Granted patent
Augmented reality (AR)-capable headset and visually detected controller devices
- Number
- 11277496
- Published
- 2022-03-15
- Filed
- 2020-12-18
- Assignee
- Disney Enterprises, Inc.
- Inventors
- Nocon; Nathan D., Yeung; Jason A.
- CPC
- G06F3/0346; H04L67/12; G02B27/01; G06F3/011; G06T19/006; G06F3/0304; G02B27/0172; H04L67/131
- Verdict
- Low Hardware
- Source
- Google Patents · FreePatentsOnline
The keeper's note
AR headset and visually detected controller hardware (granted).
Abstract
Aspects described herein include a wearable headset comprising an optical arrangement configured to couple light from a display onto a first field of view, and one or more visual sensors defining a second field of view. The wearable headset further comprises one or more computer processors configured to receive a signal indicating that the headset is in an unworn state, and, while the headset is in the unworn state, operate the one or more visual sensors to detect one or more user inputs within the second field of view.
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