Granted patent
Techniques for representing imaginary participants in an immersive play environment
- Number
- 10039975
- Published
- 2018-08-07
- Filed
- 2015-01-13
- Assignee
- Disney Enterprises, Inc.
- Inventors
- Olson; Joseph; Olson; Blade; Goslin; Michael P.; Moneypenny; Charles; Alexandre; Ivone
- CPC
- A63F13/28; A63F13/216; A63F13/537
- Verdict
- Medium Notable software
- Source
- Google Patents · FreePatentsOnline
The keeper's note
Immersive play environment with imaginary participants.
Abstract
An immersive play environment providing techniques for generating an imaginary enemy within the environment is disclosed. A tracker device is provided in the play environment for determining a location of a user. A controller device is provided to generate an invisible interactive object (an “imaginary enemy”), to engage the user during gameplay. The controller device generates tracking information indicating a location of the imaginary enemy. The controller device determines the location of the enemy relative to the location of the user and transmits that information to the tracker device. The tracker device can communicate the location of the imaginary enemy to the user for engagement.
Background
BACKGROUND(1) Field(2) Embodiments of the present disclosure generally relate to inter-device communications, and more specifically to techniques for using interactive devices to present cues to suggest the presence of imaginary elements in an immersive play.(3) Description of the Related Art(4) Many approaches exist for delivering a play experience to a user. For instance, video games engage participants using interactive game play using a video game console, a hand-held controller, and a display (e.g., a television, a monitor on the video game system, etc.). A participant interacts with the controller to send commands to the video game system to control a video game or other simulation. However, while video games allow participants to interact directly with the video game system, such interactions are often limited to the graphical depiction shown on the display and rarely influence any other objects outside of the world provided by the video game.(5) An immersive playtime environment addresses such limitations by simulating a play experience in a physical environment (e.g., a living room, a car, a city park) using a combination of devices, such as a controller device, wearable sensors, etc. The devices are used to engage the user in a variety of ways. For example, a controller device could detect that a user has performed a particular action, such as firing a toy laser gun at a toy object and, in response, cause other devices in the environment (e.g., such as the toy objec