field of view 124, views passenger 28 wearing head-mounted display 32 as birds flying around the volcano. You can render the AR features 130 as you can. In response to determining that passenger 28 is gazing at third field of view 126, ride and game control system 10 enables passenger 28 wearing head-mounted display 32 to view an erupting volcano. , AR features 132 can be rendered in
In some embodiments, the vehicle and game control system 10 may also change one or more lighting systems 37 and/or other show effects (e.g., sound effects) based on the rendered AR features. can. For example, in response to determining that passenger 28 is gazing at second field of view 124, ride and game control system 10 may adjust lighting conditions (e.g., lighting intensity, direction) of one or more lighting systems 37. , color, etc.) to make the rendered AR feature 130 (eg, a bird in flight) stand out. For example, in response to determining that passenger 28 is gazing at third field of view 126, ride and game control system 10 may cause one or more lighting systems 37 to reflect a particular volcanic eruption scene. change the lighting conditions (e.g., lighting intensity, direction, color, etc.) of the show and/or change sound effects (e.g., provided via the sound effects device of the head-mounted display 32 or the show effects system 34) can be done.
In some embodiments, the ride and game control system 10 has determined that at least a threshold number of passengers (e.g., 2, 4, 6, 10, or 11 or more) exhibit viewing interest; AR features can be rendered in response to . For example, ride and game control system 10 responds to determining that at least two passengers (e.g., passengers 26 and 28) are gazing at field of view 126, with AR feature 132 (e.g., an erupting volcano). ) can be rendered. Note that the threshold number can be scene specific. For example, the threshold number of AR features 132 (eg, an erupting volcano) may be two and the threshold number of AR features 130 (eg, birds in flight) may be four.
FIG. 9 is a schematic diagram illustrating an example of connectivity/participation between multiple game systems 48 of the vehicle and game control system 10. As shown in FIG. In the illustrated embodiment, one or more games (shown in FIG. 2) of the ride and game control system 10 are located within a single ride vehicle 22 (operated by passengers 24, 26, 28 and 30). Systems 48 are communicatively and operatively coupled to each other.
Passengers 28 and 30 are both themed attractions 140 that can include real-world features (e.g., real-world objects or images displayed on one or more display devices 35) and/or AR features. You can gaze in substantially the same direction (eg, a volcano). For example, in response to determining that passenger 28's field of view 142 overlaps a portion of passenger 30's field of view 144, ride and game control system 10 displays on head mounted displays 32 of passengers 28 and 30, respectively, It can be rendered to show the same AR feature from different perspectives. Additionally, both passengers 28 and 30 can also see actions 146 that either passenger 28 and 30 applied on their respective user interface 50 of game system 48 (eg, actions within the AR environment). In the illustrated example, passengers 28 operate their respective user interfaces 50 to perform actions 146 such as shooting fireballs 148 towards volcano 150 . For example, passengers 28 may coordinate their manipulation of user interface 50 to change the flight trajectory of fireball 148 . Correspondingly, passengers 30 can view actions 146 applied by passengers 28 (eg, shooting a fireball 148 toward volcano 150) from their respective head-mounted displays 32. FIG. In some embodiments, ride and game control system 10 determines that passenger 30 is participating in the same game as passenger 28 (e.g., passenger 30 uses user interface 50 to play a game with passenger 28). ), and in response to this determination, the same AR features, including the results of action 146, can be displayed on the head-mounted displays 32 of each of passengers 28 and 30. .
While only certain features of the embodiments have been illustrated and described herein, many modifications and changes will occur to those skilled in the art. It is therefore intended that the appended claims cover all such modifications and alterations that come within the true spirit of this disclosure. Furthermore, it should be understood that certain elements of the disclosed embodiments may be combined or interchanged with each other.
Ten Vehicle and game control system
40 communication network
42 vehicle controller
44 game controller
48 game system
50 user interface
52 computer graphics generation system
54 processor
56 memory
32 head mounted display
46 monitoring system
38 server
34 show effect system
35 display device(s)
37 lighting system(s)
9 sheets
Sheet 1 Sheet 2 Sheet 3 Sheet 4 Sheet 5 Sheet 6 Sheet 7 Sheet 8 Sheet 9
Every citation, both ways
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| JP2012147905A | Cites | Japan |
| US20120206452A1 | Cites | United States of America |
| JP2013027479A | Cites | Japan |
| US20160048203A1 | Cites | United States of America |
77 members in 11 offices
Priority claims5
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| 62467817 | United States of America | – | |
| 15909694 | United States of America | – | |
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| 2018021154 | United States of America | W |
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Numbers
- Publication
- 7198213
- Application
- 2019548473
Titles2
- Japanese
- 拡張乗り物システム及び方法
- English
- Augmented vehicle system and method
Classification
- CPC, 34
- G06F3/011
- A63F13/25
- A63G31/00
- G02B27/017
- G02B27/0172
- A63G21/06
- A63G21/04
- G02B2027/0145
- G02B2027/0141
- G02B2027/014
- G02B2027/0178
- A63F2300/6653
- A63F13/211
- A63F13/837
- A63F13/245
- A63F13/355
- A63F13/843
- A63F13/5255
- A63G27/00
- G06F3/012
- G06F3/04815
- G06F1/163
- A63G7/00
- A63G31/16
- A63F13/213
- A63F13/26
- G06T19/006
- A63F13/30
- G02B27/0101
- G06F3/04845
- G06F2203/04806
- G06T2219/024
- H04N13/344
- G02B2027/0138
- IPC, 5
- A63G21 00
- G06T19 00
- G06F3 01
- H04N21 234
- H04N21 258
