Outer Rim Archives
Archives · 2021 · 11071907

Granted patent

Adaptive rendered environments using user context

Number
11071907
Published
2021-07-27
Filed
2016-12-02
Assignee
Disney Enterprises, Inc.
Inventors
Paquet; Philippe, Makofsky; Steven
CPC
A63F13/55; A63F13/213; A63F13/65; A63F13/216; G06T19/00; A63F13/42
Verdict
Low Notable software
Source
Google Patents · FreePatentsOnline

The keeper's note

Context-adaptive rendering technique for game environments.

Abstract

There is provided a system and method for adaptive rendered environments using user context. The method comprises determining user context data corresponding to a user of a virtual environment, altering a feature of the virtual environment using the user context data to obtain an altered feature, and rendering the altered feature of the virtual environment for display. The feature may include a non-player character in the virtual environment, such as eyesight focus of the non-player character or a physical action of the non-player character. The user context data may correspond to real world position data of a user and may be determined using a camera, for example through image recognition, or using a user device. Additionally, the virtual environment may include a cinematic, interactive game, or user generated content.

Background

BACKGROUND (1) Digitally created environments can provide immersive environments where real world players may feel deeply engrossed with an ongoing storyline. Using realistic renderings and captivating stories, players can feel as if they are actually part of the narrative. Additionally, as games, cinematic sequences, and other media content become more sophisticated, players may use creatively designed avatars, sometimes featuring their own likeness. This leads to a personal attachment to the game that helps create an emotional link between the player and the media content. However, as media content is not actually aware of the user context, such as positions, light levels, or other context information, often rendered environments feel fake or artificial. Thus, certain actions taken by non-player characters in the media content may look comical or out of place. (2) Media devices used for presenting media content usually contain a broad array of sensors and attached controllers. Video game consoles may include wireless controllers, infrared ports to connect user devices, and other external controllers. Additionally, it is increasingly common to equip both televisions and media devices with cameras. Thus, both media device and attached user devices come equipped with sensors to detect transmit, store, and/or utilize data corresponding to a user context. Therefore, these devices may be used to determine and provide real world player information. SUMMARY (3) The present disclosu

Claims

1. A method of using a system including a processor for use with a display, the method comprising: determining, using the processor, a viewing perspective of a user, and a user context data corresponding to a real-world position of the user of a virtual environment relative to the display, wherein the viewing perspective of the user switches between a first person view and a third person view; altering, using the processor when the viewing perspective of the user is the first person view, an eye contact of a non-player character in the virtual environment with the user based on the viewing perspective of the user and the user context data to obtain a first altered feature of the virtual environment; rendering, using the processor, the first altered feature of the virtual environment on the display when the viewing perspective of the user is the first person view; altering, using the processor when the viewing perspective of the user is the third person view, at least one of the eye contact and a physical action of the non-player character based on the viewing perspective of the user to obtain a second altered feature of the virtual environment; and rendering, using the processor, the second altered feature of the virtual environment on the display when the viewing perspective of the user is the third person view. || 6. A system for use with a display, the system comprising a processor executing a program to: determine a viewing perspective of a user and a user context data corresponding to a real-world position of the user of a virtual environment relative to the display, wherein the viewing perspective of the user switches between a first person view and a third person view; alter, when the viewing perspective of the user is the first person view, an eye contact of a non-player character in the virtual environment with the user based on the viewing perspective of the user and the user context data to obtain a first altered feature of the virtual environment; render the first altered feature of the virtual environment on the display when the viewing perspective of the user is the first person view; alter, when the viewing perspective of the user is the third person view, at least one of the eye contact and a physical action of the non-player character based on the viewing perspective of the user to obtain a second altered feature of the virtual environment; and render the second altered feature of the virtual environment on the display when the viewing perspective of the user is the third person view.