INTERACTIVE GAMING WITH CO-LOCATED, NETWORKED DIRECTION AND LOCATION AWARE DEVICES
First Claim
1. A computer-implemented method performed by a first interactive game device operating in a real world, interactive game environment with a second interactive game device, comprising:
- receiving state information from the second interactive game device, the state information associated with a reference frame defining a virtual interactive game environment; and
determining an interaction between the first interactive game device and the second interactive game device in the real world, interactive game environment using the state information.
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Accused Products
Abstract
An interactive game environment includes two or more co-located, networked, direction and location aware interactive game devices. The game devices share a common reference coordinate frame (e.g., a three-dimensional Cartesian coordinate frame). Each game device maintains its own device state (e.g., position, orientation, time) in the reference coordinate frame. Each interactive game device shares its device state with the other interactive game devices using communication technology (e.g., Bluetooth, Wi-Fi, cellular). Each interactive game device can use the device states of the other interactive game devices to project the relative positions and orientations of the other interactive game devices into a local, fixed coordinate frame of the interactive game device. These projections allow each interactive gaming device to know the position and orientation of the other interactive game devices in an interactive game environment defined by the reference coordinate frame.
165 Citations
21 Claims
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1. A computer-implemented method performed by a first interactive game device operating in a real world, interactive game environment with a second interactive game device, comprising:
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receiving state information from the second interactive game device, the state information associated with a reference frame defining a virtual interactive game environment; and determining an interaction between the first interactive game device and the second interactive game device in the real world, interactive game environment using the state information. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 11, 12)
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10. A computer-implemented method of calibrating an interactive game device, comprising:
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presenting user interface on a display of the interactive game device, the user interface indicating the orientation of the interactive game device relative to a predefined direction; detecting movement of the interactive game device; adjusting the user interface based on the movement; detecting when the interactive game device is aligned with the predefined direction; and indicating on the user interface that the interactive game device is aligned with the predefined direction.
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13. An interactive game device, comprising:
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a processor; and memory coupled to the processor and operable for storing instructions, which, when executed by the processor, cause the processor to perform operations comprising; receiving state information from the second interactive game device, the state information associated with a reference frame defining a virtual interactive game environment; and determining an interaction between the first interactive game device and the second interactive game device in the real world, interactive game environment using the state information. - View Dependent Claims (14, 15, 16, 17, 18, 19, 20, 21)
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Specification