Digital Reality Sports, Games Events and Activities in three dimensional and interactive space display environment and information processing medium
First Claim
1. “
- Digital-Reality”
is a real-life human interfacing with the computer generated three dimensional environment in which real-life human interacts with a sensory-immersing simulated environment that contains real-life experiences which interactively responds to and is controlled by the behavior of the real-life humans that give them more control over how the information is viewed, while “
Virtual Reality”
is an artificial environment created with computer hardware and software where a user wearing special gloves, earphones, goggles and/or full-body wiring to feeding sensory input to the user, the devices also monitor the user'"'"'s actions to “
enter” and
“
navigate”
the “
3-D world”
portrayed as graphic images and change viewpoint and interact with object in that world as if “
inside”
that world. For example;
two physical players (reality) playing computer chess (digital) in a three dimensional environment (digital) which provides the visual rendition of the location, say an indoor hotel location in Paris.
0 Assignments
0 Petitions
Accused Products
Abstract
This invention relates to means for a real-life human performing certain specific activity—sports, games, events, education, shopping, defense activities, etc. where the person is interfacing with the computer generated three dimensional environment in which real-life human interacts with a sensory-immersing simulated environment that contains real-life experiences which interactively responds to and is controlled by the behavior of the real-life humans that give them more control over how the information is viewed. Technical problem to be solved by the present invention is to create a flexible system of rendering three-dimensional interactive environment to record and present behavioral strategy of a personality or team of persons a whole such that said system can be built into now-existing systems without their cardinal modification. An individual or team profile of a real-life performer'"'"'s personality and matrix of interactivity model thereof are determined as “profile” information which can be performed either explicitly for the player before beginning the game, or in the course of the game, being unnoticed by the performer when the various simulated combinations are generated the computer components. Next instructions for the game or activity are generated taking account of the data. A imaginary (virtual) character (Kalpona) is created in the digital form in order to interact with the real-life performer which moves with motion sensor, sees the real-life person through digital camera and communicates through audio-visual apparatus or Personal Trigger Device (PDT). Thus, the entire course of the game is compared, from the very beginning of the game, with specific traits of performer'"'"'s profile. Program items that characterize the interaction with Kalpona, objects and definite processes are compared with the results concerning some or other performers, objects or processes of the game, thus step-by-step playing back to the persons with the of a given particular player performance along with the comparison with other performers or record holders. In the course of the game itself, performer'"'"'s actions are traced and compared with the corresponding aspects of the individual profile of the performer'"'"'s personality and of the matrix of interactivity thereof. Games, events, and activities of the present type can be performed in three dimensional environment with interactive character using both individual PDT, radio frequency ID and using local or global telecommunication or computer networks of any type or kind.
61 Citations
24 Claims
-
1. “
- Digital-Reality”
is a real-life human interfacing with the computer generated three dimensional environment in which real-life human interacts with a sensory-immersing simulated environment that contains real-life experiences which interactively responds to and is controlled by the behavior of the real-life humans that give them more control over how the information is viewed, while “
Virtual Reality”
is an artificial environment created with computer hardware and software where a user wearing special gloves, earphones, goggles and/or full-body wiring to feeding sensory input to the user, the devices also monitor the user'"'"'s actions to “
enter” and
“
navigate”
the “
3-D world”
portrayed as graphic images and change viewpoint and interact with object in that world as if “
inside”
that world. For example;
two physical players (reality) playing computer chess (digital) in a three dimensional environment (digital) which provides the visual rendition of the location, say an indoor hotel location in Paris.
- Digital-Reality”
-
2. An “
- apparatus”
or digital medium for data carrier, wherein game or activity levels, physical and intelligence (the “
profile”
) information of the player (the “
physical object”
) has been recorded beforehand, wherein additionally recorded thereon is an analyzing and correcting module aimed at monitoring the physical object'"'"'s actions (the “
actions”
) and comparing them with the corresponding aspects of an individual Olympic, national international or World record profile of physical object'"'"'s personality and matrix of interactivity model thereof, determining, just for the given particular physical object, the key points of the game which determine selecting some actions or other by the physical object so as to set a further course of the game, and generating instructions for writing physical object'"'"'s actions and state of game at said key points of the activity. - View Dependent Claims (3, 4, 5, 6, 7, 8, 9, 15, 16, 17, 19, 20, 21, 22, 23, 24)
- apparatus”
-
10. An “
- apparatus”
or digital medium or method recording physical object'"'"'s behavioral strategy as a profile using cognitive simulated environment, comprising a data whereon there is recorded software for computer activities;
means for physical object'"'"'s testing effected either explicitly for the physical object before beginning the activity, or in the course of the game, being unnoticed by the physical object when the tests are the activity components, aimed at determining individual physical and intelligence profile of the physical objects'"'"'s personality and matrix of interactivity model thereof;
as means for generating instructions for the activity;
means for monitoring physical object'"'"'s actions with respect to the activity or any digital objects in the environment and comparing said actions with the definite aspects of the individual physical-intelligence profile of the physical-intelligence personality and matrix interactivity model thereof;
means for identifying personal qualities or combinations thereof yielding one result or another; and
means for establishing appropriate messages regarding the physical object'"'"'s physical intelligence state and correcting the physical object'"'"'s behavioral strategy at key points of the activity or, against the physical object'"'"'s request, at any other activity instants and issuing appropriate messages to the physical object through digital images and characters (Kalpona) with or without interrupting the game or activity, using appropriate linguistic formulas and visual aids built-in for issuing messages, without interrupting the activity, to scenarios, topics, actions of characters, objects, graphic, audio and any other activity components, wherein an analyzing and correcting module is recorded on computer and said module being aimed at comparing and correlating the appropriate properties and parameters of individual physical-intelligence profile of physical object'"'"'s personality and matrix of interactivity model thereof with the digital images and characters (Kalpona) objects and components in order to create a character or a group of characters of the activity by imparting to said character or a group of characters the traits of individual physical-intelligence profile of physical object'"'"'s personality and matrix of interactivity model thereof, as well as those of the activity objects and processes, ways of its organization, representation and interaction of activity characters and objects, as well as means for activity realization comprising graphic, audio and other components thereof, are determined depending on physical object'"'"'s behavioral strategy displayed by the physical object with regard to characters or other objects of the behavioral strategy depending on properties and parameters of physical object'"'"'s physical-intelligence profile and matrix of interactivity model thereof, generating instructions for recording physical object'"'"'s actions and state of activity at both said key points of the activity and those arbitrarily selected by the physical object;
the apparatus further comprises a storage means for recorded physical object'"'"'s actions, transition path and state of activity, while said means for identifying physical object'"'"'s personal qualities or combinations thereof yielding an appropriate result, is capable of identifying said qualities or combinations thereof at any instant arbitrarily selected by the physical object and at key points of the activity determined automatically by said analyzing and correcting module by comparing and correlating definite properties and parameters of an individual physical intelligence profile of physical object'"'"'s personality and matrix of interactivity model thereof with both the physical object'"'"'s actions regarding activity. - View Dependent Claims (11, 12, 13, 14, 18)
- apparatus”
Specification