COMBINING MOTION CAPTURE AND TIMING TO CREATE A VIRTUAL GAMING EXPERIENCE
First Claim
1. A method for creating a virtual gaming experience, comprising:
- establishing a connection between all players of the game and a gaming system, each player being within view of each other player;
receiving input of a player action by the gaming system, the player action pertaining to the virtual gaming experience, wherein the action equates to a physical motion combined with timed responses and/or timing parameters;
determining whether the player action has an effect on a previous action, if any, by another player;
if the player action has an effect on the previous action, if any, by another player, then assessing whether the timing of the response was within timing tolerance limits or parameters; and
determining consequences for said player action and previous action, if any.
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Abstract
A method for creating a virtual gaming experience without avatars is disclosed. The method described herein may be a computer-implemented software process. Conventional virtual games may require an avatar on a screen with which the player interacts. The present invention provides for the direct interaction between two or more players, without the need for a separate visual representation on a screen, or television. The two or more gamers may be within view of each other, thus obviating the need for a separate visual representation. The process described herein may use basic motion capture (using accelerometer technology) and timing to represent gaming maneuvers and situations to create a virtual gaming experience in real time. This way, people will be able to physically react to the other people and their actions and reactions involved in this experience.
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Citations
12 Claims
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1. A method for creating a virtual gaming experience, comprising:
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establishing a connection between all players of the game and a gaming system, each player being within view of each other player; receiving input of a player action by the gaming system, the player action pertaining to the virtual gaming experience, wherein the action equates to a physical motion combined with timed responses and/or timing parameters; determining whether the player action has an effect on a previous action, if any, by another player; if the player action has an effect on the previous action, if any, by another player, then assessing whether the timing of the response was within timing tolerance limits or parameters; and determining consequences for said player action and previous action, if any. - View Dependent Claims (2, 3, 4, 5, 6, 7)
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8. A gaming system comprising:
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one or more motion sensors controlled by one or more players; and a processor adapted to detect motion of the one or more motion sensors and create a player action pertaining to the virtual gaming experience, wherein the player action equates to a physical motion combined with timed responses and/or timing parameters, wherein the processor determines whether the player action has an effect on a previous action, if any, by another player and if the player action has an effect on the previous action, if any, by another player, then assessing whether the timing of the response was within timing tolerance limits; and the processor determines consequences for said player action and previous action, if any. - View Dependent Claims (9, 10, 11, 12)
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Specification