Safety scheme for gesture-based game system
First Claim
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1. A method, comprising:
- determining a location of a player and an obstacle in a playing space;
generating, in a display area, an avatar image associated with the player in the playing space;
generating a barrier image associated with the obstacle;
determining a distance between the player and the obstacle based at least in part on the determined location of the player and the obstacle,wherein the determining the distance includes subtracting a predetermined safety margin from the distance, andwherein the predetermined safety margin varies depending on a game;
determining a virtual distance between the avatar image and the barrier image based at least in part on the determined distance between the player and the obstacle;
comparing the determined virtual distance with a predetermined distance limit; and
in response to the determined virtual distance being less than or equal to the predetermined distance limit, displaying in the display area the barrier image associated with an obstacle.
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Abstract
Technologies are generally described for a safety scheme for a gesture-based game. In some examples, a method performed under control of a gesture-based game system may include determining whether an obstacle exists within a playing space associated with a game being currently played on the gesture-based game system, and generating in a display area associated with the game a barrier image associated with the obstacle.
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Citations
15 Claims
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1. A method, comprising:
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determining a location of a player and an obstacle in a playing space; generating, in a display area, an avatar image associated with the player in the playing space; generating a barrier image associated with the obstacle; determining a distance between the player and the obstacle based at least in part on the determined location of the player and the obstacle, wherein the determining the distance includes subtracting a predetermined safety margin from the distance, and wherein the predetermined safety margin varies depending on a game; determining a virtual distance between the avatar image and the barrier image based at least in part on the determined distance between the player and the obstacle; comparing the determined virtual distance with a predetermined distance limit; and in response to the determined virtual distance being less than or equal to the predetermined distance limit, displaying in the display area the barrier image associated with an obstacle. - View Dependent Claims (2, 3, 4, 5)
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6. A gesture-based game system, comprising:
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a location determination unit configured to obtain player location information of a player and obstacle location information of an obstacle in a playing space; a distance determination unit configured to determine a distance between the player and the obstacle based at least in part on the obtained player location information and the obtained obstacle location information; a virtual distance determination unit configured to determine a virtual distance between an avatar image associated with the player and a barrier image associated with the obstacle, wherein the virtual distance is proportional to the determined distance between the player and the obstacle, and wherein a ratio between the virtual distance and the distance varies depending on a game; and an image generation unit configured to; generate the avatar image in a display area, and in response to the virtual distance being less than or equal to a predetermined distance limit, generate the barrier image in the display area separated from the avatar image by the determined virtual distance. - View Dependent Claims (7, 8, 9, 10)
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11. A non-transitory computer-readable storage medium having stored thereon computer-executable instructions that, in response to execution, cause a gesture-based game system to perform operations, comprising:
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determining a distance between a player and an obstacle in a playing space; comparing a virtual distance, based on the determined distance, between an avatar image corresponding to the player and a barrier image corresponding to the obstacle with a predetermined distance limit, wherein the predetermined distance limit varies depending on a game; generating the avatar image in a display area; and in response to the virtual distance being less than or equal to the predetermined distance limit, generating in the display area the barrier image separated from the avatar image by the virtual distance. - View Dependent Claims (12, 13, 14, 15)
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Specification