Granted patent
Augmented reality (AR)-capable headset and visually detected controller devices
- Number
- 10951736
- Published
- 2021-03-16
- Filed
- 2019-10-21
- Assignee
- Disney Enterprises, Inc.
- Inventors
- Nocon; Nathan D., Yeung; Jason A.
- CPC
- G02B27/0172; G06F3/0304; G06T19/006; H04L67/12; G02B27/01; H04L67/131; G06F3/011; G06F3/0346
- Verdict
- Low Hardware
- Source
- Google Patents · FreePatentsOnline
The keeper's note
AR headset and visually detected controller hardware.
Abstract
Aspects described herein include a system and associated AR-capable headset and method. The system includes one or more controller devices and an augmented reality (AR)-capable headset. The AR-capable headset includes one or more visual sensors and one or more computer processors that, while the headset is in an unworn state: receive input from the one or more controller devices, output visual content to an external display, and visually detect the one or more controller devices using the one or more visual sensors.
Background
BACKGROUND (1) The present disclosure generally relates to computer-based entertainment, and more specifically to augmented reality (AR)-capable devices and visually detected controller devices. (2) Computer graphics technology has significantly progressed since the first video games were 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 interactions are typically limited to the virtual world, and any interactions outside the