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Interactive games with prediction and plan with assisted learning method

  • US 20110256914A1
  • Filed: 04/02/2010
  • Published: 10/20/2011
  • Est. Priority Date: 07/25/2005
  • Status: Abandoned Application
First Claim
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1. An apparatus and a method of playing real time interactive motion related hand-to-hand combat involving a player wearing 3D glasses and 3D colored geometric shapes on his/her moving bodily parts such as head, hands and feet to get engaged with virtual image of a competitor player;

  • the apparatus receiving the video frames of the player, initially checking for an offense or defense motion that takes place within a short time, in relation to the time that it takes for an effective single stroke of player'"'"'s offense or defense, and reading a prediction for continuation (trajectory) of same offense or defense of the player along with a plan, for displaying an appropriate offense or defense video motions of the player;

    the apparatus compares the actual player motion to the prediction of the player;

    through an establishment of quantizing the player'"'"'s body motions based upon the initial prediction and comparison to the actual trajectories of the play, thus an assisted learning is provided;

    the apparatus comprising the following summarized steps;

    a) the apparatus captures the received video frames from the player and identifies portions of the player with individual 3D colored geometric shape elements thus identifying body parts of the player while in motion;

    b) determining positions in 3-space of the portions of the player on each video frame, thus calculating changes in 3-D position from one frame to another frame;

    c) the positional changes in a frames, in conjunction with the associated frame timing (period between frames) allows the derivation of velocity, acceleration from previous frame to the next;

    d) the initial trajectory of a motion, during a short time at the beginning of each stroke, including location, velocity and acceleration are established for a typical player motion in a period of time ('"'"'b′

    number of frames set during the initialization);

    e) identifying each player'"'"'s early moves that is consistent within the arbitrary period of time, “

    b”

    to represent an early offense, defense, or no motion, the early detections of each player motions that is identified as a beginning of the player motion such as a hit, a stroke, or a dodge are hereafter called an “

    event”

    ;

    f) each event is further associated with a continuation of the same offense or defense motion by the player, the association is a link between a controller generated trajectories, of a pre recorded play of a pair of pro players for offense and defense;

    g) using the information derived from the above, recognizing the early moves of a player as an offense or defense and predict a continuation of the same motion of the player towards a goal;

    this prediction or expectation is in a form of upcoming player'"'"'s trajectory hereafter called a “

    prediction”

    ;

    h) each offense or defense event will be associated with a prediction and a plan, the prediction will predict that the player will continue with the same event for the rest of the intended motion;

    a plan is a controller generated video image of a pro player that reacts and responds to the player'"'"'s detected initial event;

    i) for each game, the predictions and the plans will rely on a system of dividing player specifications and measurement motions magnitudes as a numerator divided by a quantization number “

    n”

    used as a divisor;

    comparing result of the division with the remainder, for the game be further refined and categorized into different quantization levels that is used for the process of further modifications and degrees of player'"'"'s desired expertise and styles of play;

    j) after the detection of an event, the player'"'"'s motions are further received and analyzed to the end of the predicted motion;

    k) the detection and the plan is continued unless a new event is detected due to player'"'"'s discontinuation of initial movement and restart of a new event;

    l) the electronic quantization (divide) circuit and a memory address lookup table is used to translate physical attributes of a player including its motion strengths to generate new memory bank addresses within a memory bank to write and read prediction trajectories and plan scenarios;

    m) programmer assisted learning is accomplished during and follow up of a player'"'"'s real time motions through quantization method and compared to an existing predicted trajectories that is stored in the memory banks, thus new entries in the memory banks are created by the programmers;

    n) by adjusting different variables that signifies different thresholds of motions, and utilizing methods in this application, the program is instructed to change the quantization numbers, thus detect more refined levels of player motions during detection, for assisted learning purposes;

    o) store new refined values in the predictions data banks for more accurate prediction process;

    p) at the end of the prediction or plan, the trajectory of the player and the image'"'"'s motion, are compared to evaluate scores and awarding points to each of the players for successful offensive and defensive actions;

    q) using the capability provided in above steps, the player is provided the option to choose the degree of skill and different styles of a play (by choosing offense or defense from a menu of different players famous in that game).

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