Interactive combat game between a real player and a projected image of a computer generated player or a real player with a predictive method
First Claim
1. A method of playing a motion related hand-to-hand combat type game, between a real player and a virtual player;
- the method comprising the steps of;
a) identifying portions of the real player with distinct colored elements;
b) positioning the real player in front of a video screen upon which a virtual player image is projected. c) recording video frames of a real player image and filtering the real player image into separate signals according to the colored elements;
d) reviewing each the frames in sequence so as to determine time change of positions in 3-space of the portions and calculating velocity, acceleration and trajectory of each of the portions;
e) moving the virtual player on the video screen, said movement corresponding in defense and offence to the movement of the real player;
f) identifying portions of the virtual player corresponding to the portions of the real player and establishing position, velocity, acceleration and trajectory of the portions of the virtual player to determine when real player and virtual player portions intersect in three-space;
g) assigning scores to the players in accordance with a set of scoring rules; and
h) repeating steps (c) through (g) until one of the players has achieved a set number of points and is therefore declared a winner.
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Accused Products
Abstract
A method for engaging a player or a pair of players in a motion related game including the steps of attaching plural colored elements onto selected portions of the player(s) garments and processing a video stream of each of the players to separately identify the positions, velocities an accelerations of the several colored elements. The method further comprises generation of a combatant competitor image and moving the image in a manor to overcome the player. In a further approach, two players are recorded and their video images are presented one screens frontal to the other of the players. The same colored elements are used to enable computer calculations of fighting proficiency of the players.
58 Citations
10 Claims
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1. A method of playing a motion related hand-to-hand combat type game, between a real player and a virtual player;
- the method comprising the steps of;
a) identifying portions of the real player with distinct colored elements;
b) positioning the real player in front of a video screen upon which a virtual player image is projected. c) recording video frames of a real player image and filtering the real player image into separate signals according to the colored elements;
d) reviewing each the frames in sequence so as to determine time change of positions in 3-space of the portions and calculating velocity, acceleration and trajectory of each of the portions;
e) moving the virtual player on the video screen, said movement corresponding in defense and offence to the movement of the real player;
f) identifying portions of the virtual player corresponding to the portions of the real player and establishing position, velocity, acceleration and trajectory of the portions of the virtual player to determine when real player and virtual player portions intersect in three-space;
g) assigning scores to the players in accordance with a set of scoring rules; and
h) repeating steps (c) through (g) until one of the players has achieved a set number of points and is therefore declared a winner. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9)
- the method comprising the steps of;
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10. A method of playing a motion related hand-to-hand combat type game between a first real player and second real player;
- the method comprising the steps of;
a) identifying portions of the players with distinct colored elements;
b) positioning the players in front of separate video screens upon which an image of the first player is projected and viewable by the second player, and an image of the second player is projected and viewable by the first player;
c) recording video frames of images of combat movement between the players and filtering each of the images into respective separate signals according to the colored elements;
d) reviewing each the frames of each of the players in sequence so as to determine position changes from frame to frame, and calculating velocity, acceleration and trajectory of each of the portions of each of the players;
e) identifying portions of the players in contact to determine when the portions of the players virtually intersect;
f) assigning scores to the players in accordance with a set of scoring rules; and
g) repeating steps (c) through (f) until one of the players has achieved a set number of points and is therefore declared a winner.
- the method comprising the steps of;
Specification