Outer Rim Archives
Archives · 2020 · 10695679

Granted patent

Interactive video game method and system

Number
10695679
Published
2020-06-30
Filed
2017-12-18
Assignee
DISNEY ENTERPRISES, INC.
Inventors
Dawson; C. Matthew, Tyndall; Emily, Yee; Kristin Mae, Christenson; David Neil, Martin; Edward Gilmore, Rowe; James Patrick, Nelson; Casey Shane, Titera; Jamison R., Mombourquette; Paul, Reagan; Rich
CPC
A63F13/211; A63F13/212; A63F13/814
Verdict
Set aside generic video game system, no distinct hook
Source
Google Patents · FreePatentsOnline

Abstract

One particular implementation of the present invention may take the form of a method and apparatus for providing various movements as input to a video game. The method and apparatus may detect the body movements of a video game player and interpret those movements as inputs to the video game. The video game may then compare the movements of the user to expected movements to determine if the correct movement was performed by the user. The video game may also display a video game environment that instructs and interacts with the user to perform several movements of the video game. In this manner, the method and apparatus may provide a move realistic and dynamic video game experience than previous video games that only allowed the player to press buttons as inputs to the game.

Background

TECHNICAL FIELD(1) Aspects of the present invention relate to video games. More particularly, aspects of the present invention involve a method and apparatus for a dancing video game employing multiple dance movements by the user as inputs to the video game.BACKGROUND(2) In-home video games and video game systems are common place in today's market. Such systems allow a user to play video games at home on a standard television set or on a handheld device that the user may carry with him. Typically, in-home video game systems include a console that reads the video game code from a storage device (i.e. a CD-ROM disc or cartridge) and transmits the video to a television screen for display. Video game systems also typically include a controller device that allows a player of the video game to provide inputs to the video game to manipulate the characters, racecars, or other features of the game.(3) Some video games allow the video game player to dance along with the video game. Dancing video games typically have the player provide an input to the game that indicates the player is on beat with the music playing. For example, some video games may provide a floor mat with several buttons that a player of the video game may stand on as an input to the video game. The floor mat allows the player to press buttons with their feet to provide inputs to the video game to the beat of the music playing as part of the game. Other dancing video games have the players press buttons in beat with t

Claims

1. A method for a movement tracking video game, the method comprising: receiving by a processing element a movement input from a controller moved by a user, the movement input corresponding to a body movement of the user; determining by the processing element whether the body movement of the user matches an expected movement by: analyzing the movement input from the controller to determine a peak vector; and comparing the peak vector to an ideal vector, the ideal vector corresponding to the expected movement; and outputting by the processing element to a display an indicator of whether the body movement matches the expected movement. 13. A movement tracking video game system, the system comprising: a controller movable by a user; a display; and a processing element in electrical communication with the controller and the display, wherein the processing element performs the following operations: receive a movement input from the controller, the movement input corresponding to a body movement of the user that moves the controller; determine whether the body movement of the user matches an expected movement by analyzing the movement input from the controller to determine a peak vector and comparing the peak vector to an ideal vector corresponding to the expected movement, wherein if the peak vector matches the ideal vector, determining that the body movement of the user matches the expected movement, and wherein if the peak vector does not match the ideal vector, determining that the body movement of the user does not match the expected movement; and output to the display an indicator of whether the body movement matches the expected movement.