- Number
- 10105594
- Published
- 2018-10-23
- Filed
- 2016-06-17
- Assignee
- Disney Enterprises, Inc.
- Inventors
- Goslin; Michael P.; Ankem; Silpa; Godhania; Anila; Lee; Paul J.; Noble; Joshua M.; Olson; Joseph L.
- CPC
- A41D27/085; A63F13/216; A63F13/28; A63F13/798
- Verdict
- Medium Hardware
- Source
- Google Patents · FreePatentsOnline
The keeper's note
Wearable garment recognition for interactive gaming.
Abstract
Systems, methods and articles of manufacture for managing a wearable garment device. Embodiments include determining an identification credential that uniquely identifies a player within an interactive gaming environment. A gameplay state of the player within the interactive gaming environment is retrieved. The gameplay state includes at least one of a rank of the player, one or more accomplishments of the player and a group to which the player belongs within the interactive gaming environment. Embodiments determine a wearable garment device having a preexisting association with the player within the interactive gaming environment. The wearable garment device is configured with one or more display devices. A graphical depiction of at least a portion of the gameplay state is generated and embodiments cause the generated graphical depiction to be output for display using the one or more display devices of the wearable garment device.
Background
BACKGROUNDField of the Invention(1) The present invention generally relates to entertainment systems, and more specifically to techniques for automating control of a wearable electronic display device, based on a determined state of an electronic gaming system.Description of the Related Art(2) Computer graphics technology has come a long way since video games were first developed. Relatively inexpensive 3D graphics engines now provide nearly photo-realistic interactive game play on hand-held video game, home video game and personal computer hardware platforms costing only a few hundred dollars. These video game systems typically include a hand-held controller, game controller, or, in the case of a hand-held video game platform, an integrated controller. A user interacts with the controller to send commands or other instructions to the video game system to control a video game or other simulation. For example, the controller may include a joystick and buttons operated by the user.(3) While video games allow the user to interact directly with the video game system, such interactions primarily influence the graphical depiction shown on the video game device (or on a connected display), and rarely influence any other objects outside of the virtual world. That is, a user may specify an input to the video game system, indicating that the user's avatar should perform a jump action, and in response the video game system could display the user's avatar jumping. However, such interacti
Claims
1. A computer-implemented method, comprising: determining an identification credential that uniquely identifies a player within an interactive gaming environment played using one or more electronic devices; retrieving, over a data communications network, a gameplay state of the player within the interactive gaming environment, wherein the gameplay state includes at least one of a rank of the player, one or more accomplishments of the player, and a group to which the player belongs within the interactive gaming environment; determining a first wearable garment device having a preexisting association with the player within the interactive gaming environment, wherein the first wearable garment device is configured with one or more display devices; generating, by operation of one or more computer processors, a graphical depiction of at least one of the rank, the one or more accomplishments, and the group of the player specified within the gameplay state; causing the generated graphical depiction to be output for display using the one or more display devices of the first wearable garment device; determining a second wearable garment device associated with a second player is within range of the first wearable garment device, based on one or more data packets received over a network interface from the second wearable garment; dynamically determining one or more actions to perform, based on a relationship between the gameplay state of the player and gameplay attributes of the second wearable garment device; and causing the first wearable garment device to perform the determined one or more actions.
16. A non-transitory computer-readable medium containing computer program code executable to perform an operation comprising: determining an identification credential that uniquely identifies a player within an interactive gaming environment played using one or more electronic devices; retrieving a gameplay state of the player within the interactive gaming environment, wherein the gameplay state includes at least one of a rank of the player, one or more accomplishments of the player, and a group to which the player belongs within the interactive gaming environment; determining, by operation of one or more computer processors when executing the computer program code, a wearable garment device having a preexisting association with the player within the interactive gaming environment, wherein the first wearable garment device is configured with one or more display devices; generating a graphical depiction of at least one of the rank, the one or more accomplishments, and the group of the player specified within the gameplay state; causing the generated graphical depiction to be output for display using the one or more display devices of the first wearable garment device; determining a second wearable garment device associated with a second player is within range of the first wearable garment device, based on one or more data packets received over a network interface from the second wearable garment device; dynamically determining one or more actions to perform, based on a relationship between the gameplay state of the player and gameplay attributes of the second wearable garment device; and causing the first wearable garment device to perform the determined one or more actions.
17. A system, comprising: one or more computer processors; and a memory containing computer program code that, when executed by operation of the one or more computer processors, performs an operation comprising: determining an identification credential that uniquely identifies a player within an interactive gaming environment played using one or more electronic devices; retrieving a gameplay state of the player within the interactive gaming environment, wherein the gameplay state includes at least one of a rank of the player, one or more accomplishments of the player, and a group to which the player belongs within the interactive gaming environment; determining a wearable garment device having a preexisting association with the player within the interactive gaming environment, wherein the first wearable garment device is configured with one or more display devices; generating a graphical depiction of at least one of the rank, the one or more accomplishments, and the group of the player specified within the gameplay state; causing the generated graphical depiction to be output for display using the one or more display devices of the first wearable garment device; determining a second wearable garment device associated with a second player is within range of the first wearable garment device, based on one or more data packets received over a network interface from the second wearable garment device; dynamically determining one or more actions to perform, based on a relationship between the gameplay state of the player and gameplay attributes of the second wearable garment device; and causing the first wearable garment device to perform the determined one or more actions.