METHODS OF GENERATING GAMING CHARACTERS USING PHYSIOLOGICAL AND/OR ENVIRONMENTAL INFORMATION
First Claim
1. A method of generating a character for use within a game, the method comprising:
- collecting physiological information from a subject over a period of time via a monitor worn by the subject, wherein the physiological information includes one or more of the following;
breathing rate, muscle tension, neurological activity, brain wave intensity and activity, core body temperature, pulse rate, and blood pressure;
generating a health assessment of the subject based on the physiological information;
creating a gaming character for the subject using the physiological information and the health assessment; and
updating character information in response to changes in health of the subject.
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Abstract
A method of generating a character for use within a game includes collecting physiological information from a subject over a period of time via a monitor worn by the subject, collecting environmental information from a vicinity of the subject over the period of time via the monitor, generating a health assessment of the subject based on the physiological and environmental information, and creating a gaming character for the subject using the physiological information, the environmental information, and the health assessment. The physiological information includes at least one of breathing rate, muscle tension, neurological activity, brain wave intensity and activity, core body temperature, pulse rate, and blood pressure. The environmental information includes at least one of light intensity, light color, external sounds, ambient temperature, and geographical location. The character information is updated in response to changes in subject health and/or in response to environmental changes in the vicinity of the subject.
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Citations
26 Claims
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1. A method of generating a character for use within a game, the method comprising:
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collecting physiological information from a subject over a period of time via a monitor worn by the subject, wherein the physiological information includes one or more of the following;
breathing rate, muscle tension, neurological activity, brain wave intensity and activity, core body temperature, pulse rate, and blood pressure;generating a health assessment of the subject based on the physiological information; creating a gaming character for the subject using the physiological information and the health assessment; and updating character information in response to changes in health of the subject. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 15)
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9. A method of generating a character for use within a game, the method comprising:
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collecting physiological information from a subject over a period of time via a monitor worn by the subject, wherein the physiological information includes one or more of the following;
breathing rate, muscle tension, neurological activity, brain wave intensity and activity, core body temperature, pulse rate, and blood pressure;collecting environmental information from a vicinity of the subject over the period of time via the monitor, wherein the environmental information includes one or more of the following;
light intensity, light color, external sounds, ambient temperature, and geographical location;generating a health assessment of the subject based on the physiological and environmental information; creating a gaming character for the subject using the physiological information, the environmental information, and the health assessment; and updating character information in response to changes in health of the subject and/or in response to environmental changes in the vicinity of the subject. - View Dependent Claims (10, 11, 12, 13, 14, 16)
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17. A method of generating a plurality of characters for use within a game, the method comprising:
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collecting physiological information from each of a plurality of subjects over a period of time via a monitor worn by each of the subjects, wherein the physiological information includes one or more of the following;
breathing rate, muscle tension, neurological activity, brain wave intensity and activity, core body temperature, pulse rate, and blood pressure;generating a health assessment of each subject based on the physiological information collected for each respective subject; creating a gaming character for each subject using the physiological information collected for each respective subject and the health assessment for each respective subject; and updating character information for at least one of the characters in response to changes in health of the at least one of the subjects. - View Dependent Claims (18, 19, 20, 21)
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22. A method of generating a plurality of characters for use within a game, the method comprising:
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collecting physiological information from each of a plurality of subjects over a period of time via a monitor worn by, each of the subjects, wherein the physiological information includes one or more of the following;
breathing rate, muscle tension, neurological activity, brain wave intensity and activity, core body temperature, pulse rate, and blood pressure;collecting environmental information from a vicinity of each of the subjects over the period of time via the monitor, wherein the environmental information includes one or more of the following;
light intensity, light color, external sounds, ambient temperature, and geographical location;generating a health assessment of each subject based on the physiological and environmental information collected for each respective subject; creating a gaming character for each subject using the physiological information, the environmental information, and the health assessment for each respective subject; and updating character information for at least one of the characters in response to changes in health of the at least one of the subjects and/or in response to environmental changes in the vicinity of the at least one of the subjects. - View Dependent Claims (23, 24, 25, 26)
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Specification