Method and system to create three-dimensional mapping in a two-dimensional game
First Claim
1. A method to enable a game application, characterizable in at least three game-world (xv,yv,zv,) coordinates and an implicit fourth (tv) time coordinate, executed by a device coupled to a display, to respond to at least three-dimensional (xw,yw,zw) input and an implicit fourth (tw) time input generated from a player interacting with said game application, to enable said game application to present player-interactable depth on said display, the method including the following steps:
- (a) acquiring (xw,yw,zw,tw) data representing player interaction with said game application;
(b) mapping and transforming acquired said (xw,yw,zw,tw) data and virtual game-world (xv,yv,zv,tv) coordinates into a unified four dimensional scaled coordinate system (xu,yu,zu,tu);
(c) using at least one of mapped and scaled said unified-world (xu,yu,zu,tu) coordinates to cause said game application to react to said (xw,yw,zw) data acquired at step (a); and
(d) causing said game application to render at least one image on said display responsive to step (c);
wherein said display and game interaction is rendered from a perception viewpoint of said player; and
wherein said game application is characterized by a representation selected from a group consisting of (i) a two-dimensional virtual representation, and (ii) a three-dimensional virtual representation.
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Accused Products
Abstract
Natural three-dimensional (xw,yw,zw,tw) gesture player interaction with a two-dimensional game application rendered on a two or three dimensional display includes mapping acquired (xw,yw,zw,tw) gesture data to virtual game-world (xv,yv,zv,tv) coordinates or vice versa, and scaling if needed. The game application is caused to render at least one image on the display responsive to the mapped and scaled (xw,yw,zw) data, where the display and game interaction is rendered from the player'"'"'s perception viewpoint. The (xw,yw,zw) data preferably is acquired using spaced-apart two-dimensional cameras coupled to software to reduce the acquired images to a relatively small number of landmark points, from which player gestures may be recognized. The invention may be implemented in a handheld device such as a smart phone or tablet, which device may include a gyroscope and/or accelerometer.
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Citations
20 Claims
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1. A method to enable a game application, characterizable in at least three game-world (xv,yv,zv,) coordinates and an implicit fourth (tv) time coordinate, executed by a device coupled to a display, to respond to at least three-dimensional (xw,yw,zw) input and an implicit fourth (tw) time input generated from a player interacting with said game application, to enable said game application to present player-interactable depth on said display, the method including the following steps:
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(a) acquiring (xw,yw,zw,tw) data representing player interaction with said game application; (b) mapping and transforming acquired said (xw,yw,zw,tw) data and virtual game-world (xv,yv,zv,tv) coordinates into a unified four dimensional scaled coordinate system (xu,yu,zu,tu); (c) using at least one of mapped and scaled said unified-world (xu,yu,zu,tu) coordinates to cause said game application to react to said (xw,yw,zw) data acquired at step (a); and (d) causing said game application to render at least one image on said display responsive to step (c); wherein said display and game interaction is rendered from a perception viewpoint of said player; and wherein said game application is characterized by a representation selected from a group consisting of (i) a two-dimensional virtual representation, and (ii) a three-dimensional virtual representation. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9)
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10. A system enabling a game application, characterizable in at least three game-world (xv,yv,zv,) coordinates and an implicit fourth (tv) time coordinate, and executed by a game device coupled to a display, to respond to at least three-dimensional (xw,yw,zw) input and an implicit fourth (tw) time input generated from a player interacting with said game application to enable said game application to present player-interactable depth on said display, the system comprising:
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said display, coupled to said system to render images commensurate with player interaction with said game application; means for acquiring at least three-dimensional (xw,yw,zw,tw) data representing player interaction with said game application and for recognizing from sensed at least said (xw,yw,zw,tw) data at least one player gesture; means for mapping acquired said (xw,yw,zw,tw) and virtual game-world (xv,yv,zv,tv) coordinates into a unified four dimensional scaled coordinate system (xu,yu,zu,tu); means for using at least one of mapped and scaled said unified-world (xu,yu,zu,tu) coordinates to cause said game application to react to said (xw,yw,zw) data acquired by said means for acquiring and for recognizing; and means for causing said game application to render at least one image on said display responsive to said means for using; wherein said display and game interaction is rendered from a perception viewpoint of said player; and wherein said game application is characterized by a representation selected from a group consisting of (i) a two-dimensional virtual representation, and (ii) a three-dimensional virtual representation. - View Dependent Claims (11, 12, 13, 14, 15, 16, 17, 18)
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19. A portable hand-held device including a game-playing system and a display presenting images of said game including images representing detected player interaction with said device to interact with said game, the device including:
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first and second two-dimensional cameras whose overlapping fields of view enable imaging at least a portion of interaction by said player with said game application, and further includes software, coupled to said first and second two-dimensional cameras, to represent said player from acquired images using landmark points from which at least one user gesture is discernible, said first and second two-dimensional cameras acquiring at least three-dimensional (xw,yw,zw) data and implicit fourth (tw) time input data representing player interaction with said game application and enabling recognition from sensed at least said (xw,yw,zw,tw) data at least one player gesture; processing software and at least one processor executing said processing software to carry out; mapping of acquired said (xw,yw,zw,tw) data to virtual game-world (xv,yv,zv,tv) coordinates; using at least one of mapped and scaled said game-world (xv,yv,zv,tv) coordinates to cause said game application to react to said (xw,yw,zw,tw) data acquired by said first and second two-dimensional cameras and causing said game application to render at least one image on said display commensurate with acquired and processed (xw,yw,zw,tw) data representing detected player interaction with said game; wherein said display and game interaction is rendered from a perception viewpoint of said player; and wherein said game application is characterized by a representation selected from a group consisting of (i) a two-dimensional virtual representation, and (ii) a three-dimensional virtual representation. - View Dependent Claims (20)
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Specification