Method and system for creating a shared game space for a networked game
First Claim
1. A method for creating a shared game space for a networked videogame, the method comprising:
- receiving one or more data streams pertaining to one or more real-world spaces that are not necessarily co-located, each of the data streams including video data pertaining to one of the real-world spaces in which at least a player plays the networked videogame, the video data being used to derive various movements of the player; and
creating the shared game space in reference to the 3D representations of the real-world spaces, wherein movements of at least some of objects in the video game are responsive to respective movements of players respectively in the real-world spaces.
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Abstract
Techniques for creating a shared virtual space based on one or more real-world spaces are disclosed. Representations of the real-world spaces are combined in different ways to create a shared virtual game space within which each person'"'"'s real-world movements are interpreted to create a shared feeling of physical proximity and physical interaction with other people on the network. One or more video cameras in one real-world area are provided to generate video data capturing the users as well as the environment of the users. The shared virtual space is created in reference to the respective real-world spaces that may be combined in various ways. Depending on a particular application, the shared virtual space will be embedded with various virtual objects and representative objects. Together with various rules and scoring mechanisms, such a shared virtual space may be used in a videogame that can be played by multiple players in a game space within which player'"'"'s movements are interpreted to create a shared feeling of physical proximity and physical interaction with other players on the network.
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Citations
38 Claims
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1. A method for creating a shared game space for a networked videogame, the method comprising:
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receiving one or more data streams pertaining to one or more real-world spaces that are not necessarily co-located, each of the data streams including video data pertaining to one of the real-world spaces in which at least a player plays the networked videogame, the video data being used to derive various movements of the player; and creating the shared game space in reference to the 3D representations of the real-world spaces, wherein movements of at least some of objects in the video game are responsive to respective movements of players respectively in the real-world spaces. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20)
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21. A system for creating a shared game space for a networked videogame, the system comprising:
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a plurality of play areas that are not necessarily co-located and provide respective data streams, each of the play areas equipped with at least one camera and a console, the camera being set up to monitor one of the play areas in which there is at least one player holding a controller to play the shared game, and the console providing one of the data streams that includes both video and sensor data capturing various movements of the player; and a hosting machine configured to receive the data streams from the play areas and configured to create the shared game space in reference to 3D representations of real-world spaces of the play areas, wherein movements of at least some of objects in the video game are responsive to respective movements of players respectively in the play areas. - View Dependent Claims (22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38)
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Specification