WO2017103951A1 - Gaming experience cabin - Google Patents

Gaming experience cabin Download PDF

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Publication number
WO2017103951A1
WO2017103951A1 PCT/IT2015/000309 IT2015000309W WO2017103951A1 WO 2017103951 A1 WO2017103951 A1 WO 2017103951A1 IT 2015000309 W IT2015000309 W IT 2015000309W WO 2017103951 A1 WO2017103951 A1 WO 2017103951A1
Authority
WO
WIPO (PCT)
Prior art keywords
cabin
previous
acquiring
visual
data
Prior art date
Application number
PCT/IT2015/000309
Other languages
French (fr)
Inventor
Alessandro LAMA
Original Assignee
Dedem Automatica S.R.L.
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Dedem Automatica S.R.L. filed Critical Dedem Automatica S.R.L.
Priority to PCT/IT2015/000309 priority Critical patent/WO2017103951A1/en
Publication of WO2017103951A1 publication Critical patent/WO2017103951A1/en

Links

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/90Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/213Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/215Input arrangements for video game devices characterised by their sensors, purposes or types comprising means for detecting acoustic signals, e.g. using a microphone
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/25Output arrangements for video game devices
    • A63F13/27Output arrangements for video game devices characterised by a large display in a public venue, e.g. in a movie theatre, stadium or game arena
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/25Output arrangements for video game devices
    • A63F13/28Output arrangements for video game devices responding to control signals received from the game device for affecting ambient conditions, e.g. for vibrating players' seats, activating scent dispensers or affecting temperature or light
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/65Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
    • A63F13/655Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition by importing photos, e.g. of the player
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8082Virtual reality

Definitions

  • the present invention relates to a gaming experience cabin in simulated reality. Background
  • the devices for implementing virtual gaming experiences aim at recreating gaming environments simulated realistically as much as possible.
  • the object of the present invention is to provide a gaming experience cabin simulated in reality, and this is obtained by means of a cabin, as defined in claim 1.
  • ⁇ figures 1A and 1 B show a schematic representation in perspective view and front view, respectively, of a cabin according to a first preferred embodiment of the present invention
  • figure 2 is a cross view of the cabin of figure 1 ;
  • ⁇ figure 3 is block diagramme representing schematically a cabin according to a second preferred embodiment of the present invention.
  • FIG. 1A a gaming experience cabin in simulated reality according to a first preferred embodiment of the present invention, designated as a whole with 1 , is shown.
  • the cabin 1 first of all comprises a gaming or simulation chamber 2, wherein the experience is committed.
  • the chamber has sizes so as to receive at least a user in erect position, but according to preferred embodiments of the invention it can have sizes so as to receive also users in number greater than one, for example up to five, for gaming experiences in groups.
  • the chamber 2 in turn comprises simulation means 3 simulating virtual reality, apt to simulate different gaming settings.
  • the gaming experience consists in simulating adventurous, dangerous or surprising situations, due to the reconstruction, for example, of frightening environments, such as shipwreck on high seas or a tropical forest by night.
  • the chamber as time or sense capsule wherein not conventional activities can be performed, such as shouts or strange behaviours which cannot usually be performed in public, as considered not adequate.
  • the simulation can have a variable duration, preferably in the order of minutes.
  • the simulation means 3 comprises audio-visual simulation modules 31 and/or perceptive simulation modules 32 and/or olfactory simulation modules 33.
  • the audio/visual simulation modules preferably comprise one or more schemes for the video and photo reproduction, lighting apparatuses, loudspeakers for the reproduction of sounds/noises and/or devices for emitting fumes and/or vapours.
  • the screens can be of touchscreen type, to allow the user to activate the reproduction of additional audio/video content by touching suitably signalled sensible areas of the screen.
  • the lighting apparatuses can include LED lights, configured for activating according to predefined modes, for example with switching-on-and-off and colour sequences variable based upon the various gaming settings or scenarios.
  • the perceptive simulation modules 32 are apt to simulate motions and vibrations coherent with the selected particular gaming experience, and they can include an oscillating and/or vibrating platform and/or fans.
  • the oscillating and/or vibrating platform implements the floor of the chamber 2 itself whereupon the user is standing.
  • Such platform can have even lighting apparatuses as described before.
  • an oscillating and/or vibrating armchair for receiving one or more users to implement the same functionality.
  • the cabins 1 configured for receiving several users the presence of dedicated positions is provided, for example each one thereof comprising an armchair as just described.
  • the olfactory simulation modules 32 comprise means spraying perfumed volatile substances, for example for re-creating the odours characteristic of the selected gaming setting, for a user pluri-sense simulation which increases the experience realism.
  • the chamber 2 further comprises means for acquiring data, for recording and keeping track of some parameters related to the user gaming experience, with purposes which will be illustrated hereinafter.
  • the chamber 2 comprises means 4 for acquiring visual data and means 5 for acquiring sound data.
  • the data 4 for acquiring visual data comprise one or more cameras/video cameras for taking photos and/or make videos of the user during the whole experience.
  • the photos are taken preferably at the moments of higher emotional impact of the simulation, for example during the reproduction of particularly dangerous or surprising scenes or at the same time of a motion of the footboard/armchair or still of the reproduction of an unexpected sound.
  • the means 5 for acquiring sound data comprises microphones, active in reception during the whole experience for recording the sound reactions of the user.
  • the cabin 1 is configured for receiving several users inside the gaming chamber 2, the presence of at least one microphone for each dedicate position is provided.
  • the chamber 2 comprises means 7 for processing visual and sound data, configured for acquiring and processing sound and visual data from the means 4, 5 for acquiring data.
  • the processing means 7 comprises sensors for measuring the volume of the acquired sound data and apparatuses for generating visual data variable depending upon the corresponding measured volume, for example by associating to the volume even a numeric number which can be displayed by means of the audio-visual simulation means 31, as well as automatic devices for the editing and montage of the acquired visual data.
  • the handling of the recorded sounds as just illustrated is aimed at producing feedback to the user concerning his/her level of involvement in the experience.
  • the chamber 2 comprises means 6 for recording the above-mentioned visual and sound data, which preferably is configured for acquiring data from means for acquiring visual and sound data 4, 5 and from the processing means 7 and for sending such data to the audio-visual simulation means 31.
  • the cabin 1 according to a preferred embodiment of the present invention even comprises a user interface 9 and a control unit 10 configured for acquiring information from the interface 9 and controlling the implementation of the above-mentioned modules and means based upon these pieces of information.
  • the user can select the duration and the setting or theme of the experience and start the gaming experience, by sending the starting signal together with the selected specifications to the control unit 10.
  • the cabin 1 can further provide ceiling or wall mechanisms issuing prize tickets when the user has reached specific gaming targets.
  • reaching such targets may trigger even other rewarding mechanisms connected to specific pre-programmed performances as described by way of example only, or special effects, as for example fume effects.
  • the cabin 1 can further comprise an outer accessory unit 12 for acquiring and issuing a ticket for entering the cabin itself.
  • the presence of an operator responsible for controlling the tickets can be provided outside the cabin 1 , at an access door.
  • the cabin 1 can comprise a device 13 for activating the user interface 9, apt to activate it upon inserting said entrance ticket, or even a determined amount of coins and/or banknotes.
  • the interface means thereof 9 can be activated exclusively by means of ticket and which does not provide the constant presence of a human operator near the entrance, that is in a not defended mode
  • the cabin 1 according to an additional embodiment can be implemented to include an automatic access door 20 and means for the selective opening 21 associated thereto, as shown in figure 1 B.
  • the means for the selective opening 21 is configured to perform a reading for recognizing a cabin entrance ticket and for controlling the opening of the door 20 if the entrance ticket is recognized valid. Alternatively, it is possible that even the means for the selective opening 21 can be activated by means of inserting a determined amount of coins/banknotes.
  • control unit 10 preferably is configured for controlling the operation of all devices and means included inside and outside the cabin 1.
  • a cabin 1 according to each one of the described embodiments and as shown in figure 3 can comprise means for connecting to the Internet network 11 of the control unit 10, for allowing a remote control of the control unit 10 and therefore of all devices and means included inside and outside the cabin 1. Furthermore, by the means for connecting to the Internet network, it is possible to publish on the network, on a dedicated wed platform, the gaming experience of a player in direct streaming.
  • An additional functionality of the cabin 1 according to a preferred embodiment of the present invention is to be able to print the photos acquired during the gaming experience by means of the cameras/video cameras.
  • the cabin 1 can comprise a printing device 17, controlled too by the control unit 10 and which can be activated by means of the interface 9.
  • the interface 9 preferably is configured for allowing to display the photos taken during the game and the selection of those one wants to print.
  • the cabin 1 can be equipped with doors accessing the control unit 10 and the printing device 17, preferably outside the chamber 2, to be used for possible maintenance procedures.
  • the cabin 1 can include an outer screen 15 for the live display of the user gaming experience inside the cabin and the outer luminous signalling devices 16 for signalling if said cabin is occupied by a user or if it is free.
  • the outer screen 15 and the signalling devices 16 are positioned on the top of the cabin 1 , to allow the display thereof even remotely.
  • the cabin can provide specific programming of the management interface to customize the message towards the user, for example insertion of the specific name of a person, a date of an anniversary etc.
  • the present invention has been sofar described by referring to preferred embodiments thereof. It is to be meant that technical solutions implemented in the embodiments described herein by way of example could advantageously be combined differently therebetween, to create other embodiments, belonging to the same inventive core and all however within the protection scope of the here-below reported claims.

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Human Computer Interaction (AREA)
  • Pinball Game Machines (AREA)

Abstract

The present invention relates to a gaming experience cabin in simulated reality, comprising an inner gaming chamber (2) wherein there is means (3) for simulating virtual reality and means for acquiring visual and sound data (4, 5) from the user. Furthermore, the chamber (2) comprises means (6) for recording and processing the acquired data (7), in order to provide to the player a feedback related to the gaming experience, in real time or subsequently.

Description

GAMING EXPERIENCE CABIN
Application field
The present invention relates to a gaming experience cabin in simulated reality. Background
The devices for implementing virtual gaming experiences aim at recreating gaming environments simulated realistically as much as possible.
However, the devices currently existing on the market do not allow to re-create simultaneously visual, auditory, perceptive and olfactory sensory perceptions.
Furthermore, such devices do not allow to measure in some way the involvement of the player and to record or re-processing the visual or sound data acquired during the experience itself.
Brief description of the invention
The object of the present invention is to provide a gaming experience cabin simulated in reality, and this is obtained by means of a cabin, as defined in claim 1.
Additional features of the present invention are defined in the corresponding claims. The present invention, with respect to the devices of known art, involves several and evident advantages, which make more realistic and captivating the gaming experience lived by the user/player.
In particular, thanks to the possibility of re-processing, measuring and recording the emitted sounds and the acquired images related to the user, one can evaluate the emotional impact of the experience on the user and in some way live again the gaming experience from another point of view.
Furthermore, such possibility allows activating competitive courses as real challenges 'among users.
Additional advantages derived from the present invention, as well as the features and use modes thereof, will result evident from the following detailed description, related to embodiments suitable to the above objects and shown by way of example and not for limitative purpose.
Brief description of the figures
The figures of the enclosed drawings will be referred to, wherein:
□ figures 1A and 1 B show a schematic representation in perspective view and front view, respectively, of a cabin according to a first preferred embodiment of the present invention;
□ figure 2 is a cross view of the cabin of figure 1 ; and
□ figure 3 is block diagramme representing schematically a cabin according to a second preferred embodiment of the present invention.
Detailed description of the invention
The present invention will be described hereinafter by making reference to the above- mentioned figures.
By firstly making reference to figures 1A, 1 B e 2, a gaming experience cabin in simulated reality according to a first preferred embodiment of the present invention, designated as a whole with 1 , is shown.
The cabin 1 first of all comprises a gaming or simulation chamber 2, wherein the experience is committed. The chamber, then, has sizes so as to receive at least a user in erect position, but according to preferred embodiments of the invention it can have sizes so as to receive also users in number greater than one, for example up to five, for gaming experiences in groups. For the cabins configured to receive several users a specific equipment is provided, as it will be better described hereinafter in the description.
The chamber 2 in turn comprises simulation means 3 simulating virtual reality, apt to simulate different gaming settings.
The gaming experience consists in simulating adventurous, dangerous or surprising situations, due to the reconstruction, for example, of frightening environments, such as shipwreck on high seas or a tropical forest by night. Alternatively, it is possible simulating no specific environment, but exclusively producing lights, motions, odours, sounds or noises according to pre-established sequences, for creating confusion or excitation in the player.
Moreover, alternatively, it is possible using the chamber as time or sense capsule wherein not conventional activities can be performed, such as shouts or strange behaviours which cannot usually be performed in public, as considered not adequate.
The simulation can have a variable duration, preferably in the order of minutes.
The simulation means 3 comprises audio-visual simulation modules 31 and/or perceptive simulation modules 32 and/or olfactory simulation modules 33.
The audio/visual simulation modules preferably comprise one or more schemes for the video and photo reproduction, lighting apparatuses, loudspeakers for the reproduction of sounds/noises and/or devices for emitting fumes and/or vapours.
The screens can be of touchscreen type, to allow the user to activate the reproduction of additional audio/video content by touching suitably signalled sensible areas of the screen.
In particular, the lighting apparatuses can include LED lights, configured for activating according to predefined modes, for example with switching-on-and-off and colour sequences variable based upon the various gaming settings or scenarios.
The perceptive simulation modules 32 are apt to simulate motions and vibrations coherent with the selected particular gaming experience, and they can include an oscillating and/or vibrating platform and/or fans.
In particular, the oscillating and/or vibrating platform implements the floor of the chamber 2 itself whereupon the user is standing. Such platform can have even lighting apparatuses as described before.
Alternatively, or in combination with this solution, it is possible providing inside the chamber 2 an oscillating and/or vibrating armchair for receiving one or more users to implement the same functionality. In particular, in the cabins 1 configured for receiving several users the presence of dedicated positions is provided, for example each one thereof comprising an armchair as just described.
As far as the fans are concerned, these can be positioned at the side walls of the chamber 2, or even at the floor, as shown by way of example in figure 2. The olfactory simulation modules 32 comprise means spraying perfumed volatile substances, for example for re-creating the odours characteristic of the selected gaming setting, for a user pluri-sense simulation which increases the experience realism.
By now making reference to figure 3, the chamber 2 further comprises means for acquiring data, for recording and keeping track of some parameters related to the user gaming experience, with purposes which will be illustrated hereinafter.
In particular, the chamber 2 comprises means 4 for acquiring visual data and means 5 for acquiring sound data.
The data 4 for acquiring visual data comprise one or more cameras/video cameras for taking photos and/or make videos of the user during the whole experience. In particular, the photos are taken preferably at the moments of higher emotional impact of the simulation, for example during the reproduction of particularly dangerous or surprising scenes or at the same time of a motion of the footboard/armchair or still of the reproduction of an unexpected sound.
The means 5 for acquiring sound data comprises microphones, active in reception during the whole experience for recording the sound reactions of the user.
In case the cabin 1 is configured for receiving several users inside the gaming chamber 2, the presence of at least one microphone for each dedicate position is provided.
Still, the chamber 2 comprises means 7 for processing visual and sound data, configured for acquiring and processing sound and visual data from the means 4, 5 for acquiring data. In particular, the processing means 7 comprises sensors for measuring the volume of the acquired sound data and apparatuses for generating visual data variable depending upon the corresponding measured volume, for example by associating to the volume even a numeric number which can be displayed by means of the audio-visual simulation means 31, as well as automatic devices for the editing and montage of the acquired visual data. The handling of the recorded sounds as just illustrated is aimed at producing feedback to the user concerning his/her level of involvement in the experience.
The processing of the sound data and the reproduction of the associated visual data can occur at the same time of the committed experience, or subsequently. Furthermore, the chamber 2 comprises means 6 for recording the above-mentioned visual and sound data, which preferably is configured for acquiring data from means for acquiring visual and sound data 4, 5 and from the processing means 7 and for sending such data to the audio-visual simulation means 31.
The cabin 1 according to a preferred embodiment of the present invention even comprises a user interface 9 and a control unit 10 configured for acquiring information from the interface 9 and controlling the implementation of the above-mentioned modules and means based upon these pieces of information.
By means of the interface 9 the user can select the duration and the setting or theme of the experience and start the gaming experience, by sending the starting signal together with the selected specifications to the control unit 10.
The cabin 1 can further provide ceiling or wall mechanisms issuing prize tickets when the user has reached specific gaming targets.
It is to be meant that reaching such targets may trigger even other rewarding mechanisms connected to specific pre-programmed performances as described by way of example only, or special effects, as for example fume effects.
The cabin 1 can further comprise an outer accessory unit 12 for acquiring and issuing a ticket for entering the cabin itself.
As to such embodiment, the presence of an operator responsible for controlling the tickets can be provided outside the cabin 1 , at an access door.
Alternatively, the cabin 1 can comprise a device 13 for activating the user interface 9, apt to activate it upon inserting said entrance ticket, or even a determined amount of coins and/or banknotes.
In particular, in a mode for using a cabin 1 the interface means thereof 9 can be activated exclusively by means of ticket and which does not provide the constant presence of a human operator near the entrance, that is in a not defended mode, the cabin 1 according to an additional embodiment can be implemented to include an automatic access door 20 and means for the selective opening 21 associated thereto, as shown in figure 1 B.
The means for the selective opening 21 is configured to perform a reading for recognizing a cabin entrance ticket and for controlling the opening of the door 20 if the entrance ticket is recognized valid. Alternatively, it is possible that even the means for the selective opening 21 can be activated by means of inserting a determined amount of coins/banknotes.
For each one of such embodiments of the cabin 1 , the control unit 10 preferably is configured for controlling the operation of all devices and means included inside and outside the cabin 1.
Advantageously, a cabin 1 according to each one of the described embodiments and as shown in figure 3 can comprise means for connecting to the Internet network 11 of the control unit 10, for allowing a remote control of the control unit 10 and therefore of all devices and means included inside and outside the cabin 1. Furthermore, by the means for connecting to the Internet network, it is possible to publish on the network, on a dedicated wed platform, the gaming experience of a player in direct streaming. An additional functionality of the cabin 1 according to a preferred embodiment of the present invention is to be able to print the photos acquired during the gaming experience by means of the cameras/video cameras. To this purpose, the cabin 1 can comprise a printing device 17, controlled too by the control unit 10 and which can be activated by means of the interface 9. In this specific embodiment of the invention, the interface 9 preferably is configured for allowing to display the photos taken during the game and the selection of those one wants to print.
At last, the cabin 1 can be equipped with doors accessing the control unit 10 and the printing device 17, preferably outside the chamber 2, to be used for possible maintenance procedures.
Still, as shown in figures 1 B and 2, the cabin 1 can include an outer screen 15 for the live display of the user gaming experience inside the cabin and the outer luminous signalling devices 16 for signalling if said cabin is occupied by a user or if it is free. Preferably, the outer screen 15 and the signalling devices 16 are positioned on the top of the cabin 1 , to allow the display thereof even remotely.
Furthermore, the cabin can provide specific programming of the management interface to customize the message towards the user, for example insertion of the specific name of a person, a date of an anniversary etc. The present invention has been sofar described by referring to preferred embodiments thereof. It is to be meant that technical solutions implemented in the embodiments described herein by way of example could advantageously be combined differently therebetween, to create other embodiments, belonging to the same inventive core and all however within the protection scope of the here-below reported claims.

Claims

1. A cabin (1 ) for gaming experiences in virtual reality comprising a simulation chamber (2), said chamber (2) in turn comprising:
□ means (3) for simulating virtual reality;
□ means for acquiring visual data (4);
□ means for acquiring sound data (5);
□ means (6) for recording visual and sound data; and
□ means (7) for processing said visual and sound data, configured for acquiring and processing sound and visual data from said means for acquiring data (4, 5).
2. The cabin (1 ) according to claim 1 , wherein said simulation means (3) comprises:
□ audio-visual simulation modules (31 );
□ perceptive simulation modules (32); and
□ olfactory simulation modules (33).
3. The cabin (1 ) according to the previous claim, wherein said audio-visual simulation modules (31 ) comprise one or more schemes for the video and photo reproduction, lighting apparatuses, loudspeakers for the reproduction of sounds/noises and/or devices for emitting fumes and/or vapours.
4. The cabin (1 ) according to claim 2 or 3, wherein said recording means (6) is configured for acquiring data from said means for acquiring visual and sound data (4, 5) and from said processing means (7) and for sending said data to said audiovisual simulation means (31 ).
5. The cabin (1 ) according to one of claims 2 to 4, wherein said perceptive simulation modules (32) comprise an oscillating and/or vibrating platform and/or fans.
6. The cabin (1 ) according to one of claims 2 to 5, wherein said olfactory simulation modules (33) comprise means spraying perfumed volatile substances.
7. The cabin (1 ) according to the previous claim, wherein said means for acquiring visual data (4) comprises one or more cameras/video cameras.
8. The cabin (1 ) according to one of the previous claims, wherein said means for acquiring sound data (5) comprises microphones.
9. The cabin (1 ) according to one of the previous claims, wherein said processing means (7) comprises sensors for measuring the volume of said acquired sound data and for transforming said sound data into visual data variable in function of the corresponding measured volume and automatic means for the editing and montage of said acquired visual data.
10. The cabin (1 ) according to one of the previous claims, comprising user interface means (9) for the selection of the duration and theme and for starting the gaming experience and a control unit (10) configured for acquiring information from said interface (9) and controlling the implementation of said modules and means based upon said information.
11. The cabin (1 ) according to one of the previous claims, comprising an outer accessory unit (12) for acquiring and issuing a ticket for entering the cabin.
12. The cabin (1 ) according to the previous claim, comprising a device (13) for activating said user interface means (9) apt to activate said user interface means (9) upon inserting a determined amount of coins and/or banknotes or said entrance ticket.
13. The cabin (1 ) according to one of the previous claims, comprising an automatic access door (20) and means (21 ) for the selective opening of said access door (20).
14. The cabin (1 ) according to the previous claim, wherein said means for the selective opening (21 ) is configured: □ to perform the reading for recognizing a cabin entrance ticket;
□ to control the door opening (20) if the entrance ticket is recognized valid.
15. The cabin (1 ) according to one of claims 10 to 14, comprising means for connecting to the Internet network (11 ) of said control unit (10) for allowing a remote control of said control unit (10).
16. The cabin (1 ) according to one of claims 7 to 15, comprising a device (17) for printing photos acquired during the gaming experience by means of said cameras/video cameras.
17. The cabin (1 ) according to one of the previous claims, comprising an outer screen (15) for the live display of the user gaming experience inside the cabin.
18. The cabin (1 ) according to one of the previous claims, comprising outer luminous signalling devices (16) for signalling if said cabin is occupied by a user or if it is free.
PCT/IT2015/000309 2015-12-15 2015-12-15 Gaming experience cabin WO2017103951A1 (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
PCT/IT2015/000309 WO2017103951A1 (en) 2015-12-15 2015-12-15 Gaming experience cabin

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
PCT/IT2015/000309 WO2017103951A1 (en) 2015-12-15 2015-12-15 Gaming experience cabin

Publications (1)

Publication Number Publication Date
WO2017103951A1 true WO2017103951A1 (en) 2017-06-22

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Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/IT2015/000309 WO2017103951A1 (en) 2015-12-15 2015-12-15 Gaming experience cabin

Country Status (1)

Country Link
WO (1) WO2017103951A1 (en)

Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US6139432A (en) * 1998-04-24 2000-10-31 Fuji Photo Film Co., Ltd. Image capture apparatus and method
US20020075308A1 (en) * 1997-11-12 2002-06-20 Divelbiss Adam W. Multi-purpose interactive application execution system
US20030214530A1 (en) * 2002-05-14 2003-11-20 Cher Wang Multiuser real-scene tour simulation system and method of the same
US20070111774A1 (en) * 2005-11-16 2007-05-17 Aruze Gaming America, Inc. Gaming machine
US20080198271A1 (en) * 2007-02-20 2008-08-21 Malki Eli Self Operated Computerized Karaoke Recording Booth

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20020075308A1 (en) * 1997-11-12 2002-06-20 Divelbiss Adam W. Multi-purpose interactive application execution system
US6139432A (en) * 1998-04-24 2000-10-31 Fuji Photo Film Co., Ltd. Image capture apparatus and method
US20030214530A1 (en) * 2002-05-14 2003-11-20 Cher Wang Multiuser real-scene tour simulation system and method of the same
US20070111774A1 (en) * 2005-11-16 2007-05-17 Aruze Gaming America, Inc. Gaming machine
US20080198271A1 (en) * 2007-02-20 2008-08-21 Malki Eli Self Operated Computerized Karaoke Recording Booth

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