Method for presenting a virtual reality environment for an interaction
First Claim
1. A method for presenting a virtual reality setting for an interaction, the method comprising the following operations:
- presenting on a display a series of concatenated pictures of the real world to provide a real world background scene having life-like movement;
presenting on the display a series of video clips of a real person, wherein the series of video clips present the appearance of a continuous and moving image of the real person on the display;
wherein the series of video clips of the real person are presented on the display contiguous with the real world background scene and completely within outside edges of the real world background scene on the display;
presenting on the display a three-dimensional representation of a playing area, wherein the three-dimensional representation of the playing area is presented on the display contiguous with the real world background scene and completely within the outside edges of the real world background scene on the display;
presenting on the display a two-dimensional representation of the playing area, wherein the two-dimensional representation of the playing area is presented on the display contiguous with the real world background scene and completely within the outside edges of the real world background scene on the display, and wherein the two-dimensional representation of the playing area is partially transparent to permit viewing a portion of the real world background scene through the two-dimensional representation of the playing area;
wherein the series of video clips of the real person, and the three-dimensional representation of the playing area, and the two-dimensional representation of the playing area are presented in separate nonoverlapping areas within the outside edges of the real world background scene;
wherein the real world background scene and the series of video clips of the real person and the three-dimensional representation of the playing area and the two-dimensional representation of the playing area are visible substantially simultaneously on the display;
inputting an operator'"'"'s choice of action or inaction to a situation state module;
updating a current state based on the operator'"'"'s action or inaction; and
using the current state by a decision logic to determine how to control the real world background scene.
1 Assignment
0 Petitions
Accused Products
Abstract
One aspect of the invention is a method for presenting a virtual reality setting for an interaction. An example of the method includes presenting a streaming video of a real-world background scene, and presenting a series of individual video clips that are joined into the appearance of a continuous streaming image of a real-world character. The method also includes inputting an operator'"'"'s choice of action or inaction, and updating a current state based on the operator'"'"'s action or inaction. The method further includes using the current state by a decision logic to determine a response in the setting by the character, and using the current state by the decision logic to determine a selection of how to control video of the character and how to control video of the background. The method may also include simultaneously presenting a three-dimensional representation and a two-dimensional representation of a playing area.
-
Citations
88 Claims
-
1. A method for presenting a virtual reality setting for an interaction, the method comprising the following operations:
-
presenting on a display a series of concatenated pictures of the real world to provide a real world background scene having life-like movement; presenting on the display a series of video clips of a real person, wherein the series of video clips present the appearance of a continuous and moving image of the real person on the display;
wherein the series of video clips of the real person are presented on the display contiguous with the real world background scene and completely within outside edges of the real world background scene on the display;presenting on the display a three-dimensional representation of a playing area, wherein the three-dimensional representation of the playing area is presented on the display contiguous with the real world background scene and completely within the outside edges of the real world background scene on the display; presenting on the display a two-dimensional representation of the playing area, wherein the two-dimensional representation of the playing area is presented on the display contiguous with the real world background scene and completely within the outside edges of the real world background scene on the display, and wherein the two-dimensional representation of the playing area is partially transparent to permit viewing a portion of the real world background scene through the two-dimensional representation of the playing area; wherein the series of video clips of the real person, and the three-dimensional representation of the playing area, and the two-dimensional representation of the playing area are presented in separate nonoverlapping areas within the outside edges of the real world background scene; wherein the real world background scene and the series of video clips of the real person and the three-dimensional representation of the playing area and the two-dimensional representation of the playing area are visible substantially simultaneously on the display; inputting an operator'"'"'s choice of action or inaction to a situation state module; updating a current state based on the operator'"'"'s action or inaction; and using the current state by a decision logic to determine how to control the real world background scene. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10)
-
-
11. A method for presenting a virtual reality setting for an interaction, the method comprising the following operations:
-
presenting on a display a series of concatenated pictures of the real world to provide a real world background scene having life-like movement; presenting on the display a series of video clips of a real person, wherein the series of video clips present the appearance of a continuous and moving image of the real person on the display, wherein the series of video clips of the real person are presented on the display contiguous with the real world background scene and completely within outside edges of the real world background scene on the display; presenting on the display a three-dimensional representation of a playing area, wherein the three-dimensional representation of the playing area is presented on the display contiguous with the real world background scene and completely within the outside edges of the real world background scene on the display; presenting on the display a two-dimensional representation of the playing area, wherein the two-dimensional representation of the playing area is presented on the display contiguous with the real world background scene and completely within the outside edges of the real world background scene on the display, and wherein the two-dimensional representation of the playing area is partially transparent to permit viewing a portion of the real world background scene through the two-dimensional representation of the playing area; wherein the series of video clips of the real person, and the three-dimensional representation of the playing area, and the two-dimensional representation of the playing area are presented in separate nonoverlapping areas within the outside edges of the real world background scene; wherein the real world background scene and the series of video clips of the real person and the three-dimensional representation of the playing area and the two-dimensional representation of the playing area are visible substantially simultaneously on the display; inputting a human operator'"'"'s choice of action or the operator'"'"'s inaction; updating a current state based on the operator'"'"'s action or inaction; using the current state by a decision logic to determine a response by the image of the real person presented on the display; and modifying the image of the real person presented on the display. - View Dependent Claims (12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29)
-
-
30. A method for presenting a virtual reality setting for an interaction, the method comprising the following operations:
-
presenting on a display a series of concatenated pictures of the real world to provide a real world background scene having life-like movement; presenting on the display a series of animation clips of a character, wherein the series of animation clips present the appearance of a continuous and moving animated character on the display;
wherein the series of animation clips of the character are presented on the display contiguous with the real world background scene and completely within outside edges of the real world background scene on the display;presenting on the display a three-dimensional representation of a playing area, wherein the three-dimensional representation of the playing area is presented on the display contiguous with the real world background scene and completely within the outside edges of the real world background scene on the display; presenting on the display a two-dimensional representation of the playing area, wherein the two-dimensional representation of the playing area is presented on the display contiguous with the real world background scene and completely within the outside edges of the real world background scene on the display, and wherein the two-dimensional representation of the playing area is partially transparent to permit viewing a portion of the real world background scene through the two-dimensional representation of the playing area; wherein the series of animation clips of the character, and the three-dimensional representation of the playing area, and the two-dimensional representation of the playing area are presented in separate nonoverlapping areas within the outside edges of the real world background scene; wherein the real world background scene and the series of animation clips of the character and the three-dimensional representation of the playing area and the two-dimensional representation of the playing area are visible substantially simultaneously on the display; inputting an operator'"'"'s choice of action or the operator'"'"'s inaction; updating a current state based on the operator'"'"'s action or inaction; using the current state by a decision logic to determine a response in a setting by the character; and modifying the character. - View Dependent Claims (31, 32, 33, 34, 35, 61)
-
-
36. A method for presenting a virtual reality setting for an interaction, the method comprising the following operations:
-
presenting on a display a series of concatenated pictures of the real world to provide a real world background scene having life-like movement; presenting on the display a series of video clips of a real person, wherein the series of video clips present the appearance of a continuous and moving image of the real person on the display;
wherein the series of video clips of the real person are presented on the display contiguous with the real world background scene and completely within outside edges of the real world background scene on the display;presenting on the display a three-dimensional representation of a playing area, wherein the three-dimensional representation of the playing area is presented on the display contiguous with the real world background scene and completely within the outside edges of the real world background scene on the display; presenting on the display a two-dimensional representation of the playing area, wherein the two-dimensional representation of the playing area is presented on the display contiguous with the real world background scene and completely within the outside edges of the real world background scene on the display, and wherein the two-dimensional representation of the playing area is partially transparent to permit viewing a portion of the real world background scene through the two-dimensional representation of the playing area; wherein the series of video clips of the real person, and the three-dimensional representation of the playing area, and the two-dimensional representation of the playing area are presented in separate nonoverlapping areas within the outside edges of the real world background scene; wherein the real world background scene and the series of video clips of the real person and the three-dimensional representation of the playing area and the two-dimensional representation of the playing area are visible substantially simultaneously on the display; wherein the two-dimensional representation of the playing area and the three-dimensional representation of the playing area show a same state of the interaction, and wherein the two-dimensional representation of the playing area shows all movement shown in the three-dimensional representation of the playing area; inputting a human operator'"'"'s choice of action or inaction to a situation state module; updating a current state based on the human operator'"'"'s action or inaction; using the current state by a decision logic to determine how to control the real world background scene; sending a selection of control of the real world background scene to the display; using a series of triggers to control responses of the image of the real person presented on the display, wherein the responses are continuous and are determined by game situations, wherein the game situations include actions and inaction by the human operator, and include the time between moves by the human operator, and the human operator'"'"'s sequence of moves during a game, and the human operator'"'"'s strategic position in the game, and wherein the responses of the image of the real person include movements both during and between game moves of the image of the real person and of the human operator; modifying the image of the real person presented on the display; providing motion of the image of the real person presented on the display in a time-dependent manner based on interaction with the human operator; wherein controlling the responses of the image of the real person presented on the display comprises using a library of videos and interacting decision logic with a video controller; wherein the decision logic uses the current state to determine the response by the image of the real person presented on the display; wherein the operation of presenting on the display a series of concatenated pictures of the real world to provide a real world background scene having life-like movement comprises continuously streaming video; wherein the two-dimensional representation of the playing area is a top-down view; and wherein the series of video clips of the real person are presented on the display contiguous with a portion of the three-dimensional representation of the playing area. - View Dependent Claims (37, 38, 39, 40, 41)
-
-
42. A method for presenting a virtual reality setting for an interaction, the method comprising the following operations:
-
presenting on a display a series of concatenated pictures of the real world to provide a real world background scene having life-like movement; presenting on the display a series of video clips of a real person, wherein the series of video clips present the appearance of a continuous and moving image of the real person on the display;
wherein the series of video clips of the real person are presented on the display contiguous with the real world background scene and completely within outside edges of the real world background scene on the display;presenting on the display a three-dimensional representation of a playing area, wherein the three-dimensional representation of the playing area is presented on the display contiguous with the real world background scene and completely within the outside edges of the real world background scene on the display; presenting on the display a two-dimensional representation of the playing area, wherein the two-dimensional representation of the playing area is presented on the display contiguous with the real world background scene and completely within the outside edges of the real world background scene on the display, and wherein the two-dimensional representation of the playing area is partially transparent to permit viewing a portion of the real world background scene through the two-dimensional representation of the playing area; wherein the series of video clips of the real person, and the three-dimensional representation of the playing area, and the two-dimensional representation of the playing area are presented in separate nonoverlapping areas within the outside edges of the real world background scene; wherein the real world background scene and the series of video clips of the real person and the three-dimensional representation of the playing area and the two-dimensional representation of the playing area are visible substantially simultaneously on the display; inputting a human operator'"'"'s choice of action or inaction to a situation state module; updating a current state based on the human operator'"'"'s action or inaction; using the current state by a decision logic to determine how to control the real world background scene; using the current state by the decision logic to determine a response by the image of the real person presented on the display; and modifying the image of the real person presented on the display. - View Dependent Claims (43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79)
-
-
80. A method for presenting a digital environment for an interaction, the method comprising the following operations:
-
presenting on a display a series of concatenated pictures of the real world to provide a real world background scene having life-like movement; presenting on the display a series of video clips of a real person, wherein the series of video clips present the appearance of a continuous and moving image of the real person on the display;
wherein the series of video clips of the real person are presented on the display contiguous with the real world background scene and completely within outside edges of the real world background scene on the display;presenting on the display a three-dimensional representation of a playing area, wherein the three-dimensional representation of the playing area is presented on the display contiguous with the real world background scene and completely within the outside edges of the real world background scene on the display; presenting on the display a two-dimensional representation of the playing area, wherein the two-dimensional representation of the playing area is presented on the display contiguous with the real world background scene and completely within the outside edges of the real world background scene on the display, and wherein the two-dimensional representation of the playing area is partially transparent to permit viewing a portion of the real world background scene through the two-dimensional representation of the playing area; wherein the series of video clips of the real person, and the three-dimensional representation of the playing area, and the two-dimensional representation of the playing area are presented in separate nonoverlapping areas within the outside edges of the real world background scene; wherein the real world background scene and the series of video clips of the real person and the three-dimensional representation of the playing area and the two-dimensional representation of the playing area are visible substantially simultaneously on the display; wherein the two-dimensional representation of the playing area and the three-dimensional representation of the playing area show a same state of the interaction, and wherein the two-dimensional representation of the playing area shows all movement shown in the three-dimensional representation of the playing area; inputting an operator'"'"'s choice of action or inaction; updating a current state based on the operator'"'"'s action or inaction; using the current state by a decision logic to determine a response in the environment by the image of the real person; and modifying the image of the real person using a library of videos. - View Dependent Claims (81, 82, 83)
-
-
84. A method for presenting a virtual reality environment for an interaction, the method comprising the following operations:
-
presenting on a display a series of concatenated pictures of the real world to provide a real world background scene having life-like movement; presenting on the display a series of video clips of a real person, wherein the series of video clips present the appearance of a continuous and moving image of the real person on the display;
wherein the series of video clips of the real person are presented on the display contiguous with the real world background scene and completely within outside edges of the real world background scene on the display;presenting on the display a three-dimensional representation of a playing area, wherein the three-dimensional representation of the playing area is presented on the display contiguous with the real world background scene and completely within the outside edges of the real world background scene on the display; presenting on the display a two-dimensional representation of the playing area, wherein the two-dimensional representation of the playing area is presented on the display contiguous with the real world background scene and completely within the outside edges of the real world background scene on the display, and wherein the two-dimensional representation of the playing area is partially transparent to permit viewing a portion of the real world background scene through the two-dimensional representation of the playing area; wherein the series of video clips of the real person, and the three-dimensional representation of the playing area, and the two-dimensional representation of the playing area are presented in separate nonoverlapping areas within the outside edges of the real world background scene; wherein the real world background scene and the series of video clips of the real person and the three-dimensional representation of the playing area and the two-dimensional representation of the playing area are visible substantially simultaneously on the display; wherein the two-dimensional representation of the playing area and the three-dimensional representation of the playing area show a same state of the interaction, and wherein the two-dimensional representation of the playing area shows all movement shown in the three-dimensional representation of the playing area; inputting an operator'"'"'s choice of action or inaction; updating a current state based on the operator'"'"'s action or the operator'"'"'s inaction; using the current state by a decision logic to determine a response by the image of the real person; and modifying the image of the real person; and wherein the interaction is a game, and wherein the playing area includes a playing board, and wherein the playing area further includes playing pieces. - View Dependent Claims (85, 86)
-
-
87. A method for presenting a virtual reality setting for an interaction, the method comprising the following operations:
-
presenting on a display a series of concatenated pictures of the real world to provide a real world background scene having life-like movement; presenting on the display a series of video clips of a real person, wherein the series of video clips present the appearance of a continuous and moving image of the real person on the display;
wherein the series of video clips of the real person are presented on the display contiguous with the real world background scene and completely within outside edges of the real world background scene on the display;presenting on the display a three-dimensional representation of a playing area, wherein the three-dimensional representation of the playing area is presented on the display contiguous with the real world background scene and completely within the outside edges of the real world background scene on the display; presenting on the display a two-dimensional representation of the playing area, wherein the two-dimensional representation of the playing area is presented on the display contiguous with the real world background scene and completely within the outside edges of the real world background scene on the display, and wherein the two-dimensional representation of the playing area is partially transparent to permit viewing a portion of the real world background scene through the two-dimensional representation of the playing area; wherein the series of video clips of the real person, and the three-dimensional representation of the playing area, and the two-dimensional representation of the playing area are presented in separate nonoverlapping areas within the outside edges of the real world background scene; wherein the real world background scene and the series of video clips of the real person and the three-dimensional representation of the playing area and the two-dimensional representation of the playing area are visible substantially simultaneously on the display; wherein the two-dimensional representation of the playing area and the three-dimensional representation of the playing area show a same state of the interaction, and wherein the two-dimensional representation of the playing area shows all movement shown in the three-dimensional representation of the playing area; inputting an operator'"'"'s choice of action or inaction; updating a current state based on the operator'"'"'s action or inaction; using the current state by a decision logic to determine a response in the virtual reality setting by the image of the real person; and using the current state by the decision logic to determine a selection of how to control the image of the real person on the display and how to control the real world background scene on the display; and wherein the interaction is a board game, and wherein the playing area includes a playing board, and wherein the playing area further includes playing pieces. - View Dependent Claims (88)
-
Specification